CN111185014B - Object matching method, device and computer-readable storage medium - Google Patents

Object matching method, device and computer-readable storage medium Download PDF

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CN111185014B
CN111185014B CN201911080197.3A CN201911080197A CN111185014B CN 111185014 B CN111185014 B CN 111185014B CN 201911080197 A CN201911080197 A CN 201911080197A CN 111185014 B CN111185014 B CN 111185014B
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matching
queue
attribute
matched
virtual
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CN111185014A (en
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苏丽平
林洁文
齐海龙
钟东
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Abstract

The embodiment of the application discloses an object matching method, an object matching device and a computer readable storage medium, and the embodiment of the application can acquire attribute data of a virtual object to be matched; adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data; selecting a virtual object from the object queue as a matching reference object; establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result. According to the scheme, the matching can be performed based on the arrangement sequence of the virtual objects in the queue, so that the time required by the matching is effectively shortened, and the matching efficiency is effectively improved.

Description

Object matching method, device and computer-readable storage medium
Technical Field
The present application relates to the field of communications technologies, and in particular, to an object matching method, an object matching device, and a computer-readable storage medium.
Background
In recent years, network games have become an indispensable part of people's life entertainment. At present, the most popular playing method of the network game is a multi-player fighting playing method, but the multi-player fighting playing method has the problem that the balance and the fairness of two parties in the fighting are difficult to guarantee.
In order to solve the problem, currently, a matching method based on the erlo algorithm is generally adopted to match players, game developers establish player level models through the erlo algorithm and match players at the same level together according to the models, but in the process of matching by using the matching method based on the erlo algorithm, the player level models established through the erlo algorithm need to be matched, so that the matching time is long, and the matching efficiency is low.
Disclosure of Invention
An object of the present application is to provide an object matching method, apparatus and computer-readable storage medium, which can improve matching efficiency.
The embodiment of the application provides an object matching method, which comprises the following steps:
acquiring attribute data of a virtual object to be matched;
adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data;
selecting a virtual object from the object queue as a matching reference object;
establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object;
determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched;
and outputting the target matching result.
Correspondingly, the embodiment of the present application further provides an object matching apparatus, including:
the acquiring unit is used for acquiring attribute data of the virtual object to be matched;
the adding unit is used for adding the virtual objects to be matched to an object queue according to the attribute data, and the virtual objects in the object queue are arranged according to the attribute data;
the selecting unit is used for selecting a virtual object from the object queue as a matching reference object;
the construction unit is used for constructing the attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object;
the determining unit is used for determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched;
and the output unit is used for outputting the target matching result.
Optionally, in some embodiments, the adding unit includes a queue determining subunit and an adding subunit;
the queue determining subunit is configured to determine, according to the data type of the attribute data, an object queue corresponding to the data type from an object queue set, where the object queue set includes candidate object queues corresponding to multiple data types;
and the adding subunit is configured to add the virtual object to be matched to the object queue according to the attribute data.
Optionally, in some embodiments, the adding subunit may specifically be configured to:
establishing an attribute key value pair corresponding to the virtual object to be matched according to the attribute data;
and adding the virtual object to be matched to the object queue according to the attribute key value pair.
Optionally, in some embodiments, the constructing unit includes a mode acquiring subunit, a data processing subunit, and a constructing subunit;
the mode acquiring subunit is configured to acquire, according to a target data type of the attribute data of the matching reference object, a target range construction mode corresponding to the target data type;
the data processing subunit is configured to process the attribute data of the matching reference object based on the target range construction manner, so as to obtain an attribute matching range of the virtual object to be matched;
and the constructing subunit is used for constructing the attribute matching condition of the virtual object to be matched according to the attribute matching range.
Optionally, in some embodiments, the attribute data includes an attribute numerical value, and the data processing subunit may specifically be configured to:
acquiring a numerical processing rule corresponding to the target range construction mode and a reference attribute value corresponding to the numerical processing rule;
and performing numerical processing on the attribute numerical value of the matched reference object according to the numerical processing rule and the reference attribute numerical value to obtain an attribute matching range of the virtual object to be matched.
Optionally, in some embodiments, the determining unit includes a dividing subunit, an object determining subunit, and a result determining subunit;
the dividing subunit is configured to divide the virtual objects in the object queue into a plurality of candidate search object groups based on an arrangement order of attribute data of the virtual objects in the object queue;
the object determining subunit is configured to determine a target search object group from the candidate search object groups according to the attribute matching condition;
and the result determining subunit is configured to determine, from the target search object group, a virtual object that meets the attribute matching condition, and obtain a target matching result of the virtual object to be matched.
Optionally, in some embodiments, the result determination subunit includes a lookup module and a result module,
the searching module is used for searching the virtual object of which the attribute data meet the attribute matching range in the target searching object group;
and the result module is used for obtaining a target matching result of the virtual object to be matched based on the virtual object of which the attribute data meets the attribute matching range.
Optionally, in some embodiments, the determining unit further includes a queue determining subunit and a queue adding subunit;
the queue determining subunit is configured to determine a matching result queue according to the target matching result, where the matching result queue includes virtual objects whose matching results are the same as the target matching results;
and the queue adding subunit is configured to add the virtual object to be matched to the matching result queue.
Optionally, in some embodiments, the output unit further includes a storage subunit;
and the storage subunit is used for storing the target matching result into a block chain.
Accordingly, an embodiment of the present application further provides a computer-readable storage medium, where the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to perform the steps in any one of the object matching methods provided in the embodiment of the present application.
Correspondingly, the embodiment of the present application further provides a computer device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps in any one of the object matching methods provided in the embodiment of the present application when executing the program.
The method and the device for matching the virtual objects can acquire the attribute data of the virtual objects to be matched; adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data; selecting a virtual object from the object queue as a matching reference object; establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result. According to the scheme, the matching can be performed based on the arrangement sequence of the virtual objects in the queue, so that the time required by the matching is effectively shortened, and the matching efficiency is effectively improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings used in the description of the embodiments will be briefly introduced below. It is obvious that the drawings in the following description are only some embodiments of the application, and that for a person skilled in the art, other drawings can be derived from them without inventive effort.
Fig. 1 is a schematic flowchart of an object matching method provided in an embodiment of the present application;
FIG. 2 is a diagram of an index queue provided by an embodiment of the present application;
fig. 3 is another schematic flowchart of an object matching method provided in an embodiment of the present application;
FIG. 4 is a system architecture diagram of an object matching control system provided by an embodiment of the present application;
fig. 5 is a schematic business process diagram of an object matching control system according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a game role matching system page provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of a configuration file composition provided by an embodiment of the present application;
FIG. 8 is another diagram of an index queue provided by an embodiment of the present application;
FIG. 9 is another diagram of an index queue provided by an embodiment of the present application;
FIG. 10 is a diagram illustrating an actual application of an object matching control system provided in an embodiment of the present application;
FIG. 11 is a schematic diagram of an actual application of the object matching control system according to the embodiment of the present application
Fig. 12 is a schematic structural diagram of an object matching apparatus provided in an embodiment of the present application;
fig. 13 is a schematic structural diagram of an object matching apparatus according to an embodiment of the present application;
fig. 14 is a schematic structural diagram of an object matching apparatus provided in the embodiment of the present application;
fig. 15 is a schematic structural diagram of an object matching apparatus provided in an embodiment of the present application;
fig. 16 is a schematic structural diagram of an object matching apparatus provided in the embodiment of the present application;
fig. 17 is a schematic structural diagram of an object matching apparatus according to an embodiment of the present application;
fig. 18 is a schematic structural diagram of an object matching apparatus according to an embodiment of the present application;
fig. 19 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The embodiment of the application provides an object matching method, an object matching device and a computer-readable storage medium. The object matching device may be specifically integrated in a server, such as a background server.
For example, taking as an example that the object matching method is specifically integrated in a server, the server may obtain attribute data of a virtual object to be matched; then, adding the virtual objects to be matched to an object queue according to the attribute data, and arranging the virtual objects in the object queue according to the attribute data; then selecting a virtual object from the object queue as a matching reference object; then, according to the attribute data of the matching reference object, constructing an attribute matching condition of the virtual object to be matched; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result. According to the scheme, the matching can be performed based on the arrangement sequence of the virtual objects in the queue, so that the time required by the matching is effectively shortened, and the matching efficiency is effectively improved.
The following are detailed below. It should be noted that the following description of the embodiments is not intended to limit the preferred order of the embodiments.
In some embodiments, the present application will be described from the perspective of an object matching apparatus, which may be specifically integrated in a server.
As shown in fig. 1, an object matching method is provided, which may be executed by a server, and the specific process may be as follows:
101. and acquiring attribute data of the virtual object to be matched.
In some embodiments, for example, in a scene of a game, the virtual object may be a game character operated by a player in a multiplayer battle game, for example, the virtual object may also be an account of the game player, and for example, the virtual object may also be the game player.
In some embodiments, taking the situation in a game as an example, the virtual object may be a game character operated by a player, and the attribute data may be a level of the game character, a credit of the game character, and the like, for example, the level of the game character "Elsa" is "5" level, the credit of the game character "Alice" is "4" score, and the like; for another example, in some embodiments, taking the social software scenario as an example, the virtual object may be a virtual character created by a user, the virtual character may include an image organ, a trunk, a dressing, and the like, the virtual character may be a planar image, or may be a three-dimensional modeling image, and the attribute data may be a gender of the virtual character, an age of the virtual character, and the like, for example, when an virtual female character "Cindy" is created in the social software, the corresponding attribute data may be "Cindy" with an age of "25" and the like.
The attribute data may be set in various ways, for example, in some embodiments, the attribute data may be preset in the game rule control platform by a game developer, and the like, and may be specifically set according to actual operations.
In some embodiments, in order to increase the matching speed, an object matching request sent by the terminal may be received, and the attribute data of the virtual object to be matched is obtained according to the object matching request. The terminal can be a computer device, and the computer device can include a mobile phone, a tablet computer, a notebook computer and other devices; for another example, the terminal may be a client on a computer device, such as a social application, a game client, and so on.
For example, in some embodiments, when the terminal is in a game scene, the terminal may be triggered to send the object matching request by operating the terminal, and for example, when the terminal is in a game scene, the player may receive a competing game invitation from another player, and the terminal may be triggered to send the object matching request according to the operation of the player on the competing game invitation. The setting can be specifically carried out according to actual requirements.
Taking a game scene as an example, when the terminal is a game client, the terminal may receive an object matching request sent by the game client, and then obtain attribute data of the game character "Bob" according to the object matching request, for example, obtain a current level "5" of "Bob" and a current integral "6".
Taking a scenario of social software as an example, when the terminal is a social software client, the terminal may receive an object matching request sent by the social software client, and then obtain attribute data of the virtual character "helln" according to the object matching request, for example, the age of the virtual character "helln" may be "28" years.
102. And adding the virtual objects to be matched to an object queue according to the attribute data, and arranging the virtual objects in the object queue according to the attribute data.
In some embodiments, the queue may have multiple representations, for example, to improve the matching efficiency, the queue may be an inverted index (inverted index) queue, where an inverted index is also referred to as a reverse index, and is an indexing method used to store a mapping of a storage location of an element in a queue or a group of queues in a global search.
For example, in some embodiments, the virtual object to be matched may be added after determining the object queue corresponding to the virtual object to be matched according to the attribute data, and the method specifically includes:
determining an object queue corresponding to the data type from an object queue set according to the data type of the attribute data, wherein the object queue set comprises a plurality of candidate object queues corresponding to the data types;
and adding the virtual object to be matched to the object queue according to the attribute data.
The data type of the attribute data may be various, for example, when the attribute data is in a game scene, the game level is "5", and the data type of the attribute data is the game level; for another example, when the attribute data is the age of the virtual character "26" in the context of social software, the data type of the attribute data is the age.
For example, in some embodiments, when the virtual object is a game role in a game scene, a game developer may obtain a data type of preset attribute data of the game role set by a game matching control platform, and then establish an object queue set according to the data type of the preset attribute data, where the object queue set includes candidate object queues corresponding to multiple data types; the game matching control platform is used for managing the matching rules, can have various expression forms, for example, can be in a form of a webpage, for example, can be in a form of an application program, and the like, and can be specifically set according to actual requirements.
Taking a scene in a game as an example, the virtual object is a game role 'Amos', and the attribute data of the game role 'Amos' can be a role grade '5' and a role score '6'; the data type of the preset attribute data set by the game developer on the game matching control platform, namely the level and the score of the game role, can be obtained, and then an object queue set is established according to the data type of the preset attribute data, wherein the object queue set comprises a level inverted index queue and a score inverted index queue.
Taking a scene in social software as an example, the virtual object is an avatar ' Lisa ', attribute data of the Lisa ' is age ' 25 ' and height is ' 158 ' cm; the data type of the preset attribute data set by the developer on the role matching control platform, namely the age and the height of the virtual image, can be obtained, and an object queue set is established, wherein the object queue set comprises an age inverted index queue and a height inverted index queue.
For example, in some embodiments, the virtual object to be matched may be added to the object queue according to an attribute Key-Value pair (Key-Value) constructed by the attribute data, and specifically, the method may include:
constructing an attribute key value pair corresponding to the virtual object to be matched according to the attribute data;
and adding the virtual object to be matched to the object queue according to the attribute key value pair.
In some embodiments, in order to improve the matching efficiency, an attribute key-value pair corresponding to the virtual object to be matched may be constructed according to the attribute data, and then the attribute key-value pair is added to the object queue, for example, when the virtual object is in a game scene, the virtual object may be a game character "Adam", the attribute data of the virtual object may be that the game level of "Adam" is "4", and then a level key-value pair corresponding to the game character "Adam" is constructed according to the game level of "Adam" being "4", and then the level key-value pair is added to the corresponding object queue; the expression form can also have various forms, and can be specifically set according to actual requirements.
The virtual objects in the object queue may be arranged according to the attribute data in various ways, for example, in some embodiments, the virtual objects may be arranged according to the size of the attribute data, or for example, in some embodiments, the virtual objects may be arranged according to the attribute data and a preset ordering algorithm, and the specific way may be set according to actual requirements.
Because the matching can be carried out based on the arrangement sequence of the attribute data in the object queue, compared with the object queue which is not arranged in sequence, the required attribute data can be quickly found according to the arrangement sequence, the time required by the matching is effectively reduced, and the matching efficiency is effectively improved.
Taking a scene in a game as an example, the virtual object to be matched may be a game character "a", the attribute data may be a game level of "a" of "5", and the game integral is "6", then according to the data type of the attribute data, it may be determined that the object queue corresponding to the game character "a" is a level-inverted index queue and a score-inverted index queue, then, as shown in fig. 2, a level key value pair corresponding to the game character "a" is constructed according to the game level of "a" of "5", a score key value pair corresponding to the game character "a" is constructed according to the game integral of "a" of "6", then the level key value pair corresponding to the game character "a" is added to the level-inverted index queue, and then the score key value pair corresponding to the game character "a" is added to the score-inverted index queue in the form of the score key value pair.
Taking a scene in social software as an example, if the virtual object to be matched is an avatar "Lily", and attribute data of the Lily "is age" 25 ", an object queue corresponding to the avatar" Lily "may be determined as an age inverted index queue according to the data type of the attribute data, an age key value pair corresponding to the avatar" Lily "is constructed according to the age of the" Lily "being age" 25 ", and then the avatar" Lily "and the age key value pair with the age of the" 25 "are added to the age inverted index queue.
103. And selecting the virtual object from the object queue as a matching reference object.
For example, in some embodiments, a first virtual object in the object queue may be selected as the matching reference object, for example, any one of the virtual objects in the object queue may be selected as the matching reference object, for example, the virtual object may be selected from the object queue as the matching reference object according to a preset rule, and the virtual object may be selected as the matching reference object in various manners, which may be specifically set according to actual requirements.
Taking the situation in a game as an example, the virtual object may be a game role, the object queue may be a role-level inverted index queue, and then a first game role may be selected from the queue as a matching reference object; for another example, any one of the game characters may be selected from the queue as a matching reference object.
Taking a scene of social software as an example, the virtual object may be a virtual character, the object queue may be a virtual character gender inverted index queue, and then a fourth virtual character may be selected from the queue as a matching reference object.
104. And constructing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object.
In some embodiments, in order to improve the matching efficiency, a range construction manner may be determined according to a target data type of the attribute data of the matching reference object, and then the attribute matching condition of the virtual object to be matched is constructed, which may specifically include:
acquiring a target range construction mode corresponding to the target data type according to the target data type of the attribute data of the matched reference object;
processing the attribute data of the matching reference object based on the target range construction mode to obtain an attribute matching range of the virtual object to be matched;
and constructing an attribute matching condition of the virtual object to be matched according to the attribute matching range.
In some embodiments, when the game is in a game scene, a game developer may set the range construction mode through the game matching control platform, and for example, the range construction mode may be preset in a memory of the application program.
In some embodiments, the attribute data may include an attribute numerical value, and the method for obtaining the target range construction mode corresponding to the target data type according to the target data type of the attribute data of the matching reference object may specifically include:
processing the attribute data of the matching reference object based on the target range construction mode to obtain the attribute matching range of the virtual object to be matched, wherein the attribute matching range comprises the following steps:
acquiring a numerical processing rule corresponding to the target range construction mode and a reference attribute value corresponding to the numerical processing rule;
and performing numerical processing on the attribute numerical value of the matched reference object according to the numerical processing rule and the reference attribute numerical value to obtain an attribute matching range of the virtual object to be matched.
For example, in some embodiments, the range construction manner may be a segmentation algorithm (segment), and then the numerical processing rule corresponding to the segmentation algorithm specifically selects a segment interval where the attribute value of the matching reference object is located as the attribute matching range, and then the reference attribute value corresponding to the numerical processing rule may be a segment interval, for example, the segment interval may be "[ 1,10 ]", and the segment interval may also be "[ 11,20 ]". For example, when the range construction method is a segmentation algorithm, the segment interval corresponding to the numerical processing rule may be "[ 1,20 ]", "[ 20,40 ]", and if the attribute value of the matching reference object is "3", the segment interval "[ 1,20 ]" may be selected as the attribute matching range according to "3".
For another example, in some embodiments, the range construction method may be an error algorithm (provision), and the numerical processing rule corresponding to the error algorithm specifically includes: if the difference between the attribute data of the object to be matched and the attribute data of the matching reference object cannot be greater than the configured error value, the reference attribute value corresponding to the numerical processing rule may be an error value, for example, the error value may be "1", and so on. For example, when the range construction method is an error algorithm, the error value corresponding to the numerical processing rule may be "1", and if the attribute numerical value of the matching reference object is "3", the processing may be performed according to "3", that is, "| X-3| ═ 1", and "[ 2,4 ]" may be obtained as the attribute matching range.
The range construction method, the value processing rule, and the reference attribute value may have various expression forms, for example, in some embodiments, for convenience of editing, the range construction method may be a JSON (JavaScript Object Notation) format, for example, an XML (eXtensible Markup Language) format, and the like, and may be specifically set according to actual requirements, for example, in some embodiments, the range construction method may be a JSON format.
For example, in some embodiments, when in JSON format, the specific JSON data may include:
Figure BDA0002263719600000111
Figure BDA0002263719600000121
according to the scheme, the attribute matching condition can be constructed according to the attribute data, developers can preset the attribute data according to the analysis of specific application scenes, so that the matching precision of the virtual object can be improved, the matching accuracy is effectively improved, and the problem of balance and fairness of the matching of the two sides can be effectively solved.
Taking a scene of a game as an example, the object queue may include a score inverted index queue, a range construction manner of the scores of the game characters may be defined as a segmentation algorithm, and then the reference attribute values may be obtained according to a numerical processing rule as a segmentation interval of "[ 1,10 ]", "[ 11,20 ]"; when the scene has game roles 'A', 'B' and 'C' and the corresponding scores are '1', '11' and '9' respectively, the game role 'A' is selected as a matching reference object, a target construction mode can be obtained through a game matching control platform according to the data type of the score to be a segmentation algorithm, and then, '[ 1,10 ]' can be selected from a segmentation interval to be used as an attribute matching range according to the score of the game role 'A' being '1'.
Taking the situation of the game as an example, the object queue may include a level-inverted index queue, a range construction manner of the level of the game role may be defined as an error algorithm, and the reference attribute value may be obtained according to a value processing rule, where the error is "0"; when the scene has game roles 'A', 'B' and 'C' and the corresponding levels are '2', '3' and '2', respectively, the game role 'A' is selected as a matching reference object, a target construction mode can be obtained through the game matching control platform and is an error algorithm, then, the game role 'A' is processed according to the error algorithm according to the level '2', and the attribute matching range is '2, 2'.
Still taking the situation of being in the scene of the game as an example, the object queue may include a score inverted index queue and a rank inverted index queue, then "Player AA" may be selected from the corresponding queue as a matching reference object, the score of the Player AA "is" 6 "and the rank is" 2 ", according to the score and the rank, the range construction modes for constructing the attribute matching condition obtained by the game matching control platform are respectively a segmentation algorithm and an error algorithm, wherein the range construction mode corresponding to the score is a segmentation algorithm, the segmentation interval of the segmentation algorithm includes" [1,10] "," [11,20] ", the range construction mode corresponding to the rank is an error algorithm, the error value of the error algorithm is" 0 ", then the attribute data of the" Player AA "is respectively calculated according to the segmentation algorithm and the error algorithm, the score matching range can be obtained as" [1,10] ", and the rank matching range is" [2,2] ", and then the integral matching range and the rank matching range are taken as the attribute matching conditions.
105. And determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched.
In some embodiments, the method for obtaining the target matching result of the to-be-matched virtual object by determining the virtual object satisfying the attribute matching condition from the object queue based on the arrangement order of the virtual objects in the object queue may be multiple, and after determining the target search object group according to the attribute matching range, the virtual object whose attribute data satisfies the attribute matching range is searched for in the target search object group to obtain the target matching result of the to-be-matched virtual object may specifically include:
dividing the virtual objects in the object queue into a plurality of candidate search object groups based on the arrangement sequence of the attribute data of the virtual objects in the object queue;
determining a target search object group in the candidate search object group according to the attribute matching condition;
and determining the virtual object meeting the attribute matching condition from the target search object group to obtain a target matching result of the virtual object to be matched.
Wherein, based on the arrangement order of the attribute data of the virtual objects in the object queue, the virtual objects in the object queue may be divided into a plurality of candidate search object groups, for example, to increase the search speed, in some embodiments, the virtual objects may be divided into a plurality of candidate search object groups according to a Skip list (Skip list), for example, when the virtual objects are in a game scene, the virtual objects may be game characters, the object queue may be a score reverse index queue, and then, based on the arrangement order of the scores of the game characters in the score reverse index queue, a multi-level index (index) is added to the score reverse index queue according to a Skip list (Skip list), wherein the multi-level index is added by extracting one node to each two nodes corresponding to each game character in the queue, the extracted level is called an index or an index layer, then, on the basis of the level one index, every two level one index nodes can also extract one node to the level two index, thereby establishing a level one index, and every two nodes (including nodes at two ends) in each level index can contain game roles corresponding to the nodes, namely, the game roles are divided into a plurality of candidate search groups.
Because the virtual object meeting the attribute matching condition can be searched based on the skip list mode, the skip list mode can effectively improve the searching speed in the searching process, and the searching is carried out based on the arrangement sequence of the attribute data, so that the time required in the searching process can be effectively reduced, and the matching efficiency is effectively improved.
In addition to the above manners, there may be various manners of dividing the virtual objects in the object queue into a plurality of candidate search object groups based on the arrangement order of the attribute data of the virtual objects in the object queue, for example, when the virtual objects are in a game scene, the virtual objects may be game characters, the object queue may be a level inverted index queue, then, based on the arrangement order of the levels of the game characters in the level inverted index queue, the game characters in the level inverted index queue may be divided into a plurality of candidate search object groups according to a preset algorithm, the preset algorithm may have various manners, for example, a Neural network algorithm (Neural network algorithm), and the like, and may be specifically set according to the actual conditions.
Taking the scene of the game as an example, the virtual object may be a game character, the virtual object to be matched is a game character "a", the attribute data of the "a" is a game integral "5", correspondingly, the object queue may be a score inverted index queue, the corresponding score matching range is "[ 1,10 ]", then, based on the arrangement order of the scores of the game character in the score inverted index queue, a multi-level index (index) is added to the ordered score inverted index queue in a Skip list (Skip list) manner, then, according to two end values "1" and "10" of the score matching range, the index part for determining the target search from the multi-level index, that is, the index part of the score from "1" to "10", can be determined, then, the game character satisfying the "1, 10" is searched in the index part from "1" to "10", the game role 'A' and the game role 'B' which meet the score matching condition can be obtained, and the matching result of the game role 'A' can be obtained as the matching success if the game role 'A' is the virtual object to be matched.
In some embodiments, in order to facilitate further processing on the virtual object to be matched, after obtaining a target matching result of the virtual object to be matched, the method specifically includes:
determining a matching result queue according to the target matching result, wherein the matching result queue comprises virtual objects with the same matching result as the target matching result;
and adding the virtual object to be matched to the matching result queue.
After a target matching result is obtained, the virtual object to be matched is added to the matching result queue according to the target matching result, the matching result can be sent to the terminal corresponding to the virtual object based on the matching result queue, the broadcasting rate of the matching result can be effectively improved, and therefore the user experience is effectively improved; for example, if a virtual object successfully matched with a virtual object unsuccessfully matched exists in the object queue, the matching result needs to be determined first and then sent; after the virtual object is added to the matching result queue, the same matching result only needs to be sent to the virtual object in the matching result queue, for example, only the matching is successfully sent.
For example, when the virtual object to be matched is a game character "a" in a game scene, the matching result may include a successful matching, the matching result queue may be a successful matching queue, and when the matching result of the game character "a" is a successful matching, it may be determined that the "a" corresponds to the successful matching queue according to the matching result, and then the "a" is added to the successful matching queue.
Taking a scene in social software as an example, the virtual object is an avatar "Lia", and the matching result of the "Lia" may include a matching failure, and then the matching result queue may be determined as a matching failure queue according to the matching failure, and then the "Lia" is added to the matching failure queue.
In some embodiments, after the virtual object to be matched is added to the matching result queue, a preset matching mode may be obtained, and then the virtual object is selected from the matching result queue according to the matching mode, which specifically includes:
acquiring a preset matching mode;
and selecting a virtual object from the matching result queue according to the preset matching mode.
For example, in some embodiments, when a game is in a scene of the game and a virtual object is a game role, a preset matching mode set by a game developer through a game matching control platform may be obtained, and the preset matching mode may be specifically set according to actual requirements.
For example, when the virtual object is a game character in a game scene, the matching result queue may be a matching success queue, and the preset matching mode may be acquired as "1 v 1" through the game matching control platform, that is, the preset matching mode is a one-to-one match and two game characters are required, the two game characters may be selected from the matching success queue according to the preset matching mode.
For another example, when the virtual object is a virtual role in a social software scene, the matching result queue may be a matching success queue, and the preset matching mode may be obtained as a "one-to-one cardiac mode" according to the role matching control platform, that is, the preset matching mode is one-to-one, and two virtual roles are required, so that two virtual roles may be selected from the matching success queue.
As the virtual object is selected according to the preset matching mode, the matching requirement of the user can be effectively met, and the user experience can be effectively improved.
106. And outputting the target matching result.
The target matching result may be output in various ways, for example, the target matching result may be directly output, and the like, which may be specifically set according to actual requirements.
Wherein, after outputting the target matching result, the method further comprises:
monitoring a matching result queue;
and pushing a matching result of the virtual object to be matched to a terminal according to the monitoring result, wherein the terminal is used for initiating an object matching request, and the object matching request comprises attribute data of the virtual object to be matched.
For example, in some embodiments, when the virtual object is in a scene of a game, the virtual object is a game character "a", the matching result queue is a matching success queue, when the matching result of "a" is matching success, the "a" is added to the matching success queue according to the matching result, and when it is monitored that "a" joins the matching success queue, a message that the matching of "a" is successful is pushed to a terminal, where the terminal is used to trigger sending of a game character matching request, and the game character matching request includes attribute data of the game character.
After the target matching result is output, in order to improve the matching effect, the method further includes: and storing the target matching result into the block chain.
The blockchain is a novel application mode of computer technologies such as distributed data storage, point-to-point transmission, a consensus mechanism and an encryption algorithm. A block chain (Blockchain), which is essentially a decentralized database, is a series of data blocks associated by using a cryptographic method, and each data block contains information of a batch of network transactions, so as to verify the validity (anti-counterfeiting) of the information and generate a next block. The blockchain may include a blockchain underlying platform, a platform product services layer, and an application services layer.
The block chain underlying platform can comprise processing modules such as user management, basic service, intelligent contract and operation monitoring. The user management module is responsible for identity information management of all blockchain participants, and comprises public and private key generation maintenance (account management), key management, user real identity and blockchain address corresponding relation maintenance (authority management) and the like, and under the authorization condition, the user management module supervises and audits the transaction condition of certain real identities and provides rule configuration (wind control audit) of risk control; the basic service module is deployed on all block chain node equipment and used for verifying the validity of the service request, recording the service request to storage after consensus on the valid request is completed, for a new service request, the basic service firstly performs interface adaptation analysis and authentication processing (interface adaptation), then encrypts service information (consensus management) through a consensus algorithm, transmits the service information to a shared account (network communication) completely and consistently after encryption, and performs recording and storage; the intelligent contract module is responsible for registering and issuing contracts, triggering the contracts and executing the contracts, developers can define contract logics through a certain programming language, issue the contract logics to a block chain (contract registration), call keys or other event triggering and executing according to the logics of contract clauses, complete the contract logics and simultaneously provide the function of upgrading and canceling the contracts; the operation monitoring module is mainly responsible for deployment, configuration modification, contract setting, cloud adaptation in the product release process and visual output of real-time states in product operation, such as: alarm, monitoring network conditions, monitoring node equipment health status, and the like.
The platform product service layer provides basic capability and an implementation framework of typical application, and developers can complete block chain implementation of business logic based on the basic capability and the characteristics of the superposed business. The application service layer provides the application service based on the block chain scheme for the business participants to use.
As can be seen from the above, the embodiment of the present application may obtain attribute data of a virtual object to be matched; adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data; selecting a virtual object from the object queue as a matching reference object; establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result. According to the scheme, the matching can be performed based on the arrangement sequence of the virtual objects in the queue, so that the time required by the matching is effectively shortened, and the matching efficiency is effectively improved.
The method of the embodiment of the present application is described above by taking an object matching apparatus as an example.
According to the method described in the above embodiment, the object matching apparatus is specifically integrated in a server, and the server is specifically a server as an example for further detailed description.
As shown in fig. 3, an object matching method is provided, and the specific process may be as follows:
201. and the server acquires the attribute data of the virtual object to be matched.
In some embodiments, the server may receive an object matching request sent by the terminal, and obtain the attribute data of the virtual object to be matched according to the object matching request, where the terminal may include a client that runs the virtual object.
For example, in some embodiments, when a game user needs to participate in a multiplayer battle game in a game scene, the object matching request is triggered and sent by operating the terminal, and the object matching request can be specifically set according to actual requirements.
For example, when the virtual object is a game character "Player 1" in a game scene, a game client of a game Player on a terminal triggers transmission of a matching request for the game character, and when the server receives the matching request for the game character "Player 1", attribute data of "Player 1" is acquired based on the matching request, that is, the game level of "Player 1" is "2" and the game score is "6".
For another example, in a social software scenario, the virtual object is a virtual female character "Laila", the user triggers a matching request for sending the virtual character on the social software on the terminal, and when the server receives the matching request for "Laila", attribute data of "Laila" is acquired according to the matching request, that is, "Laila" is aged "26" and "175" cm in height.
202. And the server adds the virtual objects to be matched to an object queue according to the attribute data, and the virtual objects in the object queue are arranged according to the attribute data.
For example, when the game is in a scene, the virtual object may be a game character "Player 1", the game level of the "Player 1" is "2", and the game score is "6". After acquiring the attribute data of ' Player 1 ', the server acquires an object queue set from the game matching control platform, the object queue set is established according to the data type of preset attribute data set by developers, wherein the data type of the preset attribute data comprises game level and game credits, the corresponding object queue set comprises a level inverted index queue and a credit inverted index queue, then, after determining the queue to be added according to the attribute data of ' Player 1 ', the game level of ' Player 1 ' is ' 2 ', the game credits of the Player 1 ' are ' 6 ', a level key value pair and a credit value pair corresponding to ' Player 1 ' are established, then, the level key value pair and the credit key value pair are respectively added to the corresponding level inverted index queue and the credit inverted index queue, wherein the level inverted index queue is arranged according to the level, and arranging the points in the inverted point index queue according to the points.
For another example, when the virtual female character "Laila" is in a social software scene, the age of the virtual female character "Laila" is "26" and the height of the virtual female character "Laila" is "175" cm, the server acquires an object queue set from the character matching control platform after acquiring the attribute data of "Laila", the object queue set is established according to the data type of the preset attribute data set by the developer, the corresponding object queue set comprises an inverted age index queue and an inverted height index queue, then, after determining the queue to be added according to the attribute data of "Laila", the age key-value pair and the height key-value pair corresponding to "Laila" are established according to the two attribute data of "Laila" being "26" and "Laila" being "175" cm, then the age key-value pair and the height key-value pair are respectively added to the corresponding inverted age index queue and inverted height index queue, the inverted age index queue is arranged according to the age, and the inverted height index queue is arranged according to the height.
203. The server selects a virtual object from the object queue as a matching reference object.
For example, when in a scene of a game, the virtual object may be a game character "Player 1", the game level of the "Player 1" is a "2" level, the game score of the "Player 1" is a "6" score, and is added to the corresponding level inverted index queue and the score inverted index queue in the form of a key-value pair, respectively. When the matching of the game grades is performed, the first game character 'Player 0' of the queue can be selected from the grade inverted index queue as a matching reference object; when the matching of the game credits is performed, the first game character "Player 0" of the queue may be selected from the credit inversion index queue as a matching reference object.
For another example, when in the context of social software, the virtual female character "Laila" is "26" years old and "175" centimeters high, and is added to the corresponding inverted-age index queue and inverted-height index queue in the form of key-value pairs, respectively. When the age is matched, the first role 'David' of the queue can be selected from the age inverted index queue as a matching reference object; when height matching is performed, the first role "Peter" of the queue can be selected from the height inverted index queue as a matching reference object.
204. And the server constructs the attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object.
For example, when the game is in a scene of the game, the game character to be matched is "Player 1", and accordingly, the level-reversed index queue includes the game characters "Player 0", "Player 1" and "Player 2", and the corresponding levels are "3", "6" and "7", where "Player 0" is a matching reference object;
correspondingly, the score inverted index queue comprises game characters 'Player 0', 'Player 1' and 'Player 2', corresponding scores are '5', '6' and '9', wherein 'Player 0' is a matching reference object;
then, the server acquires a range construction mode corresponding to the type of the level data from the game matching control platform as a segmentation algorithm, a numerical processing rule corresponding to the segmentation algorithm selects a segmentation interval where the attribute numerical value of the matching reference object is located as an attribute matching range, and the corresponding segmentation interval is '1, 6', '8, 11'; the range construction mode corresponding to the integral data type is an error algorithm, the numerical processing rule corresponding to the error algorithm is that for an object which is being matched, the difference value of attribute data cannot be larger than the configured error value, and the corresponding error value is '1'; then, the attribute data of the matching reference object "Player 0" is processed to have a level "3" and an integral "5" according to the above algorithm, and a level matching range of "[ 1,6 ]" and an integral matching range of "[ 4,6 ]" can be obtained.
For another example, when the virtual character to be matched is "Laila" in a scene of the social software, correspondingly, the virtual character "David", "Laila" and Peter "are included in the inverted age index queue, and the corresponding ages are" 24 "year," 26 "year," and "30" year, respectively, where "David" is a matching reference object;
correspondingly, the height inverted index queue comprises "Peter", "Laila" and "David", and the corresponding heights are respectively "174" cm, "175" cm and "185" cm, wherein "Peter" is a matching reference object;
then, the server acquires a range construction mode corresponding to the age from the role matching control platform as a segmentation algorithm, a numerical processing rule corresponding to the segmentation algorithm selects a segmentation interval where an attribute numerical value of a matching reference object is located as an attribute matching range, and the corresponding segmentation interval is '24, 30', '35, 40'; the range corresponding to the height is constructed in an error algorithm, the numerical processing rule corresponding to the error algorithm is that for the object which is being matched, the difference value of the attribute data cannot be larger than the configured error value, and the corresponding error value is '10'; then, the attribute data of the matching reference objects "David" and "Peter" are processed according to the above algorithm, respectively, and the age matching range is "[ 24,30 ]" and the height matching range is "[ 164,184 ]".
205. And the server determines the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched.
For example, when the game is in a game scene, based on the arrangement sequence of the game characters in the level inverted index queue and the score inverted index queue, a multi-layer index is added to the two queues according to a skip list mode, and according to the game characters with the level matching range of "[ 1,6 ]" and the score matching range of "[ 4,6 ]" respectively determining the index parts to be searched in the two queues, and the game characters with the levels within "[ 1,6 ]" and the scores within "[ 4,6 ]" are searched in the corresponding index parts, so that "Player 0" and "Player 1" can be searched to meet the level matching condition and the score matching condition, wherein "Player 0" is the game character to be matched, and the matching result of "Player 0" can be obtained as successful matching; then, in some embodiments, "Player 0" and "Player 1" may be added to the matching success queue, and after adding to the matching success queue, the server acquires from the game matching control platform that the game mode preset by the developer is "1 v 1", that is, two game characters are required, and takes "Player 0" and "Player 1" out of the matching success queue.
For another example, in a social software scenario, based on the order of virtual characters in the age inverted index queue and the height inverted index queue, a multi-layer index is added to the two queues in a skip list manner, and the two queues are respectively searched according to the age matching range of "[ 24,30 ]" and the height matching range of "[ 164,184 ]", so that it can be found that "David", "Laila", "Peter" in the age inverted index queue conforms to the age matching range; in the height inverted index queue, "Peter" and "Laila" are in accordance with the height matching range; intersecting the two results to obtain that the 'Peter' and the 'Laila' simultaneously meet the matching conditions of the age and the height, wherein the 'Laila' is a virtual role to be matched, and the matching result of the 'Laila' is successful; then, the Peter and the Laila can be added to the matching success queue according to the matching result, the server acquires that the matching mode preset by the operator is a one-to-one friend making mode from the role matching control platform, namely two virtual roles are needed, and the Peter and the Laila are taken out from the matching success queue.
206. The server outputs the target matching result.
For example, when the game is in the scene, "Player 0" and "Player 1" are added to the matching success queue according to the matching result, and when the server monitors that "Player 0" and "Player 1" are added to the matching success queue and meet the matching mode, the server pushes a matching success message to the terminals corresponding to "Player 0" and "Player 1", where the terminals corresponding to "Player 0" and "Player 1" are used to trigger the game character matching requests of "Player 0" and "Player 1".
For another example, when the terminal is in a social software scene, "Peter" and "Laila" are both added to the matching success queue according to the matching result, and when the server monitors that "Peter" and "Laila" are added to the matching success queue and meet the matching mode, the server pushes a matching success message to the terminal corresponding to "Peter" and "Laila".
Optionally, in some embodiments, after the server outputs the target matching result, the target matching result may be further stored in the blockchain.
For example, in a social software scenario, after outputting a result that the "Laila" match is successful, the server may store the result that the match is successful in the blockchain.
As can be seen from the above, in the embodiment of the present application, the server may obtain attribute data of the virtual object to be matched; then, the server adds the virtual object to be matched to an object queue according to the attribute data, and the virtual objects in the object queue are arranged according to the attribute data; the server selects a virtual object from the object queue as a matching reference object; then, the server constructs an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; the server determines the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; the server outputs the target matching result. According to the scheme, the server can perform matching based on the arrangement sequence of the virtual objects in the queue, so that the time required by matching is effectively shortened, and the matching efficiency is effectively improved.
According to the method described in the above embodiment, the method will be described below by taking the application of the object matching apparatus in the object matching control system as an example.
The system architecture of the system is shown in fig. 4, and the object matching control system comprises a logic layer and a storage layer, wherein the logic layer comprises a console, a matching access layer (Match CGI), a matching engine (Match mapping) and a matching Result (Match Result) four modules; the storage layer comprises modules such as a matching rule, a small matching Region (Access Region), a large matching Region (Big Region), a successful matching queue and a timeout matching queue, the storage layer is realized by adopting MySQL (relational database management system) and Redis (REmote DIctionary Server), the matching rule is stored in MySQL in the storage layer and is loaded to Redis; the matching area comprises a matching access area and a matching large area, and matching nodes and an inverted index queue in the matching area are realized by Redis.
The business process of the system is shown in fig. 5, and the system may include the following modules:
(1) matching console
The matching console is a matching management end, and the console is used for a developer to configure a matching rule, for example, in some embodiments, a game developer may set a matching rule for a game at the management end and issue the matching rule to a matching server, as shown in steps 1 and 2 in fig. 5.
For example, when the game is in a game scene, as shown in fig. 6, the system configuration page may match a system configuration page for a game role, the page may include a "game overview" button, and a pull-down option for "room management", and the pull-down option may include an "online matching" button and a "matching rule set" button, and a rule set configuration page may be displayed by a developer triggering the "matching rule set" button, and the rule set configuration page may include details of a rule set and a rule configuration control, and the developer may set a matching rule by an input operation for the rule configuration control. In some embodiments, in order to improve the efficiency of the developer, the system page may further include a preset rule control, a preset matching rule may be input in the rule configuration control by the operation of the developer on the preset rule control, and the developer may perform an operation to set the matching rule according to the requirement of the actual application. Because the matching control console can be used for configuring the matching rules, operators can adjust the matching rules according to actual conditions, so that the matching accuracy can be effectively improved, and the matching experience of users is improved.
The matching rule may have various presentation forms, for example, the matching rule may be in the form of a configuration file, as shown in fig. 7, the configuration file may include configuration contents such as a rule Version (Version), attribute information (Player Attributes), team information (teams), matching algorithm (rules), timeout (timeout), and the like, wherein the configuration file may have various formats, for example, a JSON (JavaScript Object Notation) format, an XML (eXtensible Markup Language) format, and the like, and may be specifically set according to actual requirements.
In some embodiments, the attribute information in the configuration file may include an attribute (name) and an attribute data type (type), where the attribute is used to indicate feature information of an object to be matched, and the attribute may have multiple expressions in the configuration file, for example, may be a string data type, and the attribute data type may also have multiple expressions, for example, may be a number data type, and may be specifically set according to actual requirements.
In some embodiments, team information in the configuration file is used to define patterns when matching, e.g., one-to-one patterns, etc. The team information may include a team type (teamname), a team maximum number (maxPlayers), a team minimum number (minPlayers), and a team number (number); the team type in the configuration file can have various expression forms, for example, the team type can be composed of English numeric underlines, and the maximum length is 20; in order to maintain stable operation of the system, the following relationship may be satisfied between the maximum number of persons in the team and the minimum number of persons in the team:
the minimum number of people in the team is less than or equal to the maximum number of people in the team;
and the product of the number of the teams and the maximum number of the teams is less than or equal to the preset total number of people.
In some embodiments, the matching algorithms in the configuration file may include a matching algorithm type (type), an attribute expression (expression), a matching algorithm value (value), a timeout setting (waitTimeSteps); the matching algorithm type is used to indicate an algorithm that needs to be used in matching, for example, the matching algorithm may include a segmentation algorithm and may also include an error algorithm; the attribute expression may be a data type indicating attribute data to be processed in matching, and in some embodiments, the attribute expression may be converted into an array; the matching algorithm value may be different according to different types of matching algorithms, for example, when the matching algorithm is an error algorithm, the value represents an error value, and when the matching algorithm is a segmentation algorithm, the value represents a segmentation interval array; the timeout setting is used for re-formulating the matching algorithm value after the waiting time expires, and may include a waiting time duration (waittieseconds) and a timeout matching algorithm value (value), for example, in some embodiments, when the matching time duration is longer than the waiting time duration, the timeout matching algorithm value may be used to replace the original matching algorithm value.
For example, the matching rule may be in the form of a configuration file, and the configuration file may specifically be in the format of JSON, and specifically may include:
Figure BDA0002263719600000241
Figure BDA0002263719600000251
Figure BDA0002263719600000261
the specific configuration file can be set according to actual requirements; the matching rules and the like can be set in a configuration file form, and the configuration file is visual, so that the matching rules can be adjusted by operators according to actual conditions, and the matching accuracy can be effectively improved.
(2) Matching an access layer:
the match access layer is responsible for receiving an object match request, for example, in some embodiments, it may receive a match request from a game client, and add character and character attribute data operated by a game player to an inverted index queue of corresponding attributes in the form of Key-Value pairs (Key-Value) according to a game match rule, as shown in steps 3 and 4 in fig. 5, in step 3 in fig. 5, player a and player B respectively request to submit a character match request, the attributes of the character include a score and a level, correspondingly, the score attribute data are respectively "6", "7" and the level attribute data are respectively "2", "5", then construct corresponding attribute Key-Value pairs according to the attribute data, as in step 4 in fig. 5, the match access layer respectively adds the score Key-Value pair of the game character "a" of player a "and the score Key-Value pair of the game character" B "of player B" to the inverted index queue of scores according to the match rule, the level key-value pair of player a's game character "a" and the level key-value pair of player B's game character "B" are added to the level inverted index queue, and the added inverted index queue is shown in fig. 8.
Taking the case of a game scene as an example, the matching access layer receives three Player character matching requests, namely "Player a", "Player B" and "Player C", sent by the user-triggered terminal, and the attribute data of the character is shown in the following table:
player character Integration Grade
Player A
6 2
Player B 7 5
Player C 10 2
Accordingly, the matching access layer may establish a credit reverse index queue and a rank reverse index queue for the player character, as shown in fig. 9.
(3) Matching engine
The matching engine is used for matching each object, and specifically comprises:
and taking out an object from the matching queue, calculating the attribute matching range of the object according to the matching rule, and searching the object meeting the attribute matching range from the corresponding attribute queue according to the attribute matching range to obtain a matching result.
For example, in some embodiments, the matching engine extracts the game character "Player a", the score of the "Player a" is "6", and the level is "2", the matching algorithm for obtaining the score according to the matching rule of the score is a segmentation algorithm, and when the segmentation interval includes "[ 1,10 ]" and "[ 11,20 ]", the score matching interval of "Player a" is "[ 1,10 ]"; obtaining a level matching algorithm as an error algorithm according to the level matching rule, and when the error value is 0, obtaining a "Player a" level matching interval as "[ 2,2 ]", and then, the matching engine can search from an inverted index queue of the integral and level according to a skip list mode to obtain a search result: the point search results are "Player A", "Player B", and "Player C", and the level search results are "Player A" and "Player C". The intersection of the search results is used to obtain the matching result of "Player A" as follows: "Player A" and "Player C", so the matching engine can determine that "Player A" and "Player C" are matchable, and the matching result of "Player A" is a successful match. Then, "Player A" and "Player C" are removed from the score index queue and the rank index queue and added to the matching success queue.
(4) Match result broadcast
The matching result broadcasting module may be a push (push) module, and the push module is a consumer of the successfully matched queue and is responsible for monitoring the queue and pushing the matching result to the terminal.
Taking a game scene as an example, in the game matching control system, a developer manages a matching rule in a console of a logic layer, that is, configures a game role matching rule, and stores the matching rule in a storage layer. When a user initiates an object matching request on a terminal through a Software Development Kit (SDK) of a game client, a matching Access layer receives the object matching request of the client, adds attribute data of a role and the role as a Key-Value pair (Key-Value) to a corresponding inverted index in a small Region (Access Region) according to a matching rule, such as to an inverted index-level of the small Region and an inverted index-score, adds the Key-Value pair of the role to be matched to a corresponding inverted index sequence in a large Region (Big Region) through a small Region matching node if the small Region matching is overtime, then a game role is taken out from the inverted index queue in the corresponding Region by a matching engine, calculates an attribute matching range of the game role according to the matching rule, and retrieves a game meeting the attribute matching range from the corresponding inverted index queue according to the attribute matching range, and obtaining a matching result, if the matching result is successful, adding the game role meeting the attribute matching range into a matching success queue, if the matching is overtime, adding the game role into a matching overtime queue, and then monitoring the queue by a matching result module and pushing the matching result to the terminal.
For example, as shown in fig. 10, the practical application of the system may be that a developer sets a matching pattern (matching Code) on the system to "1", indicating that the matching rule may include a matching algorithm, the matching algorithm is an error algorithm, and the error value is 0; then, the developer configures the attributes to be matched in the configuration column, namely setting attribute 1 (kill 1) as level (level), setting attribute data of the level as "1", setting attribute 2 (kill 2) as score, setting attribute data of the score as "2", and then searching users with the level as "1" and the score as "2" from the users who initiate the matching request through the system, and performing matching. When the matching is successful, as shown in fig. 11, the user who successfully matches is added to the corresponding room, and the room can be used for the user to perform social activities. The display interface of the room can comprise a button for sending room information, and a user can operate an input field for 'message content', 'player list' and 'receiver type', and then trigger the button for sending the room information, so that the function of communicating with other users in the room is realized; the display interface of the room may further include a "send expansion message" button for providing a function of sending an expansion message to a user, and correspondingly, the display interface of the room may further include a "start", "cancel preparation", and "exit" button for providing a function of starting a game, canceling preparation, and exiting the room in the room to the user, and the button and the function that can be implemented in the display interface of the room may be set according to actual requirements.
Because the object matching control system is used for matching, the system can configure the matching rules through an intuitive page in the matching process, and define the matching rules by using a simple and intuitive configuration file form, operators do not need to spend a large amount of time to be familiar with the configuration mode, and the operation cost can be effectively reduced; the system can define the attribute required to be used when the object matching is carried out, and operators can conveniently adjust the attribute according to the actual situation, so that the matching accuracy is effectively improved, and the matching experience of users is effectively improved; when the matching is successful, a room can be created for the user with successful matching, and the room can provide a good social approach for the user, so that the experience of the user is further improved.
In order to better implement the object matching method provided by the embodiments of the present application, in some embodiments, an object matching device is further provided, and the object matching device may be applied to a server. The meanings of the nouns are the same as those in the object matching method, and specific implementation details can refer to the description in the method embodiment.
In some embodiments, an object matching apparatus is further provided, and the object matching apparatus may be specifically integrated in a server, as shown in fig. 12, the object matching apparatus may include an obtaining unit 301, an adding unit 302, a selecting unit 303, a constructing unit 304, a determining unit 305, and an outputting unit 306, which are specifically as follows:
an obtaining unit 301, configured to obtain attribute data of a virtual object to be matched;
an adding unit 302, configured to add the to-be-matched virtual object to an object queue according to the attribute data, where the virtual objects in the object queue are arranged according to the attribute data;
a selecting unit 303, configured to select a virtual object from the object queue as a matching reference object;
a constructing unit 304, configured to construct an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object;
a determining unit 305, configured to determine, based on an arrangement order of the virtual objects in the object queue, a virtual object that meets the attribute matching condition from the object queue, and obtain a target matching result of the virtual object to be matched;
an output unit 306, configured to output the target matching result.
Optionally, in some embodiments, as shown in fig. 13, the adding unit 302 includes a queue determining subunit 3021 and an adding subunit 3022;
the queue determining subunit 3021 is configured to determine, according to the data type of the attribute data, an object queue corresponding to the data type from an object queue set, where the object queue set includes candidate object queues corresponding to multiple data types;
the adding subunit 3022 is configured to add the virtual object to be matched to the object queue according to the attribute data.
Optionally, in some embodiments, the adding subunit may specifically be configured to:
constructing an attribute key value pair corresponding to the virtual object to be matched according to the attribute data;
and adding the virtual object to be matched to the object queue according to the attribute key value pair.
Optionally, in some embodiments, as shown in fig. 14, the constructing unit 304 includes a mode acquiring subunit 3041, a data processing subunit 3042, and a constructing subunit 3043;
the mode acquiring subunit 3041 is configured to acquire, according to the target data type of the attribute data of the matching reference object, a target range construction mode corresponding to the target data type;
the data processing subunit 3042 is configured to process the attribute data of the matching reference object based on the target range building manner, so as to obtain an attribute matching range of the virtual object to be matched;
the constructing subunit 3043 is configured to construct an attribute matching condition of the virtual object to be matched according to the attribute matching range.
Optionally, in some embodiments, the attribute data includes an attribute numerical value, and the data processing subunit 3042 may be specifically configured to:
acquiring a numerical processing rule corresponding to the target range construction mode and a reference attribute value corresponding to the numerical processing rule;
and performing numerical processing on the attribute numerical value of the matched reference object according to the numerical processing rule and the reference attribute numerical value to obtain an attribute matching range of the virtual object to be matched.
Optionally, in some embodiments, as shown in fig. 15, the determination unit 305 includes a numerator unit 3051, an object determination subunit 3052, and a result determination subunit 3053;
the dividing subunit 3051, configured to divide the virtual objects in the object queue into a plurality of candidate search object groups based on an arrangement order of the attribute data of the virtual objects in the object queue;
the object determination subunit 3052, configured to determine, according to the attribute matching condition, a target search object group from the candidate search object group;
the result determining subunit 3053, configured to determine, from the target search object group, a virtual object that meets the attribute matching condition, and obtain a target matching result of the virtual object to be matched.
Optionally, in some embodiments, as shown in fig. 16, the result determination subunit 3053 includes a lookup module 30531 and a result module 30532,
the searching module 30531, configured to search, in the target search object group, a virtual object whose attribute data satisfy the attribute matching range;
the result module 30532 is configured to obtain a target matching result of the virtual object to be matched based on the virtual object whose attribute data satisfies the attribute matching range.
Optionally, in some embodiments, as shown in fig. 17, the determining unit 305 further includes a queue determining subunit 3054 and a queue adding subunit 3055;
the queue determination subunit 3054, configured to determine, according to the target matching result, a matching result queue, where the matching result queue includes virtual objects whose matching results are the same as the target matching results;
the queue adding subunit 3055 is configured to add the to-be-matched virtual object to the matching result queue.
Optionally, in some embodiments, as shown in fig. 18, the output unit 306 further comprises a storage subunit 3061;
the storage subunit 3061 is configured to store the target matching result in the block chain.
As can be seen from the above, the object matching apparatus in the embodiment of the present application may obtain the attribute data of the virtual object to be matched through the obtaining unit 301; then, the adding unit 302 adds the virtual object to be matched to an object queue according to the attribute data, and the virtual objects in the object queue are arranged according to the attribute data; then, the selecting unit 303 selects a virtual object from the object queue as a matching reference object; then, the constructing unit 304 constructs an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; the determining unit 305 determines the virtual objects meeting the attribute matching condition from the object queue based on the arrangement order of the virtual objects in the object queue, and obtains a target matching result of the virtual objects to be matched; the output unit 306 outputs the target matching result. The object matching device in the scheme can perform matching based on the arrangement sequence of the virtual objects in the queue, so that the time required by matching is effectively reduced, and the matching efficiency is effectively improved.
In addition, an embodiment of the present application further provides a computer device, as shown in fig. 19, which shows a schematic structural diagram of the computer device according to the embodiment of the present application, and specifically:
the computer device may include components such as a processor 401 of one or more processing cores, memory 402 of one or more computer-readable storage media, a power supply 403, and an input unit 404. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components. Wherein:
the processor 401 is a control center of the computer device, connects various parts of the entire computer device using various interfaces and lines, and performs various functions of the computer device and processes data by running or executing software programs and/or modules stored in the memory 402 and calling data stored in the memory 402, thereby monitoring the computer device as a whole. Optionally, processor 401 may include one or more processing cores; preferably, the processor 401 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, etc., and a modem processor, which mainly handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 401.
The memory 402 may be used to store software programs and modules, and the processor 401 executes various functional applications and data processing by operating the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application program required by at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data created according to use of the computer device, and the like. Further, the memory 402 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device. Accordingly, the memory 402 may also include a memory controller to provide the processor 401 access to the memory 402.
The computer device further comprises a power supply 403 for supplying power to the various components, and preferably, the power supply 403 is logically connected to the processor 401 via a power management system, so that functions of managing charging, discharging, and power consumption are implemented via the power management system. The power supply 403 may also include any component of one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, and the like.
The computer device may also include an input unit 404, the input unit 404 being operable to receive input numeric or character information and to generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
Although not shown, the computer device may further include a display unit and the like, which are not described in detail herein. Specifically, in this embodiment, the processor 401 in the computer device loads an executable file corresponding to a process of one or more application programs into the memory 402 according to the following instructions, and the processor 401 runs the application programs stored in the memory 402, thereby implementing various functions as follows:
acquiring attribute data of a virtual object to be matched; adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data; selecting a virtual object from the object queue as a matching reference object; establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application further provide a computer-readable storage medium, in which a plurality of instructions are stored, where the instructions can be loaded by a processor to execute the steps in any one of the object matching methods provided in the embodiments of the present application. For example, the instructions may perform the steps of:
acquiring attribute data of a virtual object to be matched; adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data; selecting a virtual object from the object queue as a matching reference object; establishing an attribute matching condition of the virtual object to be matched according to the attribute data of the matching reference object; determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched; and outputting the target matching result.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the instructions stored in the computer-readable storage medium can execute the steps in any object matching method provided in the embodiments of the present application, beneficial effects that can be achieved by any object matching method provided in the embodiments of the present application can be achieved, for details, see the foregoing embodiments, and are not described herein again.
The object matching method, the object matching device, the computer-readable storage medium, and the computer device provided in the embodiments of the present application are described in detail above, and a specific example is applied in the present application to explain the principles and embodiments of the present application, and the description of the above embodiments is only used to help understand the method and the core idea of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (10)

1. An object matching method, comprising:
acquiring attribute data of a virtual object to be matched;
adding the virtual objects to be matched to an object queue according to the attribute data, wherein the virtual objects in the object queue are arranged according to the attribute data;
selecting a virtual object from the object queue as a matching reference object;
acquiring a target range construction mode corresponding to the target data type according to the target data type of the attribute data of the matched reference object;
processing the attribute data of the matching reference object based on the target range construction mode to obtain an attribute matching range of the virtual object to be matched;
establishing an attribute matching condition of the virtual object to be matched according to the attribute matching range;
determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched;
and outputting the target matching result.
2. The object matching method according to claim 1, wherein adding the virtual object to be matched to an object queue according to the attribute data comprises:
determining an object queue corresponding to the data type from an object queue set according to the data type of the attribute data, wherein the object queue set comprises candidate object queues corresponding to a plurality of data types;
and adding the virtual object to be matched to the object queue according to the attribute data.
3. The object matching method according to claim 2, wherein adding the virtual object to be matched to the object queue according to the attribute data comprises:
establishing an attribute key value pair corresponding to the virtual object to be matched according to the attribute data;
and adding the virtual object to be matched to the object queue according to the attribute key value pair.
4. The object matching method according to claim 1, wherein the attribute data includes an attribute numerical value;
processing the attribute data of the matching reference object based on the target range construction mode to obtain an attribute matching range of the virtual object to be matched, wherein the attribute matching range comprises the following steps:
acquiring a numerical processing rule corresponding to the target range construction mode and a reference attribute value corresponding to the numerical processing rule;
and performing numerical processing on the attribute numerical value of the matched reference object according to the numerical processing rule and the reference attribute numerical value to obtain an attribute matching range of the virtual object to be matched.
5. The object matching method according to claim 1, wherein determining the virtual objects satisfying the attribute matching condition from the object queue based on the arrangement order of the virtual objects in the object queue to obtain the target matching result of the virtual object to be matched comprises:
dividing the virtual objects in the object queue into a plurality of candidate search object groups based on the arrangement sequence of the attribute data of the virtual objects in the object queue;
determining a target search object group in the candidate search object group according to the attribute matching condition;
and determining the virtual object meeting the attribute matching condition from the target search object group to obtain a target matching result of the virtual object to be matched.
6. The object matching method according to claim 5, wherein determining the virtual object satisfying the attribute matching condition from the target search object group to obtain the target matching result of the virtual object to be matched comprises:
searching a virtual object with attribute data meeting the attribute matching range in the target searching object group;
and obtaining a target matching result of the virtual object to be matched based on the virtual object of which the attribute data meets the attribute matching range.
7. The object matching method according to claim 1, wherein after obtaining the target matching result of the virtual object to be matched, the method further comprises:
determining a matching result queue according to the target matching result, wherein the matching result queue comprises virtual objects with the same matching result as the target matching result;
and adding the virtual object to be matched to the matching result queue.
8. The object matching method according to claim 1, further comprising, after outputting the target matching result:
and storing the target matching result into a block chain.
9. An object matching apparatus, applied to a server, includes:
the acquiring unit is used for acquiring attribute data of the virtual object to be matched;
the adding unit is used for adding the virtual objects to be matched to an object queue according to the attribute data, and the virtual objects in the object queue are arranged according to the attribute data;
the selecting unit is used for selecting a virtual object from the object queue as a matching reference object;
the construction unit is used for acquiring a target range construction mode corresponding to the target data type according to the target data type of the attribute data of the matching reference object, processing the attribute data of the matching reference object based on the target range construction mode to obtain an attribute matching range of the virtual object to be matched, and constructing an attribute matching condition of the virtual object to be matched according to the attribute matching range;
the determining unit is used for determining the virtual objects meeting the attribute matching condition from the object queue based on the arrangement sequence of the virtual objects in the object queue to obtain a target matching result of the virtual objects to be matched;
and the output unit is used for outputting the target matching result.
10. A computer-readable storage medium storing instructions adapted to be loaded by a processor to perform the steps of the object matching method according to any one of claims 1 to 8.
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