CN111185015A - Method for optimizing ten-player online competitive game matching mechanism - Google Patents

Method for optimizing ten-player online competitive game matching mechanism Download PDF

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CN111185015A
CN111185015A CN201911304653.8A CN201911304653A CN111185015A CN 111185015 A CN111185015 A CN 111185015A CN 201911304653 A CN201911304653 A CN 201911304653A CN 111185015 A CN111185015 A CN 111185015A
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player
players
dmax
game
queue
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CN111185015B (en
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万国春
米健
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Tongji University
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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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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

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Abstract

本发明提供了一种用于优化十人在线竞技游戏匹配机制的方法,涉及游戏匹配机制优化技术。该方法采集5秒至60秒匹配时间之间进入的每名玩家最近30场的游戏信息,通过1‑D卷积、最大值函数、随机抽样、函数映射、算术匹配等算法,使得一方玩家的平均水平处于一个设定的区间中,并且最大限度的降低一方玩家的职业选择发生冲突的概率。使用本发明的方法,一方面增加了玩家的游戏体验,充分利用了玩家有限的游戏时间,实现了游戏服务于娱乐的目的。另一方面,对于本发明的运用,促进了十人在线竞技游戏在游戏市场的发展和壮大,对于游戏产业有一定促进意义,从更深一层来说,对于人类社会的和谐发展也有积极意义。

Figure 201911304653

The invention provides a method for optimizing the matching mechanism of a ten-player online competitive game, and relates to the optimization technology of the game matching mechanism. This method collects the last 30 game information of each player who has entered between 5 seconds and 60 seconds of matching time, and uses 1‑D convolution, maximum function, random sampling, function mapping, arithmetic matching and other algorithms to make one player's game The average level is in a set interval, and the probability of conflict between one player's career choice is minimized. Using the method of the present invention, on the one hand, the game experience of the player is increased, the limited game time of the player is fully utilized, and the purpose of the game serving entertainment is realized. On the other hand, the application of the present invention promotes the development and expansion of the ten-player online competitive game in the game market, which has certain promotion significance for the game industry, and also has positive significance for the harmonious development of human society at a deeper level.

Figure 201911304653

Description

Method for optimizing ten-player online competitive game matching mechanism
Technical Field
The invention relates to the field of game matching mechanism optimization.
Technical Field
With the acceleration of the rhythm of life, the fast-paced online competitive game becomes a part of the daily life of people, particularly teenagers, and the proper game is beneficial to physical and psychological health. However, the current matching mechanism is imperfect, and the problems that the game levels of the players of the two parties are often in a large gap and the players compete for occupation of the characters exist, so that the countercheck experience is poor, the purpose of the game for serving life is deviated, and the advance of the game industry is hindered.
At present, the online competitive game has good development prospect, and the crowd base number must be increased rapidly along with the time. Therefore, how to optimize the matching mechanism, solve the phenomenon that the difference between the strength of the players of the two parties is large, reduce the probability of professional selection conflict of the player characters, and improve the game experience of the players becomes a problem which needs to be solved urgently by game developers.
Disclosure of Invention
The invention aims to provide an algorithm method for optimizing a matching mechanism of a ten-player online competitive game, which can effectively improve the confrontation experience of players, increase the interestingness of the competitive game and promote the development of the game industry.
In order to achieve the above purposes, the invention adopts the technical scheme that:
an algorithmic method for optimizing a ten player online competitive game matching mechanism, comprising the steps of:
1) collection of player gaming information
Collecting the game information of the nearest N fields of each player entering at a certain time, wherein the game information refers to two aspects, namely the score of the nearest N fields of games and the role occupation selection condition of the nearest N fields of games; supplied to step 2);
2) scored 1-D convolution
Carrying out convolution operation on the N field scores score of each player by using 1 row, N columns and 1-D templates respectively, wherein the coefficients of the templates correspond to the N field scores score of each player one by one, so as to obtain convolution operation results equal to the number of matched people in the step 1), and recording the convolution results as G; after all players perform the same operation, each matched player in the step 1) has a G value; provided to step 3), step 6);
3) section setting of score
Randomly sampling all matched players in the step 2) to obtain G values of ten players, namely extracting ten G values, carrying out 1-D convolution on the ten G values by utilizing the template in the figure 4, recording the convolution result as A, and setting A +/-20% as a scoring interval; supplied to step 6);
4) function mapping for role occupations
Respectively executing the same operation on all the players matched in the step 1), performing function mapping on the selection of N game role occupations of each player in the step 1), wherein the mapping function is in the form of t ═ E (role occupations), wherein E is a functional relation, t is a mapping result, t of each occupation in the five types of occupations has uniqueness, counting the same t, and obtaining the number d corresponding to each t, namely a table of fig. 5t-d, wherein all the players matched in the step 1) have a respective table of fig. 5 t-d; supplied to step 5);
5) generation of player combinations
Obtaining the maximum value d of the d (d1, d2, d3, d4, d5) value of each player in the step 4) through a maximum value functionmaxAnd t is one of 000, 001, 010, 011 and 100 and is marked as tdmax(ii) a Arithmetic matching five different tdmaxTraversing all matched players in the step 1) for one player combination to generate a player combination of one group of five persons, namely obtaining a primary player combination, and providing the primary player combination for the step 6) for screening;
6) final player combination derivation
Recording the G value of each group of players in the preliminary player combination obtained in the step 5) as G1, G2, G3, G4 and G5, and calculating Gave(G1+ G2+ G3+ G4+ G5)/5, if GaveIn step 3), the interval is set, and the set of player combinations is the final player combination.
In step 5), the arithmetic matching algorithm realizes five different tdmaxBy the following steps:
step 5.2.1, matching t of all players matched in 1)dmaxForming a queue, the length of the queue is consistent with the number of players, setting a mark p to point to t of the first player in the queuedmax
Step 5.2.2, take out t of the first player by pdmaxT of the first player, denoted t1, reserved t1dmaxDisappear from the queue, then p moves one bit backwards, pointing to t of the second playerdmax
Step 5.2.3, the second name is taken out by reusing pT of playerdmaxIf t1 is equal to t of the second playerdmaxOtherwise, t of the second player is reserveddmaxT2 and t1 form a combination, denoted t2, of the second playerdmaxAlso disappear from the queue; otherwise, t of the second player is setdmaxThe home position of the queue is retired. P is shifted back by one bit.
And 5.2.4, repeating the step 5.2.3 to obtain t3, t4 and t5, wherein 5 players corresponding to t1, t2, t3, t4 and t5 are a group of player combinations.
Step 5.2.4-1 if p points to t of the last player in the queuedmaxI.e. the first traversal is finished, it is found that a group of player combinations cannot be formed, then all the processes of the present invention are executed again by the player who has been taken out, the remaining players in the queue and the next player who enters the matching, and step 5.2.5, step 5.2.6 and step 6 are not executed); if at least one set of player combinations is generated after the first traversal, then steps 5.2.5, 5.2.6, and 6) continue.
Step 5.2.5, now again point p move to t of the first player of the remaining players in the queuedmaxAnd repeating the steps 5.2.1 to 5.2.4 to achieve the aim of traversing all players.
Step 5.2.6, when p points to t of the last player in the queuedmaxWhen it is found that a group of t1, t2, t3, t4, t5 combinations is no longer available, all the processes of the present invention are executed again for the player who has taken out, the players who remain in the queue, the player combinations which do not satisfy the scoring interval in step 3) in step 6), and the next group of players who enter the matching.
The invention can effectively reduce the difference of the average game level of the players of the two parties, reduce the probability of conflict of professional choices of the role of the player of one party and improve the game experience of the players of the two parties. The significance of the invention is as follows: on one hand, for the individual player, the body and mind are more fully relaxed in a limited time, the game experience of the player is increased, the industrial purpose of the game for serving life is met, and the construction pace of the harmonious society is accelerated to a certain extent. On the other hand, the crowd base of the multiplayer online competitive game is necessarily and continuously expanded along with the time. The use of the invention promotes the development and growth of the games in the game market and indirectly promotes the development of the whole game industry.
Drawings
FIG. 1 is a schematic flow chart of the operation of the present invention
FIG. 2 is a 1-D template coefficient plot for row 1 and column 30 of an embodiment
FIG. 3 is a schematic diagram of a 1-row 30-column 1-D template of an embodiment
FIG. 4 is a 1-row 10-column filter template of an embodiment
FIG. 5 is a schematic diagram of t-d of an embodiment
FIG. 6 is a schematic flow chart of step 5) of the present invention
Detailed Description
Examples
An algorithmic method for optimizing a ten player online competitive game matching mechanism, comprising the steps of:
1) collection of player gaming information
Collecting game information of a plurality of N fields (in the embodiment, 30 fields are set for N) which enter each player between certain matching time (in the embodiment, 5S-60S), wherein the game information refers to two aspects, namely scoring score of the game of the N fields (in the embodiment, 30 fields) and character occupation selection condition of the game of the N fields (in the embodiment, 30 fields); supplied to step 2);
2) scored 1-D convolution
Carrying out convolution operation on 30 field scores score of each player by using 1 row and 30 columns of 1-D templates in the figure 3, wherein the coefficients of the templates correspond to the 30 field scores score of each player one by one, so as to obtain a convolution operation result equal to the number of matched people in the step 1), and recording the convolution result as G; after all players perform the same operation, each matched player in the step 1) has a G value; provided to step 3), step 6);
3) section setting of score
Randomly sampling all matched players in the step 2) to obtain G values of ten players, namely extracting ten G values, carrying out 1-D convolution on the ten G values by utilizing the template in the figure 4, recording the convolution result as A, and setting A +/-20% as a scoring interval; supplied to step 6);
4) function mapping for role occupations
Respectively executing the same operation on all the players matched in the step 1), performing function mapping on the selection of thirty game role occupations of each player in the step 1), wherein the mapping function is in the form of t ═ E (role occupations), wherein E is a functional relation, t is a mapping result, t of each of the five occupations has uniqueness, counting the same t, and obtaining the number d corresponding to each t, namely a table of fig. 5t-d, wherein all the players matched in the step 1) have a respective table of fig. 5 t-d; supplied to step 5);
5) generation of player combinations
Obtaining the maximum value d of the d (d1, d2, d3, d4, d5) value of each player in the step 4) through a maximum value functionmaxAnd t is one of 000, 001, 010, 011 and 100 and is marked as tdmax(ii) a Arithmetic matching five different tdmaxTraversing all matched players in the step 1) for one player combination to generate a player combination of one group of five persons, namely obtaining a primary player combination, and providing the primary player combination for the step 6) for screening;
6) final player combination derivation
Recording the G value of each group of players in the preliminary player combination obtained in the step 5) as G1, G2, G3, G4 and G5, and calculating Gave(G1+ G2+ G3+ G4+ G5)/5, if GaveIn step 3), the interval is set, and the set of player combinations is the final player combination.
Each step is described in detail below
In step 2), performing convolution operation of scores of each player: the size of the template of fig. 3 should be consistent with the game field, i.e., 30. In addition, according to the characteristic that the correlation degree between the game field closer in time and the current game level is larger, the one-to-one correspondence between the coefficient of the template in fig. 3 and the 30-field score of each player in the step 1) refers to the one-to-one correspondence between the coefficient from large to small of the template in fig. 3 and the 30-field score of each player from near to far in time.
The specific method comprises the following steps:
the value of G resulting from the template convolution of FIG. 2 should reflect the current game level of each matching player of step 1). It is logical that the score correlation degree is higher when the current game level is closer to the time point, and the score correlation degree is lower when the current game level is farther from the time point. To implement the above logic, the 30-field score of each player in step 1) is recorded as 1 st field, 2 nd field, n.n.n.30 th field according to the sequence of time points from far to near, and corresponds to the template coefficients f (1), f (2).. f (n)... f (30) in fig. 3, and the value of f (n) is determined by the following formula:
f(n)=(1/2)f(n-1)+(1/4)f(n-2)+(1/8)f(n-3)+......+(1/2n-1) f (1) +1(f (1) ═ 1, n ═ 2,3,4.. 30), the values of the template coefficients in fig. 2, i.e. in fig. 3, are finally determined.
score (n) represents the score of the nth field, then for step 1) each matched player G ═ (1/(f (1) + f (2) +. ·. · f (30))) (f (1) × score (1) + f (2) × score (2) +. ·.
Step 3) significance:
the convolution result a in step 3) represents the average level of all matched players in step 1), and to achieve this, the following steps can be performed:
step 3.1, recording step 3) the G values of the ten players are G0, G1,. to.. G9, and the coefficients of the templates of fig. 4 are a0, a1 and a2.. to.. a9, respectively;
3.2, G0 and A0, G1 and A1.... G9 and A9 correspond to each other one by one;
step 3.3, normalizing the template coefficients of FIG. 4: g0+ G1+, + G9,
determining the template coefficients of fig. 4 by calculating a0 ═ G0/T, a1 ═ G1/T.. a9 ═ G9/T;
step 3.4, after which a is determined by: a × G0 × a0+ G1 × a1+. a9 × a 9.
Step 4):
the character professions can be divided into five types in total, which is consistent with the number of players on one side of a ten-player online competitive game. The embodiment is provided for ten-player online competitive games, players are divided into two camps, each of the camps is five, each player has a game task, and the game tasks correspond to five different professions.
In step 4), t is coded in a three-bit binary manner, and five different t respectively correspond to 000, 001, 010, 011 and 100 and correspond to d1, d2, d3, d4 and d 5.
t takes 000001010011100 five three-digit binary numbers to encode, and the five binary numbers correspond to five roles, so the corresponding relation E of the function independent variable and the dependent variable is single-to-single.
All players matched in the step 1) are respectively provided with a t-d table matched with the players per se shown in fig. 5, the use frequency of each occupation of the players in the last thirty times is reflected exactly, the larger the value of d is, the more favored the players are in the corresponding occupation, and the smaller the value of d is, the more contradictory the players are in the corresponding occupation.
Step 5):
the arithmetic matching is characterized in that all t consistent with the number of matched players in the step 1) can be matcheddmaxIn matching five different tdmaxCombined as a group of players and up to the point where the remaining players fail to satisfy five different t' sdmaxThis condition is up to.
Suppose now that step 1) matches 101 players, each of them dmaxCorrespond to respective tdmax(dmaxThe corresponding t is denoted as tdmax) That is, there are 101 t in totaldmax
At this time at 101 tdmaxIn, there may not even be a way to find five different tdmaxOne group, it is also possible to find two and three groups but at most twenty groups, as this is necessarily limited by the total number of approaches 101. At least one player can not participate in the combination in any way, and then the players which cannot be combined and the next round of matched players are required to perform all processes again.
Number of players matched in step 1) and t generated in step 5)dmaxIs consistent, the arithmetic matching algorithm realizes five different tdmaxBy the following steps:
step 5.2.1, matching t of all players matched in 1)dmaxForming a queue, the length of the queue is consistent with the number of players, setting a mark p to point to t of the first player in the queuedmax
And 5. step 5.2.2, take t of the first player with pdmaxT of the first player, denoted t1, reserved t1dmaxDisappear from the queue, then p moves one bit backwards, pointing to t of the second playerdmax
Step 5.2.3, take t of the second player again with pdmaxIf t1 is equal to t of the second playerdmaxOtherwise, t of the second player is reserveddmaxT2 and t1 form a combination, denoted t2, of the second playerdmaxAlso disappear from the queue; otherwise, t of the second player is setdmaxThe home position of the queue is retired. P is shifted back by one bit.
And 5.2.4, repeating the step 5.2.3 to obtain t3, t4 and t5, wherein 5 players corresponding to t1, t2, t3, t4 and t5 are a group of player combinations.
Step 5.2.4-1 if p points to t of the last player in the queuedmaxI.e. the first traversal is finished, it is found that a group of player combinations cannot be formed, then all the processes of the present invention are executed again by the player who has been taken out, the remaining players in the queue and the next player who enters the matching, and step 5.2.5, step 5.2.6 and step 6 are not executed); if at least one set of player combinations is generated after the first traversal, then steps 5.2.5, 5.2.6, and 6) continue.
Step 5.2.5, now again point p move to t of the first player of the remaining players in the queuedmaxAnd repeating the steps 5.2.1 to 5.2.4 to achieve the aim of traversing all players.
Step 5.2.6, when p points to t of the last player in the queuedmaxWhen it is found that a group of t1, t2, t3, t4, t5 combinations is no longer available, all the processes of the present invention are executed again for the player who has taken out, the players who remain in the queue, the player combinations which do not satisfy the scoring interval in step 3) in step 6), and the next group of players who enter the matching.
The maximum function is of the form dmaxF (d1, d2, d3, d4, d5) for obtaining the maximum value or one of the maximum values among d1, d2, d3, d4, d5 of each player. F is a function corresponding relation, and the algorithm comprises the following steps:
step 5.1.1, first dmaxD1, i.e., assume that d1 is the maximum or one of the maxima.
Step 5.1.2, mixing dmaxIf d2 is greater than d, as compared to d2maxThen let dmaxD2 otherwisemaxThe value is unchanged.
Repeat step 5.1.2, dmaxComparing with d3, d4 and d5 in sequence to finally obtain the maximum value or one of the maximum values d of d1, d2, d3, d4 and d5max
For example, a player has a t-d table as shown in FIG. 5, where 5 d values are recorded as d1, d2, d3, d4, d5, and the maximum value or one of the maximum values of the 5 d values is recorded as dmax
That should determine how to dmaxIs there?
Assuming that the player's d-value is 45665 respectively,
suppose dmax4, 4 corresponds to d1, dmaxComparison with d2, i.e. 4 and 5, since 5>4, so update dmaxLet dmax=5;dmaxComparison with d3, i.e. 5 and 6 (because dmaxHas been updated) because 6>5, continuously updating dmax,dmax=6;dmaxCompare with d4, i.e. 6 and 6, because 6 ═ 6, d is not updatedmax,dmaxIs still 6; dmaxComparison with d5, i.e. 6 and 5, since 5<6, do not update dmax,dmaxIs still 6;
thus dmaxWith 6, i.e. d3, corresponding to t being 010.

Claims (2)

1.一种用于优化十人在线竞技游戏匹配机制的算法方法,其特征在于,包括以下步骤:1. an algorithmic method for optimizing ten online competitive game matching mechanism, is characterized in that, comprises the following steps: 1)玩家游戏信息的采集1) Collection of player game information 采集某个时间进入的每名玩家最近N场的游戏信息,这里游戏信息指两个方面,一是最近N场游戏的评分score,二是最近N场游戏的角色职业选择情况;提供给步骤2);Collect the game information of each player who entered at a certain time in the last N games, where the game information refers to two aspects, one is the score of the last N games, and the other is the character occupation selection of the last N games; provide it to step 2 ); 2)评分的1-D卷积2) 1-D convolution for scoring 用1行N列1-D模板分别对每名玩家的N场评分score进行卷积运算,所述模板的系数与每名玩家的N场评分score一一对应,得出与步骤1)中匹配人数相等的卷积运算结果,记卷积结果为G;所有玩家执行同样操作后,步骤1)中每名匹配玩家都有一个G值;提供给步骤3)、步骤6);Convolution operation is performed on each player's N-field rating score with a 1-row N-column 1-D template, the coefficients of the template are in one-to-one correspondence with each player's N-field rating score, and it is drawn that matches in step 1). The result of the convolution operation with the same number of people, denote the result of the convolution as G; after all players perform the same operation, each matching player in step 1) has a G value; provide it to step 3), step 6); 3)评分的区间设定3) The interval setting of the score 从步骤2)中的所有匹配玩家随机抽样得到十名玩家的G值,即抽取十个G值,利用图4模板对该十个G值进行1-D卷积,记卷积结果为A,设定A±20%为评分区间;提供给步骤6);The G values of ten players are randomly sampled from all matching players in step 2), that is, ten G values are extracted, and the ten G values are subjected to 1-D convolution using the template in Figure 4, and the convolution result is denoted as A, Set A±20% as the scoring interval; provide to step 6); 4)角色职业的函数映射4) Function mapping of role occupation 分别对步骤1)中匹配的所有玩家执行同样操作,对步骤1)中每名玩家N场游戏角色职业的选择进行函数映射,映射函数形式为t=E(角色职业),其中E为函数关系,t为映射结果,五类职业中每种职业的t具有唯一性,对相同的t进行统计,得到每个t对应的数量d,即图5t-d表,步骤1)中匹配的所有玩家都有一个各自的图5t-d表;提供给步骤5);Perform the same operation on all players matched in step 1) respectively, and perform function mapping on the choice of each player's role occupation in N games in step 1). The mapping function is in the form of t=E (role occupation), where E is the functional relationship , t is the mapping result, the t of each occupation in the five occupations is unique, and the same t is counted to obtain the number d corresponding to each t, that is, the table t-d in Figure 5, all players matched in step 1) have a respective Figure 5t-d table; provided to step 5); 5)玩家组合的生成5) Generation of player combinations 通过最大值函数得到步骤4)中每名玩家d(d1,d2,d3,d4,d5)值的最大值dmax,其对应的t为000、001、010、011、100中的一个,记为tdmax;算术匹配五个不同的tdmax为一个玩家组合,遍历步骤1)所有匹配玩家,生成五人一组的玩家组合,即得到初步玩家组合,提供给步骤6)筛选;Obtain the maximum value d max of each player's d (d1, d2, d3, d4, d5) value in step 4) through the maximum value function, and its corresponding t is one of 000, 001, 010, 011, and 100, denoted Be t dmax ; Arithmetic matching five different t dmax is a player combination, traverse step 1) all matching players, generate the player combination of a group of five, i.e. obtain preliminary player combination, provide step 6) screening; 6)最终玩家组合的得出6) The final player combination is obtained 将步骤5)得出的初步玩家组合中的每一组玩家的G值记为G1,G2,G3,G4,G5,计算Gave=(G1+G2+G3+G4+G5)/5,若Gave处在步骤3)中区间,那么该组玩家组合即为最终玩家组合。Denote the G value of each group of players in the preliminary player combination obtained in step 5) as G1, G2, G3, G4, G5, and calculate Gave = (G1+G2+G3+G4+G5)/5, if Gave is in the middle interval of step 3), then this group of players is the final player combination. 2.如权利要求1所述的方法,其特征在于,步骤5)中,2. method as claimed in claim 1, is characterized in that, in step 5), 所述算数匹配算法实现五个不同tdmax的组合,由以下步骤实现:The arithmetic matching algorithm realizes the combination of five different t dmax by the following steps: 步骤5.2.1,将1)中匹配的所有玩家的tdmax组成一个队列,队列的长度与玩家数量一致,设定一个标志p指向队列的第一名玩家的tdmaxStep 5.2.1, form a queue with the t dmax of all players matched in 1), the length of the queue is the same as the number of players, and set a flag p to point to the t dmax of the first player in the queue; 步骤5.2.2,利用p取出第一名玩家的tdmax,记为t1,保留t1,第一名玩家的tdmax从队列中消失,随后p向后移动一位,指向第二名玩家的tdmaxStep 5.2.2, use p to take out the t dmax of the first player, record it as t1, keep t1, the t dmax of the first player disappears from the queue, and then p moves backward one place, pointing to the t of the second player dmax ; 步骤5.2.3,再次利用p取出第二名玩家的tdmax,若t1与第二名玩家的tdmax不同,则保留第二名玩家的tdmax,记为t2,t2与t1形成组合,第二名玩家的tdmax也从队列中消失;否则,将第二名玩家的tdmax退回队列的原位置。将p后移一位;Step 5.2.3, use p again to take out the t dmax of the second player. If t1 is different from the t dmax of the second player, keep the t dmax of the second player and record it as t2. t2 and t1 form a combination. The second player's t dmax is also removed from the queue; otherwise, the second player's t dmax is returned to its original position in the queue. Shift p backward by one; 步骤5.2.4,重复步骤5.2.3,得到t3,t4,t5,那么t1,t2,t3,t4,t5对应的5名玩家即为一组玩家组合;Step 5.2.4, repeat step 5.2.3 to get t3, t4, t5, then 5 players corresponding to t1, t2, t3, t4, t5 are a group of players; 步骤5.2.4-1如果p指向队列最后一名玩家的tdmax,即第一次遍历结束,就发现无法组成一组玩家组合,那么将已经取出的玩家、该队列剩余的玩家和下一批进入匹配的玩家重新执行本发明所有流程,不执行步骤5.2.5、步骤5.2.6以及步骤6);如果第一次遍历之后至少生成了一组玩家组合,则继续执行步骤5.2.5、步骤5.2.6以及步骤6);Step 5.2.4-1 If p points to the t dmax of the last player in the queue, that is, at the end of the first traversal, it is found that a group of players cannot be formed, then the players that have been taken out, the remaining players in the queue and the next batch The players who have entered the match re-execute all the processes of the present invention, and do not execute steps 5.2.5, 5.2.6 and 6); if at least one group of player combinations is generated after the first traversal, continue to execute steps 5.2.5 and 5.2.5. 5.2.6 and step 6); 步骤5.2.5,此时再次将p移动指向队列剩余玩家中第一名玩家的tdmax,重复以上步骤5.2.1至步骤5.2.4步骤即可实现遍历所有玩家这一目标;Step 5.2.5, move p again to the t dmax of the first player among the remaining players in the queue, and repeat the above steps 5.2.1 to 5.2.4 to achieve the goal of traversing all players; 步骤5.2.6,当p指向队列最后一名玩家的tdmax时,发现已经无法再得到一组t1,t2,t3,t4,t5组合,那么将已经取出的玩家、该队列剩余的玩家、步骤6)中不满足步骤3)中评分区间的玩家组合和下一批进入匹配的玩家重新执行本发明所有流程。Step 5.2.6, when p points to the t dmax of the last player in the queue, it is found that a group of t1, t2, t3, t4, t5 combinations can no longer be obtained, then the players that have been taken out, the remaining players in the queue, and the steps In 6), the combination of players that do not meet the scoring interval in step 3) and the next batch of players who enter the matching process re-execute all the processes of the present invention.
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