CN111240544B - Data processing method, device and equipment for virtual scene and storage medium - Google Patents

Data processing method, device and equipment for virtual scene and storage medium Download PDF

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Publication number
CN111240544B
CN111240544B CN202010010936.8A CN202010010936A CN111240544B CN 111240544 B CN111240544 B CN 111240544B CN 202010010936 A CN202010010936 A CN 202010010936A CN 111240544 B CN111240544 B CN 111240544B
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client
virtual scene
data
settlement
real
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CN111240544A (en
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杨丹
沐建涛
何宁
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04815Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention provides a data processing method, a device, equipment and a storage medium of a virtual scene; the method comprises the following steps: presenting a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene; before the interactive process is finished, obtaining a prediction result aiming at the interactive process through a presented prediction interface; wherein the settlement mode of the prediction result corresponds to the real-time state of the interactive process; and sending the prediction result, receiving settlement data obtained by performing settlement processing on the prediction result according to the settlement mode, and presenting the settlement data. The invention can predict at any time of the virtual scene, has wide predicting time and can give consideration to the participation sense of audiences in the virtual scene.

Description

Data processing method, device and equipment for virtual scene and storage medium
Technical Field
The present invention relates to virtualization and human-computer interaction technologies, and in particular, to a data processing method and apparatus for a virtual scene, an electronic device, and a storage medium.
Background
The display technology based on the graphic processing hardware expands the perception environment and the channel for acquiring information, particularly the display technology of the virtual scene, and can realize intelligent interaction between people and various virtual objects in the virtual scene according to the actual application requirements.
With the popularization of information technology, electronic devices can implement more rich and vivid virtual scenes, typically games, for example. More and more users are participating in the interaction of virtual scenes, e.g. participating in games or watching games, through electronic devices. Predictions (e.g., guessing activities) are made about the game play (the interactive processes that take place in the virtual scene) while viewing the game play.
However, the support of the game prediction in the related art is comparatively simple, for example, the user can predict the result of the game match only at a specific timing, and this limitation on the timing predicted by the user further affects the sense of participation of the user in the game match.
Disclosure of Invention
Embodiments of the present invention provide a data processing method and apparatus for a virtual scene, an electronic device, and a storage medium, which can flexibly predict at any time of the virtual scene and can give consideration to the participation sense of audiences in the virtual scene.
The technical scheme of the embodiment of the invention is realized as follows:
the embodiment of the invention provides a data processing method of a virtual scene, which comprises the following steps:
presenting a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene;
before the interactive process is finished, obtaining a prediction result aiming at the interactive process through a presented prediction interface;
wherein the settlement mode of the prediction result corresponds to the real-time state of the interactive process;
sending the prediction result, and
and receiving settlement data obtained by performing settlement processing on the prediction result according to the settlement mode, and presenting the settlement data.
In the above technical solution, the obtaining a prediction result for the interactive process through a presented prediction interface before the interactive process is finished includes:
when the real-time state of the interactive process is not started, an initial settlement mode is presented on the prediction interface;
and responding to a prediction request operation according to the initial settlement mode received in the prediction interface, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
In the above technical solution, the presenting an initial settlement manner on the prediction interface includes:
presenting, in the predictive interface, an initial fixed odds determined from historical information of a user manipulating the interactive object;
wherein the historical information comprises at least one of: the number of interactive processes that have been engaged; ranking of achievements achieved during an already engaged interaction; the number of wins made during an already engaged interaction.
In the above technical solution, the method further includes:
and before the interactive process is finished, stopping presenting the prediction interface in the client when the settlement data needing to be sent exceeds the issuing limit of the settlement data when the prediction results of the client participating in the prediction are all correct. The embodiment of the invention provides a data processing method of a virtual scene, which comprises the following steps:
real-time virtual scene data is generated and sent to the client in response to an operation submitted by the virtual scene client, so that the real-time virtual scene data is transmitted to the client
The client presents a virtual scene which occurs in real time and an interactive process of an interactive object in the virtual scene;
before the interactive process is finished, determining a settlement mode aiming at the interactive process according to the real-time state of the interactive process, and sending the settlement mode to the client;
receiving a prediction result aiming at the interactive process and sent by the client, and carrying out settlement processing on the prediction result according to the settlement mode to obtain settlement data corresponding to the prediction result;
and sending the settlement data to the client so as to enable the client to present.
In the above technical solution, the determining a settlement manner for the interaction process and sending to the client includes:
when the number of the clients which send the prediction results in parallel is larger than the capacity expansion threshold, determining a settlement mode aiming at the interaction process through a new on-line server after capacity expansion, and sending the settlement mode to the clients which send the prediction results in parallel;
and when the number of the clients for transmitting the prediction results in parallel is less than or equal to the capacity expansion threshold, the newly online server after capacity expansion is in an offline state, a settlement mode aiming at the interaction process is determined by the online server before capacity expansion, and the settlement mode is transmitted to the clients for transmitting the prediction results in parallel.
In the above technical solution, the method further includes:
sending the information of the real-time interactive process to a gateway for data verification;
sending the information passing the data verification to the client through the connection between the gateway and the client, and
the connection is maintained for sending new information.
In the above technical solution, before the maintaining of the connection, the method further includes:
determining that the client participates in predicting that the activity level of the virtual scene is greater than an activity level threshold;
the method further comprises the following steps:
releasing the connection between the gateway and the client when it is determined that the activity level of the client participating in the prediction of the virtual scene is less than the activity level threshold.
In the above technical solution, the method further includes:
pre-establishing the connection between the gateway and the client, and maintaining the established connection so as to be used for receiving the prediction result from the client and sending the information of the real-time interactive process to the client;
releasing the connection when the time to maintain the connection exceeds a latency threshold and a prediction from the client is not received.
An embodiment of the present invention provides a data processing apparatus for a virtual scene, including:
the first presentation module is used for presenting a virtual scene which occurs in real time and an interactive process of an interactive object in the virtual scene;
the first processing module is used for acquiring a prediction result aiming at the interactive process through a presented prediction interface before the interactive process is finished;
wherein the settlement mode of the prediction result corresponds to the real-time state of the interactive process;
and the second processing module is used for sending the prediction result, receiving settlement data obtained by performing settlement processing on the prediction result according to the settlement mode and presenting the settlement data.
In the above technical solution, the first presentation module is further configured to, when the client is a virtual scene client, receive live broadcast data synchronously pushed by a virtual scene server according to real-time virtual scene data through the virtual scene client, and decode the live broadcast data, so as to present a virtual scene occurring in real time and an interaction process of an interactive object in the virtual scene in a live broadcast interface of the virtual scene client;
and when the client is a live broadcast client, receiving live broadcast data synchronously pushed by a live broadcast server according to real-time virtual scene data through the live broadcast client, and decoding the live broadcast data so as to present a real-time virtual scene in a live broadcast interface of the live broadcast client and an interactive process of an interactive object in the virtual scene.
In the above technical solution, the first processing module is further configured to present an initial settlement manner on the prediction interface when the real-time status of the interaction process is not started;
and responding to a prediction request operation according to the initial settlement mode received in the prediction interface, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
In the above technical solution, the first processing module is further configured to present, in the prediction interface, an initial fixed odds determined according to historical information of a user who manipulates the interactive object;
wherein the historical information comprises at least one of: the number of interactive processes that have been engaged; ranking of achievements achieved during an already engaged interaction; the number of wins made during an already engaged interaction.
In the above technical solution, the first processing module is further configured to present a dynamic settlement manner corresponding to the real-time interactive process in the prediction interface when the real-time state of the interactive process is started and not ended;
and responding to a prediction request operation received in the prediction interface according to the dynamic settlement mode, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
In the above technical solution, the first processing module is further configured to present, in the prediction interface, a dynamic odds that gradually attenuates according to a gradual clarification of a result of the real-time interaction process.
In the above technical solution, the first processing module is further configured to present, when the real-time status of the interactive object in the interactive process is updated, an attenuated odds compared to an odds before the real-time status is updated;
when the proportion between the settlement data needing to be sent and the issuing limit of the settlement data exceeds a proportion threshold value, the attenuated odds are presented compared with the odds before the proportion threshold value is not exceeded, wherein the settlement data needing to be sent is used for sending when the prediction results of the clients participating in prediction are all correct.
In the above technical solution, the apparatus further includes:
and the stopping module is used for stopping presenting the prediction interface in the client when the predicted result of the client participating in the prediction is correct and the sent settlement data exceeds the issuing limit of the settlement data before the interactive process is finished.
In the above technical solution, the first processing module is further configured to present at least two items for the interaction process in the prediction interface;
responding to a prediction request operation received in the prediction interface, and obtaining a prediction result of the prediction request operation for at least one project;
wherein the type of the item comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
In the above technical solution, the apparatus further includes:
a fourth processing module, configured to receive, during the interaction process, information for the real-time interaction process through a long connection between a client and a gateway, and maintain the connection for receiving new information;
the information is pushed to the gateway by a virtual scene server and is subjected to data inspection of the gateway;
wherein the type of information comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
In the foregoing technical solution, the second processing module is further configured to send the prediction result to a block chain network, so that the prediction result is sent to the block chain network
Generating the settlement data according to the settlement mode by an intelligent contract deployed in the block chain network; and receiving settlement data passing the consensus verification when the consensus verification of the consensus nodes in the block chain network passes the consensus verification of the settlement data.
An embodiment of the present invention provides a data processing apparatus for a virtual scene, including:
the system comprises a first sending module, a second sending module and a third sending module, wherein the first sending module is used for responding to the operation submitted by a virtual scene client, generating real-time virtual scene data and sending the real-time virtual scene data to the client so that the client presents a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene;
the third processing module is used for determining a settlement mode aiming at the interactive process according to the real-time state of the interactive process before the interactive process is finished and sending the settlement mode to the client;
the settlement module is used for receiving the prediction result aiming at the interactive process sent by the client and performing settlement processing on the prediction result according to the settlement mode to obtain settlement data corresponding to the prediction result;
and the second sending module is used for sending the settlement data to the client so as to enable the client to present.
In the above technical solution, the first sending module is further configured to determine, by a new online server after capacity expansion, a settlement manner for the interaction process when the number of clients that send prediction results in parallel is greater than a capacity expansion threshold, and send the settlement manner to the clients that send prediction results in parallel;
and when the number of the clients for transmitting the prediction results in parallel is less than or equal to the capacity expansion threshold, the newly online server after capacity expansion is in an offline state, a settlement mode aiming at the interaction process is determined by the online server before capacity expansion, and the settlement mode is transmitted to the clients for transmitting the prediction results in parallel.
In the above technical solution, the third processing module is further configured to determine a fixed odds rate according to historical information of a user who operates the interactive object when the real-time status of the interactive process is not started;
and when the real-time state of the interactive process is started and not finished, determining a dynamic settlement mode corresponding to the real-time interactive process.
In the above technical solution, the second sending module is further configured to send the settlement data to a gateway for data verification;
and sending the settlement data passing the data verification to the client through the connection between the gateway and the client, and maintaining the connection for sending new settlement data.
In the above technical solution, the apparatus further includes:
the fifth processing module is used for sending the information of the real-time interaction process to the gateway for data verification;
sending the information passing the data verification to the client through the connection between the gateway and the client, and
the connection is maintained for sending new information.
In the above technical solution, the apparatus further includes:
a determining module, configured to determine that an activity level of the client participating in predicting the virtual scene is greater than an activity level threshold;
the device further comprises:
and the releasing module is used for releasing the connection between the gateway and the client when the fact that the activity degree of the client participating in the prediction of the virtual scene is smaller than the activity degree threshold value is determined.
In the above technical solution, the apparatus further includes:
the preprocessing module is used for pre-establishing the connection between the gateway and the client, maintaining the established connection, receiving a prediction result from the client and sending information of a real-time interactive process to the client;
releasing the connection when the time to maintain the connection exceeds a latency threshold and a prediction from the client is not received.
An embodiment of the present invention provides a data processing device for a virtual scene, where the device includes:
a memory for storing executable instructions;
and the processor is used for realizing the data processing method of the virtual scene provided by the embodiment of the invention when the executable instruction stored in the memory is executed.
An embodiment of the present invention provides a data processing device for a virtual scene, where the device includes:
a memory for storing executable instructions;
and the processor is used for realizing the data processing method of the virtual scene provided by the embodiment of the invention when the executable instruction stored in the memory is executed.
The embodiment of the present invention provides a storage medium, which stores executable instructions, and is configured to cause a processor to execute the executable instructions to implement the data processing method for a virtual scene provided in the embodiment of the present invention, or the data processing method for a virtual scene provided in the embodiment of the present invention.
The embodiment of the invention has the following beneficial effects:
the prediction is carried out at any time in the interactive process in the virtual scene, so that the prediction result aiming at the interactive process at any time is obtained, the prediction time is wide, and the participation sense of the user in the virtual scene can be considered; according to the real-time state of the interactive process, the settlement mode corresponding to the prediction result can be determined, so that the settlement mode is associated with the real-time state of the interactive process, and the settlement mode is more accurate and reasonable; and settlement data obtained by performing settlement processing on the prediction result according to a settlement mode, so that the settlement data is obtained in real time in the interactive process, and the settlement efficiency is improved.
Drawings
Fig. 1 is a schematic diagram 10 of an optional application mode of a data processing method for a virtual scene according to an embodiment of the present invention;
fig. 2 is a schematic diagram of an optional application scenario of the data processing method for a virtual scenario according to the embodiment of the present invention;
fig. 3 is a schematic diagram of another optional application scenario of the data processing method for a virtual scenario provided in the embodiment of the present invention;
fig. 4 is a schematic diagram of an optional application mode of the data processing method for a virtual scene according to an embodiment of the present invention;
fig. 5 is a schematic structural diagram of a data processing device of a virtual scene provided in an embodiment of the present invention;
FIG. 6 shows a data processing device 556 of a virtual scene stored in a memory 550;
7A-7B are schematic flow diagrams of a data processing method for a virtual scene according to an embodiment of the present invention;
8A-8B are flow diagrams of a data processing method for a virtual scene according to an embodiment of the present invention;
FIGS. 9A-9B are schematic diagrams illustrating an alternative flow chart of a data processing method for a virtual scene according to the present invention;
FIG. 10 is a schematic view of live events of an electric competition in the related art, provided by an embodiment of the present invention;
FIG. 11 is a diagram illustrating a guess of a game tournament in a related art according to an embodiment of the present invention;
FIG. 12 is a schematic diagram illustrating a description of a guess at a game tournament according to an embodiment of the present invention;
FIG. 13 is a schematic diagram of a guess at a game tournament according to an embodiment of the present invention;
FIG. 14 is a schematic flow chart of a quiz competition according to an embodiment of the present invention;
FIG. 15 is a schematic diagram of long connection push logic provided by an embodiment of the present invention;
FIG. 16 is a schematic diagram of long connection push data provided by an embodiment of the present invention;
FIG. 17 is a diagram illustrating a guessing mode provided by an embodiment of the present invention;
FIG. 18 is a diagram illustrating another guessing mode according to an embodiment of the present invention;
FIG. 19 is a diagram illustrating another guessing mode according to an embodiment of the present invention;
fig. 20 is a schematic diagram of a long-connection push real-time combat situation provided by an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention clearer, the present invention will be further described in detail with reference to the accompanying drawings, the described embodiments should not be construed as limiting the present invention, and all other embodiments obtained by a person of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
In the description that follows, references to the terms "first", "second", and the like, are intended only to distinguish similar objects and not to indicate a particular ordering for the objects, it being understood that "first", "second", and the like may be interchanged under certain circumstances or sequences of events to enable embodiments of the invention described herein to be practiced in other than the order illustrated or described herein.
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The terminology used herein is for the purpose of describing embodiments of the invention only and is not intended to be limiting of the invention.
Before further detailed description of the embodiments of the present invention, terms and expressions mentioned in the embodiments of the present invention are explained, and the terms and expressions mentioned in the embodiments of the present invention are applied to the following explanations.
1) Virtual scene: a scene output by an electronic device that is distinct from the real world. The visual perception of a virtual scene can be formed through naked eyes or assistance of equipment, for example, a two-dimensional image output through a display screen of electronic equipment, such as a two-dimensional game scene output through the display screen; three-dimensional images output by stereoscopic display technologies such as stereoscopic projection, virtual reality and augmented reality technologies; in addition, various real world-simulated perceptions such as auditory perception, tactile perception, olfactory perception and motion perception can be formed through various possible hardware, such as simulating a bird cry in a game scene.
2) The interactive object is as follows: the images of various people and objects which can interact in the virtual scene, such as various Game roles in the virtual scene of an Action Role Playing Game (ARPG), and a user can control the Game roles to match with Game roles controlled by other users; people, things in Virtual Reality (VR); virtual special effects in Augmented Reality (AR).
3) And (3) an interaction process: the process of the interactive objects in the virtual scene developing according to the interactive time or the interactive state, for example, the process of the game characters fighting in a game; the process of the game character fighting in one scene of the game.
4) And (3) real-time state: and the state of the interactive object in the interactive process, wherein the real-time state comprises 2 types, namely before the interactive process starts, after the interactive process starts and does not end.
5) Settlement data: indicating that the reward is correct for the outcome of the prediction, which may be a measure of various items, currency, virtual products (e.g., game pieces, game items).
6) And (4) live broadcast: the information is synchronously manufactured and released along with the occurrence and development processes of events on site, and the information network release mode with a bidirectional circulation process is provided.
7) Long connection: a plurality of data packets can be continuously sent on one connection, the connection is not disconnected, and the method is mainly used for communication which is frequently operated and is point-to-point. In contrast, short connection means that when two communication parties have data interaction, a connection is established, and after data transmission is completed, the connection is disconnected, that is, only one service is transmitted in each connection.
8) Blockchain (Blockchain): an encrypted, chained transactional memory structure formed of blocks (blocks).
9) Block chain Network (Blockchain Network): the new block is incorporated into the set of a series of nodes of the block chain in a consensus manner.
The embodiment of the invention provides a data processing method and device for a virtual scene, electronic equipment and a storage medium, which can flexibly predict at any time of the virtual scene and can give consideration to the participation sense of a user in the virtual scene. In order to facilitate easier understanding of the data processing method for a virtual scene provided in the embodiment of the present invention, an exemplary implementation scenario of the data processing method for a virtual scene provided in the embodiment of the present invention is first described, and the virtual scene may be output based on cooperation of a terminal device and a server.
Referring to fig. 1, fig. 1 is a schematic diagram 10 of an optional application mode of a data processing method for a virtual scene, which is applied to a server 100 and a terminal device 200, where the terminal device 200 is connected to the server 100 through a network, and is generally adapted to complete virtual scene calculation depending on the calculation capability of the server 100 and output an application mode of a virtual scene at the terminal device 200.
Taking the visual perception of forming a virtual scene as an example, the server 100 performs calculation on display data related to the virtual scene 110 and sends the calculated display data to the terminal device 200, the terminal device 200 relies on graphic calculation hardware to complete loading, analysis and rendering of the calculated display data, and relies on graphic output hardware to output the virtual scene to form the visual perception, for example, a two-dimensional picture or video can be displayed on a display screen of a smart phone, or a picture or video realizing a three-dimensional display effect is projected on lenses of augmented reality/virtual reality glasses; for perception in the form of a virtual scene, it is understood that a hearing perception may be formed by means of a corresponding hardware output of the terminal device, e.g. using a microphone output, a haptic perception using a vibrator output, etc.
As an example, the terminal device 200 runs a game application, performs calculation of display data related to the virtual scene 110 through the network-connected server 100 and transmits the calculation to the terminal device 200, and the terminal device 200 outputs the virtual scene 110 of the game application, which includes the interactive object 120, which may be a game character controlled by a real player, and the interactive object is controlled by the real player and moves in the virtual scene 110 in response to the operation of the real player with respect to a controller (including a keyboard, a mouse, a joystick, and the like).
The following specifically describes a scheme of collaborative output of a virtual scene based on a terminal device and a server:
referring to fig. 2, fig. 2 is a schematic diagram of an optional application scenario of the data processing method for a virtual scenario provided in an embodiment of the present invention, in fig. 1, the server 100 is a virtual scenario server 100-1 (e.g., a game backend), and the terminal device 200 is a terminal device including a virtual scenario client 210 (a game application) (exemplarily illustrating a terminal device including the virtual scenario client 210-1 and a terminal device including the virtual scenario client 210-2). A game player (a user participating in game operation) plays a game by manipulating an interactive object in a virtual scene through the virtual scene client 210-1, thereby generating virtual scene data (game data), the virtual scene client 210-1 submits the real-time virtual scene data to the virtual scene server 100-1 through the network, the virtual scene server 100-1 directly converts the real-time virtual scene data into live broadcast data after receiving the virtual scene data, and encodes the live broadcast data, and sends the encoded live broadcast data to the virtual scene client 210-2, and after the virtual scene client 210-2 receives the live broadcast data, and decoding the live broadcast data so as to present the virtual scene occurring in real time and the interactive process of the interactive object in the virtual scene in the live broadcast interface of the virtual scene client 210-2. That is, the virtual scene client 210-2 may receive live broadcast data synchronously pushed by the virtual scene server 100-1 according to real-time virtual scene data, that is, a live broadcast application is embedded in the virtual scene client 210. The virtual scene server 100-1 may further send a settlement manner (including information such as an odds rate) to the virtual scene client 210-2 via the network in response to a user operation submitted by the virtual scene client 210-2, perform a prediction operation according to prediction related content (including the settlement manner) presented by the prediction interface when the viewer watches live broadcast data presented by the virtual scene client 210-2, the virtual scene client 210-2 sends a prediction result for an interactive process corresponding to the user prediction operation to the virtual scene server 100-1 via the network in response to the prediction operation submitted by the viewer, the virtual scene server 100-1 performs a settlement process on the prediction result according to the settlement manner corresponding to the prediction result to obtain settlement data corresponding to the prediction result, and sends the settlement data to the virtual scene client 210-2 via the network, after receiving the settlement data, the virtual scene client 210-2 presents the settlement data on the interface so that the audience can know whether the prediction is accurate.
Referring to fig. 3, fig. 3 is a schematic diagram of another optional application scenario of the data processing method for a virtual scenario provided in an embodiment of the present invention, where the server 100 in fig. 1 is a server cluster (the virtual scenario server 100-1 (e.g., a game backend), the live broadcast server 100-2 (live broadcast backend) and the prediction server 100-3 (prediction backend), and the terminal device 200 is a terminal including a live broadcast client 220 (live broadcast application), a game player (a user participating in a game operation) controls an interactive object in the virtual scenario to play a game through the virtual scenario client 210, so as to generate virtual scenario data (game data), the virtual scenario client 210 submits the real-time virtual scenario data to the virtual scenario server 100-1 through a network, and after the virtual scenario server 100-1 receives the virtual scenario data, real-time virtual scene data can be sent to the live broadcast server 100-2, the live broadcast server 100-2 converts the real-time virtual scene data into real-time live broadcast data, encodes the live broadcast data, and sends the encoded live broadcast data to the live broadcast client 220, and the live broadcast client 220 decodes the live broadcast data after receiving the live broadcast data, so that a real-time virtual scene and an interactive process of an interactive object in the virtual scene are presented in a live broadcast interface of the live broadcast client 220. That is, the live broadcast client 220 can receive live broadcast data that is synchronously pushed by the live broadcast server 100-2 (live broadcast background) and is based on real-time virtual scene data of the virtual scene server 100-1 (game background), that is, the live broadcast client 220 and the virtual scene client 210 are independent from each other, and the virtual scene client 210 has no live broadcast function. The prediction server 100-3 can also respond to the user operation submitted by the live client 220, send the settlement mode (including information such as odds ratio) to the live client 220 through the network, when the audience watches the live data presented by the live client 220, perform prediction operation according to the prediction related content (including the settlement mode) presented by the prediction interface, the live client 220 responds to the prediction operation submitted by the audience, send the prediction result corresponding to the user prediction operation in the interactive process to the prediction server 100-3 through the network, the prediction server 100-3 performs settlement processing on the prediction result according to the settlement mode corresponding to the prediction result to obtain the settlement data corresponding to the prediction result, and sends the settlement data to the live client 220 through the network, the live client 220 presents the settlement data on the interface after receiving the settlement data, so that the viewer knows whether his prediction is accurate. It should be noted that, a related prediction function of the prediction server 100-3 may also be integrated in the live broadcast server 100-2, that is, the live broadcast client 220 may also send a prediction result for an interactive process corresponding to a user prediction operation to the live broadcast server 100-2 through a network, the live broadcast server 100-2 performs settlement processing on the prediction result according to a settlement manner corresponding to the prediction result to obtain settlement data corresponding to the prediction result, and sends the settlement data to the live broadcast client 220 through the network, and the live broadcast client 220 presents the settlement data on an interface after receiving the settlement data.
Referring to fig. 4, fig. 4 is a schematic diagram of an optional application mode of the data processing method for a virtual scene according to an embodiment of the present invention, which includes a block chain network 400 (exemplarily showing a consensus node 410-1 to a consensus node 410-3), an authentication center 500, and a client node 600, which are respectively described below.
The type of blockchain network 400 is flexible and may be, for example, any of a public chain, a private chain, or a federation chain. Taking the public chain as an example, electronic devices of any business entity, such as the terminal device 200 and the server 100 (e.g., one or more prediction servers, supervisor servers, game servers, etc.), may access the blockchain network 400 without authorization; taking a federation chain as an example, an electronic device (e.g., the terminal device 200/the server 100) under the jurisdiction of a service entity after obtaining authorization can access the blockchain network 400, and at this time, becomes a client node in the blockchain network 400.
In some embodiments, the client node may act as a mere observer of the blockchain network 400, i.e., provide functionality to support the business entity to initiate transactions (e.g., for uplink storage of data or querying of data on the chain), and may be implemented by default or selectively (e.g., depending on the specific business requirements of the business entity) with respect to the functions of the consensus nodes 410 (e.g., the consensus node 410-1 to the consensus node 410-3) of the blockchain network 400, such as the ranking function, the consensus service, and the ledger function, etc. Therefore, the data and the service processing logic of the service subject can be migrated to the blockchain network 400 to the maximum extent, and the credibility and traceability of the data and service processing process are realized through the blockchain network 400.
Consensus nodes in blockchain network 400 receive transactions submitted from different client nodes (e.g., client node 600 shown in fig. 4), perform the transactions to update the ledger or query the ledger, and various intermediate or final results of performing the transactions may be returned for display in the client nodes of the business entity.
For example, the client node 600 may subscribe to events of interest in the blockchain network 400, such as transactions occurring in a particular organization/channel in the blockchain network 400, and the corresponding transaction notifications are pushed by the consensus node 410 to the client node 600, thereby triggering the corresponding business logic in the client node 600.
An exemplary application of the blockchain network is described below, taking as an example the client endpoint 600 accessing the blockchain network to implement management of data processing of virtual scenarios.
Referring to fig. 4, a plurality of client nodes involved in the management segment, such as the client node 600, may be client nodes corresponding to the terminal device 200, the client nodes 600 register with the certificate authority 500 to obtain respective digital certificates, each of the digital certificates includes a public key of the client node 600 and a digital signature signed by the certificate authority 500 for the public key and identity information of the client node 600, and are used to be attached to the transaction together with the digital signature of the client node 600 for the transaction, and are sent to the blockchain network, so that the blockchain network takes out the digital certificate and signature from the transaction, verifies the authenticity of the message (i.e. whether the message is not tampered) and the identity information of the client node 600 sending the message, and verifies the blockchain network according to the identity, for example, whether the client node has the right to initiate the transaction. Clients running on electronic devices (e.g., terminal devices or servers) hosted by the business entity may request access from blockchain network 400 to become client nodes.
The client node 600 is configured to send the prediction result to the blockchain network 400. The client node 600 generates a transaction corresponding to the update operation according to the prediction result, specifies the smart contract that needs to be invoked to implement the update operation and the parameters passed to the smart contract in the transaction, and also carries the digital certificate of the client node 600 and the signed digital signature (e.g., obtained by encrypting the digest of the transaction using the private key in the digital certificate of the client node 600), and broadcasts the transaction to the consensus node 410 in the blockchain network 400.
When the transaction is received in the consensus node 410 in the blockchain network 400, the digital certificate and the digital signature carried by the transaction are verified, after the verification is successful, whether the client node 600 has the transaction right is determined according to the identity carried in the transaction, and the transaction failure is caused by any verification judgment of the digital signature and the right verification. After successful verification, the node signs its own digital signature (for example, the private key of the consensus node 410-1 encrypts the summary of the transaction), records the settlement data generated according to the settlement method into the account book of the blockchain network 400, and sends the settlement data to the client node 600, and the client node 600 receives the settlement data after consensus verification sent by the consensus node 410 in the blockchain network 400.
An exemplary structure of a data processing device for a virtual scene implementing the embodiments of the present invention is described below, where the data processing device for a virtual scene may be various terminal devices, such as a mobile phone, a computer, and the like, and may also be a server.
Referring to fig. 5, fig. 5 is a schematic structural diagram of a data processing device for a virtual scene according to an embodiment of the present invention, where the data processing device for the virtual scene shown in fig. 5 includes: at least one processor 510, memory 550, at least one network interface 520, and a user interface 530. The various components in the image processing apparatus 500 are coupled together by a bus system 540. It is understood that the bus system 540 is used to enable communications among the components. The bus system 540 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For clarity of illustration, however, the various buses are labeled as bus system 540 in fig. 5.
The Processor 510 may be an integrated circuit chip having Signal processing capabilities, such as a general purpose Processor, a Digital Signal Processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components, or the like, wherein the general purpose Processor may be a microprocessor or any conventional Processor, or the like.
The user interface 530 includes one or more output devices 531 enabling presentation of media content, including one or more speakers and/or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components to facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
The memory 550 may comprise volatile memory or nonvolatile memory, and may also comprise both volatile and nonvolatile memory. The non-volatile Memory may be a Read Only Memory (ROM), and the volatile Memory may be a Random Access Memory (RAM). The memory 550 described in connection with embodiments of the invention is intended to comprise any suitable type of memory. Memory 550 optionally includes one or more storage devices physically located remote from processor 510.
In some embodiments, memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
An operating system 551 including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
a network communication module 552 for communicating to other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: bluetooth, wireless compatibility authentication (WiFi), and Universal Serial Bus (USB), etc.;
a display module 553 for enabling presentation of information (e.g., a user interface for operating peripherals and displaying content and information) via one or more output devices 531 (e.g., a display screen, speakers, etc.) associated with the user interface 530;
an input processing module 554 to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
In some embodiments, the data processing Device of the virtual scene provided in the embodiments of the present invention may be implemented by combining software and hardware, and as an example, the data processing Device of the virtual scene provided in the embodiments of the present invention may be a processor in the form of a hardware decoding processor, which is programmed to execute the data processing method of the virtual scene provided in the embodiments of the present invention, for example, the processor in the form of the hardware decoding processor may employ one or more Application Specific Integrated Circuits (ASICs), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field Programmable Gate Arrays (FPGAs), or other electronic components.
In other embodiments, the data processing apparatus for a virtual scene provided in the embodiments of the present invention may be implemented in software, and fig. 5 illustrates the data processing apparatus 555 for a virtual scene stored in the memory 550, which may be software in the form of programs and plug-ins, and includes a series of modules, including a first rendering module 5551, a first processing module 5552, a second processing module 5553, a stopping module 5554, and a fourth processing module 5555; the first rendering module 5551, the first processing module 5552, the second processing module 5553, the stopping module 5554, and the fourth processing module 5555 are used to implement the data processing method for the virtual scene provided in the embodiment of the present invention.
In other embodiments, the data processing apparatus for a virtual scene according to the embodiments of the present invention may be implemented in software, and fig. 6 illustrates the data processing apparatus 556 for a virtual scene stored in the memory 550, which may be software in the form of programs and plug-ins, and includes a series of modules, including a first sending module 5561, a third processing module 5562, a settlement module 5563, a second sending module 5564, a fifth processing module 5565, a determination module 5566, a release module 5567, and a preprocessing module 5568; the first sending module 5561, the third processing module 5562, the settlement module 5563, the second sending module 5564, the fifth processing module 5565, the determination module 5566, the release module 5567, and the preprocessing module 5568 are used to implement the data processing method for the virtual scene provided in the embodiment of the present invention.
The following describes a data processing method for a virtual scene provided in the embodiment of the present invention, with reference to exemplary applications and implementations of a terminal device provided in the embodiment of the present invention. Referring to fig. 7A, fig. 7A is a schematic flowchart of a data processing method for a virtual scene according to an embodiment of the present invention, which is described with reference to the steps shown in fig. 7A.
In step 101, a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene are presented in a client.
The spectator can install a client on the terminal device, and the client can present a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene, for example, the client can live a game, including a background in the game and a game character controlled by a game account in a game fighting situation in one game.
In some embodiments, presenting, in a client, a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene includes: when the client is a virtual scene client, live broadcast data synchronously pushed by the virtual scene server according to real-time virtual scene data is received through the virtual scene client, and the live broadcast data is decoded, so that a real-time virtual scene and an interactive process of an interactive object in the virtual scene are presented in a live broadcast interface of the virtual scene client.
When the client is a virtual scene client (for example, a game client), live broadcast data synchronously pushed according to real-time virtual scene data by a virtual scene server (game background) can be directly received through the virtual scene client, namely, live broadcast application is embedded in the game client, so that the game client has a live broadcast function, the virtual scene server can directly convert the real-time virtual scene data (game data) into the live broadcast data, encode the live broadcast data and send the encoded live broadcast data to the virtual scene client, and the live broadcast data is decoded by the virtual scene client after the virtual scene client receives the live broadcast data, so that a real-time virtual scene is presented in a live broadcast interface of the virtual scene client and an interactive process of an interactive object in the virtual scene is presented.
In some embodiments, presenting, in a client, a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene includes: and when the client is a live broadcast client, receiving live broadcast data synchronously pushed by the live broadcast server according to real-time virtual scene data through the live broadcast client, and decoding the live broadcast data so as to present a real-time virtual scene in a live broadcast interface of the live broadcast client and an interactive process of an interactive object in the virtual scene.
When the client is a live broadcast client (for example, a live broadcast platform), live broadcast data synchronously pushed by a live broadcast server (a live broadcast background) based on real-time virtual scene data can be received by the live broadcast client, that is, the virtual scene server can forward the real-time virtual scene data (game data) to the live broadcast server, the live broadcast server converts the real-time virtual scene data into live broadcast data, encodes the live broadcast data and sends the encoded live broadcast data to the live broadcast client, and the live broadcast client decodes the live broadcast data after receiving the live broadcast data, so that a real-time virtual scene and an interactive process of an interactive object in the virtual scene are presented in a live broadcast interface of the live broadcast client.
In step 102, a prediction result for the interactive process is obtained through a prediction interface presented in the client before the interactive process is finished.
And the settlement mode of the prediction result corresponds to the real-time state of the interactive process. Before the interactive process is finished, a prediction interface can be presented in the client, the audience can predict the interactive process according to the information displayed on the prediction interface, when the audience submits the prediction result aiming at the interactive process, the client can obtain the prediction result aiming at the interactive process, for example, before the game is finished, the client presents the prediction interface (guess interface) and predicts according to the game team displayed on the prediction interface, when the audience predicts that the team A will obtain the final victory, and submits the prediction result aiming at the team A, the client can obtain the prediction result aiming at the team A.
In some embodiments, obtaining the predicted result for the interactive process through a prediction interface presented in the client before the interactive process ends includes: when the real-time state of the interactive process is not started, an initial settlement mode is presented on a prediction interface of the client; and responding to the prediction request operation according to the initial settlement mode received in the prediction interface, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
When the real-time status of the interactive process is not started (for example, before the game is started), the client acquires an initial settlement mode (for example, the initial odds of each game team, the initial odds, the initial rewards and the like) and presents the initial settlement mode on a prediction interface of the client. When the audience performs the prediction operation aiming at the interactive process according to the initial settlement mode presented by the prediction interface, for example, before the game starts, the initial settlement mode of the team A is presented on the prediction interface of the client, the audience predicts that the game team A will obtain the final win according to the initial settlement mode of the team A, and therefore the client responds to the prediction request operation according to the initial settlement mode received in the prediction interface, and the prediction result aiming at the interactive process submitted by the prediction request operation can be obtained.
In some embodiments, presenting an initial settlement approach at a prediction interface of a client includes: in a prediction interface of a client, an initial fixed odds is presented that is determined from historical information of a user manipulating an interactive object.
Wherein the history information comprises at least one of: the number of interactive processes that have been engaged; ranking of achievements achieved during an already engaged interaction; the number of wins made during an already engaged interaction. The initial settlement means includes an initial fixed odds, i.e., initial odds. The initial fixed odds may be determined according to historical information of a user manipulating the interactive object and weights corresponding to the historical information. For example, the number of interactive processes that have been engaged (the number of active races of the user who manipulated the interactive object) is determined first; ranking of achievements achieved during an already engaged interaction; the number of wins (such as the number of kills) obtained in the interactive process which has participated in is weighted and summed, so that an initial prediction score is obtained, and the reciprocal of the initial prediction score is determined as the initial fixed odds ratio, or the probability for the interactive process is determined based on the initial prediction score and the linear regression coefficient, and the reciprocal of the probability is determined as the initial fixed odds ratio.
Referring to fig. 7B, fig. 7B is an optional flowchart provided in an embodiment of the present invention, and in some embodiments, fig. 7B illustrates that step 102 in fig. 7A may be implemented by step 1021 to step 1022 illustrated in fig. 7B.
In step 1021, when the real-time status of the interactive process is started and not ended, a dynamic settlement manner corresponding to the real-time interactive process is presented in the prediction interface of the client.
When the real-time status of the interactive process is started and not ended (for example, the game is started and not ended), the client acquires a dynamic settlement manner (for example, a dynamic odds rate, a dynamic odds payment manner, a dynamic reward and the like of each game team) corresponding to the real-time interactive process, and presents the dynamic settlement manner corresponding to the real-time interactive process on a prediction interface of the client.
In step 1022, in response to the prediction request operation according to the dynamic settlement manner received in the prediction interface, a prediction result for the interactive process submitted by the prediction request operation is obtained.
When the audience performs the prediction operation aiming at the interactive process according to the dynamic settlement mode presented by the prediction interface, for example, when the game starts and does not finish, the dynamic settlement mode of the team A is presented on the prediction interface of the client, the audience predicts that the game team A will obtain the final win according to the dynamic settlement mode of the team A, and therefore the client can obtain the prediction result aiming at the interactive process submitted by the prediction request operation in response to the prediction request operation according to the dynamic settlement mode received in the prediction interface.
In some embodiments, presenting a dynamic settlement approach corresponding to a real-time interactive process in a prediction interface of a client includes: and presenting gradually attenuated dynamic odds in a prediction interface of the client according to the gradual clarification of the result of the real-time interactive process.
The client can obtain the gradually-attenuated dynamic odds from the server in real time, and as the state of the interactive object changes in the interactive process, for example, game characters are eliminated in the process of the game, the result of the interactive process is gradually clarified (the state of the interactive object is gradually clear, for example, when the game is gradually close to a tail, a certain game character is likely to win the final win), the dynamic-attenuated odds are required, so that the gradually-attenuated dynamic odds need to be presented in a prediction interface of the client, and the settlement mode in the prediction result of the audience is ensured to be accurate and reasonable.
In some embodiments, presenting progressively attenuated odds based on progressive refinement of the results of the real-time interactive process includes: when the real-time state of the interactive object in the interactive process is updated, the attenuated odds compared with the real-time state before the update are presented; when the proportion between the settlement data to be transmitted and the issuance allowance of the settlement data exceeds the proportion threshold, the decayed odds are presented as compared with before the proportion threshold is not exceeded.
The settlement data which needs to be sent is used for sending when the prediction results of the clients participating in the prediction are all correct. Because the real-time state of the interactive object in the interactive process changes, namely, the result of the interactive process of the interactive object in the virtual scene is gradually clear along with the progress of the virtual scene, the final result of the interactive process of the interactive object is easier to predict. Therefore, when the real-time status of the interactive object in the interactive process is updated (for example, the interactive object is eliminated, the team to which the interactive object belongs is eliminated, and the like), the attenuated odds compared with the real-time status before the update are presented on the prediction interface of the client, so that the gradual attenuation of the dynamic odds is realized, and the accurate and reasonable settlement mode in the prediction result of the audience is ensured. For example, there are 4 teams A, B, C, D participating in the current game, with the initial fixed odds before the game starts being team a: 1:1, B team: 1:1.5, C team 1:3 and D team 1:5, wherein if D team obtains the champion at last, the audience predicting the D team to win the win before the start of the game can obtain 5 times of reward in full amount; when a team is eliminated during the game, the odds of team D change dynamically and become (4-1)/4 x 5, i.e., the odds of team D change to 1:3.75 after a team is eliminated.
As the virtual scene progresses, the prediction result of the client participating in the prediction will become clear gradually, that is, the corresponding settlement data will also become clear gradually, and therefore, as the virtual scene progresses, the odds need to be attenuated more and more to ensure that the final settlement data will not exceed the issuing limit of the settlement data. The issuance limit of the settlement data may be referred to, and when the prediction results of the clients that are referred to and predicted are all correct, it is determined that a ratio between the settlement data to be transmitted according to the odds included in the dynamic settlement mode and the issuance limit of the settlement data exceeds a ratio threshold (for example, the ratio is predicted to be 1), the odds of the dynamic settlement mode are attenuated by a ratio or a predetermined amplitude, and the odds attenuated by the prediction interface of the client (attenuated according to the set attenuation ratio) are presented compared with the odds attenuated before the ratio threshold is not exceeded.
In some embodiments, the method further comprises: and before the interactive process is finished, stopping presenting the prediction interface in the client when the settlement data needing to be sent exceeds the issuing limit of the settlement data when the prediction results of the client participating in the prediction are all correct.
In order to avoid that the final settlement data exceeds the issuing limit of the settlement data, before the interactive process is finished, when the prediction results of the clients participating in prediction are correct, and the settlement data to be sent according to the odds included in the dynamic settlement mode is judged to exceed the issuing limit of the settlement data, the presentation of the prediction interface in the client is stopped, namely the prediction interface is closed, and the audience cannot predict the interactive process.
In some embodiments, obtaining the predicted result for the interactive process through a prediction interface presented in the client comprises: presenting at least two items for an interactive process in a predictive interface; responding to a prediction request operation received in a prediction interface, and acquiring a prediction result of the prediction request operation aiming at least one project;
wherein the type of the item comprises at least one of: achievements taken by the interactive subject in the virtual scene (e.g., win or loss of the interactive subject); interaction details of the interaction object in the interaction process (e.g., one blood, killing number, falling to the ground and box, etc. of the interaction object in the virtual scene). Presenting at least two items aiming at the interactive process in a prediction interface of the client, for example presenting the number of win-win or loss-kill of game characters and the like in the prediction interface, wherein the audience can predict according to the items displayed in the prediction interface, and when the audience submits the prediction aiming at the items, the client responds to the prediction request operation of the audience received in the prediction interface to obtain the prediction result aiming at least one item by the prediction request operation. Various items are presented on a prediction interface of the client side for audience prediction, and the prediction diversity of the virtual scene is improved.
In some embodiments, the method further comprises: in the interactive process, receiving information aiming at the real-time interactive process through long connection between the client and the gateway, and keeping the connection for receiving new information;
the information is pushed to the gateway by the virtual scene server and is subjected to data inspection of the gateway; wherein the type of information comprises at least one of: the achievement of the interactive object in the virtual scene; and (5) interaction details of the interaction object in the interaction process. In order to save the interaction time between the server and the client, the client receives the information aiming at the real-time interaction process through the long connection between the client and the gateway in the interaction process and keeps the connection for receiving new information, so that the time for establishing the long connection between the client and the gateway when the server sends the information to the client is saved, and the interaction efficiency is greatly improved.
In step 103, the prediction result is transmitted, and settlement data obtained by performing settlement processing on the prediction result according to a settlement method is received, and the settlement data is presented in the client.
After the client side obtains the prediction result aiming at the interactive process, the prediction result can be sent to a server (prediction server), the server carries out settlement processing on the prediction result according to a virtual scene, an interactive object and a settlement mode corresponding to the prediction result which occur in real time to obtain settlement data, the settlement data is sent to the client side, after the client side receives the settlement data, the settlement data is displayed on a display interface of the client side, and the audience knows whether the prediction is correct or not according to the displayed settlement data.
In some embodiments, sending the prediction results comprises: sending the prediction result to a block chain network so that an intelligent contract deployed in the block chain network generates settlement data according to a settlement mode;
receiving settlement data obtained by performing settlement processing on the prediction result according to a settlement mode, wherein the settlement data comprises:
and when the consensus verification of the settlement data by the consensus nodes in the blockchain network passes, receiving the settlement data passing the consensus verification.
The client may also send the prediction result to a blockchain network (e.g., the blockchain network may include one or more prediction servers, a supervisor server, a game server, etc.), or the client may send the prediction result to a prediction server, which forwards the prediction result to the blockchain network, which, upon receiving the prediction result, calling an intelligent contract deployed in the blockchain network to generate settlement data according to a settlement mode, carrying out consensus verification on the settlement data through a consensus node in the blockchain network, when the consensus verification is passed, the settlement data is sent to the client, the client receives the settlement data which is sent by the consensus node in the block chain network and passes the consensus verification, and presenting settlement data on a display interface of the client, and enabling the audience to know whether the audience predicts correctly or not according to the displayed settlement data.
The following describes a data processing method for a virtual scene provided in the embodiment of the present invention, with reference to an exemplary application and implementation of a server provided in the embodiment of the present invention. Referring to fig. 8A, fig. 8A is a schematic flowchart of a data processing method for a virtual scene according to an embodiment of the present invention, which is described with reference to the steps shown in fig. 8A.
In step 201, in response to the operation submitted by the virtual scene client, real-time virtual scene data is generated and sent to the client, so that the client presents the virtual scene occurring in real time and the interactive process of the interactive object in the virtual scene.
The server (e.g., a virtual scene server) may generate real-time virtual scene data in response to an operation submitted by a virtual scene client (e.g., a game player, i.e., a client corresponding to a manipulation interactive object), and send the real-time virtual scene data to the client (e.g., a live broadcast client), and after receiving the virtual scene data, the client parses the virtual scene data, and presents a virtual scene occurring in real time and an interactive process performed by the interactive object in the virtual scene in the client, so that a viewer can know a progress of the virtual scene.
The logic of live broadcast, prediction and virtual scene can be distributed in different servers, and can also be integrated in the same server, namely the realization mode of the server is more flexible, and the logic can be set according to requirements.
In step 202, before the interactive process is finished, a settlement mode for the interactive process is determined according to the real-time state of the interactive process and is sent to the client.
Before the interactive process is finished, the server determines a settlement mode aiming at the interactive process according to the real-time state of the interactive process and sends the settlement mode to the client so that the audience can predict according to the settlement mode displayed by the client.
In some embodiments, determining a settlement mode for the interactive process and sending to the client comprises: when the number of the clients which send the prediction results in parallel is larger than the capacity expansion threshold, determining a settlement mode aiming at the interactive process through a new on-line server after capacity expansion, and sending the settlement mode to the clients which send the prediction results in parallel;
and when the number of the clients for transmitting the prediction results in parallel is less than or equal to the capacity expansion threshold, the newly online server after capacity expansion is in an offline state, a settlement mode aiming at the interactive process is determined by the online server before capacity expansion, and the settlement mode is transmitted to the clients for transmitting the prediction results in parallel.
In order to solve the problem of high concurrency, taking a prediction server as an example, when the online prediction server determines that the number of the received clients which send prediction results in parallel is greater than a capacity expansion threshold, capacity expansion logic is triggered, so that the prediction server in an offline state is switched to an online state, and a new online server processes part or all of the prediction results sent in parallel after capacity expansion, namely, a settlement mode aiming at an interactive process is determined according to the prediction results, and the settlement mode is sent to the clients which send the prediction results in parallel, so as to realize load balance among guessing servers.
When the online prediction server determines that the received clients which send the prediction results in parallel are smaller than or equal to the capacity expansion threshold, the newly online prediction server after capacity expansion can be switched to an offline state, the online prediction server before capacity expansion processes the prediction results sent in parallel, namely, a settlement mode for the interactive process is determined according to the prediction results, and the settlement mode is sent to the clients which send the prediction results in parallel.
In some embodiments, determining a settlement mode for the interactive process according to the real-time status of the interactive process includes: when the real-time state of the interactive process is not started, determining the fixed odds according to the historical information of the user who controls the interactive object; and when the real-time state of the interactive process is started and not finished, determining a dynamic settlement mode corresponding to the real-time interactive process.
When the real-time status of the interaction process is not started (for example, before the game is started), the server may determine the fixed odds according to the history information of the user who manipulates the interaction object and the weight corresponding to the history information. For example, the number of interactive processes that have been engaged (the number of active races of the user who manipulated the interactive object) is determined first; ranking of achievements achieved during an already engaged interaction; the number of wins (such as the number of kills) obtained in the interactive process which has participated in is weighted and summed, so that an initial prediction score is obtained, and the reciprocal of the initial prediction score is determined as the initial fixed odds ratio, or the probability for the interactive process is determined based on the initial prediction score and the linear regression coefficient, and the reciprocal of the probability is determined as the initial fixed odds ratio.
When the real-time status of the interactive process is started and not ended (e.g., the game has started and not ended), the server may determine a dynamic settlement manner (e.g., a dynamic odds, a dynamic payoff manner, a dynamic award, etc. for each game team) corresponding to the real-time interactive process. The server makes the result of the interactive process become clearer gradually (the state of the interactive object becomes clearer gradually, for example, when the game is close to the tail sound, a certain game role is likely to win the final win), the odds are attenuated dynamically, and the settlement mode in the prediction result of the audience is ensured to be accurate and reasonable.
In step 203, the prediction result for the interactive process sent by the client is received, and settlement processing is performed on the prediction result according to a settlement mode, so as to obtain settlement data corresponding to the prediction result.
Before the interactive process is finished, the server determines a settlement mode aiming at the interactive process according to the real-time state of the interactive process, and sends the settlement mode to the client, the client presents the settlement mode on a prediction interface, the audience carries out prediction operation according to the displayed settlement mode and submits the prediction result aiming at the interactive process, the client obtains the prediction result aiming at the interactive process and sends the prediction result aiming at the interactive process to the server, and the server receives the prediction result aiming at the interactive process and can carry out settlement processing on the prediction result according to the settlement mode so as to obtain settlement data corresponding to the prediction result.
In step 204, the settlement data is sent to the client for rendering by the client.
After the server obtains the settlement data corresponding to the prediction result, the settlement data can be sent to the client, and after the client receives the settlement data, the settlement data can be displayed on a display interface, so that the audience can know whether the prediction is correct.
In some embodiments, sending settlement data to the client comprises: sending settlement data to a gateway for data verification; and sending the settlement data passing the data verification to the client through the connection between the gateway and the client, and keeping the connection for sending new settlement data.
After the server obtains the settlement data corresponding to the prediction result, the server can send the settlement data to the gateway so that the gateway can check the data, after the check is passed, the settlement data passing the data check can be sent to the client through the previous connection between the gateway and the client, and the connection is kept for sending the subsequent new settlement data, so that the actual long connection is formed, and the time for establishing the connection between the gateway and the client when the server needs to send the settlement data is saved.
Referring to fig. 8B, fig. 8B is an alternative flow chart provided by the embodiment of the present invention, and in some embodiments, fig. 8B shows fig. 8A, which further includes step 205.
In step 205, the information of the real-time interactive process is sent to the gateway for data verification; and sending the information passing the data verification to the client through the connection between the gateway and the client, and keeping the connection for sending new information.
After the server obtains the information of the real-time interactive process, the information of the real-time interactive process can be sent to the gateway so that the gateway can carry out data verification, after the verification is passed, the information of the real-time interactive process passing the data verification can be sent to the client through the previous connection between the gateway and the client, and the connection is kept so as to be used for sending the information of a subsequent new interactive process, so that the actual long connection is formed, and the time for establishing the connection between the gateway and the client is saved when the server needs to send the information of the real-time interactive process.
In some embodiments, before maintaining the connection, the method further comprises: determining that the activity degree of the client participating in the virtual scene prediction is greater than an activity degree threshold value;
the method further comprises the following steps: and when the activity degree of the client participating in the predicted virtual scene is determined to be less than the activity degree threshold value, releasing the connection between the gateway and the client.
The server is connected with the client through the gateway before, the settlement data passing the data verification is sent to the client, the activity degree of the client participating in the prediction virtual scene can be determined, and when the activity degree of the client participating in the prediction virtual scene is determined to be smaller than an activity degree threshold value, the connection between the gateway and the client is directly released, so that a short connection in the practical sense is formed, the establishment of a long connection is avoided, the client participates in the prediction activity less, and a long connection port is occupied, so that resources are saved.
Determining the number of times of the prediction result of the client aiming at the virtual scene as the activity degree of the client participating in predicting the virtual scene; or acquiring historical data of the client aiming at the virtual scene, and predicting the activity degree of the client participating in the virtual scene through an artificial intelligence model by combining the prediction behavior of the client in the historical data.
In some embodiments, the method further comprises: pre-establishing connection between a gateway and a client, and maintaining the established connection so as to be used for receiving a prediction result from the client and sending information of a real-time interactive process to the client; and releasing the connection when the time for keeping the connection exceeds the waiting time threshold and the prediction result from the client is not received.
In order to save the time for establishing the connection between the gateway and the client when the server needs to send the settlement data, the connection between the gateway and the client may be established in advance and maintained, so that the server receives the prediction result from the client. However, when the time for maintaining the connection exceeds the waiting time threshold and the prediction result from the client is not received, the connection is released, so that the situation that the established connection occupies the port for a long time and resources are wasted is avoided.
In addition, since the prediction operation of the client and the settlement data for the prediction result are highly likely to occur when the interactive process of the interactive object in the virtual scene is in a drastic state, when the server determines that the drastic degree of the interactive process of the interactive object in the virtual scene exceeds a drastic degree threshold link, the connection between the gateway and the client is established in advance, and the established connection is maintained. However, when the interaction process of the interaction object in the virtual scene is in a flat state, the server determines that the interaction process of the interaction object in the virtual scene is less than a flat threshold link and does not receive the prediction information, the connection is released, and the problem that the established connection occupies a port for a long time and wastes resources is avoided.
Next, a data processing method of a virtual scene provided in an embodiment of the present invention is continuously described with reference to a terminal device (including a client) and a server, where fig. 9A is an optional flowchart of the data processing method of a virtual scene provided in the present invention, and referring to fig. 9A, the data processing method of a virtual scene provided in an embodiment of the present invention includes:
in step 301, the client submits a user operation.
The audience starts the client, and after clicking a watching button and other operations on the client interface, the client submits the user operation.
In step 302, the server generates real-time virtual scene data in response to an operation submitted by the client.
The server (e.g., a virtual scene server) may generate real-time virtual scene data in response to an operation submitted by a virtual scene client (e.g., a game player, i.e., a client corresponding to a manipulation interactive object), and send the real-time virtual scene data to the client (e.g., a live broadcast client), and after receiving the virtual scene data, the client parses the virtual scene data, and presents a virtual scene occurring in real time and an interactive process performed by the interactive object in the virtual scene in the client, so that a viewer can know a progress of the virtual scene.
In step 303, the client sends real-time virtual scene data to the client.
In step 304, the client presents the virtual scene occurring in real time and the interactive process of the interactive object in the virtual scene.
In step 305, the server determines a settlement mode for the interactive process according to the real-time status of the interactive process before the interactive process is finished.
Before the interactive process is finished, the server determines a settlement mode aiming at the interactive process according to the real-time state of the interactive process and sends the settlement mode to the client so that the audience can predict according to the settlement mode displayed by the client.
In step 306, the server sends the settlement means for the interactive process to the client.
In step 307, the client presents the prediction interface according to the settlement method for the interactive process.
In step 308, the client obtains the prediction result for the interactive process through the presented prediction interface.
The audience predicts (guesses) the interactive process according to the prediction interface presented by the client, and the client automatically acquires the prediction result aiming at the interactive process after the audience submits the prediction result.
In step 309, the client sends the prediction result for the interactive process to the server.
In step 310, the server performs settlement processing on the prediction result according to a settlement mode to obtain settlement data corresponding to the prediction result.
The server receives the prediction result aiming at the interactive process before the interactive process is finished, and can carry out settlement processing on the prediction result according to a settlement mode, so that real-time settlement data corresponding to the prediction result can be obtained in the interactive process, and the prediction efficiency is improved.
In step 311, the server sends settlement data to the client.
In step 312, the settlement data is presented in the client.
Because the implementation mode of the server is flexible, the logics of the live broadcast, the prediction and the virtual scene can be distributed in different servers and can also be integrated in the same server. Fig. 9A illustrates a scenario in which logic of live, predicted, and virtual scenes are integrated in the same server. Next, the following description is given to the data processing method of the virtual scene provided by the embodiment of the present invention, in which the logics of the live broadcast, the prediction, and the virtual scene may be distributed in different servers, and fig. 9B is an optional flowchart of the data processing method of the virtual scene provided by the present invention, and referring to fig. 9B, the data processing method of the virtual scene provided by the embodiment of the present invention includes:
in step 401, the virtual scene client submits a user operation.
A game player (a user participating in game operation) controls an interactive object in a virtual scene to play a game through a virtual scene client, so as to submit user operation.
In step 402, the virtual scene server generates real-time virtual scene data in response to an operation submitted by the virtual scene client.
In step 403, the virtual scene server sends real-time virtual scene data to the live broadcast server.
In step 404, the live server converts the virtual scene data into live data.
And the live broadcast server converts the virtual scene data into live broadcast data so as to send the live broadcast data according to the operation of the audience.
In step 405, the live client submits a user action.
The audience can watch the live broadcast through the live broadcast client, and after the user opens the live broadcast client, the live broadcast client responds to the user operation (including clicking, sliding and other operations) and can submit the user operation.
In step 406, the live server sends the live data.
And the live broadcast server responds to the user operation submitted by the live broadcast client and sends corresponding live broadcast data to the live broadcast client.
In step 407, the live client renders live data.
After receiving the live broadcast data, the live broadcast client can present the live broadcast data on a display interface. Namely, the live client presents a virtual scene which occurs in real time and an interactive process of an interactive object in the virtual scene.
In step 408, the live client submits a user prediction operation.
When the audience wants to perform an interactive process in the live broadcast watching process, the audience can click a prediction button and the like to submit a prediction request, and the live broadcast client side submits user operation in response to the prediction request.
In step 409, the prediction server determines a settlement mode for the interactive process based on the real-time status of the interactive process.
And the prediction server responds to the user prediction operation and determines a settlement mode aiming at the interactive process according to the real-time state of the interactive process. The prediction server can acquire real-time virtual scenes from the virtual scene server and the interactive processes of the interactive objects in the virtual scenes.
In step 410, the prediction server sends the settlement means.
And the prediction server sends the settlement mode to the live broadcast client. In addition, the prediction server can also send the settlement mode to the live broadcast client in real time before responding to the user operation.
In step 411, the live client presents a prediction interface according to the settlement method for the interactive process.
After receiving the settlement mode aiming at the interactive process, the live broadcast client can present a prediction interface on the display interface so that the audience can predict according to the prediction interface.
In step 412, the live client obtains a prediction result for the interactive process through the presented prediction interface.
And the audience can perform operations such as clicking and the like on the presented prediction interface to predict, and after the audience submits the prediction result aiming at the interactive process, the live broadcast client can obtain the prediction result aiming at the interactive process.
In step 413, the live client sends the prediction result for the interactive process.
In step 414, the prediction server performs settlement processing on the prediction result according to the settlement manner to obtain settlement data corresponding to the prediction result.
In step 415, the forecast server sends the settlement data.
In step 416, the settlement data is presented in the live client.
The following continues to describe an exemplary structure of the data processing apparatus 555 of the virtual scene provided by the embodiment of the present invention implemented as a software module:
a first presentation module 5551, configured to present, in the client, a virtual scene occurring in real time and an interactive process performed by an interactive object in the virtual scene;
a first processing module 5552, configured to obtain, through a prediction interface presented in the client, a prediction result for the interactive process before the interactive process is ended;
wherein the prediction result corresponds to a real-time state of the interaction process;
the second processing module 5553 is configured to send the prediction result, receive settlement data obtained by performing settlement processing on the prediction result according to the settlement manner, and present the settlement data in the client.
In some embodiments, the first rendering module 5551 is further configured to, when the client is a virtual scene client, receive live broadcast data synchronously pushed by a virtual scene server according to real-time virtual scene data through the virtual scene client, and decode the live broadcast data, so as to render, in a live broadcast interface of the virtual scene client, a virtual scene occurring in real time and an interactive process performed by an interactive object in the virtual scene; and when the client is a live broadcast client, receiving live broadcast data synchronously pushed by a live broadcast server according to real-time virtual scene data through the live broadcast client, and decoding the live broadcast data so as to present a real-time virtual scene in a live broadcast interface of the live broadcast client and an interactive process of an interactive object in the virtual scene.
In some embodiments, the first processing module 5552 is further configured to present an initial settlement manner on a prediction interface of the client when the real-time status of the interaction process is not started; and responding to a prediction request operation according to the initial settlement mode received in the prediction interface, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
In some embodiments, the first processing module 5552 is further configured to present, in the prediction interface of the client, an initial fixed odds determined from historical information of a user manipulating the interactive object; wherein the historical information comprises at least one of: the number of interactive processes that have been engaged; ranking of achievements achieved during an already engaged interaction; the number of wins made during an already engaged interaction.
In some embodiments, the first processing module 5552 is further configured to present a dynamic settlement manner corresponding to the real-time interactive process in a prediction interface of the client when the real-time status of the interactive process is started and not ended; and responding to a prediction request operation received in the prediction interface according to the dynamic settlement mode, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
In some embodiments, the first processing module 5552 is further configured to present, in the prediction interface of the client, progressively decaying dynamic odds based on progressive refinement of the results of the real-time interaction process.
In some embodiments, the first processing module 5552 is further configured to present, when the real-time status of the interactive object during the interaction is updated, an attenuated odds compared to the real-time status before the update occurs; when the proportion between the settlement data needing to be sent and the issuing limit of the settlement data exceeds a proportion threshold value, the attenuated odds are presented compared with the odds before the proportion threshold value is not exceeded, wherein the settlement data needing to be sent is used for sending when the prediction results of the clients participating in prediction are all correct.
In some embodiments, the data processing device 555 for the virtual scene further comprises:
a stopping module 5554, configured to stop presenting the prediction interface in the client when, before the interaction process is ended, the predicted result of the client participating in the prediction is correct and the settlement data to be sent exceeds the issuance limit of the settlement data.
In some embodiments, the first processing module 5552 is further for presenting at least two items for the interactive process in the predictive interface; responding to a prediction request operation received in the prediction interface, and obtaining a prediction result of the prediction request operation for at least one project; wherein the type of the item comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
In some embodiments, the data processing device 555 for the virtual scene further comprises:
a fourth processing module 5555, configured to receive information for the real-time interactive process through a long connection between the client and the gateway in the interactive process, and maintain the connection for receiving new information; the information is pushed to the gateway by a virtual scene server and is subjected to data inspection of the gateway; wherein the type of information comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
In some embodiments, the second processing module 5553 is further configured to send the prediction result to a blockchain network, so that an intelligent contract deployed in the blockchain network generates the settlement data according to the settlement manner; and receiving settlement data passing the consensus verification when the consensus verification of the consensus nodes in the block chain network passes the consensus verification of the settlement data.
The following continues to describe an exemplary structure of the data processing device 556 for virtual scenes provided in the embodiment of the present invention implemented as software modules:
a first sending module 5561, configured to generate real-time virtual scene data in response to an operation submitted by a virtual scene client, and send the real-time virtual scene data to the client, so that the client presents a virtual scene occurring in real time and an interaction process of an interaction object in the virtual scene;
the third processing module 5562 is configured to determine a settlement manner for the interactive process according to the real-time state of the interactive process before the interactive process is finished, and send the settlement manner to the client;
the settlement module 5563 is configured to receive the prediction result sent by the client for the interaction process, and perform settlement processing on the prediction result according to the settlement manner to obtain settlement data corresponding to the prediction result;
a second sending module 5564, configured to send the settlement data to the client, so that the client performs presentation.
In some embodiments, the first sending module 5561 is further configured to, when the number of clients sending the prediction result in parallel is greater than a capacity expansion threshold, determine, by a new online server after capacity expansion, a settlement manner for the interaction process, and send the settlement manner to the clients sending the prediction result in parallel; and when the number of the clients for transmitting the prediction results in parallel is less than or equal to the capacity expansion threshold, the newly online server after capacity expansion is in an offline state, a settlement mode aiming at the interaction process is determined by the online server before capacity expansion, and the settlement mode is transmitted to the clients for transmitting the prediction results in parallel.
In some embodiments, the third processing module 5562 is further configured to determine a fixed odds according to historical information of a user manipulating the interactive object when the real-time status of the interactive process is not started; and when the real-time state of the interactive process is started and not finished, determining a dynamic settlement mode corresponding to the real-time interactive process.
In some embodiments, the second sending module 5564 is further configured to send the settlement data to a gateway for data verification; and sending the settlement data passing the data verification to the client through the connection between the gateway and the client, and maintaining the connection for sending new settlement data.
In some embodiments, the data processing device 556 of the virtual scene further comprises:
the fifth processing module 5565 is configured to send information of the real-time interaction process to the gateway for data verification; and sending the information passing the data verification to the client through the connection between the gateway and the client, and maintaining the connection for sending new information.
In some embodiments, the data processing device 556 of the virtual scene further comprises:
a determination module 5566, configured to determine that the client participates in predicting that the activity level of the virtual scene is greater than an activity level threshold;
the data processing device 556 of the virtual scene further comprises:
a release module 5567, configured to release the connection between the gateway and the client when it is determined that the client participates in predicting that the activity level of the virtual scene is less than the activity level threshold.
In some embodiments, the data processing device 556 of the virtual scene further comprises:
a preprocessing module 5568, configured to pre-establish a connection between the gateway and the client, and maintain the established connection, so as to receive a prediction result from the client, and send information of a real-time interaction process to the client;
releasing the connection when the time to maintain the connection exceeds a latency threshold and a prediction from the client is not received.
It should be noted that the description of the apparatus according to the embodiment of the present invention is similar to the description of the method embodiment, and has similar beneficial effects to the method embodiment, and therefore, the description is omitted.
Embodiments of the present invention also provide a computer-readable storage medium storing executable instructions, where the executable instructions are stored, and when executed by a processor, the executable instructions will cause the processor to execute a data processing method of a virtual scene provided by an embodiment of the present invention, for example, a data processing method of a virtual scene as shown in fig. 7A to 7B, or a data processing method of a virtual scene as shown in fig. 8A to 8B.
In some embodiments, the storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EE PROM, flash, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
In some embodiments, executable instructions may be written in any form of programming language (including compiled or interpreted languages), in the form of programs, software modules, scripts or code, and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
By way of example, executable instructions may correspond, but do not necessarily have to correspond, to files in a file system, and may be stored in a portion of a file that holds other programs or data, such as in one or more scripts in a hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files that store one or more modules, sub-programs, or portions of code).
By way of example, executable instructions may be deployed to be executed on one computing device or on multiple computing devices at one site or distributed across multiple sites and interconnected by a communication network.
In the following, an exemplary application of the embodiments of the present invention in a practical application scenario will be described.
In the related art, live telecast of electric competition refers to a network information distribution mode with a bidirectional circulation process for synchronously making and distributing information along with the generation and development process of the electric competition course on the electric competition site, for example, fig. 10 is a schematic diagram of live telecast of electric competition in the related art provided by the embodiment of the invention, and spectators can watch the battle conditions by clicking a battle condition button 1001 and guess the competition before the electric competition starts. The playing method of the electronic game guess comprises the following steps: 1) guessing before the game starts, and closing a guessing channel after the game starts; 2) the guessing activities are realized by guessing the wins and the negatives of the players or guessing the ranks of the players, namely, the guessing playing method is relatively single; 3) after the competition is finished, the settlement is carried out, and the competition is poor in timeliness. As shown in fig. 11, fig. 11 is a schematic diagram of the guessing at the game electronic competition in the related art provided by the embodiment of the present invention, the spectators (game viewers) need to guess the winner of the player before the game starts, guess the winner of a certain player by means of betting virtual assets, for example, betting 200 guessing coins for the XX team, clicking the immediate guess button 1101, submitting the guessing operation, and when the XX team wins the game, 490 guessing coins can be obtained.
However, the above-mentioned game competition guess playing method can only guess before the competition starts, can not guess after the competition starts, and does not take into account the participation sense of the audience in the competition process. The embodiment of the invention adopts a dynamic guessing and dynamic rewarding mode, realizes that the competition can be participated in the game guess from the beginning of the electronic competition to the game in the process of the competition, and the guess can be performed by aiming at the teams without the first result, thereby improving the participation sense of the audience in the electronic competition process. In addition, the game method for the electronic game competition guess lacks more game methods for the electronic game competition guess, the embodiment of the invention acquires real-time game data through real-time game data butt joint, guesses are made according to the real-time game data for items (such as blood (game terms, first blood drop), landed boxes (the items are eliminated by enemies within a short time after landing, characters in the game become a box after being eliminated), killing numbers (the number of killing people in the game) and the like) which are generated in the game process and have no regularity (namely, a determined result cannot be obtained through logical reasoning/visual or indirect perception), and the types of guesses for the game items in the game process are diversified, the guessing modes are diversified, and the interest of the guesses is improved. For the condition of guess request which is highly concurrent in the game process, the real-time performance is ensured by the scheme of dynamic capacity expansion of the server, and the capacity is timely reduced to save resources when the concurrency is reduced. The specific logic of the settlement mode is realized through an intelligent contract, the server calls the intelligent contract deployed in the nodes of the block chain network to calculate the reward, and the reward is transmitted to the client after being identified by the nodes.
The embodiment of the invention can be applied to live competition of electronic competitions and can realize real-time dynamic guessing and dynamic rewarding. As shown in fig. 12, fig. 12 is a schematic diagram illustrating the guessing of the electronic game competition according to the embodiment of the present invention, the spectator can view the general information of the game, such as "training in the desolate island", the page can show the basic information of the game, such as the name, the playing time, etc. of the electronic game competition, and can also illustrate the rules of the electronic game competition and the support of the spectator on each team in the game. As shown in fig. 13, fig. 13 is a schematic diagram of a guess of a game electronic competition game provided by the embodiment of the present invention, in which a spectator can view live broadcast information of the game, such as a "battle hall", and when the game is not yet played, the play time can be displayed on a page to remind the spectator; when the game is played, the status of the in-game team, for example, "15 active/0 obsolete," may be displayed on the page, indicating that no team is currently obsolete. In addition, when the currently viewed game is in a live state, a live mark (for example, "live" text) can be displayed on a page, and thus a guessing activity can be performed currently; when the currently viewed game is in a recorded state, a recorded broadcast identifier (e.g., "video" text) may be displayed on the page, and no guessing activity is currently possible.
As shown in fig. 14, fig. 14 is a schematic view of a process of guessing at a game tournament according to an embodiment of the present invention, where the process of guessing at the game tournament mainly includes five steps, respectively 1) information of a team is required to be entered in advance; 2) calculating initial fixed odds of each team according to the historical conditions (historical integral conditions) of each team; 3) the audience performs the bet according to the information of the competition team; 4) modifying the odds according to the elimination condition of the current team and the bet data; 5) and (5) settling accounts when the match is over. The above steps are described in detail below:
(1) calculating initial fixed odds of each team according to historical integral conditions of each team
The overall process of this step is as follows:
1. and (4) manually collecting the information of the competition teams, and calculating the historical score information of each team, wherein the historical score information comprises the historical killing number, the historical ranking and the competition times. The predicted integration of the team of the game is: the effective participation field number 0.1+ integral corresponding to the ranking 0.7+ historical killing number 0.2, wherein 0.1 is the weight of the effective participation field number, 0.7 is the weight of the integral corresponding to the ranking, and 0.2 is the weight of the historical killing number, and the weights can be set according to the actual application scene; the integral corresponding to the first ranking is 5 integrals, the integral corresponding to the second ranking is 3 integrals, the integral corresponding to the third ranking is 1 integral, the integral corresponding to the 4-10 ranking is 0.50 integral, no integral is obtained except for the 10 integrals, and the integral corresponding to the ranking can be set according to the actual application scene; the number of active participation fields refers to the number of credits earned after the contest, i.e., the top 10 ranking.
2. Calculating initial fixed odds based on Elo prediction method
The Elo prediction method is proposed by the physical doctor apade Elo, usa (dr. The earliest application of the Elo prediction method is to compare the strength of players of the chess game by a scoring method, so as to predict the result of playing chess, wherein the scoring of players is based on the score trend of the players, and the score is increased when the score of the players steadily increases; if the chess is continuously input, the score is correspondingly reduced. However, in practical use, the player level and state fluctuate, and particularly, some deviations can occur in practical operation aiming at the characteristic of large uncertainty in the game. Therefore, the embodiment of the invention calculates the initial odds through an improved model of the Elo prediction method.
The improved model of the Elo prediction method predicts the win or loss through the integral condition of the main passenger team before the match, and the prediction regression equation of the Elo prediction method is as follows:
the probability of winning the main team is 44.8% + (0.53% multiplied by the difference of the two teams)
The probability of winning a fleet is 24.5% + (the difference between the two fleet integrals is multiplied by 0.39%) (where 44.8%, 24.5%, 0.53% are coefficients obtained after linear regression of a large amount of data)
Before the game starts, the corresponding odds are calculated by default according to the probability of winning in the main field (the main field with high predicted points and the passenger field with low predicted points). For example:
when two teams are in match, the prediction integration of the main team is 50 points, the passenger field integration is 40 points, and the win-average negative probability of the match is calculated by the following introduction:
the first step is as follows: obtaining the integral difference of the two parties as 50-40-10;
the second step is that: the winning probability of the home team is 44.8% + (0.53% × 10) ═ 50.10%;
the third step: the probability of winning by the passenger team is 24.5% - (0.39% × 10) ═ 20.60%;
the fourth step: calculating the probability of tie according to the winning probability of the host-guest team: 1-0.50-0.206-29.4%.
And finally, the probability of winning or losing the game is as follows: main winning probability: 50.10 percent; the tie probability: 29.40 percent; probability of winning the guest: 20.60 percent.
The fifth step: and calculating the odds of the main team according to the winning probability of the main team, wherein the reciprocal of the winning probability of the main team is the odds of the main team. The odds of the main team can also be calculated in other odds calculation modes according to the winning probability of the main team and the guest team, namely the odds are determined according to actual requirements.
When a plurality of teams fight simultaneously, the team with the highest predicted score is determined as the main team, the probability of winning the main field relative to other passenger fields is calculated by referring to the two-two fight condition, the inverse of the maximum probability is used as the odds ratio of the main field pair, the team with the highest score is determined as the next main team in the rest teams except the team with the highest score, and the odds ratios of other passenger fields are sequentially determined. For example, there is a team A, B, C in the game, team A being the team with the highest score, the odds for team A being determined to be 1:1, team B being determined to be 1:2, and team C being determined to be 1:3.
(2) Real-time modification client page for reported game data
The game account number of the actual contestant (player) is acquired through an offline collection mode before the competition starts, and the subsequent real-time game progress data also depend on the corresponding game account number data. The method comprises the steps of obtaining account information of players in real time before a match starts, reporting tglogrun (the tglogrun refers to records of players in the game process and includes information of online and offline, opening, killing, attack aiding, death and the like) after the match starts, analyzing game data according to the records of the players in the tglogrun, and feeding back the game data to dynamic odds modification logic in real time (for example, team A is eliminated, the latest odds are adjusted according to the original points of the rest of the current teams, so that spectators who bet before the game starts can obtain high income, spectators who bet in the middle of the match can obtain spectators who guess the later odds, and the guessed later odds need to be evenly shared according to the rest of the current people). Meanwhile, aiming at the conditions of killing, attack assisting, death and the like, after game data are obtained, the game data are synchronously sent to the audience watching the live broadcast in real time in a long-time connection and system message pushing mode. As shown in fig. 15, fig. 15 is a schematic diagram of long connection pushing logic provided in the embodiment of the present invention, an operator may perform corresponding data pushing at a management end (a server, where the server may integrate logics of live broadcast, prediction, and virtual scenes; a server cluster, where logics of live broadcast, prediction, and virtual scenes are distributed in different servers, and different servers are combined into the server cluster), perform logic such as data verification (preventing a user from modifying data) through a gateway layer, perform data pushing with a user end in a long connection manner, and after receiving pushed data, a user end page performs corresponding effect display according to the data, and closes a voting entrance of an already empowered team, and the like. Through the mode of pushing the message by the management terminal, the data request of the user terminal can be effectively reduced, so that the pressure of the server is reduced. Meanwhile, the single information push in the long connection only corresponds to the clear push results in the game (for example, team A is eliminated and team B wins), and the push results are mutually independent, so that the data coupling is reduced, and the flexibility of user side processing is improved. The currently pushed information includes: round start, team elimination, result settlement, event Observer (OB) switching, and the like. As shown in fig. 16, fig. 16 is a schematic diagram of data pushed through a long connection according to an embodiment of the present invention, and after the user side page receives data pushed through the long connection, a corresponding effect display is performed according to the data, for example, a victory or defeat of a player who shows a guess, "xiaoming" is already in death, and a fifth, bonus of your activity is obtained: ", and a reward 1601, and prompts the viewer that the game is still in progress, and the viewer can also guess at the first four (not yet known results).
The embodiment of the invention can have various guessing modes, and the guessing modes are respectively explained by adopting flow charts below.
a) Guessing mode: guessing the first eliminated team
FIG. 17 is a schematic diagram of a guessing mode provided by an embodiment of the present invention, wherein when a match is not started, the spectator can guess which team is eliminated first; after the match starts, the match is pushed through long connection, the current round voting entrance is closed, and after the first team is determined to be eliminated through the real-time game process, settlement information can be pushed through long connection, and the reward settlement is prompted through a client pop window.
b) Guessing mode: guessing final winning team
As shown in fig. 18, fig. 18 is a schematic diagram of another guessing mode provided by the embodiment of the present invention, when the game is over, the push game can be over through the long connection, and the voting entrance of the current round is closed; when the match is not finished, the spectators can guess the final winning team, after the elimination of the team is determined through the real-time game process, the information of the elimination of the team can be pushed through long connection, when the final team guessed by the spectators wins, the long-connection pushing team wins and settles and sends the reward, when the final team guessed by the spectators does not win, the long-connection pushing team is eliminated, the voting entrance of the eliminated team is closed by the client, and the server modifies the current remaining team odds.
(3) Dynamically modifying odds
This step includes two cases requiring adjustment of odds:
suppose that the odds for team i are
Figure BDA0002357133960000401
The total number of teams is N, the dead teams during betting are m, wherein m is more than or equal to 0<N, m, i and N are integers,
a) audience wagering conditions lead to guessing platform loss and dynamically adjust odds.
b) The current game has team death or failure, and the odds of the corresponding team are dynamically adjusted to
Figure BDA0002357133960000402
Thereby ensuring that the audience who guess and bet firstly can obtain more profits after betting correctly.
For example, there are currently 4 teams participating in the game (team A, B, C, D), the guessing mode is the last wrecking team (guessing the final winning team), and the odds for the 4 teams before the game are: team a (odds 1: 1); team B (odds 1: 1.5); team C (odds 1: 3); team D (odds 1: 5). Assuming team D last acquired the championship, the audience wagering on team D before the start of the race may acquire a 5-fold full award. When a team dies during the game, the corresponding odds of team A are changed to (4-1)/4 x 5, namely after the team dies, the odds of team A are changed to 1:3.75, and if team D finally acquires the champion, the audience who bet on team D can only acquire 3.75 times of the reward during the game.
The dynamic adjustment of the odds mainly means that it is easier for the audience to guess the final champion as the competition progresses, but the guessing of the prop or point data generated by the platform at a single time has an upper limit. In order to prevent the exceeding of the points or the props, when the odds change every time, whether the props or the points paid by the platform after the current betting number guesses correctly exceed the upper limit or not needs to be calculated, and if the upper limit is exceeded, proportion adjustment is carried out according to actual requirements. When the current accumulated claims exceed the proportion of the preset upper limit, the subsequent claims need to be attenuated according to the current remaining maximum dispensing amount. When the odds remain over the total after the decay, the corresponding guess logic (guess entry) is closed.
(4) Game real-time data acquisition and management end linkage part
As shown in fig. 19, fig. 19 is a schematic diagram of another guessing mode according to an embodiment of the present invention, where after obtaining match information of a match account, match start information is pushed through a long connection, and when it is determined that a match is finished, match end information is pushed through the long connection; and when the match is determined not to be finished, the server polls the tglog information (game logs) to acquire match real-time data change, determines whether killing, team elimination and other information exist, and pushes the killing, team elimination and other information through long connection when the killing, team elimination and other information exist.
(5) Long connection push real-time battle condition
The front-end js logic is used for displaying corresponding interactive interfaces according to different pushing interfaces; the browser websocket is used for serving a long connection base; an access layer Gateway (STGW, Secure terminal Gateway) is used for accessing layer general Gateway service, message pushing is used for long connection pushing, heartbeat detection is used for detecting whether long connection exists or not, monitoring processing is used for alarming after service abnormity, number packet processing is used for respectively pushing according to betting results, scene switching is used for switching competition start and competition end and the like, full \ partial pushing is used for distinguishing according to different message types, monitoring processing is used for monitoring alarming, game data processing is used for log information cleaning and effective information cleaning, as shown in figure 20, figure 20 is a long connection pushing real-time battle condition schematic diagram provided by the embodiment of the invention, after game real-time data is reported, the processed data is reported to a pushing service through monitoring processing, game data processing, scene switching and full \ partial pushing of a server, after monitoring processing, number packet processing, heartbeat detection and message pushing processing of the push service, outputting the processed data to a front-end page through an access layer gateway, and after the processing of a browser websocket and front-end (JS, JavaScript) logic of the front-end page, displaying relevant information of a game to perform real-time live broadcast of the game.
Therefore, the embodiment of the invention is applied to live competition, improves the participation interactivity of the audience in the competition activities, gives consideration to the participation sense of the audience from activity preheating to activity proceeding, and solves the limitation of opportunity; the dynamic rewarding scheme of an intelligent algorithm is adopted, so that the settling timeliness is ensured, and meanwhile, the cost of manual collection settlement is reduced; and game real-time data and live broadcast interaction are linked, so that the operation cost is further reduced, and the experience is optimized.
The above description is only an example of the present invention, and is not intended to limit the scope of the present invention. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present invention are included in the protection scope of the present invention.

Claims (15)

1. A data processing method of a virtual scene, the method comprising:
presenting a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene;
before the interactive process is finished, obtaining a prediction result aiming at the interactive process through a presented prediction interface;
wherein the settlement mode of the prediction result corresponds to the real-time state of the interactive process;
sending the prediction result, and
and receiving settlement data obtained by performing settlement processing on the prediction result according to the settlement mode, and presenting the settlement data.
2. The method of claim 1, wherein the presenting of the virtual scene occurring in real time and the interactive process of the interactive object in the virtual scene comprises:
when the client is a virtual scene client, receiving live broadcast data synchronously pushed by a virtual scene server according to real-time virtual scene data through the virtual scene client, and decoding the live broadcast data to present a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene in a live broadcast interface of the virtual scene client;
when the client is a live broadcast client, the live broadcast data is decoded by the live broadcast client to present real-time virtual scenes and interactive processes of interactive objects in the virtual scenes in a live broadcast interface of the live broadcast client according to real-time virtual scene data and live broadcast data synchronously pushed by the live broadcast server.
3. The method of claim 1, wherein obtaining the predicted result for the interactive process through the presented prediction interface before the interactive process is finished comprises:
when the real-time state of the interactive process is started and not finished, presenting a dynamic settlement mode corresponding to the real-time interactive process in the prediction interface;
and responding to a prediction request operation received in the prediction interface according to the dynamic settlement mode, and acquiring a prediction result for the interactive process submitted by the prediction request operation.
4. The method of claim 3, wherein presenting a dynamic settlement mode corresponding to a real-time interactive process in the prediction interface comprises:
in the predictive interface, progressively decaying dynamic odds are presented in accordance with progressive clarification of the results of the real-time interactive process.
5. The method of claim 4, wherein presenting progressively decaying dynamic odds based on progressive refinement of results of the real-time interactive process comprises:
when the real-time state of the interactive object in the interactive process is updated, the attenuated odds compared with the real-time state before updating are presented;
when the proportion between the settlement data needing to be sent and the issuing limit of the settlement data exceeds a proportion threshold value, the attenuated odds are presented compared with the odds before the proportion threshold value is not exceeded, wherein the settlement data needing to be sent is used for sending when the prediction results of the clients participating in prediction are all correct.
6. The method of any one of claims 1 to 5, wherein obtaining the predicted result for the interactive process through the presented prediction interface comprises:
presenting at least two items for the interactive process in the predictive interface;
responding to a prediction request operation received in the prediction interface, and obtaining a prediction result of the prediction request operation for at least one project;
wherein the type of the item comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
7. The method according to any one of claims 1 to 5, further comprising:
receiving information for the real-time interactive process through a long connection between a client and a gateway in the interactive process, and maintaining the connection for receiving new information;
the information is pushed to the gateway by a virtual scene server and is subjected to data inspection of the gateway;
wherein the type of information comprises at least one of: the achievement of the interactive object in the virtual scene; and the interaction details of the interaction object in the interaction process.
8. The method according to any of claims 1 to 5, wherein said sending said prediction result comprises:
sending the prediction result to a block chain network so as to enable
Generating the settlement data according to the settlement mode by an intelligent contract deployed in the block chain network;
the receiving of the settlement data obtained by performing settlement processing on the prediction result according to the settlement mode includes:
and receiving settlement data passing the consensus verification when the consensus verification of the consensus nodes in the block chain network passes the consensus verification of the settlement data.
9. A data processing method of a virtual scene, the method comprising:
real-time virtual scene data is generated and sent to the client in response to an operation submitted by the virtual scene client, so that the real-time virtual scene data is transmitted to the client
The client presents a virtual scene which occurs in real time and an interactive process of an interactive object in the virtual scene;
before the interactive process is finished, determining a settlement mode aiming at the interactive process according to the real-time state of the interactive process, and sending the settlement mode to the client;
receiving a prediction result aiming at the interactive process and sent by the client, and carrying out settlement processing on the prediction result according to the settlement mode to obtain settlement data corresponding to the prediction result;
and sending the settlement data to the client so as to enable the client to present.
10. The method of claim 9, wherein determining a settlement mode for the interactive process based on the real-time status of the interactive process comprises:
when the real-time state of the interactive process is not started, determining a fixed odds rate according to historical information of a user who controls the interactive object;
and when the real-time state of the interactive process is started and not finished, determining a dynamic settlement mode corresponding to the real-time interactive process.
11. The method of claim 9, wherein sending the settlement data to the client comprises:
sending the settlement data to a gateway for data verification;
sending the settlement data passing the data verification to the client through the connection between the gateway and the client, and
the connection is maintained for sending new settlement data.
12. The method of claim 9, further comprising:
sending the information of the real-time interactive process to a gateway for data verification;
sending the information passing the data verification to the client through the connection between the gateway and the client, and
the connection is maintained for sending new information.
13. An apparatus for processing data of a virtual scene, the apparatus comprising:
the first presentation module is used for presenting a virtual scene which occurs in real time and an interactive process of an interactive object in the virtual scene in a client;
the first processing module is used for acquiring a prediction result aiming at the interactive process through a prediction interface presented in the client before the interactive process is finished;
wherein the settlement mode of the prediction result corresponds to the real-time state of the interactive process;
a second processing module for sending the prediction result and
and receiving settlement data obtained by performing settlement processing on the prediction result according to the settlement mode, and presenting the settlement data in the client.
14. An apparatus for processing data of a virtual scene, the apparatus comprising:
the system comprises a first sending module, a second sending module and a third sending module, wherein the first sending module is used for responding to the operation submitted by a virtual scene client, generating real-time virtual scene data and sending the real-time virtual scene data to the client so that the client presents a virtual scene occurring in real time and an interactive process of an interactive object in the virtual scene;
the third processing module is used for determining a settlement mode aiming at the interactive process according to the real-time state of the interactive process before the interactive process is finished and sending the settlement mode to the client;
the settlement module is used for receiving the prediction result aiming at the interactive process sent by the client and performing settlement processing on the prediction result according to the settlement mode to obtain settlement data corresponding to the prediction result;
and the second sending module is used for sending the settlement data to the client so as to enable the client to present.
15. A computer-readable storage medium having stored thereon executable instructions for causing a processor to perform a method of processing data for a virtual scene as claimed in any one of claims 1 to 8 or a method of processing data for a virtual scene as claimed in any one of claims 9 to 12 when executed.
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