CN112546634A - Game player match matching method and system - Google Patents

Game player match matching method and system Download PDF

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Publication number
CN112546634A
CN112546634A CN202011449470.8A CN202011449470A CN112546634A CN 112546634 A CN112546634 A CN 112546634A CN 202011449470 A CN202011449470 A CN 202011449470A CN 112546634 A CN112546634 A CN 112546634A
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China
Prior art keywords
matching
matching unit
list
head
unit
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CN202011449470.8A
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Chinese (zh)
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郭贺
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Hangzhou Electronic Soul Network Technology Co Ltd
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Hangzhou Electronic Soul Network Technology Co Ltd
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Priority to CN202011449470.8A priority Critical patent/CN112546634A/en
Publication of CN112546634A publication Critical patent/CN112546634A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Abstract

The application relates to a game player match-up matching method, wherein the game player match-up matching method comprises the following steps: the method comprises the steps of sequencing a first matching unit and at least one second matching unit according to the number of matching units and the fighting capacity to generate a first matching list, wherein the first matching unit and the second matching unit are under the same game match. The matching units in the first matching list are distributed to the first formation and the second formation according to the preset distribution rule, and through the application, the problems that the fighting capacity difference of each player in the formation caused by the fact that the matching units with a large number of players are combined preferentially in the prior art is large, the reliability of the network game system is reduced, the fighting capacity difference of all players in the game is reduced, and the stability of the game system is improved are solved.

Description

Game player match matching method and system
Technical Field
The present application relates to the field of game development technologies, and in particular, to a method, a system, an electronic device, and a computer-readable storage medium for game player match-up matching.
Background
Unlike a standalone game in which a player performs information interaction with an NPC (non-player character), a large-scale network game is generally information interaction between a plurality of online characters played by a plurality of players. A game in which a plurality of online characters complete in a game system is referred to as a game play. Before game match, reasonable formation match is needed according to the battle effectiveness of the players.
In the related technology, matching units formed by player teams are placed into a matching pool, after the matching pool sequences according to the number of players of the matching units and the fighting capacity of the matching units, the matching units with the fighting capacity within a required range are searched in the matching pool and combined with the matching units formed by the players, and a single game is entered until the number of players of all the matching units is equal to the number of players required for the game; however, when the matching units are merged, the matching units with a large number of players are merged preferentially, so that the difference in fighting power among the players in a battle is large, and the reliability of the network game system is reduced.
At present, no effective solution is provided for the problem of poor reliability of the online game system caused by large difference of fighting capacity of the game players in the related technology.
Disclosure of Invention
The embodiment of the application provides a game method, a game device, a game system, computer equipment and a computer readable storage medium, which are used for at least solving the problem of poor reliability of an online game system caused by large fighting capacity difference of game players in the related technology.
In a first aspect, an embodiment of the present application provides a game player match matching method, where the method includes:
the method comprises the steps that a first matching unit and a second matching unit set are sequenced according to the number of matching units and the fighting capacity, and then a first matching list is generated, wherein the second matching unit set at least comprises one second matching unit, and the first matching unit and the second matching unit are under the same game match;
distributing the matching units in the first matching list to a first formation and a second formation according to a preset distribution rule, wherein the preset rule comprises the following steps:
extracting a head matching unit in the first matching list and distributing the head matching unit to the first bank, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list;
extracting a head matching unit in the second matching list and distributing the head matching unit to the second bank, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list;
acquiring the number of players in the first and second camps;
extracting a head matching unit of the third matching list and distributing the head matching unit to the camp with the smaller number of the players in the first camp and the second camp when the numbers of the first camp and the second camp are not equal;
and under the condition that the number of people in the first and second campuses is equal, searching a nearest matching unit, and distributing based on the fighting capacity of the nearest matching unit, wherein the nearest matching unit is a head matching unit which is newly distributed in the first and second campuses.
In some of these embodiments, the assigning based on the battle power of the closest matching unit comprises:
and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite.
In some embodiments, the generating the first matching list by sorting the first matching unit and the second matching unit according to the number of matching units and the fighting capacity comprises:
acquiring the number of players of the first matching unit and the second matching unit, and performing first sorting according to the number of players;
after the first sorting is finished, for the first matching units or the second matching units with the same number of players, acquiring the fighting capacity of the first matching units and the second matching units, and sorting for the second time according to the fighting capacity;
and after the second sorting is finished, the first matching unit and the second matching unit convert to generate the first matching list.
In some embodiments, before the generating the first matching list, the method further comprises:
acquiring a first matching unit and a matching pool, wherein the first matching unit is established for one or more players through a game client;
and acquiring a second matching unit from the matching pool according to the fighting capacity and the matching time of the first matching unit, wherein the matching time of the second matching unit and the first matching unit is the same, and the fighting capacity of the second matching unit is within a preset range.
In some of these embodiments, where the number of players of the matching unit is multiple, the combat power of the matching unit is calculated from a weighted average of the combat powers of all players in the matching unit;
where the number of players of the matching unit is single, the combat power of the matching unit is the combat power of the players in the matching unit.
In a second aspect, an embodiment of the present application provides a game player match matching system, where the system includes an obtaining module, a sorting module, and a distributing module;
the acquisition module is used for acquiring a first matching unit and a second matching unit set, wherein the first matching unit is established for one or more players through a game client, and the second matching unit set comprises at least one second matching unit;
the sorting module is used for sorting the first matching unit and the second matching unit according to the number of the matching units and the fighting capacity and then generating a first matching list;
the distribution module is configured to distribute the matching units in the first matching list to a first camp and a second camp according to a preset distribution rule, where the preset rule includes:
extracting a head matching unit in the first matching list and distributing the head matching unit to the first array, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list;
extracting a head matching unit in the second matching list and distributing the head matching unit to the second array, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list;
acquiring the number of players in the first and second camps;
extracting a head matching unit of the third matching list and distributing the head matching unit to the camp with the smaller number of the players in the first camp and the second camp when the numbers of the first camp and the second camp are not equal;
and searching a nearest matching unit under the condition that the number of people in the first and second campuses is equal, and distributing based on the fighting capacity of the nearest matching unit, wherein the nearest matching unit is a head matching unit which is newly distributed in the first and second campuses.
In some embodiments, the present application provides a game player-to-game matching system, wherein the allocating unit allocates based on the fighting power of the closest matching unit comprises: and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite.
In some embodiments, the obtaining module obtains a second matching unit from the matching pool according to the fighting capacity of the first matching unit, wherein the matching time of the second matching unit and the first matching unit is the same, and the fighting capacity of the second matching unit is within a preset range.
In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor, when executing the computer program, implements a game player match-making method as described in the first aspect.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, wherein the computer program is executed by a processor to implement a player matching method as described in the first aspect.
Compared with the prior art, the game player match matching method provided by the embodiment of the application generates a first matching list by sequencing a first matching unit and a second matching unit according to the number of people and fighting capacity of the matching units, wherein the second matching unit and the first matching unit are under the same game match; after the first matching list is generated, the matching units in the first matching list are distributed to the first formation and the second formation according to the preset distribution rule, the problems that the fighting power difference of each player in the formation caused by the fact that the matching units with a large number of players are combined preferentially in the prior art is large, the reliability of a network game system is reduced are solved, the fighting power difference of all players in the game is reduced, and the stability of the game system is improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic diagram of an application environment of a game player-to-game matching method according to an embodiment of the present application;
FIG. 2 is a flow chart of a game player match-up method according to an embodiment of the present application;
FIG. 3 is a schematic diagram of allocation based on preset allocation rules according to an embodiment of the present application;
FIG. 4 is a schematic diagram of a head matching unit according to an embodiment of the present application;
FIG. 5 is a block diagram of a game player-to-game matching system according to an embodiment of the present application;
fig. 6 is an internal structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described and illustrated below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments provided in the present application without any inventive step are within the scope of protection of the present application.
It is obvious that the drawings in the following description are only examples or embodiments of the present application, and that it is also possible for a person skilled in the art to apply the present application to other similar contexts on the basis of these drawings without inventive effort. Moreover, it should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers' specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment can be included in at least one embodiment of the specification. The appearances of the phrase in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Those of ordinary skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms referred to herein shall have the ordinary meaning as understood by those of ordinary skill in the art to which this application belongs. Reference to "a," "an," "the," and similar words throughout this application are not to be construed as limiting in number, and may refer to the singular or the plural. The present application is directed to the use of the terms "including," "comprising," "having," and any variations thereof, which are intended to cover non-exclusive inclusions; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to the listed steps or elements, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. Reference to "connected," "coupled," and the like in this application is not intended to be limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The term "plurality" as referred to herein means two or more. "and/or" describes an association relationship of associated objects, meaning that three relationships may exist, for example, "A and/or B" may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. Reference herein to the terms "first," "second," "third," and the like, are merely to distinguish similar objects and do not denote a particular ordering for the objects.
The game player match-up matching method provided by the application can be applied to the application environment shown in fig. 1, and fig. 1 is a schematic application environment diagram of the game player match-up matching method according to the embodiment of the application, as shown in fig. 1, wherein a terminal 10 and a server 11 are in communication through a network. The player logs in the terminal 10 to generate a first matching means and connects to the server 11 through the terminal 10, and the server 11 acquires the first matching means through the terminal 10. The server 11 obtains a second matching unit set in the matching pool of the game system according to the first matching unit, wherein the second matching unit set comprises at least one second matching unit, and the second matching unit is used for game match with the first matching unit. The server 11 may also sort all the matching units according to the fighting capacity and the number of people in the matching units to generate a matching list, and perform marketing matching according to the matching list. The terminal 10 may be, but not limited to, various personal computers, notebook computers, smart phones, tablet computers, and portable wearable devices, and the server 11 may be implemented by an independent server or a server cluster formed by a plurality of servers.
In the process that the game server matches players required by a single game, in order to ensure the stability of the game system, the server 11 needs to allocate some players with close combat power under a match, so as to improve the fairness of the match and the game experience of the players, but the match of the match is not enough only through a matching mechanism combining matching units, so that a new matching mechanism needs to be established for match.
The embodiment provides a player match-up matching method, fig. 2 is a flowchart of a game player match-up matching method according to an embodiment of the present application, and as shown in fig. 2, the flowchart includes the following steps:
in step S201, a player logs in a game client via the terminal 10, and the game client creates a first matching unit based on player information. The game client corresponds to the server, is a program for providing local services to the player, and may be installed on a PC terminal or a mobile terminal such as a smart phone or a tablet computer, and the player information is not limited to include: player ID, player battle power or player rating, etc.
Step S202, the terminal 10 establishes a connection with the server 11, and the server 11 obtains the matching time and the fighting capacity of the first matching unit, and obtains a second matching unit, which has the same matching time and the same fighting capacity within a preset range, from the matching pool. Wherein, the interaction mode of the terminal 10 and the server 11 may be one of a Form mode, a url mode and an xml mode. It should be noted that the matching time may be the time when the player establishes the matching unit through the game client, or may be a time period from the time when the player establishes the matching unit; the fighting power refers to a power value obtained by integrating the performance of the player in the latest game play, wherein the performance of the player in the game can be obtained by weighted calculation such as KDA (meaning KILL (killer rate), DEATH (DEATH rate) and ASSIST (support rate)), output injury amount, inflicted injury amount and party rate of the player in the latest game play; further, the predetermined range is calculated based on the first matching unit fighting capacity and a predetermined float ratio, for example: a first matching unit combat power (1000), a preset float ratio (20%); the predetermined range is (1000- +1000 × 20%). Those skilled in the art can set the specific numerical value of the preset range according to the game requirement, and in this embodiment, the specific numerical value of the preset range is not limited.
Step S203, the first matching unit and the second matching unit are sequenced according to the number of the matching units and the fighting capacity, and then a first matching list is generated, wherein the first matching unit and the second matching unit are under the same game match. It should be noted that, the step of generating the first matching list after the first matching unit and the second matching unit are sorted according to the number of people in the matching unit and the fighting capacity includes two steps, first: and acquiring the number of the players of the first matching unit and the second matching unit, and carrying out first sorting according to the number of the players. Secondly, the method comprises the following steps: after the first sorting is finished, for the first matching units or the second matching units with the same number of players, acquiring the fighting capacity of the first matching units and the second matching units, and sorting for the second time according to the fighting capacity; after the second sorting is completed, the first matching unit and the second matching unit generate the first matching list.
Step S204, distributing the matching units in the first matching list to a first camp and a second camp according to a preset distribution rule; fig. 3 is a schematic diagram of allocation based on a preset allocation rule according to an embodiment of the present application, and as shown in fig. 3, the preset allocation rule includes: extracting a head matching unit in the first matching list and distributing the head matching unit to the first array, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list; extracting a head matching unit in the second matching list and distributing the head matching unit to the second array, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list; acquiring the number of players in the first and second camps; under the condition that the number of the players in the first and second campuses is not equal, extracting the head matching units of the third matching list and distributing the head matching units to the campuses with smaller number of the players in the first and second campuses; in a case that the number of people in the first and second campuses is equal, searching for a closest matching unit, and assigning based on the fighting capacity of the closest matching unit, wherein the closest matching unit is a head matching unit newly assigned in the first and second campuses, and further assigning based on the fighting capacity of the closest matching unit comprises: and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite. It should be noted that the head matching unit is a matching unit ordered in the first row in a matching list, and changes with the change of the list. Fig. 4 is a schematic diagram of a head matching unit according to an embodiment of the present application, and as shown in fig. 4, the head matching unit of the first matching list is: [ ID (1) number of players (2) fighting power (2000) ], the head matching unit of the second matching unit is: [ ID (2) number of players (2) battle power (1900) ], it should be noted that the head matching unit is a matching unit ranked in the first row in a matching list, and it changes following the change of the list.
Through the steps S201 to S204, in this embodiment, after the second matching unit is obtained based on the first matching unit formed by the player through the client, and the first matching unit and the second matching unit are sorted according to the number of players and the fighting capacity to generate the first matching list, the first matching unit and the second matching unit are allocated in two camps by applying the preset allocation rule, so that the problem that the fighting capacity of the player in the matched camps exceeds the upper and lower matching limits by using a method of combining a plurality of matching units to form a new matching unit in the related art, thereby reducing the stability of the game system is solved, and the fairness of the game and the stability of the game system are improved.
In some embodiments, in the process of generating the matching list by sorting the first matching unit and the second matching unit, the first sorting is preferentially performed according to the number of players of the matching units, and the second sorting is performed according to the fighting capacity of the matching units for matching units with the same number of players.
In some embodiments, before generating the first matching list, the player opens the game client through the terminal 10 to connect to the server 11, and the server 11 obtains a first matching unit formed by a matching pool and the game client, where the first matching unit may include one player or a plurality of players, and in addition, the matching pool is generated by the server 11 storing the game matching object of the game player corresponding to each game client according to the game matching request sent by each game client. Further, the server 11 obtains a second matching unit set from the matching pool according to the fighting capacity and the matching time of the first matching unit based on the first matching unit, where the second matching unit set includes a second matching unit required for performing an office alignment with the first matching unit. Further, the first or second bank may be composed of a first matching unit and a second matching unit, or may be composed of a first matching unit and a plurality of second matching units.
In some of these embodiments, combat power, which refers to a value of ability to be integrated with a player's performance in recent game plays, is an important feature of the matching unit. Further, in the case that the number of the players of the matching unit is multiple, calculating the fighting capacity of the matching unit according to the weighted average of the fighting capacities of all the players in the matching unit; where the number of players of the matching unit is single, the combat power of the matching unit is the combat power of the players in the matching unit.
The embodiment also provides a game player match-to-match matching system, which is used for implementing the above embodiments and preferred embodiments, and the description of the system is omitted. As used hereinafter, the terms "module," "unit," "subunit," and the like may implement a combination of software and/or hardware for a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
FIG. 5 is a block diagram of a game player-to-game matching system according to an embodiment of the present application, and as shown in FIG. 5, the system includes an obtaining module 51, a sorting module 52, and an assigning module 53;
the obtaining module 51 is configured to obtain a first matching unit and a second matching unit, where the first matching unit is established by one or more players through a game client; the sorting module 52 is configured to sort the first matching unit and the second matching unit according to the number of matching units and the fighting capacity, and then generate a first matching list; the allocating module 53 is configured to allocate the matching units in the first matching list to a first camp and a second camp according to a preset allocation rule, where the preset rule includes: extracting a head matching unit in the first matching list and distributing the head matching unit to the first array, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list; extracting a head matching unit in the second matching list and distributing the head matching unit to the second array, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list; acquiring the number of players in the first and second camps; extracting a head matching unit of the third matching list and distributing the head matching unit to the camp with the smaller number of the players in the first camp and the second camp when the numbers of the first camp and the second camp are not equal; and under the condition that the number of people in the first and second campuses is equal, searching a nearest matching unit, and distributing based on the fighting capacity of the nearest matching unit, wherein the nearest matching unit is a head matching unit which is newly distributed in the first and second campuses.
In some of these embodiments, the assigning unit assigns based on the combat power of the closest matching unit comprises: and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite.
In some embodiments, the obtaining module obtains a second matching unit set from the matching pool according to the fighting capacity of the first matching unit, where the second matching unit set includes at least one second matching unit, the matching time of the second matching unit is the same as that of the first matching unit, and the fighting capacity of the second matching unit is within a preset range, and in addition, the number of players included in the second matching unit may be one or multiple; further, the first or second bank may be composed of a first matching unit and a second matching unit, or may be composed of a first matching unit and a plurality of second matching units.
The above modules may be functional modules or program modules, and may be implemented by software or hardware. For a module implemented by hardware, the modules may be located in the same processor; or the modules can be respectively positioned in different processors in any combination.
An embodiment of the present application further provides an electronic device, which includes a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the computer program to perform the steps in any of the method embodiments described above.
Optionally, the electronic device may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
It should be noted that, for specific examples in this embodiment, reference may be made to examples described in the foregoing embodiments and optional implementations, and details of this embodiment are not described herein again.
In addition, in combination with the game player match-up matching method in the foregoing embodiments, the embodiments of the present application may provide a storage medium to implement. The storage medium having stored thereon a computer program; the computer program, when executed by a processor, implements any of the game player match-to-match methods of the above embodiments. In an embodiment, fig. 6 is a schematic internal structure diagram of an electronic device according to an embodiment of the present application, and as shown in fig. 6, there is provided an electronic device, which may be a server, and its internal structure diagram may be as shown in fig. 6. The electronic device includes a processor, a memory, a network interface, and a database connected by a system bus. Wherein the processor of the electronic device is configured to provide computing and control capabilities. The memory of the electronic equipment comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program, and a database. The internal memory provides an environment for the operation of an operating system and computer programs in the non-volatile storage medium. The database of the electronic device is used for storing data. The network interface of the electronic device is used for connecting and communicating with an external terminal through a network. The computer program is executed by a processor to implement a game player match-to-match method.
Those skilled in the art will appreciate that the configuration shown in fig. 6 is a block diagram of only a portion of the configuration associated with the present application, and does not constitute a limitation on the electronic device to which the present application is applied, and a particular electronic device may include more or less components than those shown in the drawings, or may combine certain components, or have a different arrangement of components.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by hardware instructions of a computer program, which can be stored in a non-volatile computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. Any reference to memory, storage, database, or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory, among others. Non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
It should be understood by those skilled in the art that various features of the above-described embodiments can be combined in any combination, and for the sake of brevity, all possible combinations of features in the above-described embodiments are not described in detail, but rather, all combinations of features which are not inconsistent with each other should be construed as being within the scope of the present disclosure.
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. A game player match-up matching method, the method comprising:
the method comprises the steps that a first matching unit and a second matching unit set are sequenced according to the number of matching units and the fighting capacity, and then a first matching list is generated, wherein the second matching unit set at least comprises one second matching unit, and the first matching unit and the second matching unit are under the same game match;
distributing the matching units in the first matching list to a first formation and a second formation according to a preset distribution rule, wherein the preset rule comprises the following steps:
extracting a head matching unit in the first matching list and distributing the head matching unit to the first bank, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list;
extracting a head matching unit in the second matching list and distributing the head matching unit to the second bank, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list;
acquiring the number of players in the first and second camps;
extracting a head matching unit of the third matching list and distributing the head matching unit to the camp with the smaller number of the players in the first camp and the second camp when the numbers of the first camp and the second camp are not equal;
and under the condition that the number of people in the first and second campuses is equal, searching a nearest matching unit, and distributing based on the fighting capacity of the nearest matching unit, wherein the nearest matching unit is a head matching unit which is newly distributed in the first and second campuses.
2. The method of claim 1, wherein assigning based on the battle power of the closest matching unit comprises:
and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite.
3. The method of claim 1, wherein the generating a first matching list by sorting the first matching unit and the second matching unit according to the number of matching units and the fighting capacity comprises:
acquiring the number of players of the first matching unit and the second matching unit, and performing first sorting according to the number of players;
after the first sorting is finished, for the first matching units or the second matching units with the same number of players, acquiring the fighting capacity of the first matching units and the second matching units, and sorting for the second time according to the fighting capacity;
and after the second sorting is finished, the first matching unit and the second matching unit convert to generate the first matching list.
4. The method of claim 1, wherein prior to generating the first matching list, the method further comprises:
acquiring a first matching unit and a matching pool, wherein the first matching unit is established for one or more players through a game client;
and acquiring a second matching unit from the matching pool according to the fighting capacity and the matching time of the first matching unit, wherein the matching time of the second matching unit and the first matching unit is the same, and the fighting capacity of the second matching unit is within a preset range.
5. The method according to any one of claims 2 to 4, wherein, in the case where the number of players of the matching unit is plural, the fighting capacity of the matching unit is calculated from a weighted average of the fighting capacities of all players in the matching unit;
where the number of players of the matching unit is single, the combat power of the matching unit is the combat power of the players in the matching unit.
6. A game player match-up matching system is characterized by comprising an acquisition module, a sorting module and a distribution module;
the acquisition module is used for acquiring a first matching unit and a second matching unit set, wherein the first matching unit is established for one or more players through a game client, and the second matching unit set comprises at least one second matching unit;
the sorting module is used for sorting the first matching unit and the second matching unit according to the number of the matching units and the fighting capacity and then generating a first matching list;
the distribution module is configured to distribute the matching units in the first matching list to a first camp and a second camp according to a preset distribution rule, where the preset rule includes:
extracting a head matching unit in the first matching list and distributing the head matching unit to the first array, wherein after the head matching unit is extracted, the first matching list is converted into a second matching list;
extracting a head matching unit in the second matching list and distributing the head matching unit to the second array, wherein after the head matching unit is extracted, the second matching list is converted into a third matching list;
acquiring the number of players in the first and second camps;
extracting a head matching unit of the third matching list and distributing the head matching unit to the camp with the smaller number of the players in the first camp and the second camp when the numbers of the first camp and the second camp are not equal;
and searching a nearest matching unit under the condition that the number of people in the first and second campuses is equal, and distributing based on the fighting capacity of the nearest matching unit, wherein the nearest matching unit is a head matching unit which is newly distributed in the first and second campuses.
7. The system of claim 6, wherein the assigning unit assigns based on the combat power of the closest matching unit comprises: and acquiring the fighting capacity of the nearest matching unit, extracting the head matching unit of the third matching list and distributing the head matching unit to the campsite with smaller fighting capacity of the nearest matching unit in the first campsite and the second campsite.
8. The system of claim 6, wherein the obtaining module obtains a second matching unit from the matching pool according to the fighting power of the first matching unit, wherein the second matching unit is matched with the first matching unit at the same time and the fighting power of the second matching unit is within a preset range.
9. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor when executing the computer program implements a game player match-up method as claimed in any one of claims 1 to 5.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, implements a game player match-up method according to any one of claims 1 to 5.
CN202011449470.8A 2020-12-09 2020-12-09 Game player match matching method and system Pending CN112546634A (en)

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