CN112546636A - Live broadcast fight matching method, device, equipment and storage medium - Google Patents

Live broadcast fight matching method, device, equipment and storage medium Download PDF

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Publication number
CN112546636A
CN112546636A CN202011483672.4A CN202011483672A CN112546636A CN 112546636 A CN112546636 A CN 112546636A CN 202011483672 A CN202011483672 A CN 202011483672A CN 112546636 A CN112546636 A CN 112546636A
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user account
anchor user
live broadcast
fighting
live
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陈坤龙
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Bigo Technology Pte Ltd
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Bigo Technology Pte Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/235Processing of additional data, e.g. scrambling of additional data or processing content descriptors
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25891Management of end-user data being end-user preferences
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Computer Graphics (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The embodiment of the application provides a live broadcast fight matching method and device, computer equipment and a storage medium. The method comprises the following steps: acquiring capacity information of an anchor user account through a live broadcast fighting model, wherein the live broadcast fighting model is obtained by training based on historical fighting information of at least one anchor user account, and the capacity information is used for predicting the number of virtual articles acquired when the anchor user account participates in live broadcast fighting; determining a matching strength of the anchor user account based on the capability information of the anchor user account; determining a live fighting group in the anchor user account based on the matching strength of the anchor user accounts, wherein the live fighting group comprises at least two anchor user accounts participating in live fighting. According to the technical scheme, the live broadcast fight matching is determined based on the capability information of each anchor user account, the matching result is more reasonable, and the appreciation of the live broadcast fight is improved.

Description

Live broadcast fight matching method, device, equipment and storage medium
Technical Field
The embodiment of the application relates to the technical field of internet, in particular to a compiling method, a compiling device, compiling equipment and a storage medium.
Background
With the development of network technology and the wide popularization of live broadcast functions, a live broadcast fighting mode is provided at present, at least two anchor users fight for audiences to watch, and the mode is novel and unique, and live broadcast content is enriched.
In the related art, the manner of participating in live broadcast fight is as follows: and after receiving the confirmation instruction of the second anchor user, the second anchor client participates in the live broadcast fight by the first anchor client and the second anchor client.
The related art does not provide a scheme for automatically determining the account number of the anchor user participating in the live play.
Disclosure of Invention
The embodiment of the application provides a live broadcast fight matching method, a live broadcast fight matching device, live broadcast fight matching equipment and a storage medium, and the rationality of live broadcast fight matching is improved. The technical scheme comprises the following steps:
on one hand, the embodiment of the application provides a live broadcast fight matching method, and the method comprises the following steps:
acquiring capacity information of an anchor user account through a live broadcast fighting model, wherein the live broadcast fighting model is obtained based on historical fighting information training of at least one anchor user account, and the capacity information is used for predicting the number of virtual articles acquired when the anchor user account participates in live broadcast fighting;
determining the matching strength of the anchor user account based on the capability information of the anchor user account, wherein the matching strength is the predicted number of virtual items acquired when the anchor user account participates in live broadcast and is in wartime;
and determining a live fighting group in the anchor user accounts based on the matching strength corresponding to the anchor user accounts, wherein the live fighting group comprises at least two anchor user accounts participating in live fighting.
On the other hand, this application embodiment provides a live match device, the device includes:
the system comprises an information acquisition module, a data acquisition module and a data processing module, wherein the information acquisition module is used for acquiring capacity information of a main broadcast user account through a live broadcast fighting model, the live broadcast fighting model is obtained based on historical fighting information training of at least one main broadcast user account, and the capacity information is used for predicting the quantity of virtual articles acquired when the main broadcast user account participates in live broadcast fighting;
the matching strength determining module is used for determining the matching strength of the anchor user account based on the capability information of the anchor user account, wherein the matching strength is the predicted quantity of virtual articles acquired when the anchor user account participates in live broadcast and is in battle;
and the matching module is used for determining a live broadcast fighting group in the anchor user account based on the matching strength corresponding to the anchor user account, and the live broadcast fighting group comprises at least two anchor user accounts participating in live broadcast fighting.
In yet another aspect, the present application provides a computer device, which includes a processor and a memory, where the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the live fighting matching method according to an aspect.
In yet another aspect, the present application provides a computer-readable storage medium, in which a computer program is stored, where the computer program is loaded and executed by a processor to implement the live match matching method according to an aspect.
In yet another aspect, embodiments of the present application provide a computer program product, the computer program product or computer program including computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the computer device to execute the live fighting method.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the method comprises the steps that a live broadcast fight model is obtained through training according to historical fight information of each anchor user account, the capacity information of each anchor user account is obtained from the trained live broadcast fight model, when the live broadcast fight is matched in the follow-up process, the quantity (namely the matching strength) of virtual articles received by the anchor user account during the live broadcast fight is predicted based on the capacity information, and at least two anchor user accounts participating in the same live broadcast fight are matched based on the matching strength; because the live broadcast fight matching is determined based on the capability information of each anchor user account, the matching result is more reasonable, and the appreciation of the live broadcast fight is increased.
Drawings
FIG. 1 is a schematic illustration of an implementation environment provided by one embodiment of the present application;
FIG. 2 is a schematic diagram of an application scenario provided by an embodiment of the present application;
FIG. 3 is a flow chart of a live match method provided by an embodiment of the present application;
FIG. 4 is a flow diagram of training a live fighting model provided by an embodiment of the present application;
FIG. 5 is a block diagram of a live match device according to an embodiment of the present application;
FIG. 6 is a block diagram of a computer device provided by one embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
FIG. 1 illustrates a schematic diagram of an implementation environment provided by one embodiment of the present application. The implementation environment includes: a server 11 and at least two anchor terminals 12.
The server 11 has a live fighting matching function, i.e., determines at least two anchor user accounts participating in the same live fighting among a plurality of anchor user accounts. Optionally, the server 11 stores capability information of each anchor user account, and performs live match based on the capability information.
The capability information is used for predicting the number of virtual articles acquired by the anchor user account in the wartime of live broadcast. The stronger the capability information of the anchor user account is, the larger the quantity of virtual articles acquired by the anchor user account in live broadcast versus war is predicted to be; the weaker the capability information of the anchor user account, the smaller the number of virtual items acquired by the anchor user account in the live broadcast versus war is predicted to be.
Optionally, the capability information includes first capability information and second capability information.
The first capability information is indicative of an ability to attract the first audience user to present the virtual item to the anchor user account. The stronger the first capability information is, the greater the probability that the first audience user presents the virtual item to the anchor user account; the weaker the first capability information, the less likely the first audience user will present the virtual item to the anchor user account. The first capability information, also referred to as offensive capability, may be used to indicate the attraction of the anchor user account to loyalty fans.
The second capability information is used for indicating that the capability of presenting virtual articles to an opposite-end anchor user account corresponding to the anchor user account by the second audience user is reduced, and the anchor user account and the opposite-end anchor user account participate in the same live broadcast fight. The stronger the second capability information is, the smaller the probability that the second audience user presents the virtual article to the opposite-end anchor user account is; the weaker the second capability information, the greater the probability that the second audience user will present the virtual item to the opposite-end anchor user account. The second capability information, also referred to as a defensive capability, may be used to indicate the attraction of the anchor user account to the neutral fan.
Optionally, the capability information is obtained by the server 11 from parameters of the live fighting model after training by the live fighting model is completed. That is, the capability information is also parameters of the live broadcast fighting model. In this embodiment of the application, the server 11 simulates a live broadcast fighting process through a live broadcast fighting model, and when the live broadcast fighting model is trained, the number of virtual items respectively acquired by two-party live broadcast user accounts predicted by the live broadcast fighting model is adjusted by adjusting parameters including capability information, so that the number of virtual items respectively acquired by the two-party live broadcast user accounts is close to the number of virtual items respectively acquired by the two-party live broadcast user accounts when the two-party live broadcast user accounts participate in historical live broadcast fighting.
Optionally, the server 11 further has a live data stream pushing function, that is, a live data stream corresponding to the anchor user account participating in live broadcast is pushed to each audience terminal.
The server 11 may be one server, a server cluster formed by a plurality of servers, or a cloud computing service center.
The anchor user terminal 12 operates with a live client, and the anchor user account can watch live broadcast, initiate live broadcast, participate in live broadcast fight and the like after logging in the live broadcast client. Optionally, a communication connection is established between the anchor user terminal 12 and the server 11 through a wired or wireless network to realize transceiving of live streaming data.
The wireless or wired networks described above use standard communication techniques and/or protocols. The Network is typically the internet, but may be any other Network including, but not limited to, a Local Area Network (LAN), a Metropolitan Area Network (MAN), a Wide Area Network (WAN), a mobile, wireline or wireless Network, a private Network, or any combination of virtual private networks. In some embodiments, data exchanged over a network is represented using techniques and/or formats including Hypertext Mark-up Language (HTML), Extensible Markup Language (XML), and the like. All or some of the links may also be encrypted using conventional encryption techniques such as Secure Socket Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), Internet Protocol Security (IPsec). In other embodiments, custom and/or dedicated data communication techniques may also be used in place of, or in addition to, the data communication techniques described above.
The embodiment of the application provides a live broadcast fight matching method, a live broadcast fight model is obtained through training according to historical fight information of each anchor user account, the capacity information of each anchor user account is obtained from the trained live broadcast fight model, when the live broadcast fight is matched subsequently, the quantity (namely the matching strength) of virtual articles received by the anchor user account during the live broadcast fight participation is predicted based on the capacity information, and at least two anchor user accounts participating in the same live broadcast fight are matched based on the matching strength; because the live broadcast fight matching is determined based on the capability information of each anchor user account, the matching result is more reasonable, and the appreciation of the live broadcast fight is increased.
Fig. 2 is a schematic diagram illustrating an application scenario provided in an embodiment of the present application. In the application scene, the flow of live broadcast fight matching is as follows:
(1) the activity operator issues live fighting activities.
(2) The anchor user participates in the live fighting activity.
Referring to fig. 2, the anchor user terminal displays invitation information for inviting the anchor user account to participate in the live fighting activity, and the anchor user terminal participates in the live fighting activity after receiving an agreement indication corresponding to the invitation information.
(3) The server carries out live broadcast fight matching and determines a live broadcast fight group.
After the anchor user account participates in the live fighting activity, the basic information is reported to the server. The server acquires historical fight information of the anchor user account from a historical fight information database based on basic information of the anchor user account, then trains a live fight model based on the historical fight information and acquires capability information, predicts the number of virtual articles (namely matching strength) acquired by the anchor user when participating in live fight based on the capability information of the anchor user account, and then divides the anchor user account participating in live fight activity into a plurality of live fight groups based on the predicted number of virtual articles based on preset matching rules.
(4) And when the activity time specified by the live broadcast fighting activity arrives, the anchor user account is on line and carries out live broadcast fighting with other anchor user accounts in the live broadcast fighting group.
Fig. 3 shows a flowchart of a live match matching method provided in an embodiment of the present application, where the method is applied to a server in the embodiment shown in fig. 1, and the method includes:
step 301, acquiring capability information of the anchor user account through the live broadcast fighting model.
The live broadcast fighting model is obtained by training based on historical fighting information of at least one anchor user account. The historical engagement information for the at least one anchor user account includes, but is not limited to: basic information of the anchor user account, such as an anchor nickname, gender, anchor type and the like, the grade and the number of fans of the anchor user account participating in the historical game-play, the number of received virtual items, basic information of the anchor user account at the opposite end, the grade and the number of fans of the anchor user account participating in the historical game-play at the opposite end, and the number of received virtual items.
In the embodiment of the application, the live broadcast fighting model is used for modeling the process of generating the number of virtual articles acquired by at least two anchor user accounts participating in live broadcast fighting. Optionally, the live broadcast fighting model is a generative model (robust generative model), and the generative model refers to modeling a data generation process, and has strong flexibility and is convenient for introducing prior probability and variables. The result output from the generative model is predicted based on parameters of the generative model, and the parameters need to be adjusted when training the model, that is, the generative model includes two uncertain elements, namely, the parameters and the output result, and is therefore also referred to as a latent ability model (latent ability model). The training process of the live fighting model will be explained in the following embodiments.
The capability information is used for predicting the number of virtual articles acquired by the anchor user account in the wartime of live broadcast. Optionally, the capability information includes first capability information and second capability information.
The first capability information is indicative of an ability to attract the first audience user to present the virtual item to the anchor user account. The stronger the first capability information is, the greater the probability that the first audience user presents the virtual item to the anchor user account; the weaker the first capability information, the less likely the first audience user will present the virtual item to the anchor user account. The first capability information, also referred to as offensive capability, may be used to indicate the attraction of the anchor user account to loyalty fans.
The second capability information is used for indicating that the capability of presenting virtual articles to an opposite-end anchor user account corresponding to the anchor user account by the second audience user is reduced, and the anchor user account and the opposite-end anchor user account participate in the same live broadcast fight. The stronger the second capability information is, the smaller the probability that the second audience user presents the virtual article to the opposite-end anchor user account is; the weaker the second capability information, the greater the probability that the second audience user will present the virtual item to the opposite-end anchor user account. The second capability information, also referred to as a defensive capability, may be used to indicate the attraction of the anchor user account to the neutral fan.
Optionally, step 301 is implemented as the following sub-steps: when training the live broadcast fighting model, predicting the quantity of virtual articles acquired when the anchor user account participates in live broadcast fighting through the live broadcast fighting model and based on the capability information of the anchor user account; and after the training of the live broadcast fighting model is finished, acquiring the capability information of the anchor user account from the live broadcast fighting model.
The capability information of the anchor user account is parameters in the live broadcast fighting model, the server obtains a prediction result according to the parameters of the live broadcast fighting model, then the prediction result is compared with an actual result to adjust various parameters of the live broadcast fighting model, and when the prediction result is close to the actual result, various parameters of the live broadcast fighting model are considered to be reasonable, so that the parameters of the live broadcast fighting model can be obtained when the training of the live broadcast fighting model is completed. The training process of the live fighting model will be explained in the following embodiments.
Step 302 determines the matching strength of the anchor user account based on the capability information of the anchor user account.
The matching strength is the predicted number of virtual items acquired by the anchor user account participating in live broadcast versus wartime. The larger the matching strength is, the more the number of virtual articles acquired when the anchor user account is predicted to participate in live broadcast versus wartime is; the smaller the matching strength is, the smaller the number of virtual articles acquired when the predicted anchor user account participates in live broadcast versus wartime is.
Optionally, the matching strength of the anchor user account is determined based on whether the anchor user account is an anchor user account, capability information of the anchor user account.
Optionally, when the anchor user account is a home user account, determining a first matching strength corresponding to the anchor user account based on the home advantage information and the capability information of the anchor user account.
Based on the observation of historical office information, the probability that the virtual gift is presented from the audience user account to the home user account is greater, which is referred to as a home advantage. Optionally, the main field dominance information is constant. The first matching strength refers to the number of virtual items obtained by prediction when the anchor user account is the home user account.
In a possible implementation manner, the server stores a functional relation among the first matching strength, the main farm advantage information, and the capability information of the anchor user account, and determines the first matching strength according to the functional relation. In other possible implementations, the server determines a first match strength corresponding to the anchor user account via an anchor farm battle model. The main live broadcast fighting model is used for predicting the quantity of virtual articles acquired by a main live broadcast user account when participating in live broadcast fighting. The training process of the home-live fighting model will be explained in the following embodiments.
And under the condition that the anchor user account is not the home user account, determining a second matching strength corresponding to the anchor user account based on the capability information of the anchor user account, wherein the second matching strength refers to the quantity of virtual items which are obtained by prediction and are obtained when the anchor user account is not the home user account.
In a possible implementation manner, the server stores a functional relation between the second matching strength and the capability information of the anchor user account, and the second matching strength is determined through the functional relation. In other possible implementations, the server determines a first matching strength corresponding to the anchor user account through a passenger farm anchor fighting model. The passenger-field live broadcast fighting model is used for predicting the number of virtual articles acquired by a passenger-field anchor user account when participating in live broadcast fighting. The training process of the live battle model in the passenger field will be explained in the following embodiments.
Step 303, determining a live fighting group in the anchor user account based on the matching strength of the anchor user account.
The live fighting group includes at least two anchor user accounts participating in the live fighting. The server determines an anchor user account to participate in the same live fight based on the strength of the match based on the anchor user account.
Optionally, the server determines the live fighting group in the anchor user account based on the matching strength of the anchor user account and a preset matching rule. The preset matching rules are set by the server in a default mode or set by an operator in a self-defined mode.
In one possible implementation manner, the preset matching rule is that a difference between matching strengths of at least two anchor user accounts participating in live broadcast fighting is smaller than a first threshold. The first threshold is set according to practical experience, and the embodiment of the present application is not limited to this. Through setting up as above and predetermine the matching rule for two at least anchor user account strength of participating in live broadcast fight are equivalent, increase the observable nature of live broadcast fight.
In another possible implementation manner, the preset matching rule refers to that a difference between matching strengths of at least two anchor user accounts participating in live broadcast fighting is greater than a second threshold. The second threshold is set according to practical experience, and the embodiment of the present application does not limit this. Through setting the preset matching rules, the strength difference of at least two anchor user accounts participating in live broadcast fighting is large, and an anchor user account can smoothly participate in subsequent activities.
In summary, according to the technical scheme provided by the embodiment of the application, a live broadcast fight model is obtained through training according to historical fight information of each anchor user account, the capability information of each anchor user account is obtained from the trained live broadcast fight model, when the live broadcast fight is subsequently matched, the number of virtual articles (namely the matching strength) received by the anchor user account during the live broadcast fight participation is predicted based on the capability information, and at least two anchor user accounts participating in the same live broadcast fight are matched based on the matching strength; because the live broadcast fight matching is determined based on the capability information of each anchor user account, the matching result is more reasonable, and the appreciation of the live broadcast fight is increased.
The training process of the live fighting model will be described below. Fig. 4 is a flowchart of training a live fighting model according to an embodiment of the present application.
Step 401, an initial live broadcast fighting model is generated.
Optionally, the initial live fighting model comprises a main live fighting model and a passenger live fighting model. The main live broadcast fighting model is used for predicting the quantity of virtual articles acquired by a main live broadcast user account when participating in live broadcast fighting. The passenger-field live broadcast fighting model is used for predicting the number of virtual articles acquired by a passenger-field anchor user account when participating in live broadcast fighting. The main broadcasting user account and the passenger broadcasting user account participate in the same live broadcast fight.
Optionally, the main live fighting model is represented by the following formula:
logθg1=home+atth(g)+defa(g)
g1 represents a main anchor user participating in the gtth live fight. h (g) represents the anchor user account, a (g) represents the anchor user account for the guest room. Thetag1Representing the number of virtual items received by the anchor home user account, i.e., the strength of the match of the anchor home user account, subject to a poisson distribution. Home represents main field dominance information. Based on the observation of historical office information, the probability that the virtual gift is presented from the audience user account to the home user account is greater, which is referred to as a home advantage. In the embodiment of the present application, the main field dominance is quantified by home. Optionally, home is a constant. atth(g)Is the first capability information, def, of the anchor user account of the main farma(g)Is the second capability information of the passenger floor anchor user account.
Optionally, the live battle model of the passenger field is represented by the following formula:
logθg2=atta(g)+defh(g)
g2 represents a venue-cast user participating in the gth live fight. Thetag2Indicating the number of virtual items received by the guest room anchor user account, i.e., the strength of the match of the guest room anchor user account, subject toPoisson distribution. atta(g)First capability information, def, referring to the passenger floor anchor user accounth(g)Which refers to the second capability information of the passenger floor anchor user account.
Optionally, the server determines a distribution range of at least one parameter in the live fighting model before training the live fighting model. The above parameters include one or more of the following in combination: the main field dominance information, a first mean value corresponding to the Gaussian distribution obeyed by the first capability information, a first standard deviation corresponding to the Gaussian distribution obeyed by the first capability information, a second mean value corresponding to the Gaussian distribution obeyed by the second capability information, and a second standard deviation corresponding to the Gaussian distribution obeyed by the second capability information.
The primary field dominance information is a flat prior. Flat priors can be understood as an equalized priors in which all parameters are equal. Generally, for a distribution with a variable θ, we have a prior distribution that is a constant, i.e., f (θ) to c, over the supporting set of θ.
First capability information att of t anchor user accounttObey toattIs the mean value, inattIs a Gaussian distribution of standard deviations, denoted attt~N(μatt,τatt). Second capability information att of tth anchor user accounttObey todefIs the mean value, indefIs a Gaussian distribution of standard deviations, denoted deft~N(μdef,τdef)。
τattA half-student t distribution with v 3 and σ 2.5 is obeyed. Student t distribution with half student t distribution as mean 0, truncating x<The part of 0 (i.e. only the right half) is retained, which is denoted τatt~HalfStudent(3,2.5)。τdefA half-student t distribution with v 3 and σ 2.5 is obeyed. Half student t-distribution with mean 0 student t-distribution truncated x < 0 (i.e. only the right half remains), which is denoted as τdef~HalfStudent(3,2.5)。
μattObey a Gaussian distribution with a mean value of 0 and a standard deviation of 0.0001, expressed as μatt~N(0,0.0001)。μdefObey a Gaussian distribution with a mean value of 0 and a standard deviation of 0.0001, expressed as μdef~N(0,0.0001)。
The parameters are random variables in the process of training the live fighting model, and the distribution range of the parameters is set, so that the live fighting model can be quickly converged, and the training efficiency of the live fighting model is improved.
And step 402, predicting the quantity of the virtual articles acquired when the account of the anchor user participates in the historical game play through a live game play model.
The server inputs the basic information of the anchor user account participating in the historical game into the live broadcast match model so as to predict the number of the virtual articles acquired when the anchor user account participates in the historical game. The above basic information includes, but is not limited to: the level, the gender, the number of vermicelli, the live broadcast type of the anchor user account of the main court, the level, the gender, the number of vermicelli and the live broadcast type of the anchor user account of the passenger court.
Optionally, the server inputs basic information of the anchor user account participating in the historical match into the primary live broadcast match model to predict the number of virtual items acquired when the anchor user account participates in the historical match. Optionally, the server inputs basic information of the anchor user account participating in the historical match into the live match model of the passenger yard to predict the number of virtual items acquired when the anchor user account of the passenger yard participates in the historical match.
And step 403, comparing the predicted virtual article quantity with the virtual article quantity actually obtained in the historical match to obtain an estimation error.
And the server compares the predicted virtual article quantity with the virtual article quantity actually acquired in the historical game to obtain an estimation error.
Optionally, the server predicts the number of virtual items acquired by the anchor user account in the main farm, and compares the number of virtual items actually acquired by the anchor user account in the main farm in the history pair office to obtain a first estimation error. Optionally, the server predicts the number of virtual items acquired by the guest farm anchor user account, and compares the number of virtual items actually acquired by the guest farm anchor user account in the history pair office to obtain a second estimation error.
And step 404, adjusting parameters of the live broadcast fighting model according to the estimation error.
And when the estimation error does not meet the preset condition, adjusting the parameters of the live broadcast fighting model according to the estimation error. And then, the server repeats the steps 402-404 until the estimation error meets the preset condition, and a live broadcast fighting model is obtained. Optionally, the preset condition is that the estimation error is greater than a preset threshold.
Optionally, the server adjusts parameters of the main live fighting model according to the first estimation error. And then, the server repeats the steps 402-404 until the first estimation error meets the preset condition to obtain a main live broadcast fighting model. Optionally, the server adjusts parameters of the live battle model according to the second estimation error. And then, the server repeats the steps 402-404 until the second estimation error meets the preset condition, and a live broadcast fighting model of the passenger field is obtained.
In the following, embodiments of the apparatus of the present application are described, and for portions of the embodiments of the apparatus not described in detail, reference is made to technical details disclosed in the above-mentioned method embodiments.
Referring to fig. 5, a block diagram of a live match device provided by an exemplary embodiment of the present application is shown. The live broadcast fight matching device is realized by software, hardware or a combination of the software and the hardware to form all or part of the terminal. This live match device includes:
the information acquisition module 501 is configured to acquire capability information of a anchor user account through a live fighting model, where the live fighting model is obtained through training based on historical fighting information of at least one anchor user account, and the capability information is used to predict the number of virtual items acquired when the anchor user account participates in live fighting.
A matching strength determination module 502, configured to determine, based on the capability information of the anchor user account, a matching strength of the anchor user account, where the matching strength is a predicted number of virtual items obtained when the anchor user account participates in live broadcast and fight.
A matching module 503, configured to determine a live fighting group in the anchor user account based on a matching strength corresponding to the anchor user account, where the live fighting group includes at least two anchor user accounts participating in live fighting.
In summary, according to the technical scheme provided by the embodiment of the application, a live broadcast fight model is obtained through training according to historical fight information of each anchor user account, the capability information of each anchor user account is obtained from the trained live broadcast fight model, when the live broadcast fight is subsequently matched, the number of virtual articles (namely the matching strength) received by the anchor user account during the live broadcast fight participation is predicted based on the capability information, and at least two anchor user accounts participating in the same live broadcast fight are matched based on the matching strength; because the live broadcast fight matching is determined based on the capability information of each anchor user account, the matching result is more reasonable, and the appreciation of the live broadcast fight is increased.
In an optional embodiment provided based on the embodiment shown in fig. 5, the information obtaining module 501 is configured to:
when the live broadcast fighting model is trained, predicting the quantity of virtual articles acquired when the anchor user account participates in live broadcast fighting through the live broadcast fighting model and based on the capability information of the anchor user account;
and after the training of the live broadcast fighting model is finished, acquiring the capability information of the anchor user account from the live broadcast fighting model.
In an alternative embodiment provided based on the embodiment shown in fig. 5, the capability information comprises first capability information and/or second capability information;
the first capability information is used for indicating the capability of attracting a first audience user to present a virtual article to the anchor user account, the second capability information is used for indicating the capability of reducing the capability of a second audience user to present the virtual article to an opposite-end anchor user account corresponding to the anchor user account, and the anchor user account and the opposite-end anchor user account participate in the same live broadcast fight.
In an alternative embodiment provided based on the embodiment shown in fig. 5, the matching strength determining module 502 is configured to: determining the matching strength of the anchor user account based on whether the anchor user account is an anchor user account and the capability information of the anchor user account.
Optionally, the matching strength determining module 502 is configured to:
determining a first matching strength of the anchor user account based on main farm advantage information and capability information of the anchor user account under the condition that the anchor user account is a main farm user account, wherein the first matching strength refers to the number of virtual items obtained by prediction when the anchor user account is the main farm user account;
and under the condition that the anchor user account is not the main field user account, determining a second matching strength of the anchor user account based on the capability information of the anchor user account, wherein the second matching strength refers to the quantity of the virtual items which are obtained by prediction and are obtained when the anchor user account is not the main field user account.
In an alternative embodiment provided based on the embodiment shown in fig. 5, the training process of the live fighting model is as follows:
generating an initial live broadcast fighting model;
predicting the quantity of virtual articles acquired when the anchor user account participates in historical game play through the live broadcast match model;
comparing the virtual article quantity obtained by prediction with the virtual article quantity actually obtained in the historical game to obtain an estimation error;
and adjusting parameters of the live broadcast fighting model according to the estimation error.
Optionally, before predicting, by the live fighting model, the number of virtual items acquired when the anchor user account participates in the historical match, the training of the live fighting model further includes:
determining a distribution range of at least one parameter in the live fighting model;
wherein the parameters include a combination of one or more of: the main field dominance information, a first mean value corresponding to the Gaussian distribution obeyed by the first capability information, a first standard deviation corresponding to the Gaussian distribution obeyed by the first capability information, a second mean value corresponding to the Gaussian distribution obeyed by the second capability information, and a second standard deviation corresponding to the Gaussian distribution obeyed by the second capability information.
Fig. 6 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer apparatus 600 includes a Central Processing Unit (CPU) 601, a system Memory 604 including a Random Access Memory (RAM) 602 and a Read-Only Memory (ROM) 603, and a system bus 605 connecting the system Memory 604 and the CPU 601. The computer device 600 also includes a basic Input/Output system (I/O system) 606, which facilitates the transfer of information between various devices within the computer, and a mass storage device 607, which stores an operating system 613, application programs 614, and other program modules 615.
The basic input/output system 606 includes a display 608 for displaying information and an input device 609 such as a mouse, keyboard, etc. for a user to input information. Wherein the display 608 and the input device 609 are connected to the central processing unit 601 through an input/output controller 610 connected to the system bus 605. The basic input/output system 606 may also include an input/output controller 610 for receiving and processing input from a number of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, an input/output controller 610 may also provide output to a display screen, a printer, or other type of output device.
The mass storage device 607 is connected to the central processing unit 601 through a mass storage controller (not shown) connected to the system bus 605. The mass storage device 607 and its associated computer-readable media provide non-volatile storage for the computer device 600. That is, the mass storage device 607 may include a computer-readable medium (not shown) such as a hard disk or a Compact disk-Only Memory (CD-ROM) drive.
Without loss of generality, the computer-readable media may comprise computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), flash Memory or other solid state Memory technology, CD-ROM, Digital Versatile Disks (DVD), or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer storage media is not limited to the foregoing. The system memory 604 and mass storage device 607 described above may be collectively referred to as memory.
According to various embodiments of the present application, the computer device 600 may also operate as a remote computer connected to a network via a network, such as the Internet. That is, the computer device 600 may be connected to the network 612 through the network interface unit 611 connected to the system bus 605, or may be connected to other types of networks or remote computer systems (not shown) using the network interface unit 611.
In particular, in the embodiment of the present application, the computer device 600 further includes a memory, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors. The one or more programs include instructions for performing the live match method.
In an exemplary embodiment, a computer-readable storage medium is further provided, where at least one instruction is stored in the computer-readable storage medium, and the at least one instruction is loaded and executed by a processor of a mobile terminal to implement the live fighting matching method in the foregoing method embodiment.
Alternatively, the computer readable storage medium may be a ROM, a RAM, a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product is also provided that includes computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the method provided in the various alternative implementations of the one aspect or the one aspect.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which 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. As used herein, the terms "first," "second," and the like, do not denote any order, quantity, or importance, but rather are used to distinguish one element from another.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
The above description is only exemplary of the present application and should not be taken as limiting the present application, and any modifications, equivalents, improvements and the like that are made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (10)

1. A live broadcast fight matching method is characterized by comprising the following steps:
acquiring capacity information of an anchor user account through a live broadcast fighting model, wherein the live broadcast fighting model is obtained based on historical fighting information training of at least one anchor user account, and the capacity information is used for predicting the number of virtual articles acquired when the anchor user account participates in live broadcast fighting;
determining the matching strength of the anchor user account based on the capability information of the anchor user account, wherein the matching strength is the predicted number of virtual items acquired when the anchor user account participates in live broadcast and is in wartime;
and determining a live fighting group in the anchor user accounts based on the matching strength of the anchor user accounts, wherein the live fighting group comprises at least two anchor user accounts participating in live fighting.
2. The method of claim 1, wherein obtaining capability information of the anchor user account via the live fighting model comprises:
when the live broadcast fighting model is trained, predicting the quantity of virtual articles acquired when the anchor user account participates in live broadcast fighting through the live broadcast fighting model and based on the capability information of the anchor user account;
and after the training of the live broadcast fighting model is finished, acquiring the capability information of the anchor user account from the live broadcast fighting model.
3. The method according to claim 1, wherein the capability information comprises first capability information and/or second capability information;
the first capability information is used for indicating the capability of attracting a first audience user to present a virtual article to the anchor user account, the second capability information is used for indicating the capability of reducing the capability of a second audience user to present the virtual article to an opposite-end anchor user account corresponding to the anchor user account, and the anchor user account and the opposite-end anchor user account participate in the same live broadcast fight.
4. The method of claim 1, wherein said determining a strength of the match for the anchor user account based on the capability information for the anchor user account comprises:
determining the matching strength of the anchor user account based on whether the anchor user account is an anchor user account and the capability information of the anchor user account.
5. The method of claim 4, wherein said determining a strength of said match for said anchor user account based on whether said anchor user account is an anchor user account, capability information for said anchor user account, comprises:
determining a first matching strength of the anchor user account based on main farm advantage information and capability information of the anchor user account under the condition that the anchor user account is a main farm user account, wherein the first matching strength refers to the number of virtual items obtained by prediction when the anchor user account is the main farm user account;
and under the condition that the anchor user account is not the main field user account, determining a second matching strength of the anchor user account based on the capability information of the anchor user account, wherein the second matching strength refers to the quantity of the virtual items which are obtained by prediction and are obtained when the anchor user account is not the main field user account.
6. The method of any one of claims 1 to 5, wherein the training process of the live fighting model is as follows:
generating an initial live broadcast fighting model;
predicting the quantity of virtual articles acquired when the anchor user account participates in historical game play through the live broadcast match model;
comparing the virtual article quantity obtained by prediction with the virtual article quantity actually obtained in the historical game to obtain an estimation error;
and adjusting parameters of the live broadcast fighting model according to the estimation error.
7. The method of claim 6, wherein prior to predicting, via the live match model, the number of virtual items captured while the anchor user account is engaged in a historical match, further comprising:
determining a distribution range of at least one parameter in the live fighting model;
wherein the parameters include a combination of one or more of: the main field dominance information, a first mean value corresponding to the Gaussian distribution obeyed by the first capability information, a first standard deviation corresponding to the Gaussian distribution obeyed by the first capability information, a second mean value corresponding to the Gaussian distribution obeyed by the second capability information, and a second standard deviation corresponding to the Gaussian distribution obeyed by the second capability information.
8. A live match apparatus, the apparatus comprising:
the system comprises an information acquisition module, a data acquisition module and a data processing module, wherein the information acquisition module is used for acquiring capacity information of a main broadcast user account through a live broadcast fighting model, the live broadcast fighting model is obtained based on historical fighting information training of at least one main broadcast user account, and the capacity information is used for predicting the quantity of virtual articles acquired when the main broadcast user account participates in live broadcast fighting;
the matching strength determining module is used for determining the matching strength of the anchor user account based on the capability information of the anchor user account, wherein the matching strength is the predicted quantity of virtual articles acquired when the anchor user account participates in live broadcast and is in battle;
and the matching module is used for determining a live broadcast fighting group in the anchor user account based on the matching strength corresponding to the anchor user account, and the live broadcast fighting group comprises at least two anchor user accounts participating in live broadcast fighting.
9. A computer device, characterized in that the computer device comprises a processor and a memory, the memory storing a computer program which is loaded by the processor and executes the live match method of any one of claims 1 to 7.
10. A computer-readable storage medium, having stored thereon a computer program which is loaded and executed by a processor to implement the live match method of any one of claims 1 to 7.
CN202011483672.4A 2020-12-15 2020-12-15 Live broadcast fight matching method, device, equipment and storage medium Pending CN112546636A (en)

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