CN112619129A - Cloud game running method, server and storage medium - Google Patents
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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Abstract
The embodiment of the invention relates to the field of cloud games, and discloses a cloud game running method, a server and a storage medium. The cloud game running method comprises the following steps: acquiring historical starting game data; according to historical starting game data, acquiring the change trend of the ratio of the current game starting instance to all game starting instances; obtaining a predicted value of the ratio according to the variation trend; obtaining the probability of restarting the current game according to the predicted value; if the probability is larger than the preset threshold value, the current game instance is reserved for the next game user to use, so that the system resources are saved, and the game waiting time is reduced.
Description
Technical Field
The embodiment of the invention relates to the field of cloud games, in particular to a cloud game running method, a server and a storage medium.
Background
The cloud game is also called game on demand, and is an online game technology based on a cloud computing technology, and in a cloud game scene, a game is not operated in a game terminal of a player, but is operated in a cloud game server. Cloud game system dispatches users to nearest game server for game
In the related cloud game running method, the game server does not reserve a game instance after each game is finished, and when the game server is allocated to run a certain game, the game is installed and started for the user to use.
Therefore, the related cloud game running method has the following problems: the game server needs to be installed in every use, which wastes system resources; after the user selects the game, a certain waiting time is needed to wait for the game to be installed in the game server and start running.
Disclosure of Invention
An object of embodiments of the present invention is to provide a cloud game operating method, a server, and a storage medium, which can save system resources and reduce game waiting time.
In order to solve the above technical problem, an embodiment of the present invention provides a cloud game operating method, including: acquiring historical starting game data; according to historical starting game data, acquiring the change trend of the ratio of the current game starting instance to all game starting instances; obtaining a predicted value of the ratio according to the variation trend; obtaining the probability of restarting the current game according to the predicted value; if the probability is larger than the preset threshold value, keeping the current game instance for the next game user to use.
An embodiment of the present invention further provides a server, including: at least one processor; a memory communicatively coupled to the at least one processor; the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the cloud game execution method described above.
The embodiment of the invention also provides a computer readable storage medium, which stores a computer program, and the computer program is executed by a processor to realize the cloud game running method.
Compared with the prior art, the cloud game running method has the advantages that the historical starting game data are obtained, the change trend of the ratio of the examples for starting the current game to all game examples is obtained according to the historical starting game data, the predicted value of the ratio is obtained according to the change trend, the probability for restarting the current game is obtained according to the predicted value, if the probability is larger than the preset threshold value, the examples of the current game are reserved for the next game user to use, the game server does not need to install the current game again due to the fact that the examples of the current game are reserved, repeated game installation is avoided, system resources are saved, and the next game user can play the game without waiting for the game installation, so that the cloud game running method can reduce the game waiting time of the user and save the system resources. Meanwhile, the probability of restarting the current game is calculated by utilizing the change trend, so that the interference of different specific numerical values of the game instance on the probability calculation of restarting the current game can be avoided, and the accuracy of the probability calculation of restarting the current game can be improved.
In addition, acquiring historical startup game data includes: acquiring historical starting game data of a plurality of game servers including the game server; obtaining the change trend of the ratio of the current game starting instance to all game starting instances according to historical starting game data, wherein the change trend comprises the following steps: according to historical starting game data, obtaining a change trend of a first ratio of a plurality of game server starting current game instances to all game instances; obtaining a predicted value of the ratio according to the variation trend of the ratio, wherein the predicted value comprises the following steps: obtaining a predicted value of the first ratio according to the variation trend of the first ratio; obtaining the probability of restarting the current game according to the predicted value, comprising: and obtaining the probability according to the predicted value of the first ratio. The method comprises the steps of obtaining historical starting game data of a plurality of game servers including the game server, obtaining the change trend of the first ratio of the current game starting instance of the plurality of game servers to all game instances according to the historical starting game data, obtaining the predicted value of the first ratio according to the change trend of the first ratio, obtaining the probability of restarting the current game according to the predicted value of the first ratio and the second ratio, calculating the probability of restarting the current game by synthesizing the historical starting game conditions of the plurality of game servers, and improving the accuracy of calculating the probability of restarting the current game.
In addition, the trend of the first ratio includes: a ring ratio variation trend and a same ratio variation trend of the first ratio; wherein, the ring ratio variation trend is a first ratio variation trend of the same unit time of the history every day; the geometric variation trend is a first ratio variation trend of the same unit time on the same day of the history week; obtaining a predicted value of the first ratio according to the variation trend of the first ratio, wherein the predicted value comprises the following steps: calculating a loop ratio predicted value of the first ratio according to the loop ratio variation trend of the first ratio; calculating a same-ratio predicted value of the first ratio according to the same-ratio change trend of the first ratio; and obtaining a predicted value of the first ratio according to the loop ratio predicted value and the same ratio predicted value. The circle ratio predicted value of the first ratio is calculated according to the circle ratio change trend of the first ratio of the same unit time every day, the circle ratio predicted value of the first ratio is calculated according to the circle ratio change trend of the first ratio of the same unit time every week, the predicted value of the first ratio is obtained according to the circle ratio predicted value and the circle ratio predicted value, and due to the fact that calculation is carried out according to the circle ratio change trend and the circle ratio change trend, the periodicity of the game played by a game user can be used as the calculation basis of the predicted value, and therefore the calculation accuracy of the probability of restarting the current game is improved.
In addition, obtaining the probability according to the predicted value of the first ratio and the second ratio comprises: starting game data according to history, and acquiring a weight value of a predicted value of a first ratio and a weight value of a second ratio; and weighting and summing the predicted value of the first ratio and the second ratio to obtain the probability. The game starting method comprises the steps of starting game data according to history, setting a predicted value of a first ratio and a weighted value of a second ratio, and weighting and summing the predicted value of the first ratio and the second ratio to obtain the probability of restarting the current game.
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One or more embodiments are illustrated by way of example in the accompanying drawings, which correspond to the figures in which like reference numerals refer to similar elements and which are not to scale unless otherwise specified.
Fig. 1 is a flowchart of a cloud game running method according to a first embodiment of the present invention;
fig. 2 is a flowchart of a cloud game operation method provided according to a second embodiment of the present invention;
fig. 3 is a schematic diagram of a server structure provided in accordance with a third embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more apparent, embodiments of the present invention will be described in detail below with reference to the accompanying drawings. However, it will be appreciated by those of ordinary skill in the art that numerous technical details are set forth in order to provide a better understanding of the present application in various embodiments of the present invention. However, the technical solution claimed in the present application can be implemented without these technical details and various changes and modifications based on the following embodiments. The following embodiments are divided for convenience of description, and should not constitute any limitation to the specific implementation manner of the present invention, and the embodiments may be mutually incorporated and referred to without contradiction.
A first embodiment of the present invention relates to a cloud game running method. The specific flow is shown in figure 1.
102, acquiring the change trend of the ratio of the current game starting instance to all game starting instances according to historical starting game data;
103, acquiring a predicted value of the ratio according to the variation trend;
104, obtaining the probability of restarting the current game according to the predicted value;
and 105, if the probability is greater than the preset threshold value, keeping the example of the current game for the next game user to use.
The cloud game running method of the embodiment is applied to a game server of a cloud game system. In the cloud game system, a game is installed, started and run in a game server, and a game user operates the game on the game server through the cloud game system. The cloud game System dispatches the game user to the game server which is closest to the game user in order to reduce response time delay between the game user and the game server, so that the game server can be equipped with any game, the game server acquires a game installation package by hanging a remote Network File System (NFS) after acquiring information of the distributed user and the game, installs a game generation game instance and starts the game for the game user to play, and the game user can play the game after waiting for the game server to be installed, generate the game instance and start the game instance. After the game user finishes the game, the game server unloads the game and deletes the generated game instance, waits for the next allocated game user and the information of the game, and then installs the game of the next game user. In the method, after the game server acquires the information of the allocated users and the games, historical starting game data of the game server are acquired, the probability of restarting the current game is obtained, and when the probability is greater than a preset threshold value, the instance of the current game is reserved for the next game user to use. After the information of the next allocated game user and the game is acquired, the game installation package does not need to be acquired again, the game generation game instance does not need to be installed, and the game waiting time of the next game user is reduced.
The implementation details of the cloud game operation method according to the present embodiment are specifically described below, and the following description is only provided for the convenience of understanding, and is not necessary for implementing the present embodiment.
In step 101, after the current game user finishes the current game and finishes using the game server, the game server acquires history startup game data. The acquired history startup game data may be history startup game data of the game server. The game server may obtain the historical startup game data from the system server of the cloud game system, or may obtain the historical startup game data from the game server, that is, the historical startup game data may be stored in the system server of the cloud game system, or may be stored in each game server. The historical starting game data may be data related to starting all games within a preset historical time, such as a time point of starting a game instance, a game name and the like.
In step 102, the game server obtains a change trend of the ratio of the current game starting instance to all game starting instances according to the historical starting game data. Specifically, the game server may perform calculation of the variation tendency of the ratio by the following equation: st=a*yt+(1-a)St-1Wherein S istIs a smooth value of time t, and can also be understood as a trend prediction value of time t +1, StTrend actual value y according to time ttAnd a smoothed value S at time t-1t-1Calculated, wherein the value range of the smoothing constant a is [0,1 ]]And the specific value is obtained by substituting the historical starting data into the calculation.
In step 103, the game server obtains a predicted value of the ratio according to the variation trend. Because the server obtains the predicted value of the ratio through the relationship between the following variation trend and the ratio: the ratio variation trend of the time t to the time t +1 is (the ratio of the time t +1 to the time t)/the ratio of the time t, and therefore, after the ratio variation trend of the time t to the time t +1 is obtained through the step 102, the ratio of the time t +1, that is, the predicted value, can be obtained through the above formula.
In one example, the smoothing constant a may be taken to be 0.5, then St=a*yt+(1-a)St-1Can be expressed as: st=(yt+St-1)/2。
In step 104, the game server may use the predicted value as a probability of restarting the current game, i.e., the probability is a predicted ratio of the instance of starting the current game by the game server to all instances of starting the game.
In one example, the game server may further obtain the probability of restarting the current game according to the predicted value and a second ratio, wherein the second ratio is a ratio of the number of times of starting the current game twice in the history to the total number of times of starting the game in the history. For example, the game server may obtain the probability of restarting the current game by taking an average of the predicted value and the second ratio, and may further obtain the probability of restarting the current game by performing weighted summation on the predicted value and the second ratio.
In step 105, if the probability is greater than the preset threshold, the current game server keeps the current game instance for the next game user; and if the probability is less than or equal to a preset threshold value, deleting the instance of the current game. In addition, the game server also stores the user game data of the current game instance, clears the user game data in the game server and reloads the game instance of the current game to avoid the disordered serial file of the user game data. The step of storing the user game data may be uploading the user game data to a user data storage area of the cloud game system for a game user to use next game playing.
In this embodiment, the game starting data is obtained by obtaining the historical game starting data, the change trend of the ratio of the current game starting instance to all the game starting instances is obtained according to the historical game starting data, the predicted value of the ratio is obtained according to the change trend, the probability of restarting the current game is obtained according to the predicted value, if the probability is greater than the preset threshold value, the current game instance is reserved for the next game user to use. Meanwhile, the probability of restarting the current game is calculated by utilizing the change trend, so that the interference of different specific numerical values of the game instance on the probability calculation of restarting the current game can be avoided, and the accuracy of the probability calculation of restarting the current game can be improved.
The steps of the above methods are divided for clarity, and the implementation may be combined into one step or split some steps, and the steps are divided into multiple steps, so long as the same logical relationship is included, which are all within the protection scope of the present patent; it is within the scope of the patent to add insignificant modifications to the algorithms or processes or to introduce insignificant design changes to the core design without changing the algorithms or processes.
A second embodiment of the present invention relates to a cloud game running method. The second embodiment is substantially the same as the first embodiment, and mainly differs therefrom in that: in the first embodiment, only the second ratio or the calculation of the probability of restarting the current game is performed using the change tendency of the current game instance to the ratio for starting all game instances. In the second embodiment of the present invention, the probability of restarting the current game is calculated using the change tendency of the ratios of the plurality of game servers and the second ratio.
The specific flow of the present embodiment is shown in fig. 2.
and step 205, if the probability is greater than the preset threshold, keeping the current game instance for the next game user to use.
In step 201, after the current game user finishes the current game and finishes using the game server, the game server acquires history startup game data of a plurality of game servers including the game server. The game server may acquire historical startup game data of a plurality of game servers from a system server of the cloud game system, or may acquire historical startup game data of a corresponding game server from each game server. The historical starting game data may be historical starting game data within a preset historical time, for example, historical starting game data within one month.
In step 202, the first ratio is the total number of instances of the current game started by the plurality of game servers to the total number of all game instances started by the plurality of game servers. The game server may perform calculation of the change tendency of the first ratio by the following equation: st=(yt+St-1) And/2, the calculation can also be carried out by an exponential smoothing algorithm, and the formula of the exponential smoothing algorithm is as follows: st=a*yt+(1-a)St-1。
In step 203, the trend of the time t and the time t +1 can be expressed as follows: st=(zt+1-zt)/ztWherein z ist+1Is a first ratio of time t +1, ztIs a first ratio of time t. Therefore, the predicted value of the first ratio can be obtained from the above equation.
In one example, the game server obtains a change trend of each preset unit time of the history according to the first ratio of the plurality of game servers in each preset unit time of the history, and obtains a predicted value of the first ratio of the next preset unit time according to the change trend of each preset unit time of the history. Preferably, the calculation may be performed by a one-time exponential smoothing method, taking each preset unit time as one minute, and the following formula: y't+1=a*Yt+(1-a)Y′tWherein, Y't+1Is a predicted trend value at t +1 minute, i.e., a smoothed value at t minute, YtActual trend at t min, Y'tThe value range of the trend predicted value and the smooth constant a at the t minute is [0,1 ]]And the specific value is obtained by substituting the historical starting data into the calculation.
In this embodiment, the change trend of the history per minute is obtained through the first ratio of the history per minute, the predicted value of the first ratio of the next minute is obtained according to the change trend of the per minute, and a more accurate probability calculation result can be obtained because the calculation granularity is per minute.
In one example, the game server further obtains a ring ratio variation trend of the first ratio in the same minute of the history according to the first ratios of the plurality of game servers per minute of the history, and a same-ratio variation trend of the first ratio in the same minute of the history per day, and obtains a ring ratio predicted value of the number of the instances of starting the current game by the plurality of game servers in the next minute to the number of the instances of starting all the games according to the ring ratio variation trend; according to the same-ratio change trend, a same-ratio predicted value of the number of the instances of starting the current game of the plurality of game servers in the next minute to the number of the instances of starting all the games is obtained, and a predicted value of a first ratio is obtained according to the ring ratio predicted value and the same-ratio predicted value. For example, the loop ratio predicted value and the isometry predicted value can be weighted and summed to obtain the predicted value of the first ratio. The calculation mode of the ring ratio variation trend and the homonymy variation trend is the same as that of the calculation mode, but the calculation of the ring ratio variation trend uses the first ratio of the same minute every day for calculation, for example, the starting game data of the ith minute of the historical every day is selected for calculation to obtain the ith minute trend predicted value of the current date; the calculation of the geometric variation trend uses the first ratio of the same minute on the same day every week to calculate, for example, the starting game data of the kth minute of every saturday in history is selected to calculate, and the current date, namely the kth minute trend predicted value of the saturday in the week is obtained. The predicted value of the ring ratio is the current first ratio + the ring ratio change trend; the geometric predicted value is the current first ratio + the geometric trend; the predicted value of the first ratio is ring ratio predicted value + weighted value + same ratio predicted value (1-weighted value).
Preferably, the weighting value may be set differently according to different times. For example, for a time when the current date is a working day, a lower weight value may be set for the ring than the predicted value; when the current date is a weekend, a higher weight value is set for the ring than the predicted value. Specifically, the historical data may be substituted into the calculation to obtain a weight value that best matches the actual data, and the weight value may be used to perform the calculation.
In this embodiment, the circle ratio predicted value of the first ratio is calculated according to the circle ratio variation trend of the first ratio of the same unit time every day in the history, the circle ratio predicted value of the first ratio is calculated according to the circle ratio variation trend of the first ratio of the same unit time every week in the history, and the predicted value of the first ratio is obtained according to the circle ratio predicted value and the circle ratio predicted value.
In one example, the game server obtains a third ratio of the current online user to start the games according to the historical start game data of the current online users of the multiple servers, obtains a fourth ratio by weighting and summing the ratio predicted value and the same ratio predicted value, and obtains the predicted value by weighting and summing the fourth ratio and the third ratio. Wherein, the predicted value is the third ratio and the weighted value is the fourth ratio (1-weighted value). For example, an intersection of the game started by the current online user in the last three days and the 3 games started by the online user recently may be taken, and from this intersection, a third ratio of the total number of times of starting the game instance of the current game to the total number of times of starting the game may be obtained. The weight value may be determined according to the similarity of the online users, for example, when the online users are completely consistent, the weight value is 1, when the similarity of the online users is 90%, the weight value is 0.1, and so on.
In step 204, the game server may take the predicted value of the first ratio as the probability of restarting the current game.
In one example, the game server may further obtain, by obtaining the game name of the current game, the number of times of starting the current game twice consecutively in the history starting game data of the game server according to the game name, use a ratio of the number of times of starting the current game twice consecutively in the history to the total number of times of starting the game historically as the second ratio, and use an average value of the predicted value and the second ratio as the probability of starting the current game again. Specifically, the game instance for starting the current game can be found in the historical starting game data of the game server, and the last starting game instance is also the one-time starting situation of the game instance of the current game, and is taken as the situation that the current game is started twice continuously.
Specifically, step 204 has no precedence relationship with step 202 and step 203, that is, step 204 may occur at any time between step 201 and step 205, and in this embodiment, it is set after step 203 for convenience of drawing a step diagram.
In one example, the setting of the weight value of the predicted value of the first ratio and the weight value of the second ratio may be performed according to the historical starting game data, and the predicted value of the first ratio and the second ratio are weighted and summed to obtain the probability of restarting the current game. That is, the probability of restarting the current game is the predicted value of the first ratio + the weighting factor + the second ratio (1-weighting factor), where the weighting factor is the weight value. Specifically, an initial value, for example, 0.9, may be set for the weight value, the initial value is substituted into the historical starting game data for calculation, the initial value is successively decreased, the initial value is substituted into the calculation, for example, each time the initial value is decreased by 0.1, the value with the highest accuracy is taken as the weight value according to the comparison between the calculation result and the historical starting game data, and the probability of starting the current game again is calculated.
In this embodiment, the game data is started according to the history, the predicted value of the first ratio and the weight value of the second ratio are set, and the probability of restarting the current game is obtained by weighting and summing the predicted value of the first ratio and the second ratio.
In step 205, if the probability of restarting the current game is greater than the preset threshold, the instance of the current game is reserved for the next game user; and if the probability of restarting the current game is less than or equal to the preset threshold value, releasing and deleting the instance of the current game. Further, before the next game user is connected with the game server, the game server is also preloaded with the game instance of the current game.
In this embodiment, historical starting game data of a plurality of game servers including the game server is acquired, a change trend of a first ratio of the case where the plurality of game servers start the current game to start all game cases is acquired according to the historical starting game data, a predicted value of the first ratio is acquired according to the change trend of the first ratio, and a probability of restarting the current game is acquired according to the predicted value of the first ratio and the second ratio.
The steps of the above methods are divided for clarity, and the implementation may be combined into one step or split some steps, and the steps are divided into multiple steps, so long as the same logical relationship is included, which are all within the protection scope of the present patent; it is within the scope of the patent to add insignificant modifications to the algorithms or processes or to introduce insignificant design changes to the core design without changing the algorithms or processes.
A third embodiment of the present invention relates to a server, as shown in fig. 3, including: at least one processor 301; a memory 302 communicatively coupled to the at least one processor; the memory 302 stores instructions executable by the at least one processor 301, and the instructions are executed by the at least one processor 301 to perform the cloud game running method.
Where the memory 302 and the processor 301 are coupled in a bus, the bus may comprise any number of interconnected buses and bridges, the buses coupling one or more of the various circuits of the processor 301 and the memory 302. The bus may also connect various other circuits such as peripherals, voltage regulators, power management circuits, and the like, which are well known in the art, and therefore, will not be described any further herein. A bus interface provides an interface between the bus and the transceiver. The transceiver may be one element or a plurality of elements, such as a plurality of receivers and transmitters, providing a means for communicating with various other apparatus over a transmission medium. Information processed by processor 301 is transmitted over a wireless medium through an antenna, which further receives the information and passes the information to processor 301.
The processor 301 is responsible for managing the bus and general processing and may also provide various functions including timing, peripheral interfaces, voltage regulation, power management, and other control functions. And the memory 302 may be used to store information used by the processor in performing operations.
A fourth embodiment of the present invention relates to a computer-readable storage medium storing a computer program. The computer program realizes the above-described method embodiments when executed by a processor.
That is, as can be understood by those skilled in the art, all or part of the steps in the method for implementing the embodiments described above may be implemented by a program instructing related hardware, where the program is stored in a storage medium and includes several instructions to enable a device (which may be a single chip, a chip, or the like) or a processor (processor) to execute all or part of the steps of the method described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It will be understood by those of ordinary skill in the art that the foregoing embodiments are specific examples for carrying out the invention, and that various changes in form and details may be made therein without departing from the spirit and scope of the invention in practice.
Claims (10)
1. A cloud game running method is characterized by comprising the following steps:
acquiring historical starting game data;
obtaining the change trend of the ratio of the current game starting instance to all game starting instances according to the historical game starting data;
obtaining a predicted value of the ratio according to the change trend;
obtaining the probability of restarting the current game according to the predicted value;
if the probability is larger than a preset threshold value, keeping the example of the current game for the next game user to use.
2. The cloud game execution method of claim 1, wherein the obtaining historical launch game data comprises:
acquiring the historical starting game data of a plurality of game servers including the game server;
the step of obtaining the change trend of the ratio of the current game starting instance to all game starting instances according to the historical game starting data comprises the following steps:
obtaining a change trend of a first ratio of the current game starting instance of the plurality of game servers in all game starting instances according to the historical starting game data;
obtaining a predicted value of the ratio according to the variation trend of the ratio, wherein the predicted value comprises the following steps:
obtaining a predicted value of the first ratio according to the change trend of the first ratio;
obtaining the probability of restarting the current game according to the predicted value, comprising:
and obtaining the probability according to the predicted value of the first ratio.
3. The cloud game running method according to claim 2, wherein the obtaining of the trend of the first ratio of the instances of the current game started by the plurality of game servers to all game instances started according to the historical starting game data comprises:
obtaining the change trend of each preset unit time in history according to the first ratio of each preset unit time in history;
the predicted value of the first ratio is a predicted value of the first ratio in the next unit time.
4. The cloud game running method according to claim 3, wherein the trend of the first ratio includes: the ring ratio variation trend and the same ratio variation trend of the first ratio; wherein the ring ratio variation trend is a variation trend of the first ratio of the same unit time per day in history; the same ratio change trend is the first ratio change trend of the same unit time on the same day of the historical week;
the obtaining a predicted value of the first ratio according to the change trend of the first ratio includes:
calculating a loop ratio predicted value of the first ratio according to the loop ratio variation trend of the first ratio;
calculating a isometry predicted value of the first ratio according to the isometry variation trend of the first ratio;
and obtaining the predicted value of the first ratio according to the loop ratio predicted value and the same ratio predicted value.
5. The cloud game running method according to claim 4, wherein the obtaining a predicted value of the first ratio according to the ring ratio predicted value and the parity predicted value includes:
weighting and summing the loop ratio predicted value, the same ratio predicted value and a third ratio to obtain a predicted value of the first ratio;
and the third ratio is the ratio of the current game started by the current online user in history to all the games started by the current online user in history.
6. The cloud game execution method of any of claims 2 to 4, wherein obtaining the probability according to the predicted value of the first ratio and a second ratio comprises:
according to the historical starting game data, acquiring a weight value of the predicted value of the first ratio and a weight value of the second ratio;
and weighting and summing the predicted value of the first ratio and the second ratio to obtain the probability.
7. The cloud game running method according to claim 1, wherein the obtaining of the probability of restarting the current game according to the predicted value includes:
obtaining the probability according to the predicted value and a second ratio;
and the second ratio is the ratio of the number of times of starting the current game twice in the history to the total number of times of starting the game in the history.
8. The cloud game execution method of claim 1, wherein the trend of change is obtained by the following equation: st=a*yt+(1-a)St-1Wherein S istIs a smoothed value, S, of said trend of change of time tt-1Is the smoothed value of time t-1, a is a smoothing constant, ytIs the actual value of said trend of change of time t, yt(said ratio at time t-1)/said ratio at time t-1;
the predicted value is obtained by the following relationship between the variation trend and the ratio: the trend of change of time t to time t +1 ═ the ratio of (the ratio of time t + 1-the ratio of time t)/time t, where the ratio of time t +1 is the predicted value of time t + 1.
9. A server, comprising:
at least one processor;
a memory communicatively coupled to the at least one processor;
the memory stores instructions executable by the at least one processor to enable the at least one processor to perform the cloud game execution method of any of claims 1 to 8.
10. A computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements the cloud game execution method according to any one of claims 1 to 8.
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