CN113101673A - Live broadcast interaction processing method and device and server - Google Patents

Live broadcast interaction processing method and device and server Download PDF

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Publication number
CN113101673A
CN113101673A CN202110338939.9A CN202110338939A CN113101673A CN 113101673 A CN113101673 A CN 113101673A CN 202110338939 A CN202110338939 A CN 202110338939A CN 113101673 A CN113101673 A CN 113101673A
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China
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client
target
game
live
server
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CN202110338939.9A
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CN113101673B (en
Inventor
周甜甜
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Beijing Dajia Internet Information Technology Co Ltd
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Beijing Dajia Internet Information Technology Co Ltd
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Priority to CN202110338939.9A priority Critical patent/CN113101673B/en
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Priority to PCT/CN2021/128482 priority patent/WO2022205901A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0236Incentive or reward received by requiring registration or ID from user
    • 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]
    • H04N21/40Client 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
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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

Abstract

The disclosure relates to a live broadcast interaction processing method, a live broadcast interaction processing device and a server, and at least solves the problem that in the related art, the interaction effect is poor when game type live broadcast is carried out. The processing method of the live broadcast interaction comprises the following steps: pushing a target question to a second client playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating that the game operation aiming at the target step of the first client is predicted; receiving an answer of a second client to the target question before the first client executes the game operation of the target step; after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct, so that the interactivity of the game live broadcast can be improved.

Description

Live broadcast interaction processing method and device and server
Technical Field
The present disclosure relates to the field of network technologies, and in particular, to a method, an apparatus, and a server for processing live broadcast interaction.
Background
At present, when a user watches game live broadcasts by using a live broadcast platform, the user can interact in a live broadcast room by modes of sending comments, sending barracks, brushing gifts and the like. However, the interactive mode cannot improve the participation sense of the user to the game, is single, and is weak when the user watches the game live broadcast.
Disclosure of Invention
The present disclosure provides a live broadcast interaction processing method, device and server, so as to at least solve the problem of poor interaction effect when a game type live broadcast is performed in the related art. The technical scheme of the disclosure is as follows:
according to a first aspect of the embodiments of the present disclosure, a method for processing live broadcast interaction is provided, including:
pushing a target question to a second client playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating that the game operation aiming at the target step of the first client is predicted;
receiving an answer of a second client to the target question before the first client executes the game operation of the target step;
after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct or not.
In one example, the step of pushing the target question to a second client playing a live game initiated by the first client comprises:
acquiring a game progress condition of a first client;
and generating a target problem according to the game progress condition of the first client.
In one example, the step of obtaining the game progress situation of the first client comprises the following steps:
acquiring a game live broadcast picture of a first client;
and performing image recognition on the live game picture to determine the progress condition of the game.
In one example, in the case that the game live on the first client is a chess game, the step of generating the goal question according to the game progress of the first client comprises:
identifying remaining chess and cards of the first client;
and selecting a target chess and card from the rest chess and cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess and card in the next step.
In one example, prior to the step of pushing the target question to a second client playing a live game initiated by the first client, the method further comprises:
acquiring a limit time length set by a game operation of a target step of a live game of a first client to obtain a first preset time length;
determining a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
after the second preset time length is obtained, pushing prompt information to the first client side so that the first client side can display the prompt information, wherein the prompt information is used for prompting the first client side to execute the game operation of the target step after the second preset time length;
or after the second preset time length is obtained, the first client is controlled to forbid the game operation of the target step within the second preset time length.
In one example, the step of providing different feedback information to the second client according to whether the answer is correct comprises:
and providing the virtual reward resource to the second client under the condition that the answer of the second client is correct.
In one example, in the case that the answer of the second client is correct, before the step of providing the virtual bonus resource to the second client, the method further comprises:
obtaining answers of all clients participating in answering the target question;
determining the amount of virtual bonus resources to provide to the second client based on the correctness of the answers of all clients answering the target question.
In one example, the step of providing different feedback information to the second client according to whether the answer is correct comprises:
obtaining answers of all client sides aiming at all target problems in the game live broadcast process of a first client side to obtain answer records;
sequencing all the clients according to the answer times and/or the answer accuracy rate according to the answer records;
judging whether to provide virtual reward resources for the second client side according to the sequencing result of the second client side;
and providing corresponding feedback information to the second client according to the judgment result.
According to a second aspect of the embodiments of the present disclosure, there is provided another live broadcast interaction processing method, including:
the second client receives the target problem pushed by the server under the condition of playing the live game started by the first client; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
the second client sends the answer of the second client to the target question to the server;
the second client receives feedback information provided by the server after determining that the first client executes the game operation of the target step; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
In one example, after the step of receiving the server pushed target question, the method further comprises:
popping up a target control for displaying the target problem by the second client;
the step of the second client sending the answer to the target question from the second client to the server comprises: the second client receives an input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client for the target question; the second client sends the answer of the second client to the target question to the server based on the input operation.
In one example, the target control comprises a plurality of answer candidates, and the step of the second client receiving the input operation of the second client for the target control comprises: and acquiring the selection operation of the second client for the plurality of answer candidates.
In one example, after the second client receives the input operation of the second client for the target control, or after the second client determines that the first client performs the game operation of the target step, the method further includes:
and the second client stops displaying the target control.
In one example, the step of the second client popping up a target control for displaying the target question comprises: the second client displays a simulation operation interface which is the same as the operation interface of the first client;
the step that the second client receives the input operation of the second client for the target control comprises the following steps: the second client receives the input operation aiming at the simulation operation interface.
In one example, the step of the second client receiving feedback information provided by the server after determining that the first client performs the game play of the target step comprises:
and in the case that the answer sent by the second client is correct, the second client receives the virtual reward resource provided by the server.
According to a third aspect of the embodiments of the present disclosure, there is provided another live broadcast interaction processing method, including:
the method comprises the steps that a first client sends game progress conditions to a server under the condition that live game broadcasting is started, wherein the game progress conditions are used as a basis for the server to generate target problems, the target problems are used for indicating that game operation aiming at target steps of the first client is predicted, and the target problems are used for being pushed to a second client;
the first client receives prompt information pushed by the server; the prompt information is used for prompting the first client to execute the game operation of the target step after a second preset time length, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by a game live broadcast by the first client;
and the first client displays the prompt message.
According to a fourth aspect of the embodiments of the present disclosure, there is provided another live broadcast interaction processing method, including:
the method comprises the steps that a first client sends game progress conditions to a server under the condition that live game broadcasting is started, wherein the game progress conditions are used as a basis for the server to generate target problems, the target problems are used for indicating that game operation aiming at target steps of the first client is predicted, and the target problems are used for being pushed to a second client;
and the first client forbids to execute the game operation of the target step within a second preset time length based on the control of the server, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by the game live broadcast by the first client.
According to a fifth aspect of the embodiments of the present disclosure, there is provided a processing apparatus for live broadcast interaction, including:
a first pushing unit configured to execute pushing a target question to a second client playing a live game initiated by the first client to cause the second client to display the target question, wherein the target question is used for indicating that game operation of a target step for the first client is predicted;
a first receiving unit configured to receive an answer of a second client to the target question before the first client performs the game operation of the target step;
and the first feedback unit is configured to provide different feedback information to the second client according to whether the answer is correct or not after the first client executes the game operation of the target step.
In one example, the first pushing unit includes:
a first acquisition unit configured to perform acquisition of a game progress situation of a first client;
the first generation unit is configured to execute generation of a target question according to game progress of the first client.
In one example, the first acquisition unit includes:
a second acquisition unit configured to perform acquisition of a game live screen of the first client;
the game device comprises a first determination unit configured to execute image recognition on a game live screen to determine game progress.
In one example, in a case where the game live by the first client is a chess game, the first generation unit includes:
an identification unit configured to perform identifying remaining chess cards of the first client;
and the second generation unit is configured to select a target chess card from the rest chess cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess card in the next step.
In one example, the apparatus further comprises:
the third acquisition unit is configured to acquire a limit time length set by a game operation in a target step of a game live broadcast of the first client before the step of pushing the target problem to a second client playing the game live broadcast initiated by the first client, so as to obtain a first preset time length;
the second determining unit is configured to determine a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
a second pushing unit or a first control unit; after the second preset time length is obtained, the second pushing unit is configured to push prompt information to the first client to enable the first client to display the prompt information, wherein the prompt information is used for prompting the first client to execute countdown information of the game operation of the target step; the first control unit is configured to execute a game operation for controlling the first client to forbid executing the target step within a second preset time after obtaining the second preset time, wherein the second preset time is less than a first preset time, and the first preset time is a limit time set for the game operation of the target step by a game live on the first client.
In one example, the first feedback unit includes:
a second feedback unit configured to perform providing the virtual bonus resource to the second client if the answer of the second client is correct.
In one example, the apparatus further comprises:
a fourth obtaining unit configured to perform obtaining answers of all clients participating in answering the target question before providing the virtual bonus resource to the second client;
a third determination unit configured to perform determining an amount of virtual bonus resources to be provided to the second client according to a correct rate of answers of all clients answering the target question.
In one example, the first feedback unit includes:
the fifth acquisition unit is configured to execute acquisition of answers of all clients to all target questions in the process of live game of the first client, and obtain answer records;
the sequencing unit is configured to perform sequencing on all the clients according to the answer records and the answer times and/or the answer accuracy;
a judging unit configured to execute judging whether to provide the virtual reward resource to the second client according to the sorting result of the second client;
and the third feedback unit is configured to provide corresponding feedback information to the second client according to the judgment result.
According to a sixth aspect of the embodiments of the present disclosure, there is provided another processing apparatus for live interaction, including:
the first receiving unit is configured to receive a target problem pushed by the server through the second client under the condition that the live game started by the first client is played; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
a first sending unit configured to send, to the server, an answer to the target question by the second client;
a second receiving unit configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
In one example, the apparatus further comprises: a display unit configured to pop up a target control for displaying the target question through the second client after the step of receiving the target question pushed by the server;
the first transmission unit includes: a third receiving unit configured to receive, by the second client, an input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client to the target question; a second sending unit configured to send, to the server, an answer to the target question by the second client based on the input operation.
In one example, the target control includes a plurality of answer candidates, and the third receiving unit includes: an acquisition unit configured to acquire a selection operation of the second client for the plurality of answer candidates.
In one example, the apparatus further comprises:
the display unit is configured to stop displaying the target control after the second client receives the input operation of the second client for the target control, or after the second client determines that the first client executes the game operation of the target step.
In one example, the display unit is further configured to display a simulated operation interface identical to the operation interface of the first client;
the first transmitting unit is further configured to receive the input operation for the simulated operation interface.
In one example, the second receiving unit is further configured to receive the virtual bonus resource provided by the server if the answer sent by the second client is correct.
According to a seventh aspect of the embodiments of the present disclosure, there is provided another processing apparatus for live interaction, including:
a sending unit, configured to send, by a first client, a game progress situation to a server in a case where a live game is started, where the game progress situation is used as a basis for the server to generate a target question for indicating that a game operation for a target step of the first client is predicted, and the target question is used to be pushed to a second client;
the receiving unit is configured to receive the prompt information pushed by the server; the prompt information is used for prompting the first client to execute the game operation of the target step after a second preset time length, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by a game live broadcast by the first client;
a display unit configured to display the prompt information through the first client.
According to an eighth aspect of the embodiments of the present disclosure, there is provided another processing apparatus for live interaction, including:
a sending unit, configured to send, by a first client, a game progress situation to a server in a case where a live game is started, where the game progress situation is used as a basis for the server to generate a target question for indicating that a game operation for a target step of the first client is predicted, and the target question is used to be pushed to a second client;
and the control unit is configured to forbid the game operation of the target step within a second preset time length based on the control of the server, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by the game live on the first client side.
According to a ninth aspect of embodiments of the present disclosure, there is provided a server including:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the instructions to implement the processing method of live interaction as provided in the first aspect, the second aspect, the third aspect, the fourth aspect, and any one example thereof.
According to a tenth aspect of embodiments of the present disclosure, there is provided a computer-readable storage medium, wherein instructions of the computer-readable storage medium, when executed by a processor of a server, enable the server to perform a method of processing live interaction as provided in the first aspect, the second aspect, the third aspect, the fourth aspect, and any one example thereof.
According to an eleventh aspect of embodiments of the present disclosure, there is provided a computer program product comprising computer programs/instructions which, when executed by a processor, implement a processing method of live interaction as provided in the first, second, third, fourth aspect and any example thereof.
The technical scheme provided by the embodiment of the disclosure at least brings the following beneficial effects:
the method comprises the steps of pushing a question for predicting game operation to a playing client for watching live game to obtain an answer of the playing client, and feeding back different information to the playing client according to whether the answer of the question of the playing client is correct or not after the live client for the live game executes the game operation, so that the interactive experience of a user when watching the live game is improved, and the user stickiness is increased. The user watching the live broadcast can actively predict the game operation of the anchor broadcast while watching the live broadcast, so that the user has a more game participation sense, and the user watching the live broadcast can obtain different feedbacks according to the prediction, so that the enthusiasm of answering by the user is improved, and the live broadcast interaction effect is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure and are not to be construed as limiting the disclosure.
Fig. 1 is an architectural diagram illustrating an application scenario of a method of processing live interaction according to an exemplary embodiment;
FIG. 2 is a flow diagram illustrating a method of processing live interactions, according to an example embodiment;
FIG. 3 is a flow diagram illustrating a method of processing live interactions, according to another example embodiment;
FIG. 4 is an interface diagram illustrating a method of processing live interactions, according to an example embodiment;
FIG. 5 is a block diagram illustrating a processing device for live interaction in accordance with an illustrative embodiment;
FIG. 6 is a block diagram illustrating another processing device for live interaction in accordance with an illustrative embodiment;
FIG. 7 is a block diagram illustrating another processing device for live interaction in accordance with an illustrative embodiment;
FIG. 8 is a block diagram illustrating another processing device for live interaction in accordance with an illustrative embodiment;
FIG. 9 is a block diagram illustrating a server in accordance with an example embodiment.
Detailed Description
In order to make the technical solutions of the present disclosure better understood by those of ordinary skill in the art, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the above-described drawings are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the disclosure described herein are capable of operation in sequences other than those illustrated or otherwise described herein. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.
The live broadcast interaction processing method provided by the embodiment of the disclosure can be applied to a live game scene. In the framework of the application scene of the game live broadcast, the game live broadcast system at least comprises a client for initiating the live broadcast, a client for playing the live broadcast and a server.
An architecture diagram of an exemplary application scenario is shown in fig. 1, a first client initiating a game live broadcast may be run in a first terminal device 11, and a second client playing the game live broadcast may be run in a second terminal device 12.
The first terminal device 11 and the second terminal device 12 may be electronic devices such as a computer, a mobile phone, a tablet computer, and the like that are equipped with a display screen and an interactive input unit and that have information processing capabilities. The first terminal device 11 and the server 10 establish a communication connection through a network, and the second terminal device 12 and the server 10 establish a communication connection through a network. The network used for the communication connection in the embodiments of the present disclosure may be a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 5G, 4G, or 5G), or a combination thereof, or based on other existing communication manners, which is not limited in the embodiments of the present disclosure.
The server 10 may provide an application service to a corresponding client (including a first client and a second client), and provide a required service in response to a request of the corresponding client. The server 10 may be a single server, or may be a server cluster deployed by multiple servers, which is not limited in this disclosure.
The first client may play the picture of the first terminal device 11, and the second client may play the game live. As an example, the first client and the second client may be different types of clients, for example, the first client may be a client for providing live broadcast functionality, and the second client may be a client for providing live broadcast viewing functionality; or, in another example, the first client and the second client may also be the same type of client, in which case this type of client is capable of providing live functionality and viewing live functionality simultaneously.
In the application scenario shown in fig. 1, when a main broadcast wants to play a game directly, a first client for live broadcast in the first terminal device 11 may be opened, register an Identity Document (ID) of the first client, and then start the live broadcast. After each live broadcast is opened, a unique ID can be configured correspondingly, so that a viewer can search the live broadcast conveniently.
When the first client operates, the first client may capture a picture of the first terminal device 11, so as to obtain a live picture. For example, the screen may be a full screen of the first terminal device 11 or an operation screen of one or more programs, and specifically, the range of the live broadcast screen may be determined according to selection of the anchor. After the first client is operated, the anchor can open the game program and select to at least carry out live broadcasting on the picture of the game program, so that a viewer watching the live broadcasting can see the picture of the game program in the live broadcasting picture.
After the first client starts a live game, a live frame captured by the first client is sent to the server 10. After the user watching the live broadcast opens the second client in the second terminal device 12, the user can view the live broadcast entry by actively searching the anchor ID/live broadcast ID or being pushed, for example, the entry may be a live broadcast room link provided in the form of a picture, and the user watching the live broadcast clicks the picture in the second terminal device 12, and then can enter the corresponding live broadcast room to obtain the live broadcast picture of the first client through communication connection with the server 10.
The following describes a processing method of live broadcast interaction provided by the embodiment of the present disclosure based on an application scenario provided by the embodiment of the present disclosure.
Fig. 2 is a flowchart illustrating a processing method of a live interaction, which may be performed by the server 10 shown in fig. 1, according to an exemplary embodiment, and the method may include the following steps 201 to 203.
In step 201, a target question is pushed to a second client playing a live game initiated by a first client, so that the second client displays the target question.
After the first client initiates the game live broadcast, the second client can play the game live broadcast initiated by the first client. After the second client plays the live game initiated by the first client, the target question can be pushed to the second client.
Wherein the target question is used to indicate that the game operation for the target step of the first client is predicted. The target step may be one or more steps following a game being live by the first client. For example, the first client is playing the ground fighter on the live broadcast, and the game operation of the target step can be the next card-playing operation; or, the first client is currently playing a MOBA (Multiplayer Online Battle Arena) game, then the game operation of the target step may be a Battle route selected next by the player of the first client, and so on.
In one example, in performing step 201, a goal question may be generated based on the game progress of the first client. Specifically, when step 201 in this example pushes the target question to the second client playing the live game initiated by the first client, steps 2011 and 2012 can be included as follows:
step 2011, obtaining a game progress condition of the first client;
step 2012, generating a target question according to the game progress of the first client.
The game progress situation is used to indicate the progress of the game, and for example, the game progress situation may include a game operation record currently occurring in a game live at the first client from a game perspective of the first client, a game operation record observable by a game perspective of the first client from other game perspectives, and the like. For example, in the case of a floor-fighting game, the game progress may include cards that have been played in the current round.
Target questions are generated according to game progress conditions, flexibility of question contents can be improved, expectations of users on unknown operations are improved, and game participation of live audiences is improved.
The game progress may be recognized by an image recognition technology, or may be a game progress currently provided by the server that obtains the game during the live broadcast and provided by the server 10 and a server of the game that the first client is currently broadcasting.
Taking the case of recognizing the game progress by using the image recognition technology as an example, the step 2011 of acquiring the game progress of the first client may include the following steps 2111 and 2112:
step 2111, acquiring a game live broadcast picture of a first client;
step 2112, image recognition is performed on the game live broadcast picture to determine the game progress condition.
That is, by acquiring a live game screen of the first client, image recognition is performed, for example, in a pit owner game, a discard displayed in the current screen is recognized. The image recognition technology may be obtained by training in advance based on an existing image recognition model, for example, some game frames may be captured in advance, and a target object of interest may be marked in the game frames manually, or target image materials of interest may also be provided, and whether the target image materials appear in the live game frames is recognized and compared, for example, images of all the faces may be stored in advance, and then, in the live game frames, which one of the faces has been found is compared in the tile-out area.
The game progress condition is determined through image recognition, and the accurate game progress condition can be analyzed and obtained without the help of external information.
The above is used to exemplarily explain how to obtain the game progress of the first client, and then, after step 2011 is executed, step 2012 can be executed to generate a target question based on the obtained game progress.
In one example, when step 2012 is executed, a plurality of game progress categories may be listed in advance for the game, and a text and a drawing corresponding to each game progress category are preset, and then after the game progress situation is obtained, a target question corresponding to the game progress category may be determined by determining which game progress category the current game progress situation falls into. For example, the combinations of the categories to which all the player-operated characters belong in the MOBA-type games may be exhausted, and then after the combinations to which the categories to which all the player-operated characters belong are identified in the game live view are obtained, the corresponding problems may be searched.
In another example, step 2012 may be executed to generate a corresponding target question based on the current game progress. For example, an embodiment is further provided for the chess game, and the step 2012 of generating the target question according to the game progress of the first client may include the following steps 2121 and 2121:
2121, identifying the residual chess and cards of the first client;
and step 2122, selecting a target chess and card from the rest chess and cards to generate a target problem, wherein the target problem is used for predicting whether the first client plays the target chess and card in the next step.
That is, the current remaining chess and cards of the first client can be identified in the live game picture in an image identification mode. Then, a target card is selected from the remaining cards according to some preset selection rules, for example, the selection rule may be to select a larger card surface than the previous card surface. And generating a target question according to the selected target chess and cards, wherein the content of the target question is to inquire whether the main player of the first client plays the target chess and cards next step. And correspondingly, the target question is equivalent to inquiring whether the first client cannot play the cards in the next step.
Whether spectator will play this chess and card can be improved through selecting a chess and card in the surplus chess and card, spectator's interactive sense.
After the target question is generated, the target question is pushed to the second client, so that the second client displays the target question. The display mode can be that a target control displaying the content with the target problem pops up at the second client.
In step 202, an answer to the target question from the second client is received before the first client performs the game operation of the target step.
After the target question is pushed to the second client, before the first client executes the game operation of the target step, the input operation of the second client is received, wherein the input operation of the second client is used for representing the answer of the second client to the target question.
For example, in the case where the target question is displayed through the target control, the input operation of the second client may be an input operation for the target control. For example, the target control may be a bullet screen, the content of the bullet screen is a target question, the user may pop up an input box after clicking the bullet screen, and the user of the second client inputs a character string in the input box to answer. Alternatively, the target control may also include a plurality of answer candidates, and the user of the second client may select one answer candidate from the plurality of answer candidates. By setting a plurality of candidate items, the operation of audience answering can be facilitated. The user may send the input operation for the target control through the second client to the server 10 through the network, so that the server 10 receives the input operation. The target problem is displayed through the target control, the target control can be conveniently controlled to pop up and disappear, and the user experience is improved.
In another example, the target control may be a simulated operational interface that is the same as the operational interface of the first client, such that the second client may receive input operations with respect to the simulated operational interface. For example, a pendant may pop up during the live-action of the first client on the floor main game, where the pendant is used to display the same interface as the current playing operation interface of the first client, and may include the currently remaining playing surface of the first client, and the playing and non-playing buttons. Therefore, more immersive experience can be brought to a user watching the live broadcast, and the direct broadcast audience can quickly and definitely perform input operation conveniently.
If the game live broadcast of the first client terminal already executes the game operation of the target step, the answer of the target question is equivalent to that disclosed by the game live broadcast picture. Therefore, it is necessary to receive an input operation of the second client before the first client performs a game operation of the target step.
For example, in order to execute step 202, after determining that the first client executes the game operation of the target step, the second client may be controlled to stop displaying the target control, or stop receiving the input operation of the second client for the target control, or mark the input operation of the second client for the target control as an invalid operation, and so on.
In order to determine whether the first client has executed the game operation of the target step, an exemplary embodiment is that whether the game live by the first client has executed the game operation of the target step is determined in a game live broadcast screen by an image recognition method.
For example, if the target question displayed by the target control of the second client is what card is played next in the floor main game, the server 10 may control the target control of the second client to stop displaying if it recognizes that the user has played in the game live screen of the first client, so as to stop receiving the input operation of the second client for the target control.
For another example, in an MOBA-type game, a target question of what skill the next upgraded skill of the anchor corresponding to the first client is pushed to the second client, and if it is recognized in the game live screen of the first client that the user has performed the upgrade of the skill, the second client may be controlled to stop displaying the target control for receiving the operation of inputting the answer.
Alternatively, in order to determine whether the first client has executed the game operation of the target step, another exemplary embodiment may be provided, and specifically, the server 10 may set a shortest time period (second preset time period) in advance for executing the game operation of the target step. The shortest time duration means that the first client can execute the game operation of the target step after the second preset time duration at least. Then, the server 10 may send a specific value of the second preset duration to the second client, so that the second client stops receiving the input operation/stopping displaying the target control after the timing reaches the second preset duration, or the server 10 may send an instruction for controlling the second client to stop receiving the input operation/stopping displaying the target control to the second client after the timing reaches the second preset duration. Through the embodiment, the time for the anchor terminal to execute the target step can be determined, so that whether the problem is still displayed or not is determined, and the situation that the anchor terminal already executes the target step in the game and the audience terminal still asks questions aiming at the target step is avoided.
In order to enable the anchor corresponding to the first client to execute the game operation of the target step after the second preset time, before executing the step 201 of pushing the target question to the second client playing the live game initiated by the first client, the following step 301 or step 302 may be executed:
step 301, pushing a prompt message to the first client to enable the first client to display the prompt message, where the prompt message is used to prompt the first client to execute countdown information of the game operation of the target step, and the countdown duration is a second preset duration.
And 302, controlling the first client to prohibit executing the game operation of the target step within a second preset time, wherein the second preset time is less than a first preset time, wherein the first preset time is a limit time set for the game operation of the target step by the game live broadcast by the first client, that is, in the game live broadcast by the first client, the longest operation time of the game operation of the target step is the second preset time. The specific way of controlling the first client to prohibit the execution of the game operation within the second preset time period may be that the server 10 controls the terminal device running the first client and the game process to stop receiving any input operation of the interaction device within the second preset time period, or controls the first client to display a transparent layer on a top layer of a screen of the touch-screen mobile phone to organize and receive any touch input, and the like.
In step 203, after the first client performs the game operation of the target step, different feedback information is provided to the second client according to whether the answer is correct.
The method for determining the game operation performed in the target step by the first client is already described in detail in step 202, and is not described herein again. After determining that the first client performs the game operation of the target step, which is equivalent to obtaining a correct answer to the target question, different feedback information may be provided to the second client according to whether the answer of the second client is correct. For example, the second client may be notified whether it is answering correctly. Like this, through providing different feedback information, can encourage the live user of watching to be more concentrated on watch live, improve the enthusiasm that spectator answered the problem, drive the atmosphere in live room to improve the user and watch live experience.
For example, in the case that the answer of the second client is correct, the virtual bonus resource may be provided to the second client. Such as virtual currency, coupon tickets, special identification, etc. In this way, in order to obtain the virtual reward resource, the user can get positive feedback when answering correctly, so as to more actively continue to participate in answering the question.
In the case that the virtual bonus resource can be quantified, the amount of the virtual bonus resource provided to the second client can be determined according to the answer situation of all the clients participating in answering the target question. Accordingly, before the step of providing the virtual bonus resource to the second client is performed, the following steps 401 and 402 may be further performed:
step 401, obtaining answers of all clients participating in answering a target question;
step 402, determining the amount of virtual bonus resources provided to the second client according to the correctness of the answers of all clients answering the target question.
For example, the same amount of virtual reward resources may be provided to all clients that answer the target question correctly, and the specific value of the amount may be calculated according to a preset calculation rule. Through providing different feedback information, can encourage the live user of watching to be more concentrated on watch live, improve spectator's enthusiasm of answering the question, drive the atmosphere in live room to improve the user and watch live experience.
In another example, step 203 provides different feedback information to the second client according to whether the answer is correct, which may include performing steps 2031 to 2034 as follows:
step 2031, obtaining answers of all clients to all target questions in the process of live game play of the first client, and obtaining answer records;
step 2032, sorting all clients according to the answer records and the answer times and/or the answer accuracy;
step 2033, judging whether to provide virtual reward resources to the second client according to the sorting result of the second client;
step 2034, providing corresponding feedback information to the second client according to the determination result.
For example, in connection with the examples provided in steps 401 to 402 and steps 2031 to 2034, in a specific application scenario, a question predicting a game operation may be presented at each step of a game live to a first client, then, after each step of the game operation is executed, an answer to the corresponding question is revealed, so that the answer accuracy of the audience for each question may be counted, then, the number of tokens awarded to each question may be determined, and finally, after the game live broadcast is ended, the answer conditions of all questions may be counted, and of all audiences, the first three audiences with the highest answer accuracy to all questions may be determined, and the corresponding number of tokens may be awarded additionally. Through the answer condition sequencing to all audiences and the corresponding feedback reward, the live broadcast of watching that the user who watches the live broadcast is more concentrated in can be encouraged, the enthusiasm of audience answer questions is improved, the atmosphere of live broadcast room is driven to improve the user and watch the experience of live broadcast.
According to the live broadcast interaction processing method provided by the embodiment of the disclosure, the question of predicting game operation is pushed to the play client for watching the live broadcast of the game, the answer of the play client is obtained, and after the live broadcast client of the live broadcast game executes the game operation, different information is fed back to the play client according to whether the answer of the question answered by the play client is correct, so that the interaction experience of the user when watching the live broadcast is improved, and the user stickiness is increased. The user watching the live broadcast can actively predict the game operation of the anchor broadcast while watching the live broadcast, so that the user has a more game participation sense, and the user watching the live broadcast can obtain different feedbacks according to the prediction, so that the enthusiasm of answering by the user is improved, and the live broadcast interaction effect is improved.
An optional implementation of the processing method for live broadcast interaction provided by the embodiment of the present disclosure is described below with reference to a specific application scenario.
The application scene takes live broadcast of a landlord game as an example, in the prior art, when a main broadcast is directly broadcast in a landlord, the main broadcast generally outputs a live broadcast picture, the card surface of the main broadcast is visible to audiences in a live broadcast room, but what cards are played by the main broadcast and how to play the cards are often unrelated to the audiences. In this case, the viewer of the live room is only a viewer and can only watch. In order to improve the interactive atmosphere of the live broadcast room, the live broadcast can be driven by the anchor, and audiences send comments, barrage and the like for interaction.
Based on the processing method for live broadcast interaction provided by the embodiment of the disclosure, in an exemplary implementation manner, a robot capable of automatically sending a bullet screen can be arranged in a live broadcast room, and further, when a main broadcast plays a card, the bullet screen can be sent at a client of a viewer, and is used for asking the main broadcast how to play the card next. The viewer may pop up a dialog box after clicking on the bullet screen, and the viewer may enter a reply within the dialog box. After the main player plays the cards, it is determined whether the audience answers correctly according to the actual operation of playing the cards. The viewer who answers correctly will be distributed a bonus money. The operation of playing cards many times can be asked questions, after one live broadcast is finished, the live broadcast room is closed, the first three users with the highest participation degree in the live broadcast can be calculated, and bonus coins are additionally issued. The issued reward money can be fed back to the audience in a private message mode, specifically, the issued reward money can be fed back to an account of the audience for watching the live broadcast, or the issued reward money can be fed back to an account of the audience related to the account for watching the live broadcast, for example, a game account registered by a user through a mobile phone number for watching the live broadcast account.
On the basis, another exemplary embodiment is provided, in addition to asking questions by sending a popup screen by a robot in a live broadcast room, a pendant can be popped up at a client of an audience every time when a main broadcast plays a card and the main broadcast does not play the card, the content of the pendant is the same as the current card of the main broadcast, and a user can click the pendant to simulate playing cards to serve as an answer for predicting the playing cards of the main broadcast. For example, viewer A clicks two 7 s, indicating that viewer A predicts that the anchor round will play pair 7, or may click the "don't go" button, indicating that the anchor round will not play cards, and so on. The server may collect the actions of all the viewers participating in the answer and record the answers of all the viewers. The operation of the pendant by the viewer is not actually performed on the main game but is predicted.
Specifically, a flow of a processing method of live broadcast interaction in the application scenario is described with reference to fig. 3.
First, when a live broadcast is started, the anchor can use a client dedicated to the live broadcast. The client can obtain the picture on the mobile terminal equipment running the live client.
After the anchor is played, a card count down may be displayed on the anchor's mobile end device, as shown in fig. 4. The card-out countdown during the live broadcast of the anchor is used for reminding the anchor of playing cards after the countdown is finished, so that reserved time can be provided for the audience to predict the game operation of the anchor. The card-playing countdown time set for the main playing card can be t1, the field game also generally limits the playing time of the player not to exceed t2, and the player gives up the card when exceeding t 2. Then, the relationship of t1 and t2 is t1 < t2, e.g., t2 is 25 seconds, and t1 is set to 15 seconds.
After entering the live broadcast room of the anchor, the audience can see a pop-up strong reminder in the live broadcast room to remind the audience to pay attention to the anchor and answer questions to get rewards so as to guide the user in the live broadcast room to participate in answering activities. The audience can only see the card face of the main player in the live broadcast room, and can not see the card faces of other players.
In connection with the above example, multiple barrages may pop up within the viewer's client when it is their turn to the main player playing the card. The content of the barrage may be a question. The server can generate a question after identifying the game progress condition in the acquired live game picture, and push the question to the client of the audience through the barrage.
For example, after the server acquires a live game picture, the identity of the anchor is determined to be landowner, the number of the cards played at home is determined to be pair 6, and when the player turns to play the cards at the anchor, the remaining card faces in the player also include pair 10, so that the server can push multiple barrages in the live broadcast room [ parent, you feel that the owner cannot? Or [ parent, landowner would not go to 10? And the like. A user watching the live broadcast may click on the barrage and then pop up a dialog box in which the viewer may enter answers to respond, and after 15 seconds will stop sending the barrage, and the anchor may play the card after 15 seconds.
During the period of playing the cards by the anchor, a pendant can be popped up besides sending a bullet screen, the pendant is used for displaying a simulated card face which is the same as the current card face of the anchor, audiences can operate the pendant to simulate the card playing operation, and the server obtains the prediction result of the audiences on the problems after receiving the simulated card playing operation.
After the countdown of 15 seconds has ended, the anchor can play cards, and the bullet screen and the pendant described above disappear. After the main player plays the cards, the server can determine the actual game operation of the main player according to the captured live game picture, and further determine the users who answer the correct cards. The correct answering user can be rewarded with 10 virtual coins in the live broadcast. By analogy, a problem may pop up each time the turn is to the anchor. When the live broadcast is finished, the user with the highest live broadcast participation degree can be additionally awarded with the game coins.
In the application scene, the live broadcast interaction processing method provided by the embodiment of the disclosure can more actively and effectively drive the atmosphere of a live broadcast room, improve the user viscosity and increase the competitiveness in the competitive products.
The embodiment of the present disclosure further provides another live broadcast interaction processing method, which can be executed by the second client controlling the second terminal device 12, and the method may include the following steps:
601, a second client receives a target problem pushed by a server under the condition of playing a live game started by a first client; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
step 602, the second client sends an answer to the target question from the second client to the server;
step 603, the second client receives feedback information provided by the server after determining that the first client executes the game operation of the target step; wherein, the feedback information corresponds to the judgment result of whether the answer is correct.
In one example, after the step of receiving the target question pushed by the server in step 601, the method may further include:
step 604, the second client pops up a target control for displaying the target question;
step 602 the step of the second client sending the second client's answer to the target question to the server may comprise: step 6021, the second client receives an input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client for the target question; step 6022, the second client sends the answer to the target question to the server based on the input operation.
In one example, the target control includes a plurality of answer candidates, and the step 6021 of receiving an input operation of the second client for the target control may include: step 6211, a selection operation of the second client for the multiple answer candidates is obtained.
In one example, after the step 6021 is performed to receive the input operation of the second client for the target control, or after the step 603 is performed that the second client determines that the first client performs the game operation of the target step, the method may further include:
step 605, the second client stops displaying the target control.
In one example, the step of the second client popping up a target control for displaying the target question at step 604 may comprise: step 6041, the second client displays a simulated operation interface which is the same as the operation interface of the first client;
step 6021 the step of the second client receiving an input operation of the second client for the target control may include: in step 6212, the second client receives an input operation for the simulation operation interface.
In one example, the step of the second client receiving feedback information provided by the server after determining that the first client performs the game operation of the target step 603 may include:
in step 6031, in the case that the answer sent by the second client is correct, the second client receives the virtual bonus resource provided by the server.
For the parts, which are not described in detail in the embodiment of the processing method for live broadcast interaction executed by the second client, reference may be made to descriptions of processes and technical effects of the method executed by the second client in the processing method for live broadcast interaction provided in the embodiments shown in fig. 2 to 4, and details are not described here again.
The embodiment of the present disclosure further provides another live broadcast interaction processing method, which can be executed by the first client, and the method may include:
step 701, a first client sends a game progress situation to a server under the condition of starting a game live broadcast, wherein the game progress situation is used as a basis for the server to generate a target problem, the target problem is used for indicating that a game operation aiming at a target step of the first client is predicted, and the target problem is used for being pushed to a second client;
step 702, a first client receives prompt information pushed by a server; the prompt information is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by the game live broadcast by the first client;
in step 703, the first client displays a prompt message.
For the parts, which are not described in detail in the embodiment of the processing method for live broadcast interaction executed by the first client, reference may be made to descriptions of processes and technical effects of the method executed by the first client in the processing method for live broadcast interaction provided in the embodiments shown in fig. 2 to 4, and details are not described here again.
The embodiment of the present disclosure further provides another live broadcast interaction processing method, which can be executed by the first client, and the method may include:
step 801, a first client sends a game progress situation to a server under the condition of starting a game live broadcast, wherein the game progress situation is used as a basis for the server to generate a target question, the target question is used for indicating that a game operation aiming at a target step of the first client is predicted, and the target question is used for being pushed to a second client;
and 802, the first client prohibits executing the game operation of the target step within a second preset time length under the control of the server, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by the game live broadcast by the first client.
For the parts, which are not described in detail in the embodiment of the processing method for live broadcast interaction executed by the first client, reference may be made to descriptions of processes and technical effects of the method executed by the first client in the processing method for live broadcast interaction provided in the embodiments shown in fig. 2 to 4, and details are not described here again.
Fig. 5 is a block diagram illustrating a processing device for live interaction in accordance with an example embodiment. Referring to fig. 5, the apparatus includes a first push unit 501, a first receiving unit 502, and a first feedback unit 503.
A first pushing unit 501 configured to perform pushing of a target question to a second client playing a live game initiated by a first client, so as to cause the second client to display the target question, wherein the target question is used for indicating that a game operation for a target step of the first client is predicted;
a first receiving unit 502 configured to receive an answer of a second client to a target question before the first client performs a game operation of the target step;
a first feedback unit 503 configured to provide different feedback information to the second client according to whether the answer is correct or not after the first client performs the game operation of the target step.
In one example, the first pushing unit 501 includes:
a first acquisition unit configured to perform acquisition of a game progress situation of a first client;
the first generation unit is configured to execute generation of a target question according to game progress of the first client.
In one example, the first acquisition unit includes:
a second acquisition unit configured to perform acquisition of a game live screen of the first client;
the game device comprises a first determination unit configured to execute image recognition on a game live screen to determine game progress.
In one example, in a case where the game live by the first client is a chess game, the first generation unit includes:
an identification unit configured to perform identifying remaining chess cards of the first client;
and the second generation unit is configured to select a target chess card from the rest chess cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess card in the next step.
In one example, the apparatus may further include:
the third acquisition unit is configured to acquire a limit time length set by a game operation in a target step of a game live broadcast of the first client before the step of pushing the target problem to a second client playing the game live broadcast initiated by the first client, so as to obtain a first preset time length;
the second determining unit is configured to determine a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
a second pushing unit or a first control unit; after the second preset time length is obtained, the second pushing unit is configured to push prompt information to the first client to enable the first client to display the prompt information, wherein the prompt information is used for prompting the first client to execute countdown information of the game operation of the target step; the first control unit is configured to execute a game operation for controlling the first client to forbid executing the target step within a second preset time after obtaining the second preset time, wherein the second preset time is less than a first preset time, and the first preset time is a limit time set for the game operation of the target step by a game live on the first client.
In one example, the first feedback unit 503 includes:
a second feedback unit configured to perform providing the virtual bonus resource to the second client if the answer of the second client is correct.
In one example, the apparatus further comprises:
a fourth obtaining unit configured to perform obtaining answers of all clients participating in answering the target question before providing the virtual bonus resource to the second client;
a third determination unit configured to perform determining an amount of virtual bonus resources to be provided to the second client according to a correct rate of answers of all clients answering the target question.
In one example, the first feedback unit 503 includes:
the fifth acquisition unit is configured to execute acquisition of answers of all clients to all target questions in the process of live game of the first client, and obtain answer records;
the sequencing unit is configured to perform sequencing on all the clients according to the answer records and the answer times and/or the answer accuracy;
a judging unit configured to execute judging whether to provide the virtual reward resource to the second client according to the sorting result of the second client;
and the third feedback unit is configured to provide corresponding feedback information to the second client according to the judgment result.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs operations and the advantages thereof have been described in detail in the embodiment related to the method, and will not be described in detail herein.
Another processing apparatus for live broadcast interaction is further provided in the embodiment of the present disclosure, and may be configured at a second client, as shown in fig. 6, the apparatus may include a first receiving unit 801, a second sending unit 802, and a second receiving unit 803, where:
the first receiving unit 801 is configured to receive a target question pushed by a server through a second client in a case where a live game started by a first client is played; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
the first sending unit 802 is configured to send, to the server, an answer to the target question by the second client;
the second receiving unit 803 is configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; wherein, the feedback information corresponds to the judgment result of whether the answer is correct.
In one example, the apparatus may further include: the display unit is configured to pop up a target control for displaying the target question through the second client after the step of receiving the target question pushed by the server;
accordingly, the first transmission unit may include: a third receiving unit configured to receive, by the second client, an input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client to the target question; a second transmitting unit configured to transmit an answer of the second client to the target question to the server based on the input operation.
In one example, the target control may include a plurality of answer candidates, and the third receiving unit may include: an acquisition unit configured to acquire a selection operation of the second client for the plurality of answer candidates.
In one example, the apparatus may further include:
and the display unit is configured to be used for stopping displaying the target control after the second client receives the input operation of the second client for the target control or after the second client determines that the first client executes the game operation of the target step.
In one example, the display unit may be further configured to display a simulated operation interface identical to the operation interface of the first client;
the first transmission unit may be further configured to receive an input operation for the analog operation interface.
In one example, the second receiving unit may be further configured to receive the virtual bonus resource provided by the server if the answer sent by the second client is correct.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs operations and the advantages thereof have been described in detail in the embodiment related to the method, and will not be described in detail herein.
The embodiment of the present disclosure further provides another processing apparatus for live broadcast interaction, which may be configured at a first client, as shown in fig. 7, the apparatus may include a sending unit 901, a receiving unit 902, and a display unit 903, where:
the sending unit 901 is configured to send, by a first client, a game progress situation to a server in a case where a live game is started, where the game progress situation is used as a basis for the server to generate a target question for indicating that a game operation for a target step of the first client is predicted, and the target question is used to be pushed to a second client;
the receiving unit 902 is configured to receive the prompt information pushed by the server; the prompt information is used for prompting the first client to execute the game operation of the target step after a second preset time length, wherein the second preset time length is less than a first preset time length, and the first preset time length is a limit time length set for the game operation of the target step by a game live broadcast by the first client;
the display unit 903 is configured to display the prompt information through the first client.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs operations and the advantages thereof have been described in detail in the embodiment related to the method, and will not be described in detail herein.
The embodiment of the present disclosure further provides another processing apparatus for live broadcast interaction, which may be configured at a first client, and as shown in fig. 8, the apparatus may include a sending unit 1001 and a control unit 1002, where:
the sending unit 1001 is configured to send, by a first client, a game progress situation to a server in a case where a live game is started, where the game progress situation is used as a basis for the server to generate a target question for indicating that a game operation for a target step of the first client is predicted, and the target question is used to be pushed to a second client;
the control unit 1002 is configured to prohibit execution of the game operation of the target step within a second preset time period based on the control of the server, where the second preset time period is less than a first preset time period, and the first preset time period is a limit time period set for the game operation of the target step by the game live on the first client.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs operations and the advantages thereof have been described in detail in the embodiment related to the method, and will not be described in detail herein.
Based on the same inventive concept, the embodiment of the present disclosure further provides a server, which is specifically described in detail with reference to fig. 9.
Fig. 9 is a block diagram illustrating a configuration of a server according to an example embodiment.
As shown in fig. 9, the server is capable of implementing a configuration diagram of an exemplary hardware architecture of a server according to the information processing method and the information processing apparatus in the embodiments of the present disclosure. The server may refer to an electronic device and a server in the embodiments of the present disclosure.
The server may include a processor 1201 and a memory 1202 storing computer program instructions.
Specifically, the processor 1201 may include a Central Processing Unit (CPU), or A Specific Integrated Circuit (ASIC), or may be configured to implement one or more integrated circuits of the embodiments of the present application.
Memory 1202 may include a mass storage for information or instructions. By way of example, and not limitation, memory 1202 may include a Hard Disk Drive (HDD), a floppy disk drive, flash memory, an optical disk, a magneto-optical disk, magnetic tape, or a Universal Serial Bus (USB) drive or a combination of two or more of these. Memory 1202 may include removable or non-removable (or fixed) media, where appropriate. Memory 1202 may be internal or external to the integrated gateway device, where appropriate. In a particular embodiment, the memory 1202 is non-volatile solid-state memory. In certain embodiments, memory 1202 comprises Read Only Memory (ROM). Where appropriate, the ROM may be mask-programmed ROM, Programmable ROM (PROM), Erasable PROM (EPROM), Electrically Erasable PROM (EEPROM), electrically rewritable ROM (EAROM), or flash memory, or a combination of two or more of these.
The processor 1201, by reading and executing the computer program instructions stored in the memory 1202, performs the steps of:
pushing a target question to a second client playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating that the game operation aiming at the target step of the first client is predicted;
before the first client executes the game operation of the target step, receiving input operation of a second client to obtain an answer of the second client to the target question;
after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct or not.
In one example, the processor 1201 performs the step of pushing the target question to a second client playing a live game initiated by the first client, including:
acquiring a game progress condition of a first client;
and generating a target problem according to the game progress condition of the first client.
In one example, the step of obtaining the game progress situation of the first client comprises the following steps:
acquiring a game live broadcast picture of a first client;
and performing image recognition on the live game picture to determine the progress condition of the game.
In one example, in a case that the game live on the first client is a chess game, the processor 1201 performs the step of generating the target question according to the game progress of the first client, including:
identifying remaining chess and cards of the first client;
and selecting a target chess and card from the rest chess and cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess and card in the next step.
In one example, before the step of pushing the target question to the second client playing the live game initiated by the first client, the processor 1201 further performs:
acquiring a limit time length set by a game operation of a target step of a live game of a first client to obtain a first preset time length;
determining a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
after the second preset time length is obtained, pushing prompt information to the first client side so that the first client side can display the prompt information, wherein the prompt information is used for prompting the first client side to execute the game operation of the target step after the second preset time length;
or after the second preset time length is obtained, the first client is controlled to forbid the game operation of the target step within the second preset time length.
In one example, the processor 1201 performs the step of pushing the target question to a second client playing a live game initiated by the first client, including: controlling a target control used for displaying a target problem to pop up in the second client;
the step of receiving the input operation of the second client comprises the following steps: and receiving an input operation of the second client for the target control.
In one example, the target control includes a plurality of answer candidates, and the step of receiving an input operation of the second client for the target control, performed by the processor 1201, includes: a selection of a plurality of answer candidates by a second client is received.
In one example, after receiving an input operation of the second client, or after the first client performs a game operation of a target step, the processor 1201 further performs:
and controlling the second client to stop displaying the target control.
In one example, the processor 1201 performs the step of pushing the target question to a second client playing a live game initiated by the first client, including: controlling a simulation operation interface which is the same as the operation interface of the first client to be displayed in the second client;
the processor 1201 performs the step of receiving an input operation of the second client including: and receiving the input operation of the second client to the simulation operation interface.
In one example, the processor 1201 performs the step of providing different feedback information to the second client according to whether the answer is correct or not, including:
and providing the virtual reward resource to the second client under the condition that the answer of the second client is correct.
In one example, in case the answer of the second client is correct, before the step of providing the virtual bonus resource to the second client, the processor 1201 further performs:
obtaining answers of all clients participating in answering the target question;
determining the amount of virtual bonus resources to provide to the second client based on the correctness of the answers of all clients answering the target question.
In one example, the processor 1201 performs the step of providing different feedback information to the second client according to whether the answer is correct or not, including:
obtaining answers of all client sides aiming at all target problems in the game live broadcast process of a first client side to obtain answer records;
sequencing all the clients according to the answer times and/or the answer accuracy rate according to the answer records;
judging whether to provide virtual reward resources for the second client side according to the sequencing result of the second client side;
and providing corresponding feedback information to the second client according to the judgment result.
In one example, the server can also include a transceiver 1203 and a bus 1204. As shown in fig. 9, the processor 1201, the memory 1202 and the transceiver 1203 are connected via a bus 1204 to complete communication therebetween.
The bus 1204 includes hardware, software, or both. By way of example, and not limitation, a bus may include an Accelerated Graphics Port (AGP) or other graphics bus, an Enhanced Industry Standard Architecture (EISA) bus, a Front Side Bus (FSB), a Hypertransport (HT) interconnect, an Industry Standard Architecture (ISA) bus, an infiniband interconnect, a Low Pin Count (LPC) bus, a memory bus, a Micro Channel Architecture (MCA) bus, a Peripheral Control Interconnect (PCI) bus, a PCI-Express (PCI-X) bus, a Serial Advanced Technology Attachment (SATA) bus, a video electronics standards association local (VLB) bus, or other suitable bus or a combination of two or more of these. Bus 1003 may include one or more buses, where appropriate. Although specific buses are described and shown in the embodiments of the application, any suitable buses or interconnects are contemplated by the application.
Based on the same inventive concept, the embodiments of the present disclosure also provide a computer-readable storage medium, and when instructions in the computer-readable storage medium are executed by a processor of a server, the server can execute the processing method of live broadcast interaction provided by the embodiments of the present disclosure.
Based on the same inventive concept, the embodiment of the present disclosure further provides a computer program product, which includes a computer program/instruction, and when the computer program/instruction is executed by a processor, the live broadcast interaction processing method provided by the embodiment of the present disclosure is implemented.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It will be understood that the present disclosure is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (10)

1. A method for processing live broadcast interaction is characterized by comprising the following steps:
pushing a target question to a second client side playing a live game initiated by a first client side so as to enable the second client side to display the target question, wherein the target question is used for indicating that game operation aiming at a target step of the first client side is predicted;
receiving an answer to the target question from the second client before the first client executes the game operation of the target step;
after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct or not.
2. The method for processing live interaction of claim 1, wherein the step of pushing the target question to a second client playing a game live initiated by the first client comprises:
acquiring the game progress condition of the first client;
and generating the target problem according to the game progress condition of the first client.
3. The method for processing live interaction of claim 2, wherein the step of obtaining the game progress of the first client comprises:
acquiring a game live broadcast picture of the first client;
and performing image recognition on the live game picture to determine the game progress condition.
4. The processing method of the live broadcast interaction, as claimed in claim 3, wherein in the case that the game live broadcast by the first client is a chess and card game, the step of generating the target question according to the game progress of the first client comprises:
identifying remaining chess and cards of the first client;
selecting a target chess card from the remaining chess cards to generate the target question, wherein the target question is used for predicting whether the target chess card will be played by the first client in the next step.
5. A method for processing live broadcast interaction is characterized by comprising the following steps:
the second client receives the target problem pushed by the server under the condition of playing the live game started by the first client; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
the second client sends the answer of the second client to the target question to the server;
the second client receives feedback information provided by the server after determining that the first client executes the game operation of the target step; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
6. A processing apparatus for live interaction, comprising:
a first pushing unit configured to execute pushing a target question to a second client playing a live game initiated by a first client to cause the second client to display the target question, wherein the target question is used for indicating that a game operation aiming at a target step of the first client is predicted;
a first receiving unit configured to receive an answer of the second client to the target question before the first client performs a game operation of the target step;
a first feedback unit configured to provide different feedback information to the second client according to whether the answer is correct or not after the first client performs the game operation of the target step.
7. A processing apparatus for live interaction, comprising:
the first receiving unit is configured to receive a target problem pushed by the server through the second client under the condition that the live game started by the first client is played; the target question is generated according to the game progress condition of the first client, and the target question is used for indicating that the game operation of the target step of the first client is predicted;
a first sending unit configured to send, to the server, an answer to the target question by the second client;
a second receiving unit configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; wherein the feedback information corresponds to a judgment result of whether the answer is correct.
8. A server, comprising:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement the processing method of live interaction of any one of claims 1 to 5.
9. A computer-readable storage medium whose instructions, when executed by a processor of a server, enable the server to perform a method of processing live interactions as claimed in any one of claims 1 to 5.
10. A computer program product comprising computer programs/instructions, characterized in that the computer programs/instructions, when executed by a processor, implement the method of processing live interactions of any of claims 1-5.
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