CN113893553A - Virtual resource allocation method and device, storage medium and electronic equipment - Google Patents

Virtual resource allocation method and device, storage medium and electronic equipment Download PDF

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Publication number
CN113893553A
CN113893553A CN202111152879.8A CN202111152879A CN113893553A CN 113893553 A CN113893553 A CN 113893553A CN 202111152879 A CN202111152879 A CN 202111152879A CN 113893553 A CN113893553 A CN 113893553A
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game
type
virtual
game account
account
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Inventor
周礼喆
王新峰
曾沛源
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202111152879.8A priority Critical patent/CN113893553A/en
Priority to CN202111680019.1A priority patent/CN114392561A/en
Publication of CN113893553A publication Critical patent/CN113893553A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a virtual resource allocation method and device, a storage medium and electronic equipment. Wherein, the method comprises the following steps: when a preset target time period begins, marking a first number of game accounts in a first virtual organization as a first type, and marking the remaining second number of game accounts as a second type; converting the second type of game account participating in the game into the first type of game account when the first type of game account and the second type of game account are grouped to participate in the game in one game within the target time period; determining a first conversion rate corresponding to a first virtual organization when the target time period is over; and allocating corresponding virtual resources to the first virtual organization according to the first conversion rate. The invention solves the technical problem of unbalanced virtual resource distribution among virtual organizations.

Description

Virtual resource allocation method and device, storage medium and electronic equipment
Technical Field
The present invention relates to the field of computers, and in particular, to a method and an apparatus for allocating virtual resources, a storage medium, and an electronic device.
Background
In a related virtual gaming world, an organizational group of game players is referred to as a virtual organization. The players in the virtual organization can interact with each other and can also form a team to participate in the game. Different virtual organizations may also play a role in fighting each other.
At present, virtual organizations generally compete with each other in a way of direct competition or time length of the overall game. This means of confrontation depends in large part on the individual abilities of each player. In order to pursue the competitive advantage and the victory, the situation that players with poor competitive ability distinguish, crowd or even kick the players out of the virtual organization exists in the virtual organization, and the internal conglomeration of the virtual organization is not facilitated. Therefore, the virtual organization in the prior art has the problems of discrimination and extrusion.
In addition, most players want to enter a virtual organization with stronger overall competitive power, and the virtual organization also screens players who want to join according to the competitive power. Therefore, the more powerful players are concentrated into a few head virtual tissues, while most other virtual tissues are gradually weakened to form remarkable bipolar differentiation and concentration. Therefore, when the competition is carried out among the virtual organizations, only a few large virtual organizations can win the corresponding virtual resources, and other virtual organizations can not possibly take the allocated virtual resources, so that the virtual resource allocation imbalance can be caused, a part of virtual organizations are further closed, and the game experience of the players is greatly reduced. Therefore, there is a problem in the prior art that resource allocation between virtual organizations is unbalanced.
For the problems of discrimination and crowding inside the virtual organization, the accounts for team participation in the game in the virtual organization can be distributed to virtual resources in the application, so that the team participation among the game accounts in the virtual organization can be encouraged, the interaction times among the game accounts in the virtual organization are improved, and the internal conglomeration of the virtual organization is facilitated.
For the problem of unbalanced resource allocation among the virtual organizations, when the virtual organizations compete for the virtual resources, the method allocates the corresponding virtual resources for the virtual organizations according to the conversion rate of the type conversion of the game accounts in the virtual organizations. Therefore, when the virtual organizations compete against each other, the competition method does not depend on the competitive ability of the players in the virtual organizations, avoids the technical problem that the virtual resource distribution among the virtual organizations is unbalanced due to the strength of the virtual organizations, and enables the virtual resource distribution among the virtual organizations to be more balanced.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a method and a device for allocating virtual resources, a storage medium and electronic equipment, which are used for at least solving the technical problem of unbalanced virtual resource allocation among virtual organizations.
According to an aspect of the embodiments of the present invention, there is provided a method for allocating virtual resources, including: when a preset target time period begins, marking a first number of game accounts in a first virtual organization as a first type, and marking the remaining second number of game accounts as a second type; converting the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are in team play in a game play within the target time period; determining a first conversion rate corresponding to the first virtual organization at the end of the target time period, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period; and distributing corresponding virtual resources to the first virtual organization according to the first conversion rate.
Optionally, the converting, in the target time period, the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are team-played in a game play includes: determining whether a game account of the first type in the first virtual organization is included in game accounts in the same battle as the first game account when the first game account of the second type participates in the current game play within the target time period, wherein the first game account is a game account in the first virtual organization; when the game account number in the same bankbook as the first game account number comprises the first type of game account number in the first virtual organization and the type of the first game account number is allowed to be converted into the first type, the type of the first game account number is converted into the first type.
Optionally, the converting the type of the first game account into the first type includes: when the current game is finished, converting the type of the first game account into the first type, and displaying target prompt information in a target game interface, wherein the target prompt information is used for indicating that the type of the first game account is converted into the first type.
Optionally, the method further comprises: determining a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents a proportion of the second number of game accounts that have been converted to the first type of game account; and when the current conversion rate is smaller than a preset current conversion rate threshold value and the current game is finished, determining that the type of the first game account is allowed to be converted into the first type.
Optionally, the method further comprises: when the current game play is finished, when a plurality of game accounts in the first virtual organization participate in the current game play and are in the same battle, acquiring the number of the game accounts in the plurality of game accounts, wherein the plurality of game accounts comprise the first game account; adding the number of the game accounts into the number of the team game accounts of the first virtual organization to obtain an updated number of the accounts, wherein the number of the team game accounts represents the number of the game accounts which participate in the game in the team in the first virtual organization in the target time period; and when the updated account number is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.
Optionally, the method further comprises: before the target time period begins, setting a plurality of values for the current conversion rate threshold value, and setting a plurality of quantity threshold values respectively corresponding to the values; and in the target time period, when the number of the team game accounts of the first virtual organization reaches one of the number thresholds, increasing the current conversion rate to a value corresponding to the number threshold in the plurality of values, wherein the number of the team game accounts represents the number of the game accounts which are played in the first virtual organization in the team in the target time period.
Optionally, after converting the type of the first game account into the first type, the method further comprises: and converting the type of the second game account into the first type when the first game account of the first type and a second game account of the second type in the first virtual organization are grouped to play a game and are allowed to be converted into the first type within the target time period.
Optionally, the method further comprises at least one of: converting a predetermined number of game accounts of the second type in the first virtual organization to game accounts of the first type when a first virtual function possessed by the first virtual organization is used during the target period of time; forbidding to convert the second type of game account number in the second virtual organization into the first type of game account number within a preset first time length when a second virtual function which is possessed by the first virtual organization is used in the target time period; and forbidding to convert the second type of game account number in the first virtual organization into the first type of game account number within a preset second time period when a third virtual function possessed by a third virtual organization is used in the target time period.
Optionally, the allocating, according to the first conversion rate, a corresponding virtual resource to the first virtual organization includes: determining a target slew rate threshold among a preset plurality of slew rate thresholds, wherein the target slew rate threshold is a maximum of the slew rate thresholds that is less than or equal to the first slew rate; allocating virtual resources corresponding to the target slew rate threshold for the first virtual organization.
Optionally, the allocating, according to the first conversion rate, a corresponding virtual resource to the first virtual organization includes: allocating virtual resources corresponding to the arrangement position to the first virtual organization according to the arrangement position of the first conversion rate in a set of conversion rates, wherein the set of conversion rates includes a conversion rate corresponding to each of a plurality of virtual organizations acquired at the end of the target time period, the plurality of virtual organizations include the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game account in each virtual organization converted into the first type of game account in the target time period.
Optionally, the method further comprises at least one of: when the target time period is over, distributing corresponding virtual resources for the game account of the first type converted from the game account of the second type in the first virtual organization; allocating corresponding virtual resources to a second game account in the first virtual organization at the end of the target time period, wherein the second game account is the game account of the first type at the end of the target time period, the second game account is in team participation in one game with a third game account of the second type in the target time period, and the third game account is converted into the game account of the first type at the end of the game in which the team participates in one game; within the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the second game account; and in the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the third game account.
According to another aspect of the embodiments of the present invention, there is also provided an apparatus for allocating virtual resources, including: the marking module is used for marking a first number of game accounts in the first virtual organization as a first type and marking the rest second number of game accounts as a second type when a preset target time period begins; the conversion module is used for converting the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are grouped to participate in a game play in the target time period; a determining module, configured to determine a first conversion rate corresponding to the first virtual organization when the target time period ends, where the first conversion rate indicates a proportion of the second number of game accounts converted into the first type of game account in the target time period; and the allocation module is used for allocating corresponding virtual resources to the first virtual organization according to the first conversion rate.
According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, where the computer program is configured to execute the above-mentioned virtual resource allocation method when running.
According to yet another aspect of embodiments herein, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the allocation method of the virtual resources as above.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the above-mentioned virtual resource allocation method through the computer program.
In the embodiment of the invention, when competing for virtual resources, different types of game account formation in the virtual organization participate in games, and the type conversion of the game accounts in the virtual organization is triggered, so that corresponding virtual resources are allocated to the virtual organization according to the conversion rate of the type conversion of the game accounts. Therefore, when the virtual organizations compete against each other, the competition method does not depend on the competitive ability of the players in the virtual organizations, and the technical problem that the virtual resource distribution among the virtual organizations is unbalanced due to the strength of the virtual organizations is solved.
In addition, in the embodiment of the invention, the number of types of the game accounts in the virtual organization is limited by a preset conversion rate threshold value. And when the current conversion rate of the virtual organization reaches a preset conversion rate threshold value, not allowing the second type of game account of the team participating in the game to be converted into the first type of game account. Further, the conversion rate threshold value may be increased by increasing the number of persons who form a team to participate in the game in the virtual organization, so that difficulty may be increased in type conversion of the game accounts in a small virtual organization (for example, the number of the included game accounts is less than a preset threshold value), and a problem of resource allocation imbalance caused by easier completion of type conversion due to a small number of game accounts in the small virtual organization is avoided. Therefore, the balance of virtual resource allocation among the virtual organizations is further ensured, and the technical problem of unbalanced virtual resource allocation among the virtual organizations is further solved.
In addition, in the embodiment of the present invention, when a team of a first type game account and a second type game account in a virtual organization participates in a game, the first type game account may convert the second type game account into the first type, and the first type game account and/or the second type game account that team participates in the game may be allocated to corresponding virtual resources. This may increase the number of times a team between game accounts within a virtual organization may participate in a game.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a schematic diagram of an application environment of an alternative virtual resource allocation method according to an embodiment of the invention;
FIG. 2 is a flow chart of an alternative method for allocating virtual resources according to an embodiment of the present invention;
FIG. 3 is a first diagram illustrating an alternative game screen according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of an alternative game screen according to an embodiment of the present invention;
FIG. 5 is an alternative flow diagram according to an embodiment of the invention;
FIG. 6 is a schematic illustration of an alternative game screen according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an alternative system according to an embodiment of the present invention;
FIG. 8 is a graphical illustration of an alternative threshold number of team game accounts versus a conversion rate threshold, in accordance with an embodiment of the present invention;
FIG. 9 is a diagram of an alternative game screen according to an embodiment of the present invention;
FIG. 10 is a schematic diagram of an alternative virtual resource allocation according to an embodiment of the present invention;
fig. 11 is a schematic structural diagram of an alternative virtual resource allocation apparatus according to an embodiment of the present invention;
FIG. 12 is a block diagram of a computer system architecture for an alternative electronic device, according to an embodiment of the present invention;
fig. 13 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above 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 invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Related abbreviations and key terms in this application are defined as follows:
multiplayer online tactical sports game: one type of game, a player may select a type of their own excellence from among various types of characters, and spread a battle (e.g., 5V5) with two opposing teams, the winning condition being a break through the line of defense destroying the building guarded by the enemy. The English is called Multiplayer online bottle arena, and is called MOBA for short hereinafter.
Virtual organization: the organizational community of users in a virtual world, the virtual organization may also be referred to as a game guild.
The game guild: a player interaction community is established within the game.
Game guild members: different players within the same game guild.
Hero favours: game play employs a literature wrapper associated with a game backstory.
The state is as follows: including "freehand" and "armed," are essentially the markers used to classify guild members. The state assigned by the member at the beginning of the hero-preferred play method is the "initial state".
Arming: after the armed member and the freehand member form a team, the original state of the freehand member is converted into the armed process.
The armed ratio: among the members who are initially "free-handed", the armed population is predominant. Namely: (all armed members-initial armed member) ÷ initial freehand member.
And (3) team game: players form a multi-team in advance to participate in the MOBA game.
The number of players participating in the team by the guild member: the number of people who play the team game among the internal parties of the guild member is multiplied by the number of times. For example, a team of 5 guild members played 2 games, 10 players.
According to an aspect of the embodiments of the present invention, a method for allocating virtual resources is provided, and optionally, as an optional implementation manner, the method for allocating virtual resources may be applied to, but is not limited to, a system environment as shown in fig. 1. The system environment includes a user device 102, a network 110, and a server 112.
Optionally, the user equipment 102 includes: memory 104, processor 106, and display 108. The memory is used for storing game data in the target game application, for example, related data such as a first number of game accounts in the first virtual organization, a second number of second game accounts and the like. The processor is configured to process game data in the target game application, including but not limited to converting a second type of game account participating in the game played to a first type of game account. The display can be used for displaying a game picture, wherein the game picture comprises a game scene and a virtual character controlled by the game account. In this embodiment, the terminal device may be a terminal device configured with a target client, and may include, but is not limited to, at least one of the following: mobile phones (such as Android phones, iOS phones, etc.), notebook computers, tablet computers, palm computers, MID (Mobile Internet Devices), PAD, desktop computers, smart televisions, etc. The target client may be a video client, an instant messaging client, a browser client, an educational client, etc. Such networks may include, but are not limited to: a wired network, a wireless network, wherein the wired network comprises: a local area network, a metropolitan area network, and a wide area network, the wireless network comprising: bluetooth, WIFI, and other networks that enable wireless communication. The server may be a single server, a server cluster composed of a plurality of servers, or a cloud server. The above is merely an example, and this is not limited in this embodiment.
Optionally, the network 110 may include, but is not limited to: a wired network, a wireless network, wherein the wired network comprises: a local area network, a metropolitan area network, and a wide area network, the wireless network comprising: bluetooth, WIFI, and other networks that enable wireless communication.
Alternatively, the server 112 may be a single server, a server cluster composed of a plurality of servers, or a cloud server. The server includes: database 114, processing engine 116. The database is used for storing data, including but not limited to related data such as game account numbers, virtual organizations and the like in the target game application. The processing engine may be configured to process the game data, including but not limited to determining a first conversion rate corresponding to the first virtual organization. The above is merely an example, and this is not limited in this embodiment.
Optionally, as an optional implementation manner, as shown in fig. 2, the method for allocating virtual resources includes:
step S202, when a preset target time period begins, a first number of game accounts in a first virtual organization are marked as a first type, and the remaining second number of game accounts are marked as a second type;
the target time period may be a preset time period for confronting between virtual tissues, and the start time and the end time of the preset time period may be arbitrarily set. A proportion of the game numbers in the virtual organization at the start time are marked as a first type and the remaining game numbers are marked as a second type. The first number is the number of game accounts marked as a first type in the virtual organization at the beginning of the target time period, the second number is the number of game accounts marked as a second type in the virtual organization at the beginning of the target time period, and the total number of game accounts included in the virtual organization is the sum of the first number and the second number. The first type may be "armed" and the second type may be "freehand". The first type may also be "normal" and the second type may be "spy". The first type and the second type are used as attribute marks of the game account number and can be set arbitrarily.
Step S204, in the target time period, when the game account of the first type and the game account of the second type are grouped to participate in a game play, converting the game account of the second type participating in the game play into the game account of the first type;
in the following, the first type is "armed" and the second type is "freehand" for example. If a game (which may be any game in the target game application) is played in a team of "arm" and "freehand" in the same virtual organization during the target time period, the "freehand" participating in the game is converted into "arm" after the game is finished.
Step S206, when the target time period is over, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts in the target time period;
in the method, the number of converted 'free-hand' game accounts is counted at the end time of the target time period, the armed proportion in the game account in the initial state of 'free-hand' is calculated to obtain a first conversion rate, the first conversion rate (all armed members-initial armed members) ÷ initial free-hand members) can be calculated by the following formula, and virtual resources are distributed to the virtual organization according to the first conversion rate.
Step S208, allocating corresponding virtual resources to the first virtual organization according to the first conversion rate.
The virtual resources can be any form of reward for the virtual organization, such as credits, coins, armed props, and the like.
As an alternative embodiment, assuming that the target time period is 8 to 18 points, 10 game accounts are included in the first virtual organization. At the starting time of the target time period, randomly marking the game account number in the virtual organization as armed according to a preset proportion (which can be set arbitrarily, and is assumed to be 20%), and marking the remaining game account number in the virtual organization as free-hand. That is, 2 of the 10 gaming accounts (hereinafter gaming account a and gaming account B) are marked as "armed" and the remaining 8 gaming accounts are marked as "bare-handed". Fig. 3 is a schematic diagram of a game screen according to an alternative embodiment of the present invention, in which the game screen is a prompt screen that an "arm" member sees at the start time of a target time slot, the prompt screen displays that the initial state of a game account is "arm", and the game screen also displays prompt information "go arm other people's bar" to prompt a player to be in an "arm" state, and can convert "free hand" in the same virtual organization into "arm". Fig. 4 is a schematic diagram of a second game screen according to an alternative embodiment of the present invention, where the game screen is a prompt screen that a "free-hand" member sees at the start time of a target time period, the prompt screen displays that the initial state of a game account is "free-hand", and the game screen also displays a prompt message "MAKE YOUSELF arm address" to prompt a player to be in an "ARMED" state, which can be ARMED. Assuming that game account A is grouped with game account C ("freehand") for a target period of time, game account C is converted to "armed". Assuming that 4 "freehand" in the virtual tissue are converted into "arm-dress" after the target time period ends, the conversion rate of the virtual tissue is 4/8-50%.
Optionally, the converting, in the target time period, the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are team-played in a game play includes: determining whether a game account of the first type in the first virtual organization is included in game accounts in the same battle as the first game account when the first game account of the second type participates in the current game play within the target time period, wherein the first game account is a game account in the first virtual organization; when the game account number in the same bankbook as the first game account number comprises the first type of game account number in the first virtual organization and the type of the first game account number is allowed to be converted into the first type, the type of the first game account number is converted into the first type.
As an alternative implementation, fig. 5 is a schematic flow chart according to an alternative embodiment of the present invention, which includes the following steps:
step S501, in the target time period, the game account A participates in one game. Assuming that the target time period is 8 to 18, game account a participates in the play of the game.
Step S502, the type of the game account is judged. The types of game accounts include a first type of "arm" and a second type of "freehand". If the type of the game account A is the first type, the step S503 is executed by bare hands, and if the type of the game account A is the second type, the step S507 is executed by "arm equipment".
In step S503, the virtual organization to which the game account is added is determined. Assume that the virtual organization to which the game account a joins is virtual organization a.
Step S504, whether other game account numbers in the virtual organization exist in the same battle. And judging whether other game accounts in the virtual organization a exist in the game accounts which are in the same battle with the game account A in the game. If yes, continue to execute step S505, otherwise, end.
And step S505, judging whether other game accounts in the same battle are the first type of armed services, if so, continuing to execute step S506, and if not, ending. Assume that the virtual organization joined by game account B in the same formation as game account a is virtual organization a, that is, game account a and game account B come from the same virtual organization. Game account B is "armed".
Step S506, the game account number of the bare-handed game in the same formation is converted into armed. The "arm" type gaming account B converts the gaming account A from "freehand" to "arm".
And step S507, determining the virtual organization added by the game account. Assume that the virtual organization to which the game account a joins is virtual organization a.
And step S508, whether other game accounts in the virtual organization exist in the same battle. And judging whether other game accounts in the virtual organization a exist in the game accounts which are in the same battle with the game account A in the game. If yes, go on to step S509, otherwise, end.
In step S509, if the other game accounts in the same team are "free-hand", the step S510 is continuously executed if the other game accounts are "free-hand", otherwise, the process is ended. Assume that the virtual organization in which the game account C and the game account D are joined in the same formation as the game account a is the virtual organization a, that is, the game account a, the game account C, and the game account D come from the same virtual organization. Game account C and game account D are "free-hand".
Step S510, converting the game account number of the bare-handed game in the same formation into the armed force. The "arm" type gaming account A converts gaming account C and gaming account D from "freehand" to "arm".
Optionally, the converting the type of the first game account into the first type includes: when the current game is finished, converting the type of the first game account into the first type, and displaying target prompt information in a target game interface, wherein the target prompt information is used for indicating that the type of the first game account is converted into the first type.
As an alternative implementation, fig. 6 is a schematic diagram of a game screen according to an alternative embodiment of the present invention. Assuming that gaming account A and gaming account B are from the same virtual organization, the gaming account A is of the type "armed" and gaming account B is "freehand". And at the target time period, the game account A and the game account B are grouped to participate in the same game and belong to the same bankbook, and the game account B is converted into armed equipment from 'bare-handed'. A game screen as shown in fig. 6 is displayed in the target game application in which the game account B is registered, and a prompt message (for example, youare arm advance shown in the figure) is displayed to prompt that the player type has been converted to "arm".
Optionally, the method further comprises: determining a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents a proportion of the second number of game accounts that have been converted to the first type of game account; and when the current conversion rate is smaller than a preset current conversion rate threshold value and the current game is finished, determining that the type of the first game account is allowed to be converted into the first type.
As an alternative embodiment, there are differences in the number of game accounts included in different virtual organizations, for example, the virtual organization a includes 1000 game accounts, and the virtual organization b includes 10 game accounts. The start time of the target time period, assuming an arm rate of 30%, is 300 for arm-type game accounts and 700 for freehand-type game accounts in virtual organization a. There are 3 armed type game accounts and 7 freehand type game accounts in virtual organization b. This would allow a maximum of 7 games for virtual organization b to convert 7 freehands into arm, whereas it would be difficult for virtual organization a to convert 700 freehands into arm in 7 games. To avoid the advantage of a small virtual organization (with a small number of game accounts within the virtual organization), a conversion rate threshold may be set (which may be arbitrarily set). Taking the current conversion rate threshold as 20%, if the current conversion rate of the virtual organization is less than 20% when the current game is started, the conversion from freehand to armed within the virtual organization is allowed when the game is ended. If the current conversion rate of the virtual organization is more than 20% when the current game is started, the freehand account cannot be converted into the armed account even if the armed account and the freehand account in the virtual organization are grouped and participated in the current game. In this embodiment, by setting the slew rate threshold, the advantage of a fair can be limited.
Referring to FIG. 7, which is a schematic diagram of a system according to an alternative embodiment of the present invention, assuming 20 game accounts are included in the virtual organization, there are 10 game accounts initially labeled as freehand and 10 armed game accounts at the start of the target time period. At the current time of the target time slot, 8 freehands and 12 arms are arranged in the virtual organization, so that the current exchange rate of the virtual organization is (12-10)/10-20%, and if the current conversion rate threshold is 30% and the current conversion rate is smaller than the current conversion rate threshold, the freehand account in the current game of the team is converted into the arm, and a prompt message of 'you are armed' can be displayed in a game picture of the freehand account. Assuming that the current conversion rate threshold is 15% and the current conversion rate is 20% smaller than the current conversion rate threshold 15%, the freehand account in the current game cannot be converted into the armed game, and a game screen of the freehand account displays' sorry, failure of armed! "is used as a prompt. When the current game is finished, counting the number of game accounts of the team playing the current game in the virtual organization, and if the number is 2, increasing the number of game accounts of the team playing the virtual organization by 2.
Optionally, the method further comprises: when the current game play is finished, when a plurality of game accounts in the first virtual organization participate in the current game play and are in the same battle, acquiring the number of the game accounts in the plurality of game accounts, wherein the plurality of game accounts comprise the first game account; adding the number of the game accounts into the number of the team game accounts of the first virtual organization to obtain an updated number of the accounts, wherein the number of the team game accounts represents the number of the game accounts which participate in the game in the team in the first virtual organization in the target time period; and when the updated account number is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.
As an optional embodiment, each time the game account number of the guild participating in the team game reaches the preset number threshold (which may be arbitrarily set, for example, 20, 30, etc.), the current conversion rate threshold may be increased by a certain number (which may be arbitrarily set, for example, 20%, 10%), and the like. In the present embodiment, it is assumed that in the virtual organization a, 3 game account teams participate in the game in the current game play and belong to the same camp. The number of game accounts of the virtual organization team is increased by 3, and when the number of game accounts of the virtual organization team reaches a preset number threshold (assumed to be 20), the current conversion rate threshold is increased by 20%.
Optionally, the method further comprises: before the target time period begins, setting a plurality of values for the current conversion rate threshold value, and setting a plurality of quantity threshold values respectively corresponding to the values; and in the target time period, when the number of the team game accounts of the first virtual organization reaches one of the number thresholds, increasing the current conversion rate to a value corresponding to the number threshold in the plurality of values, wherein the number of the team game accounts represents the number of the game accounts which are played in the first virtual organization in the team in the target time period.
As an alternative embodiment, the multiple values of the current conversion rate threshold setting may be set arbitrarily, for example, 20%, 40%, 60%, 80%, 100%. The number thresholds corresponding to the values may be set arbitrarily, for example, 20, 40, 60, 80, and 100. Assume that the number threshold corresponding to the current conversion rate threshold of 20% is 20, the number threshold corresponding to the current conversion rate threshold of 40% is 40, the number and number threshold corresponding to the current conversion rate threshold of 60% is 60, the number and number threshold corresponding to the current conversion rate threshold of 80% is 80, and the number and number threshold corresponding to the current conversion rate threshold of 100% is 100. In this embodiment, when the number of the team game accounts in the virtual organization reaches 20, the corresponding conversion rate threshold is 20%. When the number of team game accounts in the virtual organization reaches 40, the front conversion rate threshold is increased to 40%.
As an alternative implementation manner, as shown in fig. 8, which is a schematic diagram illustrating a relationship between a number threshold of team game accounts and a conversion rate threshold according to an alternative embodiment of the present invention, when the number of team game accounts in a virtual organization reaches 20, the corresponding conversion rate threshold is 20%. When the number of team game accounts in the virtual organization reaches 40, the front conversion rate threshold is increased to 40%. Assuming that the number of team game accounts in the virtual organization is 22, and greater than 20 and less than 40, the current conversion rate threshold for the virtual organization is 20%. In the embodiment, the number of times of game account formation and game participation in the virtual organization can be increased by setting the relationship between the conversion rate and the number of accounts forming and participating in the game.
Optionally, after converting the type of the first game account into the first type, the method further comprises: and converting the type of the second game account into the first type when the first game account of the first type and a second game account of the second type in the first virtual organization are grouped to play a game and are allowed to be converted into the first type within the target time period.
As an alternative embodiment, after a freehand gaming account is converted to an arm, other freehand gaming accounts may be converted to arms. If the game account A and the freehand game account C are grouped to participate in a game, the game account A converts the game account C into the armed device.
Optionally, the method further comprises at least one of: converting a predetermined number of game accounts of the second type in the first virtual organization to game accounts of the first type when a first virtual function possessed by the first virtual organization is used during the target period of time; forbidding to convert the second type of game account number in the second virtual organization into the first type of game account number within a preset first time length when a second virtual function which is possessed by the first virtual organization is used in the target time period; and forbidding to convert the second type of game account number in the first virtual organization into the first type of game account number within a preset second time period when a third virtual function possessed by a third virtual organization is used in the target time period.
As an alternative embodiment, in order to improve the repeated playability and the form feeling of the playing method, a "hero" element can be added. Heros are characters in the target game application. Each virtual organization may be assigned a game account with virtual functions (which may be referred to as "hero") that varies from one confrontation to another. These heros may occasionally initiate dedicated virtual functions, such as converting a partial member's armed/freehand state, or temporarily disabling a partial freehand member from being armed, etc.
The first virtual function is used to transform freehand into armed in the virtual organization. Assuming that the game account a in the virtual organization a has the above-described first virtual function, if the game account a uses the function for the game account B and the game account C (the game account B and the game account C are freehand accounts) within the target period of time, the game account B and the game account C are converted into armed by freehand.
The second virtual function is used to transform the armed in the virtual organization into freehand. Assuming that the game account a in the virtual organization a has the above-described second virtual function, if the game account a uses the function for the game account B and the game account C in the virtual organization B (the game account B and the game account C are armed accounts) within the target time period, the game account B and the game account C are converted from armed to freehand.
The third virtual function is used to prohibit type conversion of the game account in the virtual organization, and assuming that the game account a in the virtual organization a has the third virtual function, if the game account a uses the function for the virtual organization b in the target time period, the game account in the virtual organization b cannot be subjected to type conversion for the second time period (which may be arbitrarily set, for example, 5 minutes, 10 minutes, and the like).
Optionally, the allocating, according to the first conversion rate, a corresponding virtual resource to the first virtual organization includes: determining a target slew rate threshold among a preset plurality of slew rate thresholds, wherein the target slew rate threshold is a maximum of the slew rate thresholds that is less than or equal to the first slew rate; allocating virtual resources corresponding to the target slew rate threshold for the first virtual organization.
As an alternative embodiment, when the five key milestones of 20%, 40%, 60%, 80%, 100% of the armed rate are reached, a certain number of rewards are respectively provided for the virtual organization. The payments made during the process are rewarded even if the guild eventually fails to win the confrontation. FIG. 9 is a schematic illustration of a fourth game frame in which various armed rate milestones are displayed, the current number of armed persons and armed rates of the virtual organization are also displayed, and the awards earned on each milestone, for example, an armed rate of 20% is awarded 200 credits and an armed rate of 40% is awarded 400 credits, in accordance with an alternative embodiment of the present invention. The above 20%, 40%, 60%, 80%, 100% are preset multiple conversion rate thresholds, and it is assumed that the current first conversion rate of the virtual tissue a is 25%. Then 20% of the plurality of slew rate thresholds are determined to be the target slew rate threshold. Virtual organization a is allocated with virtual resources corresponding to 20%, for example, 5 points may be added to virtual organization a.
Optionally, the allocating, according to the first conversion rate, a corresponding virtual resource to the first virtual organization includes: allocating virtual resources corresponding to the arrangement position to the first virtual organization according to the arrangement position of the first conversion rate in a set of conversion rates, wherein the set of conversion rates includes a conversion rate corresponding to each of a plurality of virtual organizations acquired at the end of the target time period, the plurality of virtual organizations include the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game account in each virtual organization converted into the first type of game account in the target time period.
As an alternative implementation, as shown in fig. 10, a virtual resource allocation diagram according to an alternative embodiment of the present invention is provided, assuming that at the end of the target time period, the conversion rates of the virtual organization a, the virtual organization b, and the virtual organization c are 30%, 35%, and 40%, respectively. Virtual resources may be allocated to each virtual organization according to the conversion rate ranking of virtual organization a, virtual organization b, and virtual organization c. For example, the virtual resources allocated to the first ranked virtual organization are 10 points, the virtual resources allocated to the second ranked virtual organization are 8 points, and the virtual resources allocated to the third ranked virtual organization are 5 points. At the end of the target game time period, 5 credits are allocated to virtual organization a, 8 credits are allocated to virtual organization b, and 10 credits are allocated to virtual organization c. The virtual organization with the highest score is the winning virtual organization.
Optionally, the method further comprises at least one of: when the target time period is over, distributing corresponding virtual resources for the game account of the first type converted from the game account of the second type in the first virtual organization; allocating corresponding virtual resources to a second game account in the first virtual organization at the end of the target time period, wherein the second game account is the game account of the first type at the end of the target time period, the second game account is in team participation in one game with a third game account of the second type in the target time period, and the third game account is converted into the game account of the first type at the end of the game in which the team participates in one game; within the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the second game account; and in the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the third game account.
As an alternative embodiment, the freehand game account A is converted to armed if within the target time period. At the end of the target time period, the corresponding virtual resource is allocated to the game account a, for example, 2 coins are allocated to the game account a.
As an optional implementation manner, if the armed game account B and the freehand account C participate in a game in a target time period, and the armed account B converts the freehand account C into an armed state, the armed account B is allocated with a corresponding virtual resource at the end of the target game time period, for example, 5 coins are allocated to the game account B.
As an optional implementation manner, if the game account a and the game account B are grouped to participate in one game in the target time period, whether the game account a and the game account B are the same type of game account or different types of game accounts, the game account a and the game account C are allocated with corresponding virtual resources. Assuming that the game account a and the game account B are both free-handed, and the game account a and the game account B participate in one game, when the current game is over, the game accounts a and B will both receive corresponding rewards, for example, 3 coins are allocated to the game accounts a and B.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
According to another aspect of the embodiment of the present invention, there is also provided an apparatus for allocating virtual resources, which is used for implementing the method for allocating virtual resources. As shown in fig. 11, the apparatus includes: a marking module 1102, configured to mark, at the beginning of a preset target time period, a first number of game accounts in a first virtual organization as a first type, and mark a remaining second number of game accounts as a second type; a conversion module 1104, configured to, in the target time period, when the game account of the first type and the game account of the second type are grouped together to participate in a game play, convert the game account of the second type participating in the game play into the game account of the first type; a determining module 1106, configured to determine, at the end of the target time period, a first conversion rate corresponding to the first virtual organization, where the first conversion rate indicates a ratio of the second number of game accounts to the first type of game accounts in the target time period; an allocating module 1108, configured to allocate, according to the first conversion rate, a corresponding virtual resource to the first virtual organization.
Optionally, the apparatus is further configured to determine, when a first game account of the second type participates in a current game play within the target time period, whether a game account of the first type in the first virtual organization is included in game accounts in the same battle as the first game account, where the first game account is a game account in the first virtual organization; when the game account number in the same bankbook as the first game account number comprises the first type of game account number in the first virtual organization and the type of the first game account number is allowed to be converted into the first type, the type of the first game account number is converted into the first type.
Optionally, the apparatus is further configured to, when the current game is over, convert the type of the first game account into the first type, and display target prompt information in a target game interface, where the target prompt information is used to indicate that the type of the first game account is converted into the first type.
Optionally, the apparatus is further configured to determine a current conversion rate corresponding to the first virtual organization in the target time period, where the current conversion rate represents a proportion of the second number of game accounts that have been converted into the first type of game account; and when the current conversion rate is smaller than a preset current conversion rate threshold value and the current game is finished, determining that the type of the first game account is allowed to be converted into the first type.
Optionally, the apparatus is further configured to, when the current game play is finished, obtain the number of game accounts in the plurality of game accounts when the plurality of game accounts in the first virtual organization participate in the current game play and are in the same banker, where the plurality of game accounts include the first game account; adding the number of the game accounts into the number of the team game accounts of the first virtual organization to obtain an updated number of the accounts, wherein the number of the team game accounts represents the number of the game accounts which participate in the game in the team in the first virtual organization in the target time period; and when the updated account number is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.
Optionally, the apparatus is further configured to set a plurality of values for the current conversion rate threshold before the target time period starts, and set a plurality of quantity thresholds respectively corresponding to the plurality of values; and in the target time period, when the number of the team game accounts of the first virtual organization reaches one of the number thresholds, increasing the current conversion rate to a value corresponding to the number threshold in the plurality of values, wherein the number of the team game accounts represents the number of the game accounts which are played in the first virtual organization in the team in the target time period.
Optionally, the above apparatus is further configured to convert the type of the second game account into the first type when a team of the first game account of the first type and the second game account of the second type in the first virtual organization participates in a game and is allowed to convert the type of the second game account into the first type within the target time period.
Optionally, the above apparatus is further configured to convert a predetermined number of game accounts of the second type in the first virtual organization into game accounts of the first type when a first virtual function possessed by the first virtual organization is used in the target time period; forbidding to convert the second type of game account number in the second virtual organization into the first type of game account number within a preset first time length when a second virtual function which is possessed by the first virtual organization is used in the target time period; and forbidding to convert the second type of game account number in the first virtual organization into the first type of game account number within a preset second time period when a third virtual function possessed by a third virtual organization is used in the target time period.
Optionally, the apparatus is further configured to determine a target conversion rate threshold among a plurality of preset conversion rate thresholds, where the target conversion rate threshold is a maximum value of the conversion rate thresholds smaller than or equal to the first conversion rate; allocating virtual resources corresponding to the target slew rate threshold for the first virtual organization.
Optionally, the apparatus is further configured to allocate, according to an arrangement position of the first conversion rate in a set of conversion rates, a virtual resource corresponding to the arrangement position to the first virtual organization, where the set of conversion rates includes a conversion rate corresponding to each of a plurality of virtual organizations acquired at the end of the target time period, where the plurality of virtual organizations include the first virtual organization, and the conversion rate corresponding to each virtual organization indicates a proportion of the second type of game account in each virtual organization that is converted into the first type of game account in the target time period.
Optionally, the apparatus is further configured to allocate, when the target time period ends, a corresponding virtual resource to the game account of the first type converted from the game account of the second type in the first virtual organization; allocating corresponding virtual resources to a second game account in the first virtual organization at the end of the target time period, wherein the second game account is the game account of the first type at the end of the target time period, the second game account is in team participation in one game with a third game account of the second type in the target time period, and the third game account is converted into the game account of the first type at the end of the game in which the team participates in one game; within the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the second game account; and in the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the third game account.
According to an aspect of the application, there is provided a computer program product comprising a computer program/instructions containing program code for performing the method illustrated by the flow chart. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 1209, and/or installed from the removable medium 1211. When executed by the central processing unit 1201, the computer program performs various functions provided by the embodiments of the present application.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
Fig. 12 schematically shows a block diagram of a computer system of an electronic device for implementing an embodiment of the present application.
It should be noted that the computer system 1200 of the electronic device shown in fig. 12 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present application.
As shown in fig. 12, the computer system 1200 includes a Central Processing Unit 1201 (CPU), which can perform various appropriate actions and processes according to a program stored in a Read-Only Memory 1202 (ROM) or a program loaded from a storage section 1208 into a Random Access Memory 1203 (RAM). In the random access memory 1203, various programs and data necessary for system operation are also stored. The cpu 1201, the rom 1202, and the ram 1203 are connected to each other by a bus 1204. An Input/Output interface 1205(Input/Output interface, i.e., I/O interface) is also connected to the bus 1204.
The following components are connected to the input/output interface 1205: an input section 1206 including a keyboard, a mouse, and the like; an output section 1207 including a Display device such as a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and a speaker; a storage section 1208 including a hard disk and the like; and a communication section 1209 including a network interface card such as a local area network card, a modem, or the like. The communication section 1209 performs communication processing via a network such as the internet. The driver 1210 is also connected to the input/output interface 1205 as necessary. A removable medium 1211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like, is mounted on the drive 1210 as necessary, so that a computer program read out therefrom is mounted into the storage section 1208 as necessary.
In particular, according to embodiments of the present application, the processes described in the various method flowcharts may be implemented as computer software programs. For example, embodiments of the present application include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising program code for performing the method illustrated by the flow chart. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 1209, and/or installed from the removable medium 1211. The computer program, when executed by the central processing unit 1201, performs various functions defined in the system of the present application.
According to another aspect of the embodiment of the present invention, there is also provided an electronic device for implementing the above virtual resource allocation method, where the electronic device may be a terminal device or a server shown in fig. 1. The present embodiment takes the electronic device as a server as an example for explanation. As shown in fig. 13, the electronic device comprises a memory 1302 and a processor 1304, wherein the memory 1302 stores a computer program, and the processor 1304 is configured to perform the steps of any of the above method embodiments by the computer program.
Optionally, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, when the preset target time period begins, marking the game accounts of the first number in the first virtual organization as a first type, and marking the remaining game accounts of the second number as a second type;
s2, in the target time period, when the game account of the first type and the game account of the second type are grouped to participate in a game play, converting the game account of the second type participating in the game play into the game account of the first type;
s3, determining a first conversion rate corresponding to the first virtual organization when the target time period is over, wherein the first conversion rate represents the proportion of the second number of game accounts converted into the first type of game accounts in the target time period;
s4, according to the first conversion rate, allocating corresponding virtual resources to the first virtual organization.
Alternatively, it can be understood by those skilled in the art that the structure shown in fig. 13 is only an illustration, and the electronic device may also be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, a Mobile Internet Device (MID), a PAD, and the like. Fig. 13 is a diagram illustrating a structure of the electronic device. For example, the electronics may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 13, or have a different configuration than shown in FIG. 13.
The memory 1302 may be used to store software programs and modules, such as program instructions/modules corresponding to the virtual resource allocation method and apparatus in the embodiments of the present invention, and the processor 1304 executes various functional applications and data processing by running the software programs and modules stored in the memory 1302, that is, the virtual resource allocation method described above is implemented. The memory 1302 may include high speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1302 may further include memory located remotely from the processor 1304, which may be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 1302 may be specifically, but not limited to, used for storing information such as sample characteristics of an item and a target virtual resource account number. As an example, as shown in fig. 13, the memory 1302 may include, but is not limited to, a marking module 1102, a converting module 1104, a determining module 1106, and an allocating module 1108 of the allocating apparatus of the virtual resource. In addition, the virtual resource allocation apparatus may further include, but is not limited to, other module units in the virtual resource allocation apparatus, which is not described in this example again.
Optionally, the transmitting device 1306 is used for receiving or sending data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 1306 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmitting device 1306 is a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
In addition, the electronic device further includes: a display 1308, configured to display the to-be-processed order information; and a connection bus 1310 for connecting the respective module parts in the above-described electronic apparatus.
In other embodiments, the terminal device or the server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes through a network communication. Nodes can form a Peer-To-Peer (P2P, Peer To Peer) network, and any type of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the Peer-To-Peer network.
According to an aspect of the present application, there is provided a computer-readable storage medium from which a processor of a computer device reads computer instructions, the processor executing the computer instructions to cause the computer device to perform the method provided in the above-mentioned various alternative implementations.
Alternatively, in the present embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the steps of:
s1, when the preset target time period begins, marking the game accounts of the first number in the first virtual organization as a first type, and marking the remaining game accounts of the second number as a second type;
s2, in the target time period, when the game account of the first type and the game account of the second type are grouped to participate in a game play, converting the game account of the second type participating in the game play into the game account of the first type;
s3, determining a first conversion rate corresponding to the first virtual organization when the target time period is over, wherein the first conversion rate represents the proportion of the second number of game accounts converted into the first type of game accounts in the target time period;
s4, according to the first conversion rate, allocating corresponding virtual resources to the first virtual organization.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the methods of the foregoing embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (15)

1. A method for allocating virtual resources, comprising:
when a preset target time period begins, marking a first number of game accounts in a first virtual organization as a first type, and marking the remaining second number of game accounts as a second type;
converting the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are in team play in a game play within the target time period;
determining a first conversion rate corresponding to the first virtual organization at the end of the target time period, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period;
and distributing corresponding virtual resources to the first virtual organization according to the first conversion rate.
2. The method of claim 1, wherein converting the second type of game account participating in the game play to the first type of game account when the first type of game account is in team play with the second type of game account during the target time period comprises:
determining whether a game account of the first type in the first virtual organization is included in game accounts in the same battle as the first game account when the first game account of the second type participates in the current game play within the target time period, wherein the first game account is a game account in the first virtual organization;
when the game account number in the same bankbook as the first game account number comprises the first type of game account number in the first virtual organization and the type of the first game account number is allowed to be converted into the first type, the type of the first game account number is converted into the first type.
3. The method of claim 2, wherein said converting the type of the first game account to the first type comprises:
when the current game is finished, converting the type of the first game account into the first type, and displaying target prompt information in a target game interface, wherein the target prompt information is used for indicating that the type of the first game account is converted into the first type.
4. The method of claim 2, further comprising:
determining a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents a proportion of the second number of game accounts that have been converted to the first type of game account;
and when the current conversion rate is smaller than a preset current conversion rate threshold value and the current game is finished, determining that the type of the first game account is allowed to be converted into the first type.
5. The method of claim 4, further comprising:
when the current game play is finished, when a plurality of game accounts in the first virtual organization participate in the current game play and are in the same battle, acquiring the number of the game accounts in the plurality of game accounts, wherein the plurality of game accounts comprise the first game account;
adding the number of the game accounts into the number of the team game accounts of the first virtual organization to obtain an updated number of the accounts, wherein the number of the team game accounts represents the number of the game accounts which participate in the game in the team in the first virtual organization in the target time period;
and when the updated account number is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.
6. The method of claim 4, further comprising:
before the target time period begins, setting a plurality of values for the current conversion rate threshold value, and setting a plurality of quantity threshold values respectively corresponding to the values;
and in the target time period, when the number of the team game accounts of the first virtual organization reaches one of the number thresholds, increasing the current conversion rate to a value corresponding to the number threshold in the plurality of values, wherein the number of the team game accounts represents the number of the game accounts which are played in the first virtual organization in the team in the target time period.
7. The method of claim 2, wherein after converting the type of the first game account number to the first type, the method further comprises:
and converting the type of the second game account into the first type when the first game account of the first type and a second game account of the second type in the first virtual organization are grouped to play a game and are allowed to be converted into the first type within the target time period.
8. The method according to any one of claims 1 to 7, further comprising at least one of:
converting a predetermined number of game accounts of the second type in the first virtual organization to game accounts of the first type when a first virtual function possessed by the first virtual organization is used during the target period of time;
forbidding to convert the second type of game account number in the second virtual organization into the first type of game account number within a preset first time length when a second virtual function which is possessed by the first virtual organization is used in the target time period;
and forbidding to convert the second type of game account number in the first virtual organization into the first type of game account number within a preset second time period when a third virtual function possessed by a third virtual organization is used in the target time period.
9. The method according to any one of claims 1 to 7, wherein said allocating the corresponding virtual resource to the first virtual organization according to the first conversion rate comprises:
determining a target slew rate threshold among a preset plurality of slew rate thresholds, wherein the target slew rate threshold is a maximum of the slew rate thresholds that is less than or equal to the first slew rate;
allocating virtual resources corresponding to the target slew rate threshold for the first virtual organization.
10. The method according to any one of claims 1 to 7, wherein said allocating the corresponding virtual resource to the first virtual organization according to the first conversion rate comprises:
allocating virtual resources corresponding to the arrangement position to the first virtual organization according to the arrangement position of the first conversion rate in a set of conversion rates, wherein the set of conversion rates includes a conversion rate corresponding to each of a plurality of virtual organizations acquired at the end of the target time period, the plurality of virtual organizations include the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game account in each virtual organization converted into the first type of game account in the target time period.
11. The method according to any one of claims 1 to 7, further comprising at least one of:
when the target time period is over, distributing corresponding virtual resources for the game account of the first type converted from the game account of the second type in the first virtual organization;
allocating corresponding virtual resources to a second game account in the first virtual organization at the end of the target time period, wherein the second game account is the game account of the first type at the end of the target time period, the second game account is in team participation in one game with a third game account of the second type in the target time period, and the third game account is converted into the game account of the first type at the end of the game in which the team participates in one game;
within the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the second game account;
and in the target time period, when one game in which the second game account and the third game account in the first virtual organization participate in the team is finished, allocating corresponding virtual resources to the third game account.
12. An apparatus for allocating virtual resources, comprising:
the marking module is used for marking a first number of game accounts in the first virtual organization as a first type and marking the rest second number of game accounts as a second type when a preset target time period begins;
the conversion module is used for converting the second type of game account participating in the game play into the first type of game account when the first type of game account and the second type of game account are grouped to participate in a game play in the target time period;
a determining module, configured to determine a first conversion rate corresponding to the first virtual organization when the target time period ends, where the first conversion rate indicates a proportion of the second number of game accounts converted into the first type of game account in the target time period;
and the allocation module is used for allocating corresponding virtual resources to the first virtual organization according to the first conversion rate.
13. A computer-readable storage medium, comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 11.
14. A computer program product comprising computer programs/instructions, characterized in that the computer programs/instructions, when executed by a processor, implement the steps of the method of claims 1 to 11.
15. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 11 by means of the computer program.
CN202111152879.8A 2021-09-29 2021-09-29 Virtual resource allocation method and device, storage medium and electronic equipment Withdrawn CN113893553A (en)

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