CN114828974A - Information pushing method and device, server and storage medium - Google Patents

Information pushing method and device, server and storage medium Download PDF

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Publication number
CN114828974A
CN114828974A CN202080084180.XA CN202080084180A CN114828974A CN 114828974 A CN114828974 A CN 114828974A CN 202080084180 A CN202080084180 A CN 202080084180A CN 114828974 A CN114828974 A CN 114828974A
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China
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player
game
target
tag
data
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CN202080084180.XA
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Chinese (zh)
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郭子亮
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Guangdong Oppo Mobile Telecommunications Corp Ltd
Shenzhen Huantai Technology Co Ltd
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Guangdong Oppo Mobile Telecommunications Corp Ltd
Shenzhen Huantai Technology Co Ltd
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Publication of CN114828974A publication Critical patent/CN114828974A/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

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

Abstract

The application discloses an information pushing method, an information pushing device, a server and a storage medium, wherein the information pushing method comprises the following steps: acquiring a first game tag of a target player and a second game tag of a reference player, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player; acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game tag and the second game tag; pushing player information of the at least one player to the target player. The method can improve the accuracy of pushing of the game player.

Description

Information pushing method and device, server and storage medium Technical Field
The present application relates to the field of information technologies, and in particular, to an information pushing method, an information pushing apparatus, a server, and a storage medium.
Background
With the rapid development of the technology level and the living standard, more and more people start playing games by using electronic equipment such as computers or mobile phones to spare leisure time. Whether the game is a computer game or a mobile phone game, friends of a player in the game are one of the keys of the player for improving the game experience.
Disclosure of Invention
In view of the foregoing problems, the present application provides an information pushing method, an information pushing apparatus, a server, and a storage medium.
In a first aspect, an embodiment of the present application provides an information pushing method, where the method includes: acquiring a first game tag of a target player and a second game tag of a reference player, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player; acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game tag and the second game tag; pushing player information of the at least one player to the target player.
In a second aspect, an embodiment of the present application provides an information pushing apparatus, where the apparatus includes: the system comprises a label acquisition module, a player matching module and a player pushing module, wherein the label acquisition module is used for acquiring a first game label of a target player and a second game label of a reference player, the first game label is used for representing the player characteristics of the target player, and the second game label is used for representing the player characteristics of the reference player; the player matching module is used for acquiring at least one player matched with the player characteristics of the target player from the reference player according to the first game tag and the second game tag; the player pushing module is used for pushing the player information of the at least one player to the target player.
In a third aspect, an embodiment of the present application provides a server, including: one or more processors; a memory; one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, and the one or more programs are configured to perform the information pushing method provided in the first aspect.
In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, where a program code is stored in the computer-readable storage medium, and the program code may be called by a processor to execute the information pushing method provided in the first aspect.
According to the scheme provided by the application, a first game tag of a target player and a second game tag of a reference player are obtained, the first game tag is used for representing the player characteristics of the target player, the second game tag is used for representing the player characteristics of the reference player, at least one player matched with the player characteristics of the target player is obtained from the reference player according to the first game tag and the second game tag, and finally, the player information of the at least one player is pushed to the target player. Therefore, the method and the device can push the player with the matched player characteristics according to the game tag representing the player characteristics of the player, and the accuracy of pushing of the player is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 shows a flowchart of an information pushing method according to an embodiment of the present application.
Fig. 2 shows a flowchart of an information pushing method according to another embodiment of the present application.
Fig. 3 shows a flowchart of step S220 in an information pushing method according to another embodiment of the present application.
Fig. 4 shows a flowchart of an information pushing method according to another embodiment of the present application.
Fig. 5 is a flowchart illustrating an information pushing method according to still another embodiment of the present application.
Fig. 6 shows a flowchart of an information pushing method according to still another embodiment of the present application.
Fig. 7 shows a flowchart of step S550 in an information pushing method according to yet another embodiment of the present application.
FIG. 8 shows a block diagram of an information pushing device according to an embodiment of the present application.
Fig. 9 is a block diagram of a server for executing an information push method according to an embodiment of the present application.
Fig. 10 is a storage unit for storing or carrying program codes for implementing an information pushing method according to an embodiment of the present application.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application.
The current games generally include a stand-alone game and a network game, and the network game has stronger persistence and operability, so the network game is highly favored by game players. With the improvement of science and technology and living standard, more and more users use electronic equipment to carry out online games.
In network games, the social part is an important component in the game, and the social part is mainly composed of game friends. In the network game, game friends can be added to match game, brush pictures and the like together with the game friends.
Currently, in a game, a user generally adds game friends by manually inputting nicknames, account numbers and other information of players. Of course, this is based on the fact that the user knows the information of the other party, and the addition of the game friend can be performed. Of course, some games will also recommend players who have recently been in the same team to the user, but the players who have been recommended to the user by this recommendation method may not add these players as friends in most cases.
The inventor finds that in a traditional game friend adding scheme, friends pushed to a user cannot be matched with game levels, habits and the like of the user generally, so that the accuracy of the pushed friends is insufficient, and the game experience of the user is difficult to improve.
In view of the above problems, the inventor proposes an information pushing method, an information pushing device, a server, and a storage medium provided in the embodiments of the present application, to push a player with a matching player characteristic through a game tag representing the player characteristic of the player, so as to improve the accuracy of player pushing. . The specific information pushing method is described in detail in the following embodiments.
Referring to fig. 1, fig. 1 is a schematic flowchart illustrating an information pushing method according to an embodiment of the present application. In a specific embodiment, the information pushing method is applied to the information pushing device 400 shown in fig. 8 and the server 100 (fig. 9) configured with the information pushing device 400. The specific flow of the embodiment will be described below by taking a server as an example, and it is understood that the server applied in the embodiment may be a conventional server, a cloud server, and the like, and is not limited herein. As will be described in detail with respect to the flow shown in fig. 1, the information pushing method may specifically include the following steps:
step S110: a first game tag of a target player and a second game tag of a reference player are obtained, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player.
In the embodiment of the application, when the server pushes the game friends of the target player, the server may acquire the first game tags of the target player and the second game tags of the reference players. The reference player may be a player other than the target player in the game player, or may be a part of players in the other players.
In some implementations, the server may obtain players other than the target player from the game player for which the player data exists. The server may then pick some players from other players as reference players. As one mode, the server may select some players from other players according to the number of times that players are pushed among other players, and specifically, the server may select a player whose number of times of pushing is less than a set number of times as a reference player. As another way, the server may also select some players from other players according to the number of friends of the players in the other players, and specifically, the server may select players whose number of friends is less than the set number as reference players. It can be understood that the smaller the push times or the number of friends is, the smaller the number of friends of the player is, the smaller the number of friends is, the number of friends playing with the player is, so that when the player is subsequently used as a player to be pushed to the target player, the probability that the target player adds friends to the target player can be increased.
In an embodiment of the application, the first game tag is used for characterizing the player characteristics of the target player, and the second game tag is used for characterizing the player characteristics of the reference player. The player characteristics may be, among other things, characteristics relating to the player's game level, game capabilities, game setting preferences, game preferences, and the like. The first game tag and the second game tag can be generated according to historical game data of the player, the historical game data can include data related to game level, game capacity, game setting preference, game preference and the like of the player, and the game tag of the player can be generated after the data are quantized.
In some embodiments, the first game tag of the target player and the second game tag of the reference player may be generated in advance and stored in the server. The server may directly read the first game tag of the target player and the second game tag of the reference player when pushing the game friends of the target player. Certainly, the game tags of the players may also be stored in other cloud platforms, and the server may acquire the game tags of the players from the cloud platforms each time friend pushing is performed.
In the embodiment, the game tags of the players are generated in advance and stored, so that the efficiency of the server in friend pushing can be improved. And when new game data of the player is obtained, the game tag of the player can be continuously updated, so that the game tag can accurately reflect the characteristics of the player. Of course, the server may also generate the game tag in real time according to the game data of the player again when the game friend pushes.
Step S120: and acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game tag and the second game tag.
In this embodiment, after obtaining the first game ticket of the target player and the second game ticket of the reference player, the server can determine the game player to be pushed to the target player from the reference player according to the first game ticket and the second game ticket because both the first game ticket and the second game ticket can show the player characteristics of their respective players.
In some embodiments, the server may match the first game tag with the second game tags of each of the reference players to obtain a similarity between the first game tag and each of the second game tags. The first game tag and the second game tag may include multiple types of tag data, for example, tag data of types such as a winning rate, an equipment level, a character level, an account level, a honor, a reward, and the like, and the similarity may be calculated for the same type of tag data, and then weighted sum may be performed according to the similarity of each type of tag data and the weight of each type of tag data, so as to obtain the similarity between the game tags. Of course, if various data are quantized into vectors in the game tags, the distance between the vectors may be calculated to obtain the similarity between the game tags.
After obtaining the similarity between the first game tag and the second game tag of each reference player, the server may obtain the second game tag whose similarity with the first game tag is greater than a set threshold, and regard the reference player corresponding to the determined second game tag as the player matched with the player characteristics of the target player. It can be understood that the first game tag and the second game tag can show the player characteristics of various corresponding players, so that the matching situation of the player characteristics among the players can be reflected by calculating the similarity among the game tags.
Step S130: pushing player information of the at least one player to the target player.
In the embodiment of the application, after acquiring at least one player matched with the player characteristics of the target player from the reference players, the server may acquire the player information of the at least one player and push the player information of the at least one player to the target player.
In some embodiments, the player information may include a variety of information of the player, for example, various information such as game battle performance, equipment, use characters, game level, etc., so that after the player information is pushed to the electronic device of the target player, the target player can conveniently view the player information of the player, the target player can conveniently know the game level of the pushed player, etc., and the probability of the player being successful in pushing is improved.
According to the information pushing method provided by the embodiment of the application, the target player and the game tags of the reference players for representing the player characteristics of the target player are obtained, then at least one player matched with the player characteristics of the target player is obtained from the reference players according to the game tags, and then the player information of the at least one player is pushed to the target player. Because the determined player characteristics of at least one player are matched with the player characteristics of the target player, the game level, the preference and the like of the player pushed to the target player are also matched with the target player, so that the requirements of the target player can be met better, and the accuracy of friend pushing and the success probability of friend pushing are improved.
Referring to fig. 2, fig. 2 is a schematic flowchart illustrating an information pushing method according to another embodiment of the present application. The information pushing method is applicable to the server, and will be described in detail with respect to the flow shown in fig. 2, where the information pushing method may specifically include the following steps:
step S210: first historical game data of a target player and second historical game data of a reference player are acquired.
In the embodiment of the application, the server may generate the game tags of the target player and the reference player in advance. First, the server may acquire first historical game data of a target player and second historical game data of a reference player to generate a game tag.
In some embodiments, the server may acquire the historical game data of the target player and the reference player from servers of different game vendors, so that the historical game data of the plurality of games of the target player may be acquired as the first historical game data of the target player and the historical game data of the plurality of games of the reference player may be acquired as the second historical game data of the reference player. Of course, the server may also obtain the first historical game data of the target player and the second historical game data of the reference player from a third-party platform responsible for collecting the historical game data of the players.
In some embodiments, the first historical game data and the second historical game data may include: historical games, game settings, game time, game location, game winning rate in each game, game level, game equipment obtained, game level, game props used historically, game characters, historical game patterns played, game honor obtained, and game awards obtained. Of course, the historical game data is not limited to the above types of game data.
In this embodiment of the application, the game data of the player may be the above types of game data that are previously buried when the electronic device of the player runs the game, and the game data are reported to the server by calling a Software Development Kit (SDK), or reported to a platform responsible for collecting historical game data of the player.
Step S220: and generating a first game tag of the target player according to the first historical game data.
In this embodiment, after obtaining the first historical game data, the server may extract the characteristics of the player according to the first historical game data, and form a first game tag of the target player. Specifically, the server may quantize the game data of different types in the first historical game data, respectively, and finally form the game tag.
In some embodiments, the server may also retrieve a specified type of game data from the first historical game data to generate game tags that characterize respective player characteristics of the target player. For example, the server may obtain game data of a type associated with game level and game capabilities, and then process and process the game data to form game tags that characterize the game level and game capabilities of the user. In this manner, referring to fig. 3, step S220 may include:
step S221: first designation data of the target player is acquired from the first historical game data.
In some embodiments, the server may obtain first specified data relating to the game level of the target player from the first historical game data of the target player. Wherein the first specified data may include one or more types of game data of a winning number, a winning rate, an acquired game equipment, a game level, a historically used game item, a game character, a historically played game mode, an acquired game honor, and an acquired game award. Of course, the first specifying data is not limited to the above data. Thus, subsequent servers, when generating game tags for the target player, may generate game tags that may be used to characterize the game level of the target player.
In some embodiments, the server may further obtain a corresponding type of game data of the target player from the game data related to the game level of the target player, so that the generated game tag can more accurately reflect the characteristics of the game level of the user.
As an embodiment, step S221 may include: acquiring all game types of the target player according to the first historical game data; determining a first target type in the multiple types according to the game type; acquiring the game data of the first target type from the first historical game data as first specified data of the target player.
In this embodiment, the server may determine the game types of all the games of the target player based on the games that have been played by the target player in the first historical game data. The game types may include: various types of games, such as actions, competitions, simulations, role-playing, chess and cards, etc., although the specific game type may not be limiting. After determining the game types played by the target player, the server may determine a first target type according to all the game types. The first target type can be a game type which can experience a game level better, such as actions, competitions, chess and cards, and the like, so that the subsequently generated game label can reflect the game level of the target user better; the first target type can also be the most game types played in the game played by the target player, so that the subsequently generated game tags can better represent the game level of the game played by the user frequently. Of course, the specific first target type may not be limiting.
As another embodiment, step S221 may include: according to the first historical game data, obtaining games with the frequency greater than the specified frequency in all the games of the target player as first target games, and/or obtaining games with the time length greater than the specified time length in all the games of the target player as first target games; determining a second target type in the multiple game types according to multiple game types corresponding to the game in the first target game; acquiring the game data of the second target type from the first historical game data as first specified data of the target player.
In this embodiment, the server may determine all games that the target player has historically played, i.e., all games that the target player plays, from the first historical game data. Then, games frequently played by the target players are determined from all games, and specifically, the server may obtain games with a frequency greater than a specified frequency and/or games with a duration greater than a specified duration as the first target games, wherein specific values of the specified frequency and the specified duration may not be limited, for example, the specified frequency may be 1 day/time, and the specified duration may be 50 hours. After determining the second target type, the server may filter game data of the game of the second target type from the first historical game data. Through the embodiment, the subsequently generated game tags can be made to be more game levels reflecting games played by users frequently.
Step S222: and generating a first game tag of the target player according to the first specified data.
In some embodiments, the server may then generate a first game tag for the target player after obtaining the first specified data. Specifically, step S222 may include: inputting the first specified data to a pre-trained data classification model, the data classification model being pre-trained to classify the input data; and generating a game label corresponding to each classification in the classification result according to the classification result output by the data classification model to obtain game labels of multiple dimensions, and taking the game labels of the multiple dimensions as the first game label, wherein each dimension corresponds to one classification.
In this embodiment, the preset model may be stored locally in the mobile terminal, and the mobile terminal may directly read the preset model locally; the preset model can also be stored in the server, and the mobile terminal can send a request to the server to call the preset model when the classification of the game data is needed.
Wherein, the preset model can be obtained by training a large number of training samples. The training samples may include historical game data as well as labeled data types. In some embodiments, the preset model may be obtained by training the training samples with a machine learning algorithm. The Machine learning algorithm may be a neural network, a Long Short-Term Memory (LSTM) network, a threshold cycle unit, a simple cycle unit, an automatic encoder, a Decision Tree (DT), a random forest, a feature mean classification, a classification regression Tree, a hidden markov, a K-nearest neighbor (KNN) algorithm, a logistic regression model, Naive Bayes (NB), a Support Vector Machine (SVM), a gaussian model, and a KL divergence (kulback-Leibler) or the like. Of course, the particular machine learning algorithm may not be limiting.
In this embodiment, different classifications correspond to different dimensions of the game tag, that is, one dimension for each data type. The server can generate the game tags of the dimensionality corresponding to the data types by utilizing the historical game data corresponding to each data type according to different data types in the classification results, so that the game tags of multiple dimensionalities can be obtained. The generated game tag with multiple dimensions can be used as the first game tag of the target player. By the method, the game tags of multiple dimensions of the target player can be generated, so that the game level of the user can be reflected from different dimensions, and the pushed information can be more accurate when the game tags are used for pushing the player.
Step S230: and generating a second game tag of the target player according to the second historical game data.
In some embodiments, step S230 may include: obtaining second designated data of the target player from the second historical game data, the second designated data including one or more types of game data of winning fields, winning rates, acquired game equipment, game levels, historically used game props, game characters, historically played game modes, acquired game honor and acquired game awards; and generating a second game tag of the reference player according to the second specified data.
In the detailed contents of this embodiment, reference may be made to the contents in step S220, and it can be understood that the generation manner of the second game tag may be consistent with the generation manner of the first game tag, so as to be used for matching the game tags when the player pushes.
Step S240: a first game tag of a target player and a second game tag of a reference player are obtained, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player.
Step S250: and acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game label and the second game label.
Step S260: pushing player information of the at least one player to the target player.
In the embodiment of the present application, steps S240 to S260 may refer to the contents of the foregoing embodiments, and are not described herein again.
According to the information pushing method provided by the embodiment of the application, the server acquires first historical game data of a target player and second historical game data of a reference player in advance, then generates a first game tag of the target player according to first specified data in the first historical game data, and generates a second game tag of the reference player according to second specified data in the second historical game data, so that the game tag capable of representing the characteristics of the game level of the player more accurately can be generated. When the player pushing is carried out, the target player and the game tags of the reference players for representing the player characteristics of the target player are obtained, then at least one player matched with the player characteristics of the target player is obtained from the reference players according to the game tags, and then the player information of the at least one player is pushed to the target player. Because the determined characteristics of the game level of at least one player are matched with the characteristics of the game level of the target player, the game level of the player pushed to the target player is also matched with the target player, so that the requirements of the target player can be met better, and the accuracy rate of friend pushing and the success probability of friend pushing are improved.
Referring to fig. 4, fig. 4 is a flowchart illustrating an information pushing method according to another embodiment of the present application. The information pushing method is applicable to the server, and will be described in detail with respect to the flow shown in fig. 4, where the information pushing method may specifically include the following steps:
step S310: a first game tag of a target player and a second game tag of a reference player are obtained, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player.
In this embodiment of the application, the first game tag and the second game tag may each include a game tag with multiple dimensions, where the game tags with multiple dimensions may be game tags formed by different types of game data, that is, each dimension corresponds to a type of game data. For example, the plurality of dimensions may include: the game system comprises a game winning rate dimension, an equipment level dimension, a character level dimension, an account level dimension, a honor dimension, a bonus obtaining dimension, a game type dimension, a game duration dimension, a game frequency dimension and the like, and the specific dimension is not limited.
Step S320: and acquiring a game tag of a target dimension in the first game tag as a first target tag, and acquiring a game tag of the target dimension in the second game tag as a second target tag.
In this embodiment, the server may obtain a game tag of a target dimension from the game tags of the plurality of dimensions of the first game tag, and obtain a game tag of a target dimension from the game tags of the plurality of dimensions of the second game tag. The target dimension may be a preset dimension, a dimension that may reflect a game level at which the target player frequently plays, or a common dimension between the first game tag and the second game tag.
In some embodiments, a plurality of dimensions corresponding to the first game tag are obtained as a first dimension, and a plurality of dimensions corresponding to the second game tag are obtained as a second dimension; acquiring the same dimension in the first dimension as the second dimension as a target dimension; and acquiring the game tag of the target dimension from the game tags of multiple dimensions in the first game tag as a first target tag.
In this embodiment, the server may obtain the same dimension between the first game tag and the second game tag, regard the same dimension as a target dimension, and then take the game tag of the target dimension in the first game tag as the first target tag.
Likewise, the label of the target dimension in the second game label may be acquired as the second target label in the above manner.
Step S330: and acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first target label and the second target label.
In this embodiment, the server may match the first target tag with the second target tag after acquiring the first target tag and the second target tag, so as to acquire at least one player matching the game level of the target player from the reference players. Specifically, the server may also calculate a similarity between game tags of the same dimension in the first target tag and the second target tag, determine the similarity between the first target tag and the second target tag according to the calculated multiple similarities, and determine at least one player of the player characteristics as a player to be pushed to the target player according to the similarity between the first target tag and the second target tag.
The game tags of the target dimensionality are screened out from the first game tags and the second game tags, so that the game tags of the required dimensionality can be matched, the calculated amount can be reduced, and the calculating speed is increased.
Step S340: pushing player information of the at least one player to the target player.
In the embodiment of the present application, step S340 may refer to the contents of the foregoing embodiments, and is not described herein again.
According to the information pushing method provided by the embodiment of the application, the target player and the game tags of the reference players, which are used for representing the player characteristics of the target player, are obtained, the game tags of the target dimensionality are firstly screened out from the first game tags and the second game tags, then the screened game tags are matched, at least one player matched with the player characteristics of the target player is obtained from the reference players, and then the player information of the at least one player is pushed to the target player. Because the determined player characteristics of at least one player are matched with the player characteristics of the target player, the game level, the preference and the like of the player pushed to the target player are also matched with the target player, so that the requirements of the target player can be met better, and the accuracy of friend pushing and the success probability of friend pushing are improved. And the game tags of the required dimensions can be matched, the calculation amount is reduced, and the calculation speed of the server is improved.
Referring to fig. 5, fig. 5 is a schematic flowchart illustrating an information pushing method according to still another embodiment of the present application. The information pushing method is applicable to the server, and will be described in detail with respect to the flow shown in fig. 5, where the information pushing method may specifically include the following steps:
step S410: a first game tag of a target player and a second game tag of a reference player are obtained, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player.
Step S420: and acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game tag and the second game tag.
In the embodiment of the present application, step S410 and step S420 may refer to the contents of the foregoing embodiments, and are not described herein again.
Step S430: presentation data for presenting player characteristics of the at least one player is obtained.
In the embodiment of the application, when the server pushes the player, the server can acquire the display data and send the display data to the electronic device of the target player. The demonstration data is used to demonstrate player characteristics of the pushed player on the electronic device of the target player.
In some embodiments, the server may generate a plurality of types of capability value data from the third historical game data of the above at least one player to be pushed. Wherein the third historical game data is the historical game data of the at least one player. The server may screen out respective types of game data relating to the game level of the player based on the third history game data, and then quantize the respective types of game data to form the ability value data. For example, the win ratio, equipment level, character level, and the like may be divided into scores in accordance with the full score of 100 to form capability value data.
In some embodiments, since the game tag of the player is also a game tag formed by generating respective tag data according to the historical game data of the player, the server may also acquire the tag data of the second game tag of the above at least one player as presentation data for presenting the player characteristic of the at least one player.
Step S440: and pushing the display data to the electronic equipment.
In this embodiment of the application, when the display data generated by the server is the capability value data, the capability value data may be pushed to the electronic device of the target player, and the capability value data is used for displaying the electronic device in the capability radar map. It can be understood that the radar map can more intuitively reflect the game level and the game ability of the player, so that the target player can clearly know the game level and the game ability of the pushed game player under the condition that the pushed player information is displayed in the radar map mode, and the pushing success rate is further improved. Under the condition that the display data generated by the server is the tag data, the server can directly send the tag data to the electronic equipment of the target player, and it can be understood that the tag data can also be displayed on the electronic equipment in the forms of charts and the like, so that the target player can conveniently and clearly know the player level and the ability of the pushed game player, and the pushing success rate is further improved.
According to the information pushing method provided by the embodiment of the application, the target player and the game tags of the reference players, which are used for representing the player characteristics of the target player, are obtained, then at least one player matched with the player characteristics of the target player is obtained from the reference players according to the game tags, then the display data corresponding to the at least one player is obtained, and the display data are sent to the electronic equipment of the target player. Because the determined player characteristics of at least one player are matched with the player characteristics of the target player, the game level, the preference and the like of the player pushed to the target player are also matched with the target player, so that the requirements of the target player can be met better, and the accuracy of friend pushing and the success probability of friend pushing are improved. And the display data can enable the target player to clearly know the player level and the ability of the pushed game player, so that the pushing success rate is improved.
Referring to fig. 6, fig. 6 is a schematic flowchart illustrating an information pushing method according to yet another embodiment of the present application. The information pushing method is applicable to the server, and will be described in detail with respect to the flow shown in fig. 6, where the information pushing method may specifically include the following steps:
step S510: a first game tag of a target player and a second game tag of a reference player are obtained, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player.
In the embodiment of the present application, step S510 may refer to the contents of the foregoing embodiments, and is not described herein again.
Step S520: and clustering the reference players according to the second game tags of the reference players to obtain one or more player groups.
In this embodiment of the application, the server may perform clustering on all the reference players according to the second game tags of the reference players, so as to obtain a plurality of clustering results, each clustering result may include one or more reference players, and each clustering result may serve as a player group.
As one embodiment, the server may cluster the different reference players according to the second game tag to cluster the reference players of the same and similar player characteristics into the same class to obtain a player group. As another embodiment, the server may group different reference players according to the second game tag by using a preset rule of player group division, so as to divide the reference players with the same and similar player characteristics into the same player group.
Of course, the specific way of grouping the plurality of users may not be limited.
Step S530: and generating a group label of each player group according to the second game labels of the reference players, wherein the group label is used for characterizing the player group characteristics of the player group.
In this embodiment, after the server groups a plurality of reference players, the server may generate a group tag corresponding to each player group for each player group.
In some embodiments, step S530 may include: acquiring second game tags of all reference players in each player group according to the second game tags of all the reference players; and generating a group label of each player group according to all the second game labels corresponding to each player group. In this embodiment, the server may construct the group tag of each player group according to the group tags of the users in each player group, that is, the constructed group tag of the player group may include the second game tags of all the players in the player group.
Step S540: and acquiring a target player group matched with the player characteristics of the target player according to the first game tag and the group tag.
In this embodiment of the application, the server may obtain, according to the first game tag and the group tag, a target player group that matches the player characteristics of the target player, that is, if the obtained target player group tag matches the first game tag, the player characteristics of the reference player in the target player group match the player characteristics of the target player.
In some embodiments, step S540 may include: acquiring similarity of a first game tag and a group tag of each player group; and acquiring a player group with the similarity meeting the specified numerical value condition as a target player group matched with the player characteristics of the target player.
The specified numerical condition may be that the similarity is the highest, or that the similarity is greater than a similarity threshold, and the like, and is not limited herein.
Step S550: at least one player is obtained from the target player group as a player matching the player characteristics of the target player.
After determining the target player population that matches the player characteristics of the target player, the server may then determine, based on the players in the target player population, at least one player that matches the game level of the target player.
In the embodiment of the present application, referring to fig. 7, step S550 may include:
step S551: acquiring first habit data of the target player for representing game habits and second habit data of each player in the target player group, wherein the first habit data and the second habit data at least comprise historical game time and historical game places of the players;
step S552: and determining a player matched with the game habits of the target player as a player matched with the player characteristics of the target player according to the habit data.
In some embodiments, the server may further determine habit data of the player according to the historical game data of the player, so that the first habit data of the target player and the second habit data of the reference player can be obtained.
In some embodiments, the above habit data includes historical game time and historical game location. Therefore, the server can determine the player matched with the game habits of the target player from the target player group according to the habit data, and the player is finally taken as the player to be pushed. Therefore, the player matched with the characteristics of the player, such as the game level and the like, can be obtained, and the player who is used in the same game can be determined. For example, for target players who mainly play competitive games, the game players recommended to the target players can be matched with each other not only in game level, but also in game places and game time of the players who can be pushed, so that the players can conveniently turn black on line, and the probability of successful pushing of the players is further improved.
In some embodiments, after obtaining a target player group matching the game level of the target player according to the first game tag, the information pushing method may further include: and updating the group label of the target player group according to the first game label. It is understood that the server may further update the group tag of the group of target players according to the first game tag of the target player, and the updated group tag may include at least part of tag data in the first game tag of the target player.
In some embodiments, the server may obtain, as the target tag data, tag data of a dimension in the first game tag in which the group tag does not exist; target tag data is then added to the population tags.
In some embodiments, the server obtains at least one player from the group of target players as a player matching the player characteristics of the target player, and may further include: obtaining a copy game historically played by a target player; determining a role collocation mode according to the copy game; and acquiring players of corresponding characters from the target player group according to the character collocation mode, and taking the players as players matched with the player characteristics of the target players. It can be understood that, if the game mainly played by the target player is a duplicate game, and the duplicate game generally requires character collocation, the player of the corresponding character is selected from the group of target players through the corresponding character collocation scheme to be used as the final pushed player, so that the target player can accept the push and add the pushed player, thereby improving the probability of successful push of the player.
In some embodiments, the server obtains at least one player from the group of target players as a player matching the player characteristics of the target player, and may further include: acquiring the role position of the game of the history of the target player; and acquiring players of corresponding characters from the target player group according to the positions of the characters and the position collocation manner in the game of game play as players matched with the player characteristics of the target players. It can be understood that, if the game mainly played by the target player is a game of game play, and the positions of the characters in the game of game play are usually divided, and then the team PK is performed, and the player of the corresponding character is selected from the group of target players through the position collocation scheme of the corresponding character, and is used as the final pushed player, so that the target player can accept the push, and add the pushed player, thereby increasing the probability of successful push of the player.
Step S560: pushing player information of the at least one player to the target player.
In the embodiment of the present application, step S560 may refer to the contents of the foregoing embodiments, and is not described herein again.
According to the information pushing method provided by the embodiment of the application, the target players and the game tags of the reference players, which are used for representing the player characteristics of the target players, are obtained, the reference players are clustered according to the game tags, the group tags of each player group are formed, the game tags of the target players are matched with the group tags, the target player group to which the target players belong is obtained, and then at least one player is determined from the target player group to be used as a pushed player to push. Because the determined player characteristics of at least one player are matched with the player characteristics of the target player, the game level, the preference and the like of the player pushed to the target player are also matched with the target player, so that the requirements of the target player can be met better, and the accuracy of friend pushing and the success probability of friend pushing are improved.
Referring to fig. 8, a block diagram of an information pushing apparatus 400 according to an embodiment of the present disclosure is shown. The information pushing apparatus 400 employs the above-mentioned server, and the information pushing apparatus 400 includes: a tag retrieval module 410, a player matching module 420, and a player push module 430. Wherein, the tag obtaining module 410 is configured to obtain a first game tag of a target player and a second game tag of a reference player, where the first game tag is used to characterize a player characteristic of the target player, and the second game tag is used to characterize a player characteristic of the reference player; the player matching module 420 is configured to obtain at least one player matching the player characteristics of the target player from the reference player according to the first game tag and the second game tag; the player pushing module 430 is configured to push player information of the at least one player to the target player.
In some embodiments, the information pushing apparatus 400 may further include: the device comprises a data acquisition module, a first label generation module and a second label generation module. The data acquisition module is used for acquiring first historical game data of a target player and second historical game data of a reference player; the first label generation module is used for generating a first game label of the target player according to the first historical game data; and the second label generating module is used for generating a second game label of the target player according to the second historical game data.
In this embodiment, the first tag generation module may include: the device comprises a first screening unit and a first generating unit. The first screening unit is used for acquiring first specified data of the target player from the first historical game data, wherein the first specified data comprises one or more types of game data of winning fields, game winning rates, obtained game equipment, game levels, historically used game props, game characters, historically played game modes, obtained game honor and obtained game rewards; the first generating unit is used for generating a first game tag of the target player according to the first specified data.
Further, the first generation unit may include: a classification subunit and a generation subunit. The classification subunit is used for inputting the first specified data into a pre-trained data classification model, and the data classification model is pre-trained to classify the input data; the generation subunit is configured to generate, according to the classification result output by the data classification model, a game tag corresponding to each classification in the classification result to obtain game tags of multiple dimensions, and use the game tags of the multiple dimensions as the first game tag, where each dimension corresponds to one classification.
As an embodiment, the first screening subunit may specifically be configured to: acquiring all game types of the target player according to the first historical game data; determining a first target type in the multiple types according to the game type; acquiring the game data of the first target type from the first historical game data as first specified data of the target player.
As another embodiment, the first screening subunit may also be specifically configured to: according to the first historical game data, obtaining games with the frequency greater than the specified frequency in all the games of the target player as first target games, and/or obtaining games with the time length greater than the specified time length in all the games of the target player as first target games; determining a second target type in the multiple game types according to multiple game types corresponding to the game in the first target game; acquiring the game data of the second target type from the first historical game data as first specified data of the target player.
In some embodiments, the second tag generation module comprises: a second screening subunit and a second generating subunit. The second screening subunit is used for acquiring second specified data of the target player from the second historical game data, wherein the second specified data comprises one or more types of game data of winning fields, game winning rates, obtained game equipment, game levels, historically used game props, game characters, historically played game modes, obtained game honor and obtained game rewards; the second generating subunit is configured to generate a second game tag of the reference player according to the second specifying data.
In some embodiments, the first game tag and the second game tag each comprise a plurality of dimensions of game tags. The player matching module 420 may include a tag filtering unit and a tag matching unit. The tag screening unit is used for acquiring a game tag of a target dimension in the first game tag as a first target tag and acquiring a game tag of the target dimension in the second game tag as a second target tag; the tag matching unit is used for acquiring at least one player matched with the player characteristics of the target player from the reference player according to the first target tag and the second target tag.
In this embodiment, the tag screening unit may include: the device comprises a first dimension acquisition subunit, a second dimension acquisition subunit and a screening subunit. The first dimension acquiring subunit is configured to acquire multiple dimensions corresponding to the first game tag as a first dimension, and multiple dimensions corresponding to the second game tag as a second dimension; the second dimension acquiring subunit is used for acquiring the same dimension of the first dimension as the second dimension as a target dimension; the screening subunit is configured to obtain, from the game tags of multiple dimensions in the first game tag, the game tag of the target dimension as a first target tag.
In some embodiments, the player push module 430 includes: the display data acquisition unit and the data push unit. The display data acquisition unit is used for acquiring display data for displaying the player characteristics of the at least one player; the data pushing unit is used for pushing the display data to the electronic equipment.
As one mode, the display data acquiring unit may be specifically configured to: generating a plurality of types of ability value data based on the third history game data of the at least one player. In this manner, the data pushing unit may be specifically configured to: and pushing the capability value data to the electronic equipment, wherein the capability value data is used for displaying the electronic equipment in a capability radar chart.
As another mode, the display data obtaining unit may also be specifically configured to: tag data of the second game tag of the at least one player is acquired as presentation data for presenting a player characteristic of the at least one player.
In some implementations, the player matching module 420 can include: the game device comprises a player clustering unit, a group label generating unit, a group acquiring unit and a player acquiring unit. The player clustering unit is used for clustering the reference players according to the second game tags of the reference players to obtain one or more player groups; the group label generating unit is used for generating a group label of each player group according to the second game label of the reference player, and the group label is used for representing the player group characteristics of the player group; the group acquisition unit is used for acquiring a target player group matched with the player characteristics of the target player according to the first game tag and the group tag; the player acquisition unit is used for acquiring at least one player from the target player group as a player matched with the player characteristics of the target player.
In this embodiment, the player acquisition unit may be specifically configured to: acquiring first habit data of the target player for representing game habits and second habit data of each player in the target player group, wherein the first habit data and the second habit data at least comprise historical game time and historical game places of the players; and determining a player matched with the game habits of the target player as a player matched with the player characteristics of the target player according to the habit data.
In some embodiments, the information pushing apparatus 400 may further include a group tag updating module. And the group label updating module is used for updating the group label of the target player group according to the first game label after acquiring the target player group matched with the game level of the target player according to the first game label.
As one approach, the player acquisition unit may be specifically configured to: obtaining a copy game historically played by the target player; determining a role collocation mode according to the copy game; and acquiring players of corresponding characters from the target player group according to the character collocation mode, and taking the players as players matched with the player characteristics of the target players.
As another way, the player acquisition unit may also be specifically configured to: acquiring the role position of the game of the history of the target player; and acquiring players of corresponding characters from the target player group according to the positions of the characters and the position collocation manner in the game of game play as players matched with the player characteristics of the target players.
It can be clearly understood by those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described apparatuses and modules may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, the coupling between the modules may be electrical, mechanical or other type of coupling.
In addition, functional modules in the embodiments of the present application may be integrated into one processing module, or each of the modules may exist alone physically, or two or more modules are integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
In summary, according to the scheme provided by the application, by acquiring the first game tag of the target player and the second game tag of the reference player, the first game tag is used for characterizing the player characteristics of the target player, the second game tag is used for characterizing the player characteristics of the reference player, at least one player matched with the player characteristics of the target player is acquired from the reference player according to the first game tag and the second game tag, and finally, the player information of the at least one player is pushed to the target player. Therefore, the method and the device can realize pushing of the player with the matched player characteristics according to the game tag representing the player characteristics of the player, and improve the pushing accuracy of the player.
Referring to fig. 9, a block diagram of a server according to an embodiment of the present disclosure is shown. The server 100 may be a conventional server, a cloud server, or the like capable of running an application. The server 100 in the present application may include one or more of the following components: a processor 110, a memory 120, a touch screen 130, and one or more applications, wherein the one or more applications may be stored in the memory 120 and configured to be executed by the one or more processors 110, the one or more programs configured to perform the methods as described in the aforementioned method embodiments.
Processor 110 may include one or more processing cores. The processor 110 connects various parts within the overall server 100 using various interfaces and lines, performs various functions of the server 100 and processes data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 120, and calling data stored in the memory 120. Alternatively, the processor 110 may be implemented in hardware using at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 110 may integrate one or more of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. The CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing display content; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 110, but may be implemented by a communication chip.
The Memory 120 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). The memory 120 may be used to store instructions, programs, code sets, or instruction sets. The memory 120 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for implementing at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing various method embodiments described below, and the like. The storage data area may also store data created by the server 100 in use (such as phone books, audio and video data, chat log data), and the like.
Referring to fig. 10, a block diagram of a computer-readable storage medium according to an embodiment of the present application is shown. The computer-readable medium 800 has stored therein a program code that can be called by a processor to execute the method described in the above-described method embodiments.
The computer-readable storage medium 800 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read only memory), an EPROM, a hard disk, or a ROM. Alternatively, the computer-readable storage medium 800 includes a non-volatile computer-readable storage medium. The computer readable storage medium 800 has storage space for program code 810 to perform any of the method steps of the method described above. The program code can be read from or written to one or more computer program products. The program code 810 may be compressed, for example, in a suitable form.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solutions of the present application, and not to limit the same; although the present application has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; such modifications and substitutions do not necessarily depart from the spirit and scope of the corresponding technical solutions in the embodiments of the present application.

Claims (20)

  1. An information pushing method, characterized in that the method comprises:
    acquiring a first game tag of a target player and a second game tag of a reference player, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player;
    acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first game tag and the second game tag;
    pushing player information of the at least one player to the target player.
  2. The method of claim 1, wherein prior to the obtaining the first game tag of the target player and the second game tag of the reference player, the method further comprises:
    acquiring first historical game data of a target player and second historical game data of a reference player;
    generating a first game tag of the target player according to the first historical game data;
    and generating a second game tag of the target player according to the second historical game data.
  3. The method of claim 2, wherein generating a first game tag for the target player based on the first historical game data comprises:
    obtaining first designated data of the target player from the first historical game data, wherein the first designated data comprises one or more types of game data of winning fields, game winning rates, obtained game equipment, game levels, historically used game props, game characters, historically played game modes, obtained game honor and obtained game rewards;
    and generating a first game tag of the target player according to the first specified data.
  4. A method as claimed in claim 3, wherein said generating a first game tag for the target player in accordance with the first specified data comprises:
    inputting the first specified data to a pre-trained data classification model, the data classification model being pre-trained to classify the input data;
    and generating game tags corresponding to each classification in the classification results according to the classification results output by the data classification model to obtain game tags with multiple dimensions, and using the game tags with the multiple dimensions as the first game tags, wherein each dimension corresponds to one classification.
  5. The method according to claim 3 or 4, wherein said obtaining first specified data of the target player from the first historical game data comprises:
    acquiring all game types of the target player according to the first historical game data;
    determining a first target type in the multiple types according to the game type;
    acquiring the game data of the first target type from the first historical game data as first specified data of the target player.
  6. The method according to claim 3 or 4, wherein said obtaining first specified data of the target player from the first historical game data comprises:
    according to the first historical game data, obtaining games with the frequency greater than the specified frequency in all the games of the target player as first target games, and/or obtaining games with the time length greater than the specified time length in all the games of the target player as first target games;
    determining a second target type in the multiple game types according to multiple game types corresponding to the game in the first target game;
    acquiring the game data of the second target type from the first historical game data as first specified data of the target player.
  7. The method of any of claims 2-6, wherein generating a second game tag for the target player based on the second historical game data comprises:
    obtaining second designated data of the target player from the second historical game data, the second designated data including one or more types of game data of winning fields, winning rates, acquired game equipment, game levels, historically used game props, game characters, historically played game modes, acquired game honor and acquired game awards;
    and generating a second game tag of the reference player according to the second specified data.
  8. The method of any of claims 1-7, wherein the first game tag and the second game tag each comprise game tags of multiple dimensions, and wherein obtaining at least one player from the reference players that matches the player characteristics of the target player based on the first game tag and the second game tag comprises:
    acquiring a game tag of a target dimension in the first game tags as a first target tag, and acquiring a game tag of the target dimension in the second game tags as a second target tag;
    and acquiring at least one player matched with the player characteristics of the target player from the reference players according to the first target label and the second target label.
  9. The method of claim 8, wherein the obtaining the game tag of the target dimension in the first game tag as the first target tag comprises:
    obtaining a plurality of dimensions corresponding to the first game label as a first dimension, and a plurality of dimensions corresponding to the second game label as a second dimension;
    acquiring the same dimension in the first dimension as the second dimension as a target dimension;
    and acquiring the game tag of the target dimension from the game tags of multiple dimensions in the first game tag as a first target tag.
  10. The method of any of claims 1-9, wherein pushing player information of the at least one player to the target player comprises:
    obtaining presentation data for presenting player characteristics of the at least one player;
    and pushing the display data to the electronic equipment.
  11. The method of claim 10, wherein said obtaining presentation data for presenting player characteristics of said at least one player comprises:
    generating a plurality of types of ability value data according to the third history game data of the at least one player;
    the pushing the display data to an electronic device includes:
    and pushing the capability value data to the electronic equipment, wherein the capability value data is used for displaying the electronic equipment in a capability radar chart.
  12. The method of claim 10, wherein said obtaining presentation data for presenting player characteristics of said at least one player comprises:
    tag data of the second game tag of the at least one player is acquired as presentation data for presenting a player characteristic of the at least one player.
  13. The method of any one of claims 1-12, wherein said retrieving at least one player from the reference player that matches the player characteristics of the target player based on the first game tag and the second game tag comprises:
    clustering the reference players according to the second game labels of the reference players to obtain one or more player groups;
    generating a group label of each player group according to the second game labels of the reference players, wherein the group label is used for representing the player group characteristics of the player group;
    acquiring a target player group matched with the player characteristics of the target player according to the first game tag and the group tag;
    at least one player is obtained from the target player group as a player matching the player characteristics of the target player.
  14. The method of claim 13, wherein said obtaining at least one player from the group of target players as a player matching the player characteristics of the target player comprises:
    acquiring first habit data of the target player for representing game habits and second habit data of each player in the target player group, wherein the first habit data and the second habit data at least comprise historical game time and historical game places of the players;
    and determining a player matched with the game habits of the target player as a player matched with the player characteristics of the target player according to the habit data.
  15. The method of claim 13 or 14, wherein after obtaining a target player population matching the player characteristics of the target player from the first game tag, the method further comprises:
    and updating the group label of the target player group according to the first game label.
  16. The method of any of claims 13-15, wherein said obtaining at least one player from the population of target players as a player matching the player characteristics of the target player comprises:
    obtaining a copy game historically played by the target player;
    determining a role collocation mode according to the copy game;
    and acquiring players of corresponding characters from the target player group according to the character collocation manner, and taking the players as players matched with the player characteristics of the target players.
  17. The method of any of claims 13-15, wherein said obtaining at least one player from the population of target players as a player matching the player characteristics of the target player comprises:
    acquiring the role position of the game of the history of the target player;
    and acquiring players of corresponding characters from the target player group according to the positions of the characters and the position collocation manner in the game of game play as players matched with the player characteristics of the target players.
  18. An information pushing apparatus, characterized in that the apparatus comprises: a tag acquisition module, a player matching module, and a player push module, wherein,
    the tag obtaining module is used for obtaining a first game tag of a target player and a second game tag of a reference player, wherein the first game tag is used for representing the player characteristics of the target player, and the second game tag is used for representing the player characteristics of the reference player;
    the player matching module is used for acquiring at least one player matched with the player characteristics of the target player from the reference player according to the first game tag and the second game tag;
    the player pushing module is used for pushing the player information of the at least one player to the target player.
  19. A server, comprising:
    one or more processors;
    a memory;
    one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to perform the method of any of claims 1-17.
  20. A computer-readable storage medium having program code stored therein, the program code being invoked by a processor to perform the method of any one of claims 1 to 17.
CN202080084180.XA 2020-02-17 2020-02-17 Information pushing method and device, server and storage medium Pending CN114828974A (en)

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