CN114945915A - Information pushing method and device, electronic equipment and computer readable medium - Google Patents

Information pushing method and device, electronic equipment and computer readable medium Download PDF

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Publication number
CN114945915A
CN114945915A CN202080092595.1A CN202080092595A CN114945915A CN 114945915 A CN114945915 A CN 114945915A CN 202080092595 A CN202080092595 A CN 202080092595A CN 114945915 A CN114945915 A CN 114945915A
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China
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game
player
character
type
user
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CN202080092595.1A
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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 CN114945915A publication Critical patent/CN114945915A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/95Retrieval from the web
    • G06F16/953Querying, e.g. by the use of web search engines
    • G06F16/9535Search customisation based on user profiles and personalisation

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  • Engineering & Computer Science (AREA)
  • Databases & Information Systems (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Data Mining & Analysis (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The application provides an information pushing method and device, electronic equipment and a computer readable medium, and relates to the technical field of information. The method comprises the following steps: acquiring game modes in which a user is interested, wherein the game modes are determined by game data generated by the user operating a target game application program, and the game modes comprise a player fighting mode and a non-player fighting mode; determining a game application program to be pushed according to the game mode; and pushing the game application to be pushed to the user. The method and the device can enable the pushed game application program to be pushed according to the game data and the mode preference of the user, and improve the accuracy of pushing the game application program not only according to the category.

Description

Information pushing method and device, electronic equipment and computer readable medium Technical Field
The present application relates to the field of information technologies, and in particular, to an information pushing method and apparatus, an electronic device, and a computer-readable 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. In the existing scheme, when a game is pushed for a user, the game is basically pushed according to the category of the game played by the user. For example, if the game played by the user is a chess or card game, the user may be pushed a chess or card game, but the pushing is not accurate enough.
Disclosure of Invention
The application provides an information pushing method, an information pushing device, an electronic device and a computer readable medium, so as to overcome the defects.
In a first aspect, an embodiment of the present application provides an information pushing method, including: acquiring game modes in which a user is interested, wherein the game modes are determined by game data generated by the user operating a target game application program, and the game modes comprise a player fighting mode and a non-player fighting mode; determining a game application program to be pushed according to the game mode; and pushing the game application to be pushed to the user.
In a second aspect, an embodiment of the present application further provides an information pushing apparatus, where the information pushing apparatus includes: the device comprises an acquisition unit, a determination unit and a pushing unit. An acquisition unit configured to acquire a game mode of interest to a user, the game mode being determined for game data generated by the user operating a target game application, the game mode including a player battle mode and a non-player battle mode; the determining unit is used for determining the game application program to be pushed according to the game mode; and the pushing unit is used for pushing the game application program to be pushed to the user.
In a third aspect, an embodiment of the present application further provides an electronic device, 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, the one or more applications configured to perform the above-described method.
In a fourth aspect, the present application also provides a computer-readable storage medium, where a program code executable by a processor is stored, and when executed by the processor, the program code causes the processor to execute the above method.
According to the information pushing method, the information pushing device, the electronic equipment and the computer readable medium, the game mode of the user is determined in advance according to the game data generated by the user operating the target game application program, the game mode can reflect that the interest of the user in operating the target game application program is player fighting or non-player fighting challenge, and further can reflect that the user is more inclined to interact with other users or challenge of non-player fighting in the game. The game application program to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application program can be pushed according to the game data and mode preference of the user, not only according to the category, and the accuracy of pushing the game application program 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 an application scenario diagram of an information push method and apparatus provided in an embodiment of the present application;
FIG. 2 illustrates a download interface of a gaming application provided by an embodiment of the present application;
FIG. 3 illustrates a detail interface of a gaming application provided by an embodiment of the present application;
fig. 4 is a flowchart illustrating a method of an information pushing method according to an embodiment of the present application;
FIG. 5 is a schematic diagram illustrating display content corresponding to a game application to be pushed according to an embodiment of the present application;
FIG. 6 is a schematic diagram illustrating display content corresponding to a game application to be pushed according to another embodiment of the present application;
fig. 7 is a flowchart illustrating a method of pushing information according to another embodiment of the present application;
FIG. 8 shows a method flow diagram for one embodiment of S720 of FIG. 7;
FIG. 9 illustrates a method flow diagram of another embodiment of S720 of FIG. 7;
fig. 10 is a flowchart illustrating a method of pushing information according to another embodiment of the present application;
fig. 11 is a flowchart illustrating a method of pushing information according to still another embodiment of the present application;
FIG. 12 is a schematic diagram of a data collection system provided by an embodiment of the present application;
FIG. 13 is a block diagram illustrating an information pushing apparatus according to an embodiment of the present application;
FIG. 14 is a block diagram of an information pushing apparatus according to another embodiment of the present application;
FIG. 15 is a block diagram of an information pushing apparatus according to another embodiment of the present application;
FIG. 16 is a block diagram illustrating an information pushing apparatus according to still another embodiment of the present application;
fig. 17 shows a schematic diagram of an electronic device provided by an embodiment of the present application;
fig. 18 is a storage unit for storing or carrying program codes for implementing an information push 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.
Referring to fig. 1, an application scenario diagram of an information pushing method and apparatus provided in the embodiment of the present application is shown. As shown in fig. 1, the electronic device 100 and the server 200 are located in a wireless network or a wired network, and the electronic device 100 and the server 200 perform data interaction.
In the embodiment of the present application, the electronic device 100 may be a mobile terminal device, and may include, for example, a smart phone, a tablet computer, an e-book reader, a laptop portable computer, a car-mounted computer, a wearable mobile terminal, and so on.
In some embodiments, the client is installed in the electronic device 100, for example, may be an application installed in the electronic device 100, and in this embodiment, the client is an application-centric client, and the application-centric client is service software, so that a user can download a new application through the application-centric client, and also can update and start an installed application. When a user logs in through an account at an application center client, all information corresponding to the account can be stored in the storage space of the server 200. The server 200 may be a single server, or a server cluster, or a local server, or a cloud server. The login account of the application center client is bound with the mobile terminal where the application center client is currently installed, and the server can store relevant data of the application program in the mobile terminal, such as the installed application program and information such as the version number of the application program.
Specifically, the application center client includes multiple interfaces, different interfaces display different contents, and different types of interfaces are different. For example, there is an interface for exposing a game application, as shown in fig. 2, which shows a downloading interface of a game application of an application center client, wherein a plurality of game class applications and some recommended content are typically exposed in the game application exposing interface. When a user clicks on display content corresponding to a certain game application, for example, icon 1, icon 2, icon 3, icon 4, and the like in fig. 2 represent different game applications, and the user clicks on one of the icons, the user can enter a detail interface of the corresponding game application, specifically, as shown in fig. 3, the detail interface of the game application corresponding to icon 1 is shown, the detail interface is a next-level interface of the interface shown in fig. 2, the content displayed on the interface is content corresponding to APP1, for example, "detail" is a description of APP1, and "comment" is a comment on APP1, and in addition, an "install" button at the bottom of the interface is used for installing APP1 on the electronic device 100 corresponding to the APP center client during user operation.
Specifically, the server 200 can collect game data of the user in the user terminal, specifically, game data of the user for a game application installed in the user terminal can be collected by the server 200, and the game application is pushed to the user terminal according to the collected game data, where an application corresponding to an icon in the interface shown in fig. 2 is the game application pushed to the user terminal by the server.
However, the inventor finds in research that in the existing scheme, when a game is pushed to a user, the game is basically pushed according to the category (primary category, secondary category, tertiary category and the like) of the game played by the user. For example, if the game played by the user is a chess or card game, the user may be pushed a chess or card game in an inaccurate way. Therefore, in the current technical solution, since the related game pushing is performed based on the coarse-grained game category, which kind of game is really liked by the user, which kind of game below which kind of game is liked, which kind of role is liked, and the like cannot be described, the pushed game is not accurate enough, and the conversion rate of installation, downloading and use of the user is low.
Therefore, in order to overcome the above drawbacks, embodiments of the present application provide an information pushing method applied to the electronic device, for improving accuracy of pushing a game application for a user and improving conversion rate of installing the pushed game application for the user. As shown in fig. 4, the method includes: s401 to S403.
S401: and acquiring the game mode which is interested by the user.
Wherein the game modes include a player fighting mode and a non-player fighting mode.
The player battle mode refers to player battle players (PVP), that is, interactive competitions formed by players attacking each other by using game resources. For example, the player match mode may be a mode in which a player matches another player within a game and can receive an award such as experience, medal, credit, and the like when winning the match.
The non-player battle mode refers to a mode other than the player battle mode, and may be, for example, a scenario mode, a monster (BOSS) challenge mode, or a mission mode. As one implementation, the non-player engagement mode may be a Player Versus Environment (PVE) mode, i.e., where players challenge NPC monsters and BOSS controlled by the game program in the game. The PVEs are sometimes also referred to as Player Vs. Computers (PVCs). For example, a mode in which the player swipes a copy or challenges a boss in the game.
Specifically, the server may obtain game data generated when the user operates the game, the game data may reflect an operation of the user on the game and user information, the operation may include data generated when the user operates the game, such as time and number of times of killing a boss, time consumed in different game scenes, a game character, and information corresponding to the character, and the operation of the user in the game may be determined by the game data, so that the game mode in which the user is interested may be determined. Specifically, the specific implementation of determining the game mode in which the user is interested according to the game data may refer to the following embodiments, which are not described herein again.
The target game application program may be an application program installed in the user terminal, the type of the application program is a game type, and the implementation manner of acquiring the target game application program by the server may be that the user logs in the target game application program by using a game account, the user sends game data and the game account for the target game application program to the server, and the server stores the game data and the game account in a paired manner.
As an embodiment, the target game application may be at least one of applications of all game classes installed in the user terminal. Specifically, the target game application may be a game application that is used the longest or the most frequently among the applications of all game classes installed in the user terminal. In addition, the target game application may be a game application that is newly installed among applications of all game classes installed in the user terminal.
S402: and determining the game application program to be pushed according to the game mode.
If the game mode in which the user is interested is a player engagement mode, which indicates that the user is interested in playing the engagement with other users, some engagement games can be used as the game application to be pushed.
If the game mode in which the user is interested is the non-player battle mode, it indicates that the user is interested in playing methods such as scenarios, tasks or copies of the game, and the interest in the player battle is low, the non-battle type game may be used as the game application to be pushed, and specifically, the scenario type game, for example, the role-playing type game may be used as the game application to be pushed.
As an implementation manner, a corresponding relationship between a game mode and a game type may be obtained in advance, and a game application to be pushed is determined according to the corresponding relationship, specifically, please refer to the following embodiments.
S403: and pushing the game application to be pushed to the user.
As an embodiment, the push content may be determined according to the game application to be pushed, and the push content includes an identifier of the game application to be pushed. The identifier of the game application program to be pushed may include identity information such as a name and a package name of the game application program to be pushed. In addition, the push content further includes description content of the game application to be pushed, and the description content is used for describing the game application to be pushed and can be an introduction of the game application to be pushed.
As an implementation manner, the server determines the push content according to the game application program to be pushed, sends the push content to the user terminal, and the user terminal displays the push content in a preset interface. The preset interface may be a designated interface in the target game application. As one implementation, the designated interface may be a loading interface, which may be the interface when the game loads the designated data. For example, the loading interface may be the interface displayed when the game loads the copy.
As shown in fig. 5, display content corresponding to the game application to be pushed is displayed on the loading interface, where the display content may be the submission content sent by the server, or may also be display content generated by the user terminal or the target application according to the push content sent by the server, and the display content includes an identifier of the game application to be pushed and description content of the game application to be pushed. As shown in fig. 5, the title of APP1 includes an identifier of APP1, for example, the title may be an identifier of APP1 or content related to an identifier of APP1, for example, a promotion title including an identifier of APP 1. Wherein, APP1 is the game application to be pushed. In addition, the display content also includes the description content of APP1, which may include the introduction and comments of APP1, through which the user can know APP 1. Moreover, the display content further includes a picture corresponding to APP1, where the picture may be an interface screenshot in APP1, for example, a game screenshot, or a promotional picture of APP1, and in addition, the picture in fig. 5 may be a dynamic picture or a video, where the dynamic picture or the video may be a game animation in APP1 or screen recording content for APP 1.
Therefore, when the user loads the interface, the game application program to be pushed can be acquired through the display content displayed on the loading interface in the process of waiting for loading.
Moreover, the preset interface may also be a certain interface of the application center client. As an embodiment, the preset interface may be a push interface of a game application of the application center client, for example, the push interface of the game application may be a download interface of the game application of the application center client. As shown in fig. 6, a plurality of icons of the game application programs are displayed on the push interface of the game application, each icon corresponds to one installation button, and the user can click the installation button corresponding to a certain icon to install the application program corresponding to the icon. The display content corresponding to the game application program to be pushed is displayed in the upper area of the pushing interface of the game application, namely, the display content is positioned at the top of the page, namely, along the direction from the top to the bottom of the page, and the first displayed content is the display content corresponding to the game application program to be pushed.
It should be noted that fig. 5 and fig. 6 only show one game application, and the game application to be pushed may include a plurality of game applications, and the corresponding display content may be display content corresponding to the plurality of game applications.
Referring to fig. 7, an embodiment of the present application provides an information pushing method, which is applied to the electronic device and is used to improve accuracy of pushing a game application for a user and improve conversion rate of installing the pushed game application for the user. Specifically, the method comprises the following steps: s710 to S740.
S710: and acquiring the game role corresponding to the user.
In the embodiment of the present application, the game data includes game characters. The game role is a game character corresponding to a game account established in the target game application program by the user, and the user can operate the game character to participate in some game tasks. For example, the game account of the user is id12345, the characters in the game include character 1, character 2, and character 3, and the characters 1, 2, and 3 belong to the game account id12345, and can be manipulated by the user as an asset of the game account in the target game application.
For example, in a card game, the roles may be all card roles corresponding to the game account of the user, and in a role playing game, the game roles may be roles established by the user, and each role generally corresponds to one occupation and is distinguished from game skills, role attributes, task scenarios and the like of other occupations.
The game character corresponding to the user and the data corresponding to the character can be collected by the server, and the server stores the data in correspondence with the character corresponding to the game account of the user.
S720: and determining the game mode in which the user is interested according to the game role.
The game role corresponds to role data, and the role data comprises role type, equipment information, role attribute, role heat degree and the like.
The character types can include a player match type and a non-player match type, wherein the player match type indicates that the character is more suitable or frequently used for player match, namely, a user more frequently or tends to select a game character with the character type being the player match type when playing player match. The non-player engagement type is a type other than a player engagement type, and in some embodiments, may be understood as a character type, if not a player engagement type, that is a non-player engagement type, and the non-player engagement type indicates that the character is more suitable or more frequently used in a non-player engagement mode, i.e., for more frequently or more preferentially selecting a game character having a character type of a non-player engagement type when performing non-player engagement.
The character attribute may be an attribute value corresponding to the game character, for example, the attribute value may include a strength value, an agility value, an intelligence value, a brute force value, a speed value, an effect resistance value, an effect hit value, a life value, a defense value, a offensive power value, and the like of the game character, which are used to reflect the ability value of the game character.
The accessory information may be an auxiliary attribute corresponding to a game item corresponding to the game character, and the accessory information is used for assisting in enhancing the capability value of the game character, for example, if the attack in the initial attribute of the character attribute of the game character is 10%, the auxiliary attribute of the game item is that the attack is increased by 90%, and after the game character is equipped with the game item, the attack becomes 100%, that is, the attack in the character attribute is enhanced.
The character popularity may be a usage rate of a game character, and particularly, the usage rate may be determined according to the game character created among all game players. For example, the determination may be made based on the online game time of the game character, or may be made based on the number of game characters established by all users.
The character data corresponding to the game character can reflect which rest mode the user prefers to use the game character, so that the game mode in which the user is interested can be determined according to the game character.
In some embodiments, as shown in fig. 8, this S720 includes S721 to S723.
S721: and acquiring the role type of the game role.
As an embodiment, the character type of the game character may be set within the target game application, i.e., the target game application is capable of providing a plurality of characters for the user to select and create, with one character type for each game character. For example, a user may select a game character from two types of sets when creating the game character. The two type sets are respectively a first type set and a second type set, wherein all game characters in the first type set are player fighting types, and all game characters in the second type set are non-player fighting types. The character type of the game character selected by the user in the first type set is a player match type, and the character type of the game character selected by the user in the second type set is a non-player match type.
Thus, the character type of the game character can be determined according to whether the game character created by the user belongs to the first type combination or the second type set.
In addition, considering that a player can operate a game character into a player battle scene and a non-player battle scene, the character type of the game character can be determined by the usage rate of the game character in the player battle scene and the non-player battle scene. The player match scene is a game scene in the player match mode, and in the player match scene, a player operates a game character to match a game character of another player. For example, in a shooting game, game characters of different players hit against each other. The non-player battle scene may refer to a game scene in a non-player battle mode, in the non-player battle scene, a player operates a game character to challenge an intelligent character controlled by a program in the game or to complete a certain mission scenario of the game, the intelligent character may be an NPC or a BOSS, and specifically, the scene may correspond to a copy, that is, a scene in which the game character challenges a copy. The duplicate is a duplicate game scene opened by the target game application program for the game player, and the duplicate game scene is a duplicate of the original game scene, for example, when the player prepares to do some activity, the application program will generate a corresponding separate area for the player to take an adventure. There may be multiple players participating in the activity at the same time, but they do not play in the same map or scene, but in multiple, separate scenes, and do not interfere with each other.
The manner of obtaining the character type of the game character may be to obtain a first usage rate of the game character in a player battle scenario and a second usage rate of the game character in a non-player battle scenario, and determine the character type of the game character according to the first usage rate and the second usage rate.
The first usage rate of the game character in the player battle scene may refer to the usage frequency, the usage time length, and the like of the game character in the player battle scene. As an embodiment, a first time length spent by a game account corresponding to a player in a player battle scene may be acquired, a total time length of the player operating a target game application program is acquired, a first usage rate is obtained according to the first time length and the total time length, and specifically, a ratio of the first time length to the total time length may be used as the first usage rate.
As another embodiment, the target game application may provide a plurality of initial game characters, for example, the initial game characters may include character 1, character 2, character 3, character id, character. For example, the different initial game characters may be different professions, such as soldiers, jurisdictions, archers, and the like, each having different initial character attributes and skills. When a user creates a game character, at least one initial game character can be selected from a plurality of initial game characters as the game character, and the game character is given with character identity information. In addition, after the user creates a game role, the server can also push an initial game role for the user based on the request of the user or the push strategy of the server, and after the user accepts the initial game role, a new game role is added for the user. The target game application program is used as a role playing action game and provides initial game roles of different occupations such as soldiers, jurispruders, archers and the like, and the initial role identifications corresponding to the soldiers, the jurispruders and the archers are respectively identification 1, identification 2 and identification 3. The user selects the initial game role of a fighter and establishes a game role of the user, the role identity information of the game role is 'fighter XX', the occupation of the game role is the fighter, 'the fighter XX' can be a nickname of the game role, and the nickname can be a default nickname or a name defined by the user. The game data generated when the user operates the game character whose character identification information is "warrior XX" can be collected by the server as the usage rate that can reflect the original game character of the warrior.
The server may obtain the first usage rate of the game character of the user in the player battle scene by determining a total usage time length of all initial game characters corresponding to the target game application program in the player battle scene, determining the initial game character corresponding to the game character of the user as the target initial game character, obtaining the usage time length of the target initial game character in the player battle scene, and obtaining the first usage rate according to the usage time length and the total usage time length, specifically, taking a ratio of the usage time length to the total usage time length as the first usage rate.
Similarly, the second usage rate of the game character of the user in the non-player battle scene can also be obtained according to the method.
Then, the character type of the game character is determined according to the first usage rate and the second usage rate.
Specifically, the first usage rate can represent the usage rate or the field rate of the game character in the player fighting scene, and the second usage rate can represent the usage rate or the field rate of the game character in the non-player fighting scene, so that whether the game character is more prone to be used in the player fighting scene or the non-player fighting scene can be determined through the first usage rate and the second usage rate.
As an embodiment, if the first usage rate is greater than the second usage rate, determining that the character type of the game character is a player engagement type; and if the second utilization rate is greater than the first utilization rate, determining that the character type of the game character is a non-player fighting type.
And if the first utilization rate is greater than the second utilization rate, the utilization rate of the game character in the player battle scene is higher, the player is more inclined to use the game character to participate in the player battle scene, and the character type of the game character is determined to be the player battle type. Similarly, if the first usage rate is less than the second usage rate, it indicates that the usage rate of the game character in the non-player battle scene is higher, and the player is more inclined to use the game character to participate in the non-player battle scene, and then determines that the character type of the game character is the non-player battle type.
In addition, if the first usage rate is equal to the second usage rate, it may be determined that the character types of the game character are a player match type and a non-player match type, so that it is possible to determine that the game mode in which the user is interested is a player match mode and a non-player match mode. As another implementation manner, when the first usage rate is equal to the second usage rate, the character type of the game character may be determined according to other character data, for example, according to corresponding equipment information of the game character, specifically, refer to the following examples.
As another embodiment, a specified usage rate may be determined, and if the first usage rate is greater than the specified usage rate, the character type of the game character is determined to be a player engagement type; and if the second utilization rate is greater than the specified utilization rate, determining that the character type of the game character is a non-player fighting type. The designated utilization rate can be a preset numerical value, and the designated utilization rate is used for measuring the first utilization rate and the second utilization rate of the game role and can represent the interest degree of the user in the player battle scene and the non-player battle scene.
Specifically, if the first usage rate is greater than the specified usage rate, which indicates that the first usage rate of the user using the game character in the player match scene is relatively high and the user has relatively high interest in using the game character to participate in the player match scene, the character type of the game character may be determined as the player match type. And if the second utilization rate is greater than the specified utilization rate, the second utilization rate indicating that the user uses the game character in the non-player battle scene is higher, and the user has higher interest in using the game character to participate in the non-player battle scene, the character type of the game character can be determined to be the non-player battle type. If the first utilization rate and the second utilization rate are both smaller than the specified utilization rate, it indicates that the utilization rates of the game characters in the player battle scene and the non-player battle scene cannot represent the interestingness of the user in using the game characters to participate in the player battle scene and the non-player battle scene, namely, the values of the first utilization rate and the second utilization rate are low, and an effective reference cannot be provided.
As an embodiment, the specified usage rate may be a preset fixed value, for example, the specified usage rate may be a value of 20% to 50%, for example, may be 30%.
In addition, if both the first usage rate and the second usage rate are greater than the designated usage rate, the character type of the game character may be determined according to the size relationship between the first usage rate and the second usage rate, specifically, the size relationship between the first usage rate and the second usage rate; determining that the character type of the game character is a player fighting type if the first usage rate is greater than a second usage rate; if the second usage rate is greater than the first usage rate, it is determined that the character type of the game character is a non-player fighting type.
In addition, as another embodiment, the character type of the game character may be determined according to the ability scores of the game character in the player battle scene and the non-player battle scene, and the embodiment of obtaining the character type of the game character may be to obtain a first ability score of the game character in the player battle scene and a second ability score of the game character in the non-player battle scene, and determine the character type of the game character according to the first ability score and the second ability score.
The ability score is used for determining the expressive force of the game character in a player battle scene and a non-player battle scene, namely in a certain scene, the higher the ability score of the game character is, the higher the expressive force of the game character in the scene is. As one embodiment, the ability score of a game character may be determined based on the output data of the game character within the scene. The output data may include data dimensions such as a winning rate, a damage value, a group participation rate, a treatment amount, and the like of the game character, which enable evaluation of the expressive power of the game character. Specifically, for a player battle scenario, the first ability score includes a game character's odds. And the output data required to be referred to by the second ability score of the game character is different according to different positioning of the game character. The second competency score may include a number of kills for an export type occupation and an amount of injuries sustained for an assistance type occupation, such that the ability and performance of the game character in a player battle scenario can be determined from the first competency score to determine whether the game character excels in the player battle scenario.
Similarly, the output data to be referred to for the second ability score of the game character is different according to the different positioning of the game character. The second competency score may include an injury value for an export type occupation, a treatment amount for a treatment occupation, and an injury tolerance amount for a defensive occupation, such that the competency and performance of the game character in a non-player battle scenario can be determined by the second competency score, thereby enabling a determination of whether the game character is adept in the non-player battle scenario.
In addition, the ability score for specifying a game character is determined based on the initial character identifier of the initial game character corresponding to the game character. Specifically, an initial character identifier of an initial game character corresponding to the game character of the user is determined, the server counts output data of all game characters established by using the initial game character, and a capability score of the initial game character is obtained according to the output data and is used as the capability score of the game character of the user. In one embodiment, the game characters of the users correspond to target initial character identifications, the server counts the game characters corresponding to the target initial character identifications in all the users and records the game characters as target game characters, output data of each target game character is counted, and the capability score of each target game character is obtained according to the output data of each target game character and is used as the capability score of the game character of the user.
For example, if the initial game character of the game characters of the users is a warrior, and different users create a game character corresponding to the warrior when selecting the occupation of the warrior, the game character of each user is different from the game character of each user but corresponds to the initial game character of the warrior, and the server counts the output data of the game character of the warrior of each user to obtain the first competence score and the second competence score.
Therefore, if the ability score of the game character within the player battle scene is high, it can be estimated that the user is more inclined to participate in the player battle scene using the game character, and therefore, the character type of the game character is set as the player battle type. If the game character's ability score is higher within the non-player battle scenario, it may be estimated that the user is more inclined to use the game character to participate in the non-player battle scenario, and the character type of the game character may be set as the player battle type.
In addition, referring to the above embodiment of determining the character type of the game character according to the usage rate, similarly, a designated ability score may be set, and if the first ability score is greater than the designated ability score, the character type of the game character is determined to be a player battle type; and if the second ability score is larger than the designated ability score, determining that the character type of the game character is a non-player fighting type.
If the first ability score and the second ability score are both smaller than the designated ability score, the ability scores of the game character in the player fighting scene and the non-player fighting scene are shown to be incapable of representing the interestingness of the user in using the game character to participate in the player fighting scene and the non-player fighting scene, namely the first ability score and the second ability score are low in value and cannot provide effective references.
In addition, if both the first ability score and the second ability score are greater than the assigned ability score, the role type of the game role can be determined according to the size relationship between the first ability score and the second ability score, specifically, the size relationship between the first ability score and the second ability score is determined; if the first ability score is larger than the second ability score, determining that the character type of the game character is a player fighting type; if the second ability score is greater than the first ability score, the character type of the game character is determined to be a non-player fighting type.
In addition, if the first ability score is equal to the second ability score, it may be determined that the character types of the game character are the player engagement type and the non-player engagement type, so that it is possible to determine that the game mode in which the user is interested is the player engagement mode and the non-player engagement mode. As another implementation manner, when the first ability score is equal to the second ability score, the character type of the game character may be determined according to other character data, for example, according to corresponding equipment information of the game character, specifically, please refer to the following examples.
S722: and if the character type is a player match type, determining that the game mode in which the user is interested is the player match mode.
S723: and if the character type is a non-player match type, determining that the game mode in which the user is interested is the non-player match mode.
In addition, as another embodiment, a game mode in which the user is interested may also be determined according to the equipment information of the game character, and specifically, as shown in fig. 9, the S720 includes S724 to S727.
S724: and acquiring equipment information corresponding to the game role.
In one embodiment, the equipment currently worn by the game character may be acquired as the target equipment, and the equipment information of the target equipment may be acquired as the equipment information corresponding to the game character.
As another embodiment, the frequency of use of each equipment in a preset time period in all the equipment corresponding to the game character may be acquired, a target equipment may be determined according to the frequency of use of each equipment, and equipment information of the target equipment may be acquired as equipment information corresponding to the game character. For example, the equipment with the highest frequency of use within a preset time period is taken as the target equipment. The preset time period may be a time period that is a certain length of time away from the current time point, for example, within one week other than the current time point.
The equipment information comprises description information of equipment effect, the description information can be text information for describing the equipment effect, and the equipment effect is an effect of improving auxiliary attributes for the game role, namely, the attribute information of the game role can be changed on the basis of the basic attributes when the game role does not wear the equipment when the equipment is worn. For example, if the instrumental effect is a life value increased by 20%, the basic attribute is a life value of 1000, and after wearing the equipment having the instrumental effect, the life value of the game character becomes 1200.
S725: and acquiring the attribute type of the equipment information.
And if the equipment effect contains keywords related to the player fighting mode and is recorded as fighting keywords, determining that the attribute type of the equipment information is the player fighting type. Wherein the fighting keywords include keywords related to an effect of controlling the player, related to an effect of applying a reduction to the player, and related to an effect of resisting control of an opponent player and increasing a survival rate. For example, "reduced treatment", "dizziness upon injury", "increased blast resistance" or "increased vital value". The survival rate of the game character in the battle scene of the player can be increased and the effect of being controlled by the opponent player can be reduced when the game character wears the equipment with the equipment effect.
Similarly, if the equipment effect contains keywords related to the non-player fighting mode and is marked as non-fighting keywords, the attribute type of the equipment information is determined to be the non-player fighting type. The non-fighting keywords include keywords related to output injuries, treatment amount and life value increase, and keywords related to increase injuries to non-player objects. For example, "increase attack value," increase attack rate, "or" increase vital value. When wearing the equipment with the equipment effect, the game character can increase the probability and the speed of the game character for killing non-player objects such as NPC or BOSS in the non-player battle scene.
As another embodiment, the attribute type of the equipment information may also be determined according to the usage rate of the equipment information in the player versus non-player versus scenario. Specifically, the equipment information may further include equipment identifiers, and a third usage rate of the equipment information in a player battle scene and a fourth usage rate of the equipment information in a non-player battle scene are obtained according to the equipment identifiers.
In one embodiment, the server obtains an equipment identifier corresponding to equipment of a game character used by a user, obtains a first usage time length that a plurality of players use the equipment corresponding to the equipment identifier in a player battle scene in a specified time period, and obtains a first total time length that the plurality of players participate in the player battle scene in the specified time period. Similarly, a second usage time length of the equipment corresponding to the equipment identifier used by the plurality of players in the non-player battle scene in the specified time period is obtained, a second total time length of the plurality of players participating in the non-player battle scene in the specified time period is obtained, and a fourth usage rate of the equipment information in the non-player battle scene is obtained according to the first usage time length and the second total time length.
Then, the attribute type of the equipment information is determined according to the third utilization rate and the fourth utilization rate, and specifically, the manner of determining the role type according to the first utilization rate and the second utilization rate may be referred to in the foregoing. In one embodiment, if the third usage rate is greater than the fourth usage rate, the attribute type of the game character is determined as a player engagement type, and if the fourth usage rate is greater than the third usage rate, the attribute type of the game character is determined as a non-player engagement type.
As still another embodiment, considering that some attributes of the equipment are set to enhance the ability value of the game character within the player battle scene, the attribute type of the equipment information may be determined by the specified attribute of the equipment.
Specifically, the equipment information includes attribute information of the equipment for changing a basic attribute of the game character when the game character wears the equipment. For example, when the basic attribute of the game character is that the game character is not equipped with equipment and that no gain effect is added, the value of the attribute of the game character is related to the attribute of the initial game character of the game character at the initial level and the level improvement, and the basic attributes corresponding to the game characters of different players are the same for the initial game character of the same level.
As an embodiment, the attribute type of the equipment information may be obtained by determining whether a specified attribute is included in the attribute information of the equipment, where the specified attribute is used to improve the ability value of the game character in the player battle scene; if the specified attribute is included, judging that the attribute type is a player fighting type; if the specified attribute is not included, the attribute type is judged to be a non-player fighting type. Specifically, the specified attribute is more suitable for the player match scene, or is set for increasing the survival rate or the winning rate of the game character in the player match scene. For example, if the specified attribute is toughness, which is used to reduce the damage caused by the other game characters to the game of the user or reduce the damage value, but the damage caused by the NPC or BOSS to the game character cannot be reduced, it indicates that the user is more likely to participate in the player fighting scene using the equipment with the specified attribute if the equipment has the specified attribute.
S726: and if the attribute type is a player match type, determining that the game mode in which the user is interested is the player match mode.
S727: and if the attribute type is a non-player match type, determining that the game mode in which the user is interested is the non-player match mode.
S730: and determining the game application program to be pushed according to the game mode.
S740: and pushing the game application to be pushed to the user.
It should be noted that, for portions of the foregoing method steps that are not described in detail, please refer to the foregoing embodiments, and further description is omitted here.
Referring to fig. 10, an embodiment of the present application provides an information pushing method, applied to the electronic device, for improving accuracy of pushing a game application for a user and improving conversion rate of installing the pushed game application for the user. Specifically, the method comprises the following steps: s1010 to S1040.
S1010: and acquiring game scene information corresponding to the user.
The game scene information corresponding to the user may include progress information of the user within different game scenes of the target application. As an embodiment, the game scene includes a player battle scene and a non-player battle scene, the progress information in the player battle scene may be a player ranking of the user in the player battle scene, wherein the player ranking refers to a ranking of the user in all the users in the player battle scene. The progress information in the non-player battle scene may be the game progress of the user in the non-player battle scene, for example, if the non-player battle scene has N levels in total, the user has opened M levels in the non-player battle scene, and the game progress of the user in the non-player battle scene is a ratio of M to N, and a higher ratio indicates a higher game progress of the user.
As another embodiment, the game scenario information includes operating times for a player battle scenario and a non-player battle scenario. The operation time of the player battle scene may be the time spent by the user in the player battle scene, and similarly, the operation time of the non-player battle scene may be the time spent by the user in the non-player battle scene.
S1020: and determining the game mode in which the user is interested according to the game scene information.
In one embodiment, the game scene information corresponding to the user is progress information of the user in different game scenes of the target application program, and the game mode of the user is determined according to the progress information. Specifically, the player ranking of the user in the player battle scene and the game progress of the user in the non-player battle scene are obtained. And judging whether the player ranking is less than the specified ranking to obtain a first judgment result, judging whether the game progress is greater than the specified progress to obtain a second judgment result. Wherein, the smaller the player rank is, the more expressive and powerful the player in the battle scene among all the users is.
And if the first judgment result is that the ranking of the players is smaller than the designated ranking, determining that the game mode in which the users are interested is the player fighting mode, and if the second judgment result is that the game progress is larger than the designated progress, determining that the game mode in which the users are interested is the non-player fighting mode. The designated rank may be a rank set according to actual use, for example, 200, or the designated schedule may be a schedule set according to actual use, for example, 70%.
As another embodiment, if the game scene information is the operation time of the player match scene and the non-player match scene, the game mode of the user is determined according to the game scene information, in which a first ratio of the operation time of the player match scene to the total operation time of the target game application program is obtained, a second ratio of the operation time of the non-player match scene to the total operation time of the target game application program is obtained, and the game mode in which the user is interested is determined according to the first ratio and the second ratio information.
Wherein the first percentage represents a percentage of time spent by the user in the player competition mode using the game character to the total time the user operates the target game application, and the second percentage represents a percentage of time spent by the user in the non-player competition mode using the game character to the total time the user operates the target game application, and which mode the user prefers to participate in can be determined according to the magnitudes of the first and second percentages.
Specifically, the determination of the game mode of the user according to the first proportion and the second proportion information may be implemented by determining that the game mode in which the user is interested is the player engagement mode if the first proportion is greater than the second proportion; if the second percentage is greater than the first percentage, determining that the game mode in which the user is interested is the non-player fighting mode.
S1030: and determining the game application program to be pushed according to the game mode.
S1040: and pushing the game application to be pushed to the user.
It should be noted that, the above several manners of determining the game model of interest to the user may be combined with each other, for example, the game role and the game scene information corresponding to the user are obtained, and the game mode of interest to the user is determined according to the game role and the game scene information.
As an embodiment, an operation of determining a game mode in which the user is interested according to the game scene information is performed to obtain a first result, and an operation of determining a game mode in which the user is interested according to the game character is performed to obtain a second result, and if the first result and the second result are identical, the first result or the second result is determined as a final result to obtain a game mode in which the user is interested. Specifically, if the first result is that the game mode in which the user is interested is the player competition mode, and the second result is that the game mode in which the user is interested is the player competition mode, it may be determined that the game mode in which the final result is that the user is interested is the player competition mode; if the first result is that the game mode in which the user is interested is the non-player engagement mode and the second result is that the game mode in which the user is interested is the non-player engagement mode, it may be determined that the game mode in which the final result is the user is interested is the non-player engagement mode.
In another embodiment, the operation of determining the game mode in which the user is interested according to the game scene information is performed, and if the first result cannot be obtained, the operation of determining the game mode in which the user is interested according to the game character is performed to obtain a second result, and the second result is used as a final result. Specifically, if the first usage rate and the second usage rate are the same and the type of the character cannot be determined, the operation of determining the game mode in which the user is interested according to the game scene information may be abandoned, and the operation of determining the game mode in which the user is interested according to the game character may be executed, so as to obtain the game mode in which the user is interested.
It should be noted that, for the parts not described in detail in the foregoing method steps, reference is made to the foregoing embodiments, and details are not repeated herein.
Referring to fig. 11, an embodiment of the present application provides an information pushing method, applied to the electronic device, for improving accuracy of pushing a game application for a user and improving conversion rate of installing the pushed game application for the user. Specifically, the method comprises the following steps: s1101 to S1104.
S1101: and acquiring the game mode which is interested by the user.
Specifically, reference may be made to the foregoing embodiments for implementing obtaining a game mode in which a user is interested, and details are not described here. Additionally, to facilitate collection of game data by the server, a data collection component, which may be an SDK plug-in, may be provided within the target game application. As shown in fig. 12, fig. 12 shows a data collection system.
The server acquires the mode of the game played by the user and needs to plan the buried points in the game, that is, the data collected by the SDK needs to support the identification of the game mode. A buried trigger mechanism is added to the selection of each mode and the selection of the role in the game, so that the data reported to the server can clearly analyze when the user plays the game, which game modes are used in the game, what props are purchased in the game, which roles are used in the game and the like.
S1102: and determining the game type corresponding to the game mode in which the user is interested according to the corresponding relation between the game mode and the game type acquired in advance.
The embodiment of determining the game application to be pushed according to the game mode may be that an application program of which the game mode is consistent with the game mode in which the user is interested is determined as an alternative game application program; and searching an application program meeting specified conditions by the alternative game application program to serve as the game application program to be pushed. It is also possible that the game mode of the game application includes a plurality of game modes, but the game application may be an alternative game application if the degree of heat with the game mode in which the user is interested is high, that is, the degree of heat is greater than a specified threshold value.
S1103: and determining a game application program to be pushed according to the game type.
As another implementation, the game type corresponding to the game mode in which the user is interested can be determined, and then the game application to be pushed is determined according to the game type. Specifically, a correspondence relationship between the game mode and the game type is set in advance. For example, the game types corresponding to the player battle mode are multiplayer online tactical competitive games and even strategy competitive games, and the game types corresponding to the non-player battle mode may include scenario and level games such as role playing games and tower defense games. For example, if a user prefers to operate a game character to swipe a copy within a target game application, rather than to engage with other players within the target game application, the recommended game type for the user may be a role-playing game, a BOSS challenge type, or a storyline game type application.
Based on the corresponding relation, the game type corresponding to the game mode interested by the user can be determined and recorded as the target game type, and then the game application program to be pushed is searched from the game application program with the game type as the target game type. Specifically, a game application program matched with the game type is searched as an alternative game application program; and searching an application program meeting specified conditions by the alternative game application program to serve as the game application program to be pushed.
In one embodiment, the popularity of each game application in the candidate game applications is searched, and the n game applications with the top popularity rank are used as the game applications to be pushed. The popularity may be determined according to the number of downloads of the game application, wherein the popularity is higher as the number of downloads is higher, or may be determined according to the score of the game by the user, and the popularity is higher as the score is higher. n is a natural number, for example, n is 5.
S1104: and pushing the game application to be pushed to the user.
It should be noted that, for portions of the foregoing method steps that are not described in detail, please refer to the foregoing embodiments, and further description is omitted here.
Referring to fig. 13, a block diagram of an information pushing apparatus 1300 according to an embodiment of the present application is shown, where the apparatus may include: an acquisition unit 1301, a determination unit 1302 and a push unit 1303.
An obtaining unit 1301 for obtaining a game mode of interest to a user, the game mode being determined by game data generated by the user operating a target game application, the game mode including a player match-up mode and a non-player match-up mode.
A determining unit 1302, configured to determine, according to the game mode, a game application to be pushed.
And a pushing unit 1303, configured to push the game application to be pushed to the user.
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.
Referring to fig. 14, a block diagram of an information pushing apparatus 1400 according to an embodiment of the present disclosure is shown, where the apparatus may include: an acquisition unit 1410, a determination unit 1420, and a push unit 1430.
An obtaining unit 1410 for obtaining a game mode of interest to a user, the game mode being determined by game data generated by the user operating a target game application, the game mode including a player battle mode and a non-player battle mode.
A determining unit 1420, configured to determine a game application to be pushed according to the game mode.
As an embodiment, the game data includes a game character, and the determination unit 1420 includes a character determination sub-unit 1421 and a mode determination sub-unit 1422.
The role determination subunit 1421 is configured to obtain a game role corresponding to the user.
The mode determining subunit 1422 is configured to determine a game mode in which the user is interested according to the game character.
Specifically, the mode determining subunit 1422 is further configured to obtain a character type of the game character; if the character type is a player match type, determining that a game mode in which the user is interested is the player match mode; and if the character type is a non-player match type, determining that the game mode in which the user is interested is the non-player match mode.
Further, the mode determination subunit 1422 is further configured to obtain a first usage rate of the game character in a player battle scene and a second usage rate of the game character in a non-player battle scene; and determining the character type of the game character according to the first utilization rate and the second utilization rate.
Further, the mode determining subunit 1422 is further configured to determine that the character type of the game character is a player battle type if the first usage rate is greater than the second usage rate; and if the second utilization rate is greater than the first utilization rate, determining that the character type of the game character is a non-player fighting type.
Further, the mode determining subunit 1422 is further configured to determine that the character type of the game character is a player engagement type if the first usage rate is greater than a specified usage rate; and if the second utilization rate is greater than the specified utilization rate, determining that the character type of the game character is a non-player fighting type.
Further, the mode determining subunit 1422 is further configured to determine, if the first usage rate and the second usage rate are both greater than the specified usage rate, a size relationship between the first usage rate and the second usage rate; determining that the character type of the game character is a player fighting type if the first usage rate is greater than a second usage rate; and if the second utilization rate is greater than the first utilization rate, determining that the character type of the game character is a non-player fighting type.
Additionally, in other embodiments, the mode determining subunit 1422 is further configured to obtain a first ability score of the game character in a player battle scenario and a second ability score in a non-player battle scenario; and determining the role type of the game role according to the first ability score and the second ability score.
Further, the mode determining subunit 1422 is further configured to determine that the character type of the game character is a player battle type if the first ability score is greater than the second ability score; and if the second ability score is larger than the first ability score, determining that the character type of the game character is a non-player fighting type.
As another embodiment, the mode determining subunit 1422 is further configured to obtain equipment information corresponding to the game character; acquiring the attribute type of the equipment information; if the attribute type is a player match type, determining that a game mode in which the user is interested is the player match mode; and if the attribute type is a non-player match type, determining that the game mode in which the user is interested is the non-player match mode.
Further, the mode determining subunit 1422 is further configured to obtain a third usage rate of the equipment information in the player battle scene and a fourth usage rate in the non-player battle scene; and determining the attribute type of the equipment information according to the third utilization rate and the fourth utilization rate.
In addition, the mode determining subunit 1422 is further configured to determine whether a specified attribute is included in the attribute information of the equipment, where the specified attribute is used to improve the ability value of the game character in the player battle scene; if the specified attribute is included, judging that the attribute type is a player fighting type; if the specified attribute is not included, the attribute type is judged to be a non-player fighting type.
The pushing unit 1430 is configured to push the game application to be pushed to the user.
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.
Referring to fig. 15, a block diagram of an information pushing apparatus 1500 according to an embodiment of the present disclosure is shown, where the apparatus may include: an acquisition unit 1510, a determination unit 1520 and a push unit 1530.
An obtaining unit 1510 for obtaining a game mode of interest to a user, the game mode being determined by game data generated by the user operating a target game application, the game mode including a player battle mode and a non-player battle mode.
A determining unit 1520, configured to determine a game application to be pushed according to the game mode.
Specifically, the determination unit 1520 includes a scene determination subunit 1521 and a mode determination subunit 1522.
The scene determining subunit 1521 is configured to acquire game scene information corresponding to the user.
The mode determining subunit 1522 is configured to determine a game mode in which the user is interested according to the game scene information.
Specifically, the game scene information includes operation times of a player battle scene and a non-player battle scene. The mode determination subunit 1522 is further configured to obtain a first ratio of the operating time of the player battle scenario to the total operating time of the target game application; obtaining a second ratio of the operating time of the non-player battle scene to the total operating time of the target game application program; and determining the game mode in which the user is interested according to the first proportion information and the second proportion information.
The mode determining subunit 1522 is further configured to determine that the game mode in which the user is interested is the player engagement mode if the first percentage is greater than the second percentage; if the second percentage is greater than the first percentage, determining that the game mode in which the user is interested is the non-player fighting mode.
A pushing unit 1530, configured to push the game application to be pushed to the user.
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.
Referring to fig. 16, a block diagram of an information pushing apparatus 1600 according to an embodiment of the present disclosure is shown, where the apparatus may include: an acquisition unit 1610, a determination unit 1620, and a pushing unit 1630.
An obtaining unit 1610 configured to obtain game modes of interest to a user, the game modes being determined by game data generated by the user operating a target game application, the game modes including a player battle mode and a non-player battle mode.
A determining unit 1620, configured to determine, according to the game mode, a game application to be pushed.
A pushing unit 1630, configured to push the game application to be pushed to the user.
The push unit 1630 includes a type determination subunit 1631 and a game push subunit 1632.
The type determining subunit 1631 is configured to determine a game type corresponding to the game mode in which the user is interested according to a correspondence relationship between the game mode and the game type acquired in advance.
The game pushing subunit 1632 is configured to determine a game application to be pushed according to the game type.
Further, the game pushing subunit 1632 is further configured to find a game application matching the game type as an alternative game application; and searching an application program meeting specified conditions by the alternative game application program to serve as the game application program to be pushed.
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.
Referring to fig. 17, a block diagram of an electronic device according to an embodiment of the present disclosure is shown. The electronic device 100 may be a smart phone, a tablet computer, an electronic book, or other electronic devices capable of running an application. The electronic device 100 in the present application may include one or more of the following components: a processor 110, a memory 120, 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 a method 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 electronic device 100 using various interfaces and lines, and performs various functions of the electronic device 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. Wherein, 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 of codes, or sets of instructions. 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 data storage area may also store data created by the electronic device 100 during use (e.g., phone book, audio-video data, chat log data), and the like.
Referring to fig. 18, a block diagram of a computer-readable storage medium according to an embodiment of the present application is shown. The computer readable medium 1800 has stored therein program code that can be invoked by a processor to perform the methods described in the above-described method embodiments.
The computer-readable storage medium 1800 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 1800 includes a non-volatile computer-readable storage medium. Computer-readable storage medium 1800 has storage space for program code 1810 for performing any of the method steps described above. The program code can be read from or written to one or more computer program products. Program code 1810 may be compressed, for example, in a suitable form.
In summary, the information pushing method, the information pushing device, the electronic device, and the computer-readable medium provided by the present application determine the game mode of the user in advance according to the game data generated by the user operating the target game application, where the game mode can reflect whether the interest of the user in operating the target game application is a challenge of player versus game or a challenge of non-player versus game, and further can reflect whether the user is more inclined to interact with other users or a challenge of non-player versus game. The game application program to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application program can be pushed according to the game data and the mode preference of the user, and the accuracy of pushing the game application program is improved not only according to the category.
The embodiment of the application has the following advantages:
(1) finer grained user game tag representation
The classification of previous games is basically based on the primary category of the game (action, adventure, simulation, role-playing, leisure, etc.) or the secondary category. The game tag played by the user is also a primary or secondary tag, which can only reflect which kind of game the user likes, but cannot know the game preference of the user with finer granularity, such as which props the user likes, what role the user likes to play, and the like, so that the accuracy of recommendation is reduced. The method based on the game mode is provided in the application, and the method goes deep into the mode role used by the user in playing the game, so that the game tag of the user is more detailed, and the recommendation is more accurate.
(2) Push is more timely
The character used may be different for each game played by the user. The user plays a game in different modes, which may be used at different times. The method and the system can report the mode used by the user in the game to the server side in real time by calling the SDK, and the model can output the fine-grained game portrait label of the user in real time, so that the game is pushed more timely, and the requirements of the user can be met.
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, comprising:
    acquiring game modes in which a user is interested, wherein the game modes are determined by game data generated by the user operating a target game application program, and the game modes comprise a player fighting mode and a non-player fighting mode; determining a game application program to be pushed according to the game mode;
    and pushing the game application to be pushed to the user.
  2. The method of claim 1, wherein the game data comprises game characters; the obtaining of the game mode in which the user is interested comprises:
    acquiring a game role corresponding to the user;
    and determining the game mode in which the user is interested according to the game role.
  3. The method of claim 2, wherein determining a game mode of interest to the user based on the game character comprises:
    acquiring the role type of the game role;
    if the character type is a player match type, determining that a game mode in which the user is interested is the player match mode;
    and if the character type is a non-player match type, determining that the game mode in which the user is interested is the non-player match mode.
  4. The method of claim 3, wherein the obtaining of the character type of the game character comprises:
    acquiring a first utilization rate of the game character in a player battle scene and a second utilization rate of the game character in a non-player battle scene;
    and determining the character type of the game character according to the first utilization rate and the second utilization rate.
  5. The method of claim 4, wherein determining the character type of the game character according to the first usage rate and the second usage rate comprises:
    determining that the character type of the game character is a player fighting type if the first usage rate is greater than a second usage rate;
    and if the second utilization rate is greater than the first utilization rate, determining that the character type of the game character is a non-player fighting type.
  6. The method of claim 4, wherein determining the character type of the game character according to the first usage rate and the second usage rate comprises:
    determining that the character type of the game character is a player fighting type if the first usage rate is greater than a specified usage rate;
    and if the second utilization rate is greater than the specified utilization rate, determining that the character type of the game character is a non-player fighting type.
  7. The method of claim 6, further comprising:
    if the first utilization rate and the second utilization rate are both greater than the specified utilization rate, determining the magnitude relation between the first utilization rate and the second utilization rate;
    determining that the character type of the game character is a player fighting type if the first usage rate is greater than a second usage rate;
    and if the second utilization rate is greater than the first utilization rate, determining that the character type of the game character is a non-player fighting type.
  8. The method of claim 3, wherein the obtaining of the character type of the game character comprises:
    acquiring a first ability score of the game character in a player battle scene and a second ability score of the game character in a non-player battle scene;
    and determining the role type of the game role according to the first ability score and the second ability score.
  9. The method of claim 8, wherein determining the character type of the game character based on the first ability score and the second ability score comprises:
    if the first ability score is larger than the second ability score, determining that the character type of the game character is a player fighting type;
    and if the second ability score is larger than the first ability score, determining that the character type of the game character is a non-player fighting type.
  10. The method of claim 2, wherein determining the game mode of the user based on the game character comprises:
    acquiring equipment information corresponding to the game role;
    acquiring the attribute type of the equipment information;
    if the attribute type is a player match type, determining that a game mode in which the user is interested is the player match mode;
    and if the attribute type is a non-player fight type, determining that the game mode in which the user is interested is the non-player fight mode.
  11. The method of claim 10, wherein obtaining the attribute type of the equipment information comprises:
    acquiring a third utilization rate of the equipment information in a player battle scene and a fourth utilization rate of the equipment information in a non-player battle scene;
    and determining the attribute type of the equipment information according to the third utilization rate and the fourth utilization rate.
  12. The method of claim 10, wherein the equipment information comprises attribute information of equipment, and wherein the obtaining of the attribute type of the equipment information comprises:
    judging whether the attribute information of the equipment comprises designated attributes or not, wherein the designated attributes are used for improving the ability value of the game role in the battle scene of the player;
    if the specified attribute is included, judging that the attribute type is a player fighting type;
    if the specified attribute is not included, the attribute type is determined to be a non-player battle type.
  13. The method of claim 1, wherein the game data includes game scene information; the acquiring of the game mode of the user comprises:
    acquiring game scene information corresponding to the user;
    and determining the game mode in which the user is interested according to the game scene information.
  14. The method of claim 13, wherein the game scenario information includes operating times of a player battle scenario and a non-player battle scenario; the determining the game mode of the user according to the game scene information comprises the following steps:
    obtaining a first ratio of the operation time of the player battle scene to the total operation time of the target game application program;
    obtaining a second ratio of the operation time of the non-player battle scene to the total operation time of the target game application program;
    and determining the game mode in which the user is interested according to the first proportion information and the second proportion information.
  15. The method of claim 14, wherein determining a game mode of the user based on the first and second percentage information comprises:
    determining that the game mode in which the user is interested is the player battle mode if the first percentage is greater than the second percentage;
    if the second proportion is larger than the first proportion, determining that the game mode in which the user is interested is the non-player fighting mode.
  16. The method of claim 1, wherein determining a game application to push according to the game mode comprises:
    determining a game type corresponding to the game mode in which the user is interested according to a pre-acquired corresponding relationship between the game mode and the game type;
    and determining a game application program to be pushed according to the game type.
  17. The method of claim 16, wherein determining a game application to be pushed based on the game type comprises:
    searching a game application program matched with the game type as an alternative game application program;
    and searching an application program meeting specified conditions by the alternative game application program to serve as the game application program to be pushed.
  18. An information pushing apparatus, comprising:
    an acquisition unit configured to acquire a game mode of interest to a user, the game mode being determined for game data generated by the user operating a target game application, the game mode including a player battle mode and a non-player battle mode;
    the determining unit is used for determining the game application program to be pushed according to the game mode;
    and the pushing unit is used for pushing the game application program to be pushed to the user.
  19. An electronic device, 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 applications configured to perform the method of any of claims 1-17.
  20. A computer-readable medium having stored program code executable by a processor, the program code causing the processor to perform the method of any one of claims 1-17 when executed by the processor.
CN202080092595.1A 2020-02-24 2020-02-24 Information pushing method and device, electronic equipment and computer readable medium Pending CN114945915A (en)

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8468164B1 (en) * 2011-03-09 2013-06-18 Amazon Technologies, Inc. Personalized recommendations based on related users
KR20130089741A (en) * 2011-12-30 2013-08-13 주식회사 네오위즈인터넷 The method, server and termianl for recommending application
CN104598518B (en) * 2014-12-10 2017-02-22 深圳市腾讯计算机系统有限公司 Content pushing method and device
CN105991583A (en) * 2015-02-12 2016-10-05 广东欧珀移动通信有限公司 Game application recommendation method, application server, terminal and system
CN105574110A (en) * 2015-12-14 2016-05-11 北京奇虎科技有限公司 Intelligent game recommending method and device
CN107741898B (en) * 2017-10-13 2021-01-19 杭州浮云网络科技有限公司 Game player operation preference analysis method and system based on big data

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