CN117065361A - Matching method, device, equipment and storage medium in game - Google Patents

Matching method, device, equipment and storage medium in game Download PDF

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Publication number
CN117065361A
CN117065361A CN202210500878.6A CN202210500878A CN117065361A CN 117065361 A CN117065361 A CN 117065361A CN 202210500878 A CN202210500878 A CN 202210500878A CN 117065361 A CN117065361 A CN 117065361A
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CN
China
Prior art keywords
game
matching
attribute
player
account number
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202210500878.6A
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Chinese (zh)
Inventor
邱世阳
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202210500878.6A priority Critical patent/CN117065361A/en
Publication of CN117065361A publication Critical patent/CN117065361A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Abstract

The application provides a matching method, device and equipment in a game and a storage medium, belonging to the technical field of game matching. The method comprises the following steps: receiving a game matching instruction; determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number; matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game. According to the application, the matching related factors can be dynamically changed according to the actual requirements, so that the player can obtain a matching result which meets the requirements more, and the experience of the player during game matching is improved.

Description

Matching method, device, equipment and storage medium in game
Technical Field
The present application relates to the field of game matching technologies, and in particular, to a matching method, device, equipment and storage medium in a game.
Background
For competitive games, it is often necessary to match players with little difference in strength in matching teammates or opponents by the players in order to ensure fairness of the game.
In the prior art, each player is usually scored technically after each game is finished, and corresponding random matching is performed based on the scoring result.
However, random matching can only be performed according to the technology of each player, and dynamic matching cannot be performed by taking into account other factors such as the liveness of the player (for example, different liveness time matching requirements are different), which results in poor suitability of teammates or opponents matched by the player when the player performs game matching.
Disclosure of Invention
The application aims to provide a matching method, a device, equipment and a storage medium in a game, which can dynamically change the matching related factors according to actual demands, so that a player can obtain a matching result which meets the demands more, and the experience of the player when the player performs game matching is improved.
Embodiments of the present application are implemented as follows:
In one aspect of the embodiment of the present application, there is provided a matching method in a game, the method including:
receiving a game matching instruction, wherein the game matching instruction comprises identification information of a target virtual account number;
determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, the initial player attribute including at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number;
matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, matching the virtual object corresponding to the target virtual account number to the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, including:
According to a preset matching requirement, determining a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of a target virtual account;
and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, matching the virtual object corresponding to the target virtual account number to the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number includes:
determining a plurality of game plays to be matched, and acquiring the game attribute of each game play;
inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play;
determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play;
and matching the virtual object corresponding to the target virtual account number into the target game.
Optionally, determining one of the game plays as the target game play from the game plays according to the post-game player attribute, including:
Determining a player attribute variation for each game play according to the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute;
and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Optionally, the method further comprises:
a linear user behavior model is established based on the historical global player attributes, the historical initial player attributes, and the post-game player attributes corresponding to the historical initial player attributes.
Optionally, establishing the linear user behavior model based on the historical global player attribute, the historical initial player attribute, and the post-game player attribute corresponding to the historical initial player attribute includes:
based on the least square method, a linear user behavior model is established by adopting the historical global player attribute, the historical initial player attribute and the player attribute after the game corresponding to the historical initial player attribute.
Optionally, the method further comprises:
a historical global player attribute is determined based on the historical initial player attributes for each player and the historical number of single-play players.
Optionally, the player attribute and the game attribute are vector matrixes with preset lengths.
In another aspect of the embodiments of the present application, there is provided a matching apparatus in a game, the apparatus including: the device comprises a receiving module, a determining module and a matching module;
the receiving module is used for receiving a game matching instruction, wherein the game matching instruction comprises identification information of a target virtual account number;
a determining module configured to determine an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, the initial player attribute including at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number;
the matching module is used for matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, the matching module is specifically configured to determine, according to a preset matching requirement, a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of the target virtual account; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, the matching module is specifically configured to determine a plurality of game plays to be matched, and obtain a game attribute of each game play; inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play; determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play; and matching the virtual object corresponding to the target virtual account number into the target game.
Optionally, the matching module is specifically configured to determine a change amount of the player attribute for each game pair according to the post-game player attribute for each game pair and the target initial player attribute corresponding to the post-game player attribute; and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Optionally, the determining module is further configured to establish the linear user behavior model based on the historical global player attribute, the historical initial player attribute, and the post-game player attribute corresponding to the historical initial player attribute.
Optionally, the determining module is specifically configured to establish the linear user behavior model based on the least square method by using the historical global player attribute, the historical initial player attribute, and the post-game player attribute corresponding to the historical initial player attribute.
Optionally, the determining module is further configured to determine a historical global player attribute based on the historical initial player attribute, the historical single-play player count, and the historical global player attribute for each player.
Optionally, in the device, the player attribute and the game attribute are vector matrixes with preset lengths.
In another aspect of an embodiment of the present application, there is provided a computer apparatus including: the matching method comprises the steps of realizing the matching method in the game when the processor executes the computer program.
In another aspect of the embodiments of the present application, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the matching method in a game described above.
The beneficial effects of the embodiment of the application include:
in the matching method, the device, the equipment and the storage medium in the game provided by the embodiment of the application, the game matching instruction can be received; determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number. The type of the matching requirement is dynamically changeable, and the matching can be dynamically performed based on the current type of the matching requirement and the initial player attribute of the target virtual account number, so that different players can obtain matching results meeting the matching requirement, and further, the players can be matched to game plays meeting the requirement in the matching process, and the suitability between the players and the matching results can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is an application scenario schematic diagram of a matching method in a game according to an embodiment of the present application;
FIG. 2 is a flow chart of a matching method in a game according to an embodiment of the present application;
FIG. 3 is another flow chart of a matching method in a game according to an embodiment of the present application;
FIG. 4 is another flow chart of a matching method in a game according to an embodiment of the present application;
FIG. 5 is another flow chart of a matching method in a game according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a matching device in a game according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
In the description of the present application, it should be noted that the terms "first," "second," "third," and the like are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
The matching method in the game in one embodiment of the application can be run on the terminal device or the server. When the game display method is run on a server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game display method are completed on the cloud game server, the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present application provides a matching method in a game, and a graphical user interface is provided through a terminal device, where the method may be applied to the terminal device or a server communicatively connected to the terminal device, and the matching method in a game provided by the present application is explained below by taking application to the server as an example.
In order to more clearly describe an application scenario of the matching method in the game provided in the embodiment of the present application, a schematic relationship of the application scenario of the method is explained below.
Fig. 1 is a schematic view of an application scenario of a matching method in a game provided by an embodiment of the present application, referring to fig. 1, the method is applied to a server 110, and the server 110 may be communicatively connected to a plurality of game clients 120.
Alternatively, the server 110 may be the cloud game server described above; the game client 120 may be a software client running in the aforementioned terminal device, and the player may play the game through data transmission between the game client 120 and the server 110.
Alternatively, the terminal device may be specifically any type of computer device such as a computer, a mobile phone, a tablet computer, a game console, a dedicated electronic device, and the like.
Alternatively, multiple players may communicate data with the server 110 through different game clients 120, and may interact with the game in the same virtual game scene through the same server 110.
In the prior art, a game score is usually calculated after a player plays a game, and the game score is usually determined only based on operations of the player (such as injury, hit rate, killing number caused by a gunfight game), or survival time, equipment quality and the like of the player, so that corresponding random matching is performed based on a scoring result.
However, random matching can be performed only according to the technology of each player, and dynamic matching cannot be performed by taking other factors such as the liveness of the player (for example, different liveness time matching requirements are different) into consideration, which results in lower experience feeling of the player when performing game matching.
That is, the prior art is typically based on a fixed match (e.g., game scoring as described above), while for different players, for example: players with different amounts of money, players with different game activity times, and players with different game demands, all matched in such a way, may not be suitable and may not meet the different demands of these different players.
Accordingly, there is a need to provide a matching method in a game based on dynamic changes of player demands to solve the drawbacks of the prior art.
In one possible implementation, the embodiment of the present invention provides a matching method in a game, and a plurality of related special words involved in the method are defined and explained below.
(1) Player attributes
The player attribute specifically refers to a relevant attribute of a manipulation player corresponding to each target virtual character in the game scene, for example: the relevant data such as the time of playing the game by the player, the average hit number of the target virtual character used by the player, the combat rate of the target virtual character used by the player, the recharge amount of the account corresponding to the target virtual character used by the player, may be specifically represented by a vector U with a length of N, each relevant attribute may be represented by a specific number, and in actual calculation, a plurality of or even one of the relevant attributes may be selected to characterize the player attribute, and the player attribute is not a fixed attribute and may be changed according to the relevant operation of the user.
For example: assuming that the vector U represents a player attribute, and four data including the time when the player plays the game, the average hit count of the player using the target virtual character, the hit rate of the player using the target virtual character, and the amount of the recharge of the account corresponding to the target virtual character by the player are selected as player attributes, n=4, each of the relevant attributes may be set to a specific numerical value, and if the time when the player plays the game is represented as 12, the average hit count of the player using the target virtual character is represented as 5, the hit rate of the player using the target virtual character is represented as 0.1, and the amount of the recharge of the account corresponding to the target virtual character by the player is represented as 500, the vector U may be represented as [12,5,0.1, 500].
It should be noted that, in the actual process of calculating the player attribute, the value of N and the specific value of each related parameter may be set according to the actual requirement, which is only one example, but not limited thereto.
The player attributes may include: global player attributes, initial player attributes, post-game player attributes.
The global player attribute may be represented as a matrix I, where the matrix I may be a matrix with a shape of (P, N), where P is the total number of players participating in each game, and N is the length of the player attribute, and the global player attribute is a set of player attributes representing each player in a game.
The initial player attribute may be represented as I i The specific player attribute of a certain player in the global player attributes can be specifically; the post-game player attributes may be attributes corresponding to each of the initial player attributes, e.g., a player at I i A game is played for the initial player attribute, and the player attribute of the player after the game is the player attribute after the game is finished, which can be expressed as O i
The global player attribute, the initial player attribute and the post-game player attribute can be recorded and stored by the server, and when the data of the history record needs to be called for calculation, the attributes can be used as the history global player attribute, the history initial player attribute and the post-game player attribute corresponding to the history initial player attribute.
(2) Game attributes
Game attributes, which specifically refer to an attribute of each game, may be represented by a basic feature vector G, and game attributes may specifically be determined based on global player attributes, such as: may be an average of the initial player attributes of all participating players in the game play. When a player plays a game, the initial player membership is affected by the game attributes as it changes to the post-game player attributes.
Alternatively, the player attribute and the game attribute may be vector matrices of a preset length.
(3) Expected game attributes
The expected game attribute may be an expected value of a post-game player attribute, may be a preset fixed value, and when the games are matched, after the calculated post-game player attribute is determined whether the post-game player attribute of the player meets the expected game attribute, if yes, or approximately, a virtual object corresponding to the target virtual account number may be matched to a corresponding game pair to play the game.
(4) Game scene
The game scene can be a virtual scene of a game played by players, each player can control a target virtual character operated by each player to enter the virtual scene, and in order to meet the game requirement, a plurality of virtual characters are usually required to be used for carrying out angle-by-angle in the same virtual scene, and finally a team or a famous character obtains the winning of the game.
The following explains the specific implementation procedure of the matching method in the game provided in the embodiment of the present application based on the content related to the explanation.
Fig. 2 is a flow chart of a matching method in a game according to an embodiment of the application, please refer to fig. 2, the method includes:
S210: and receiving a game matching instruction.
The game matching instruction comprises identification information of the target virtual account number.
Optionally, the execution body of the method may be the server, and the game matching instruction may be instruction information configured in advance in the game client, where the player may trigger a manner, for example: triggering the matching control realizes the sending of the game matching instruction.
Alternatively, the target virtual account number may be an account number used by the player during the course of playing the game, and the player may determine one or more corresponding virtual objects under the target virtual account number during the course of playing the game, where the virtual objects may specifically be characters that the player may operate.
Alternatively, multiple virtual objects may be included within a game scene in the same game pair while the game is in progress.
Optionally, the identification information of the target virtual account number may be used to indicate the corresponding virtual role, and when the server receives the matching instruction, the corresponding target virtual account number may be determined based on the identification information.
S220: an initial player attribute of the target virtual account number is determined based on the identification information of the target virtual account number.
Wherein the initial player attributes include at least one of: transaction data for the target virtual account number, matching points for the target virtual account number, and the winning rate of the target virtual account number.
Optionally, the server may store in advance an initial player attribute of each target virtual account, where the initial player attribute is explained in the foregoing, and is not described herein in detail; the initial player attributes for each target virtual account number may be different.
Optionally, after the identification information of the target virtual account is determined, the initial player attribute corresponding to the target virtual account may be determined by querying, based on the identification information, among the initial player attributes pre-stored in the server.
Optionally, the initial player attribute of the target virtual account number may also be stored in the game client, where the game client may send the corresponding initial player attribute at the same time when sending the matching instruction, and the server performs verification based on the initial player attribute pre-stored in the server, and if verification is successful, takes the initial player attribute sent in the game client as the initial player attribute of the target virtual account number; if the verification is unsuccessful, taking the initial player attribute pre-stored in the server as the initial player attribute of the target virtual account number.
Optionally, in the initial player attribute, the matching score of the target virtual account number may be a score obtained by the player through a matching mechanism of the game, and specifically, the score may be set according to an actual requirement, which is not limited herein; the win rate of the target virtual account number can be the win condition of the target virtual account number game, specifically, the total win rate can be counted, and the win rates can be counted respectively based on different types of game modes; the transaction data for the target virtual account number may be an amount to be charged for the game based on the target virtual account number, or the like.
The three types of initial player attributes described above are only examples, and other initial player attributes may be set in actual demand, such as: the game duration of the player, the liveness of the player, etc., are not limited herein.
When the initial player attribute of the target virtual account number is actually determined, the tasks such as storing and inquiring the initial player attribute can also be performed according to actual requirements (for example, the initial player attribute can also be stored in a proprietary memory, and a server can call the initial player attribute in the proprietary memory).
It should be noted that, the initial player attribute may specifically be a multidimensional data, for example: if the initial player attributes include transaction data for the target virtual account number, a matching score for the target virtual account number, and a win rate for the target virtual account number, the initial player attributes may be expressed as:
I i (A, B, C), wherein I i That is, the initial player attribute, a may be transaction data of the target virtual account number, B may be a matching score of the target virtual account number, C may be a win rate of the target virtual account number, and accordingly, if the initial player attribute is less or more in type, the representation may be correspondingly changed, which is not limited herein.
S230: and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number.
Wherein the matching requirement includes at least one of: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, the preset matching requirements may include multiple types, specifically may be configured according to the setting of the game provider, and the above three examples may be selected as one matching requirement, or two or three matching requirements, when multiple matching requirements exist, weight proportions, that is, priority levels, may be set for different matching requirements, and a specific setting manner may be set based on actual requirements, or, optionally, for each attribute corresponding to the matching requirement, may be an attribute included in the initial player attribute.
For example: the transaction data of the target virtual account number is increased, the transaction data in the initial player attribute corresponds to the transaction data, the matching points of the target virtual account number are increased, the matching points of the initial player attribute corresponds to the matching points of the target virtual account number, and the winning rate of the target virtual account number is increased, the winning rate of the initial player attribute corresponds to the winning rate of the target virtual account number.
In addition to the above three examples, for example, different matching requirements may be set at different times, different matching requirements may be set by different players, different matching requirements may be adopted by different game modes, and the like, which is not particularly limited herein.
In the actual calculation, the matching requirement can be changed according to time factors (such as different matching requirements can be set in different time periods), human factors (the matching requirement can be actively set by operation and maintenance personnel of the game provider), or based on any preset rule.
It should be noted that the above-mentioned time factor and human factor are only an optional example, and may be changed in any manner when actually determining the matching requirement, and are not limited to the above-mentioned example.
Alternatively, the linear user behavior model may be a pre-trained model, the inputs of which may be initial player attributes as well as game attributes, and the outputs may be post-game player attributes.
Based on the explanation of the initial player attribute, the corresponding representation modes of the initial player attribute have certain differences, and the linear user behavior models are corresponding, so that the calculation of the player attribute after the game is realized, and corresponding different linear user behavior models exist for the different types of initial player attributes.
Based on the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, the post-game player attribute can be obtained, and then the virtual object corresponding to the target virtual account number can be matched into the corresponding game play based on the size of the post-game player attribute.
In the matching method in the game provided by the embodiment of the application, the game matching instruction can be received; determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number. The type of the matching requirement is dynamically changeable, and the matching can be dynamically performed based on the current type of the matching requirement and the initial player attribute of the target virtual account number, so that different players can obtain matching results meeting the matching requirement, and further, the players can be matched to game plays meeting the requirement in the matching process, and the suitability between the players and the matching results can be improved.
Another embodiment of the matching method in a game provided in the present application will be explained based on a specific embodiment.
Fig. 3 is another flow chart of a matching method in a game provided by the embodiment of the present application, please refer to fig. 3, which matches a virtual object corresponding to a target virtual account to a corresponding game play according to a preset matching requirement, a linear user behavior model, and an initial player attribute of the target virtual account, including:
s310: and according to the preset matching requirement, determining a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of the target virtual account number.
Optionally, a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of the target virtual account number may be determined based on the type of the matching requirement, and the specific correspondence may be that the type of the matching requirement is the same as the type of the initial player attribute and the type of the linear user behavior model.
For example: if the matching requirement is to increase the transaction data of the target virtual account number, the target linear user behavior model may be a linear user behavior model for calculating the transaction data, and the target initial player attribute may be an initial player attribute (or may also include the three types of attributes that only include the transaction data of the target virtual account number, but only use the transaction data of the target virtual account number in calculation).
Also for example: if the matching requirement is to increase the matching score and the win rate of the target virtual account number, the target linear user behavior model may be a linear user behavior model for calculating the matching score and the win rate, and the target initial player attribute may be an initial player attribute including both the matching score and the win rate of the target virtual account number (or may also include the three types of attributes, but only the matching score and the win rate of the target virtual account number are used in the calculation).
S320: and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, after determining the target linear user behavior model and the target initial player attribute of the target virtual account number, the target initial player attribute may be input into the target user behavior model for calculation, so as to perform corresponding game match.
In the matching method in the game provided by the embodiment of the application, the target linear user behavior model corresponding to the preset matching requirement and the target initial player attribute of the target virtual account number can be determined according to the preset matching requirement; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number. Through determining the target linear user behavior model and the target initial player attribute, when a preset matching requirement is met, the corresponding linear user behavior model can be obtained, further, the attribute of the requirement can be input to obtain a result meeting the requirement, further, matching is carried out based on the result meeting the requirement, and the virtual object corresponding to the target virtual account number is matched to a game meeting the matching requirement.
A further specific implementation of the matching method in a game provided in the present application will be explained below based on a specific embodiment.
Fig. 4 is another flow chart of a matching method in a game provided by the embodiment of the present application, referring to fig. 4, the matching of a virtual object corresponding to a target virtual account number to a corresponding game play according to a target linear user behavior model and a target initial player attribute of the target virtual account number includes:
s410: and determining a plurality of game plays to be matched, and acquiring the game attribute of each game play.
Alternatively, after the players start matching, the game pair to be matched may be selected from all game pairs, where the game pair to be matched may be a game pair in which a preset number of players still have been satisfied.
After obtaining a plurality of game plays to be matched, the game attribute of each game play can be obtained. The game attribute of the game pair may be calculated based on the initial player attributes of other players in the game pair, specifically, the game attribute may be represented by an average value of the initial player attributes of other players, or may be represented by other values (such as variance, mode, maximum value, etc.), which is not limited herein.
S420: and inputting the target initial player attribute of the target virtual account number and the game attribute of each game pair into the target linear user behavior model to respectively obtain the post-game player attribute of each game pair.
Optionally, after determining the game attribute of each game play, the target initial player attribute of the target virtual account number and the game attribute of each game play may be input into the target linear user behavior model, so as to obtain the post-game player attribute for each game play.
For example: the game comprises 2 game games, and for game A, the game attribute of game A and the target initial player attribute of the target virtual account number can be input into a target linear user behavior model to obtain the player attribute after the game for game A; accordingly, for game B, the game attributes for game B and the target initial player attributes for the target virtual account number may be input into the target linear user behavior model to obtain the post-game player attributes for game B.
S430: one of the game plays is determined from the game plays as a target game play based on the post-game player attributes for each game play.
Alternatively, after the post-game player attribute of each game pair is obtained based on the above calculation, the selection of the game pair may be made based on the post-game player attribute, and one of the game pairs may be determined as the target game pair from the respective game pair.
When specifically selecting, one of the games can be selected to be directly used as a target game; alternatively, a plurality of game plays may be selected, and one game play may be selected randomly from the plurality of game plays, without limitation.
S440: and matching the virtual object corresponding to the target virtual account number into the target game.
Alternatively, after the target game play is determined, the virtual object corresponding to the target virtual account number may be matched into the target game play, and since the virtual object corresponding to the target virtual account number is usually played in only one game play at the same time during the game play, the target game play may be one game play.
In the matching method in the game provided by the embodiment of the application, a plurality of game plays to be matched can be determined, and the game attribute of each game play can be obtained; inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play; determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play; and matching the virtual object corresponding to the target virtual account number into the target game. The game attributes of each game pair can be respectively calculated through determining the game attributes of each game pair, and then the target game pair can be determined based on the plurality of game player attributes, so that the selection of the target game pair can be performed from more game pairs, and accordingly, the virtual object corresponding to the target virtual account number can be matched to the game pair which meets the matching requirement of the player.
A further embodiment of the matching method in a game provided in the present application will be explained based on a specific embodiment.
Fig. 5 is another flow chart of a matching method in a game provided by an embodiment of the present application, please refer to fig. 5, which determines one game pair from game pairs as a target game pair according to a post-game player attribute, including:
s510: the player attribute variation amount for each game play is determined based on the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute.
Alternatively, the amount of change in the player attribute for each game pair may be calculated. The change amount of the player attribute may be a difference value or a quotient value between the player attribute and the target initial player attribute after the game, and the change condition may be represented, which is not limited herein.
The player attribute variation amount for each game play may be determined based on the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute, respectively, and different game plays may have a certain difference in the corresponding player attribute variation amounts.
S520: and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Alternatively, after determining the player attribute variation amount, the target game play may be determined based on the value of the player attribute variation amount, for example, specifically, the player attribute variation amount may be set as the target game play, or the player attribute variation amount may be set as the target game play, which satisfies the preset numerical condition, according to the actual requirement, without being limited thereto.
It should be noted that, the change amount of the player attribute is only one possible way, and in the actual implementation process, the change amount may be determined directly according to the size of the player attribute after the game, and is not limited by the above way.
In the matching method in the game provided by the embodiment of the application, the change amount of the player attribute for each game pair can be determined according to the player attribute after the game for each game pair and the target initial player attribute corresponding to the player attribute after the game; and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game. The determination of the target game can be more accurately realized through the determination of the player attribute variation, so that the corresponding target game can be obtained by setting the condition that the player attribute variation meets.
Optionally, the method further comprises: a linear user behavior model is established based on the historical global player attributes, the historical initial player attributes, and the post-game player attributes corresponding to the historical initial player attributes.
The specific formula for building the linear user behavior model is as follows:
G=g(I);
O i =u(I i ,G);
wherein G is a game attribute calculation model, I is a historical global player attribute, G is a game attribute, u is a linear user behavior model, I i For historical initial player attributes, O i Is a post-game player attribute corresponding to the historical initial player attribute.
The game attribute calculation model g is a pre-established model for determining game attributes based on historical global player attributes. That is, in the foregoing process, game attributes may be derived from historical global player attributes by means of means, variances, and the like.
Based on the above operation relation, the above various types of history data can be input and calculated to obtain a game attribute calculation model g and a linear user behavior model u.
Optionally, the method further comprises: a historical global player attribute is determined based on the historical initial player attributes for each player and the historical number of single-play players.
Alternatively, the historical global player attribute I may be defined by each player's historical initial player attribute I i And a historical single game player count P, wherein the historical initial player attribute may specifically be I i Is a vector U of length N, the historical global player attribute I may be represented as a matrix of shapes (P, N).
For example: when n=3 and p=3, the historical initial player attributes U of the three players are [1,3,5], [2,6,5], [5,8,1], respectively, then the historical global player attribute I can be represented as a 3×3 matrix of [1 3 5,2 6 5,5 8 1 ].
The above properties and models are explained below with a specific example:
suppose that the historical initial player attributes include three types of attributes, such as: if the points, the winning rates and the recharge amount are equal, then U of any player can be expressed as U 1 ,U 2 ,U 3 ]Wherein U is 1 Is integral, U 2 Is the winning rate, U 3 Assuming that there are two players (player a and player B) for the recharge amount, each game attribute G is an average credit for a plurality of players, if the credit for player a is=100, the win rate is=0.5, and the recharge amount is=100, attribute U of a A =[100,0.5,100]The method comprises the steps of carrying out a first treatment on the surface of the If player B points=200, winning rate=0.5, recharge amount=10, attribute U of B B =[200,0.5,10]The method comprises the steps of carrying out a first treatment on the surface of the A, B in this state participates in one game, and the average score=150, that is, the game attribute g= (150).
For the above linear user behavior model u, the following applies in particular:
continuing with the two players as described above, when entering the game, player A has an initial Player attribute of I A =[100,0.5,100]The method comprises the steps of carrying out a first treatment on the surface of the Player B has an initial player attribute of I B =[200,0.5,10]. Assuming that after the game is completed, player A has a post-game player attribute of O A =[100,0.455,100]The method comprises the steps of carrying out a first treatment on the surface of the Player B has a post-game player attribute of O B =[210,0.524,60]Changes in player attributes may be recorded and, when estimated using linear user behavior model u, I may be recorded for player A and player B, respectively 0 ,I 1 ,I 2 ,G 0 ,O 0 ,O 1 ,O 2 The method comprises the steps of carrying out a first treatment on the surface of the Wherein I is 0 ,I 1 ,I 2 Three specific attribute values, O, in the initial player attributes respectively 0 ,O 1 ,O 2 Three specific attribute values, G, of the post-game player attributes corresponding to the initial player attributes, respectively 0 Is the game attribute described above.
The recorded content may be a:100,0.5, 100, 150, 100,0.455, 100; b:200,0.5, 10, 150, 210,0.524, 60.
The linear user behavior model u may be expressed as follows:
O 0 =u 00 +u 01 *I 0 +u 02 *I 1 +u 03 *I 2 +u 04 *G 0
O 1 =u 10 +u 11 *I 0 +u 12 *I 1 +u 13 *I 2 +u 14 *G 0
O 2 =u 20 +u 21 *I 0 +u 22 *I 1 +u 23 *I 2 +u 24 *G 0
wherein u is ij The parameters to be determined can be calculated based on the least squares method, which is not explained in detail here.
The target matching calculation model m corresponding to the policy to be matched can be specifically expressed as m (I):
G 0 =m 0 +m 1 *I 0 +m 2 *I 1 +m 3 *I 2
i.e. as the average score, i.e. as the expected game attribute of the player, the player attribute after the game of the player can be obtained from the linear user behavior model u.
That is, the above formula may be further changed to:
O i =u(I i ,G)=u(I i ,m(I i ));
alternatively, different sample matching requirements may be selected based on the type of different matching requirements, each sample matching requirement may represent a maximization goal, which may be one or more relevant attributes in the initial player attributes, such as: for the recharge data, the recharge amount of the player in the reference initial player attribute may be maximized.
For example, if the player's recharge amount is selected as the maximization target, i.e., the above-mentioned O 2 As a maximization target, then it is possible to obtain:
wherein u is ij Specific values have been obtained in the preceding process, c i Are different constant values.
In addition, constraints, such as-t (O), can be set according to actual requirements<t (I) x 2, i.e. Sigma Players O 2 <2*∑ Players I 2 Expected average integral<Score 2, i.e. m (I) for any player<I 0 * 2-expected average integral>Score 0.5, i.e. m (I) for any player>I 0 *0.5。
The maximization objective and constraints above determine a linear programming problem, and the m that maximizes t (O) can be calculated using the simplex method or the card Ma Kaer algorithm k For example: expected average integral = actual integral-0.1 x recharge, i.e. G 0 =I 0 -0.1*I 2
The following explains, with a specific example, a specific execution procedure of the matching method in the above game when one player performs matching:
assuming that 3 games are currently waiting for the player to join, the existing average points are respectively 100 as the first game; a second office 300; third office 1000.
Suppose that the current state of Player A is I A = (400,0.4,100); then player a's expected average score is G 0 =400-0.1×100=390; the average point of each game after the player joins can be calculated to be the first game 250; a second office 350; third office 700.
Player a may be caused to join game number 2 closest to 390.
The following describes a device, equipment, a storage medium, etc. corresponding to the matching method in the game provided by the present application, and specific implementation processes and technical effects thereof are referred to above, which are not described in detail below.
Fig. 6 is a schematic structural diagram of a matching device in a game provided in an embodiment of the present application, referring to fig. 6, the device is applied to a server, and the server is communicatively connected to a plurality of game clients, where the device includes: a receiving module 610, a determining module 620, and a matching module 630;
a receiving module 610, configured to receive a game matching instruction, where the game matching instruction includes identification information of a target virtual account number;
A determining module 620, configured to determine an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, where the initial player attribute includes at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number;
the matching module 630 is configured to match, according to a preset matching requirement, a linear user behavior model, and an initial player attribute of a target virtual account number, a virtual object corresponding to the target virtual account number to a corresponding game play, where the matching requirement includes at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, the matching module 630 is specifically configured to determine, according to a preset matching requirement, a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of the target virtual account number; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, the matching module 630 is specifically configured to determine a plurality of game plays to be matched, and obtain a game attribute of each game play; inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play; determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play; and matching the virtual object corresponding to the target virtual account number into the target game.
Optionally, the matching module 630 is specifically configured to determine a change amount of the player attribute for each game pair according to the post-game player attribute for each game pair and the target initial player attribute corresponding to the post-game player attribute; and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Optionally, the determining module 620 is further configured to establish a linear user behavior model based on the historical global player attribute, the historical initial player attribute, and the post-game player attribute corresponding to the historical initial player attribute.
Optionally, the determining module 620 is specifically configured to establish the linear user behavior model based on the least square method by using the historical global player attribute, the historical initial player attribute, and the post-game player attribute corresponding to the historical initial player attribute.
Optionally, the determining module 620 is further configured to determine a historical global player attribute based on the historical initial player attribute, the historical single-play player count, and the historical global player attribute for each player.
Optionally, in the device, the player attribute and the game attribute are vector matrixes with preset lengths.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASICs), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGAs), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application, referring to fig. 7, the computer device includes: memory 710, processor 720, and computer program executable on processor 720 stored in memory 710, wherein processor 720 realizes the steps of the matching method in the game when executing the computer program.
Alternatively, the computer device may be specifically the server, and the memory 710 may store the initial player attributes, where each initial player attribute corresponds to identification information of its target virtual character.
Optionally, the computer device may specifically implement: receiving a game matching instruction, wherein the game matching instruction comprises identification information of a target virtual account number; determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, the initial player attribute including at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number; matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, the computer device may further implement: according to a preset matching requirement, determining a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of a target virtual account; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, the computer device may specifically implement: determining a plurality of game plays to be matched, and acquiring the game attribute of each game play; inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play; determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play; and matching the virtual object corresponding to the target virtual account number into the target game.
Optionally, the computer device may specifically implement: determining a player attribute variation for each game play according to the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute; and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Optionally, the computer device may further implement: a linear user behavior model is established based on the historical global player attributes, the historical initial player attributes, and the post-game player attributes corresponding to the historical initial player attributes.
Optionally, the computer device may specifically implement: based on the least square method, a linear user behavior model is established by adopting the historical global player attribute, the historical initial player attribute and the player attribute after the game corresponding to the historical initial player attribute.
Optionally, the computer device may specifically implement: a historical global player attribute is determined based on the historical initial player attributes for each player and the historical number of single-play players.
In another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the steps of the matching method in a game described above.
Optionally, the computer program stored in the computer storage medium may be implemented in particular when executed: receiving a game matching instruction, wherein the game matching instruction comprises identification information of a target virtual account number; determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, the initial player attribute including at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number; matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the preset matching requirement, the linear user behavior model and the initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
Optionally, the computer program stored in the computer storage medium may further implement, when executed: according to a preset matching requirement, determining a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of a target virtual account; and matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
Optionally, the computer program stored in the computer storage medium may be implemented in particular when executed: determining a plurality of game plays to be matched, and acquiring the game attribute of each game play; inputting the target initial player attribute of the target virtual account number and the game attribute of each game play into a target linear user behavior model to respectively obtain the player attribute after the game play for each game play; determining one of the game plays as a target game play from the game plays according to the post-game player attribute for each game play; and matching the virtual object corresponding to the target virtual account number into the target game.
Optionally, the computer program stored in the computer storage medium may be implemented in particular when executed: determining a player attribute variation for each game play according to the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute; and selecting one game, wherein the change quantity of the player attribute of the one game meets the requirement, from a plurality of game games to be matched as a target game.
Optionally, the computer program stored in the computer storage medium may further implement, when executed: a linear user behavior model is established based on the historical global player attributes, the historical initial player attributes, and the post-game player attributes corresponding to the historical initial player attributes.
Optionally, the computer program stored in the computer storage medium may be implemented in particular when executed: based on the least square method, a linear user behavior model is established by adopting the historical global player attribute, the historical initial player attribute and the player attribute after the game corresponding to the historical initial player attribute.
Optionally, the computer program stored in the computer storage medium may be implemented in particular when executed: a historical global player attribute is determined based on the historical initial player attributes for each player and the historical number of single-play players.
In the several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of elements is merely a logical functional division, and there may be additional divisions of actual implementation, e.g., multiple elements or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods of the embodiments of the invention. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
The foregoing is merely illustrative of embodiments of the present application, and the present application is not limited thereto, and any changes or substitutions can be easily made by those skilled in the art within the technical scope of the present application, and the present application is intended to be covered by the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.
The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (11)

1. A method of matching in a game, the method comprising:
receiving a game matching instruction, wherein the game matching instruction comprises identification information of a target virtual account number;
determining an initial player attribute of the target virtual account number based on the identification information of the target virtual account number, the initial player attribute including at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number;
Matching the virtual object corresponding to the target virtual account number to a corresponding game play according to a preset matching requirement, a linear user behavior model and an initial player attribute of the target virtual account number, wherein the matching requirement comprises at least one of the following: and the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
2. The method for matching in a game according to claim 1, wherein said matching the virtual object corresponding to the target virtual account number to the corresponding game play according to the preset matching requirement, the linear user behavior model, and the initial player attribute of the target virtual account number comprises:
determining a target linear user behavior model corresponding to the preset matching requirement and a target initial player attribute of the target virtual account number according to the preset matching requirement;
and matching the virtual object corresponding to the target virtual account number into a corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number.
3. The in-game matching method of claim 2, wherein said matching the virtual object corresponding to the target virtual account number into the corresponding game play according to the target linear user behavior model and the target initial player attribute of the target virtual account number comprises:
determining a plurality of game plays to be matched, and acquiring the game attribute of each game play;
inputting the target initial player attribute of the target virtual account number and the game attribute of each game pair into the target linear user behavior model to respectively obtain the post-game player attribute of each game pair;
determining one game play from the game plays as a target game play according to the post-game player attribute for each game play;
and matching the virtual object corresponding to the target virtual account number into the target game.
4. The method of in-game matching of claim 3, wherein said determining one of said game plays as a target game play from each of said game plays based on said post-game player attributes comprises:
determining a player attribute variation for each game play according to the post-game player attribute for each game play and the target initial player attribute corresponding to the post-game player attribute;
Selecting one game from a plurality of game games to be matched, wherein the change of the player attribute of one game meets the requirement, as a target game.
5. The in-game matching method of claim 1, wherein the method further comprises:
the linear user behavior model is established based on historical global player attributes, historical initial player attributes, and post-game player attributes corresponding to the historical initial player attributes.
6. The method of matching in a game of claim 5, wherein the building the linear user behavior model based on historical global player attributes, historical initial player attributes, and post-game player attributes corresponding to the historical initial player attributes comprises:
based on a least square method, the linear user behavior model is established by adopting the historical global player attribute, the historical initial player attribute and the player attribute after the game corresponding to the historical initial player attribute.
7. The in-game matching method of claim 5, further comprising:
the historical global player attribute is determined based on the historical initial player attributes for each player and the historical single-play gamecount.
8. The method of matching in a game according to any one of claims 1 to 7, wherein the player attribute, game attribute is a vector matrix of a predetermined length.
9. A matching device in a game, the device being applied to a server, the server being communicatively connected to a plurality of game clients, the device comprising: the device comprises a receiving module, a determining module and a matching module;
the receiving module is used for receiving game matching instructions, wherein the game matching instructions comprise identification information of a target virtual account number;
the determining module is configured to determine an initial player attribute of the target virtual account number based on identification information of the target virtual account number, where the initial player attribute includes at least one of: transaction data of the target virtual account number, matching points of the target virtual account number and the winning rate of the target virtual account number;
the matching module is configured to match a virtual object corresponding to the target virtual account to a corresponding game play according to a preset matching requirement, a linear user behavior model, and an initial player attribute of the target virtual account, where the matching requirement includes at least one of: and the linear user behavior model is used for representing the mapping relation among the initial player attribute, the game attribute and the player attribute after the game.
10. A computer device, comprising: memory, a processor, in which a computer program is stored which is executable on the processor, when executing the computer program, implementing the steps of the matching method in a game according to any of the preceding claims 1 to 8.
11. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, implements the steps of the matching method in a game according to any of claims 1 to 8.
CN202210500878.6A 2022-05-09 2022-05-09 Matching method, device, equipment and storage medium in game Pending CN117065361A (en)

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