CN117695671A - Game matching method, device, computer equipment and storage medium - Google Patents

Game matching method, device, computer equipment and storage medium Download PDF

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Publication number
CN117695671A
CN117695671A CN202211105066.8A CN202211105066A CN117695671A CN 117695671 A CN117695671 A CN 117695671A CN 202211105066 A CN202211105066 A CN 202211105066A CN 117695671 A CN117695671 A CN 117695671A
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China
Prior art keywords
game
value
frustration
score
target
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CN202211105066.8A
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Inventor
凃益民
周鑫
陈壁金
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211105066.8A priority Critical patent/CN117695671A/en
Priority to PCT/CN2023/111293 priority patent/WO2024051416A1/en
Publication of CN117695671A publication Critical patent/CN117695671A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list

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

Abstract

The embodiment of the application discloses a game matching method, a game matching device, computer equipment and a storage medium. According to the scheme, the frustration points of frustration experience of the game player in the game is calculated according to the game resource change information and the game behavior performance information of the game player in the game, when the game player performs the game matching, the weighted frustration points are calculated according to the multi-game frustration points of the game player, and then the game player is matched according to the weighted frustration points, so that the proper game matching is matched for the game player, and the game experience of the game player can be improved.

Description

Game matching method, device, computer equipment and storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game matching method, apparatus, computer device, and storage medium.
Background
With the development of computer technology, online games are becoming more popular with users. In some games, a matching system is designed, and the matching system is usually required to match different game players and put the matched game players into the same game scene to play.
In the related art, the matching method for the game player through the matching system is as follows: the matching of players is performed based on the actual forces of game players, namely, players with identical or similar segments are preferentially matched to perform game play by segmenting the actual force segments, so that the players with the same actual forces are guaranteed to be matched together with high probability. However, the strength score only represents the competitive strength between players, and the game mode also includes game types other than competitive types, so that matching by the strength score is not applicable in other game types, and other game players which are not matched may be matched for the game players, thereby affecting the game experience of the players.
Disclosure of Invention
The embodiment of the application provides a game matching method, a game matching device, computer equipment and a storage medium, which can improve the game experience of a game player.
The embodiment of the application provides a game matching method, which comprises the following steps:
acquiring change information of game resources held by a target game player in a target game;
determining a first frustration characterization value for the target game player in the target game play based on the variation information;
acquiring game performance information of the target game player in the target game pair;
Determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information;
determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
game play matching is performed for the target game player based on the frustration score.
Correspondingly, the embodiment of the application also provides a game matching device, which comprises:
a first acquisition unit configured to acquire change information of game resources held by a target game player in a target game play;
a first determining unit configured to determine a first frustration characterization value of the target game player in the target game play based on the variation information;
a second acquisition unit configured to acquire game performance information of the target game player in the target game play;
a second determining unit configured to determine a second frustration characterization value of the game player in the target game play according to the positive and negative expressions in the game performance information;
a third determining unit configured to determine a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
And the matching unit is used for matching game plays for the target game player based on the frustration score.
Accordingly, the embodiment of the application also provides a computer device, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the game matching method provided by any one of the embodiments of the application.
Accordingly, embodiments of the present application also provide a computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the game matching method as described above.
According to the embodiment of the application, the frustration points of frustration experience of the game player in the game is calculated according to the game resource change information and the game behavior performance information of the game player in the game, when the game player performs the game matching, the weighted frustration points are calculated according to the multi-game frustration points of the game player, and then the game player is matched with the game according to the weighted frustration points, so that the proper game matching is matched for the game player, and the game experience of the game player 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 description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a flow chart of a game matching method according to an embodiment of the present application.
Fig. 2 is a flow chart of another game matching method according to an embodiment of the present application.
Fig. 3 is a block diagram of a game matching device according to an embodiment of the present application.
Fig. 4 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
The embodiment of the application provides a game matching method, a game matching device, a computer readable storage medium and computer equipment. Specifically, the game matching method of the embodiment of the application may be executed by a computer device, where the computer device may be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligent platforms.
For example, the computer device may be a server that may obtain change information for game resources held by a target game player in a target game play; determining a first frustration characterization value for the target game player in the target game session based on the change information; acquiring game performance information of a target game player in a target game; determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information; determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value; game-play matching is performed for the target game player based on the frustration score.
Based on the above problems, the embodiments of the present application provide a first game matching method, apparatus, computer device, and storage medium, which can improve accuracy of game matching.
The following will describe in detail. The following description of the embodiments is not intended to limit the preferred embodiments.
The embodiment of the application provides a game matching method, which can be executed by a terminal or a server, and the embodiment of the application is described by taking the game matching method executed by the server as an example.
Referring to fig. 1, fig. 1 is a flow chart of a game matching method according to an embodiment of the present application. The specific flow of the game matching method can be as follows:
101. the method comprises the steps of obtaining change information of game resources held by a target game player in a target game pair.
Wherein the target game play refers to an ending game play that the target game player participates in the designated game.
Wherein, the game resource refers to the virtual wealth held by the target game player in the game pair. The virtual credits may include a variety of items, such as game medals, coupons, and the value of equipment and items owned by the game player.
In the embodiment of the application, a game player enters a game play of a designated game, and the game resources held by the game player in the game play change from the beginning of the game play to the end of the game play, for example, a certain game resource can be obtained after a task is completed, so that the game resource is increased; or purchase of game props spends some of the game resources such that the game resources are reduced.
Wherein the change information includes game resource change values held by the target game player before and after the target game play.
102. A first frustration characterizing value of the target game player in the target game play is determined based on the change information.
The frustration characterization value indicates frustration experience of the game player in the game, wherein the higher the frustration characterization value is, the stronger the frustration experience of the game player is indicated, and otherwise, the lower the frustration characterization value is, the weaker the frustration experience of the game player is indicated. The frustrating experience is specifically referred to as the experience that a game player is frustrated in a game play, and is a negative gaming experience.
In an embodiment of the present application, the first frustration characterizing value refers to a frustration experience on a game resource in a target game play according to a target game player.
In some embodiments, to accurately calculate a frustration characterizations value for a game player, the step of "determining a first frustration characterizations value for a target game player in a target game session based on the change information" may include the operations of:
determining a game resource change value and a game resource total value of the target game player according to the change information;
obtaining an average game resource change value of a target game player in a historical game;
a first frustration characterization value is calculated based on the game resource variation value, the average game resource variation value, and the game resource total value.
The change information comprises a game resource change value of a target game player after the game resource held in the target game pair is changed.
For example, the game resource values of the target game player when entering the target game play are: a, when the target game is ended, the game resource value of the target game player is as follows: b, the game resource change value of the target game player in the target game pair can be: b-a.
Wherein the game resource total value refers to the total value of the game resource held by the current target game player.
Wherein the average game resource variation value refers to an average of game resource variation values of the target game player in a plurality of historical game plays. Historical game play refers to game play that a target game player has participated in.
For example, a historical game play in which a target game player participates may include: a first historical game play, a second historical game play, a third historical game play, etc. The game resource change values of the target game player before and after the game play of the first historical game can be as follows: c, the game resource change values of the target game player before and after the second historical game play pair can be as follows: d, the game resource change values of the target game player before and after the third historical game play pair can be as follows: e, the average game resource change value is: (c+d+e)/3.
In some embodiments, the step of calculating a first frustration characterization value based on the game resource variation values, the average game resource variation values, and the game resource total values may include the operations of:
determining a first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
determining a second game resource value according to the game resource change value, the game resource total value, the preset game resource correction value and the preset second resource coefficient;
and calculating the sum of the first game resource value and the second game resource value to obtain a first frustration characterization value.
Specifically, the first game resource value=a preset first resource coefficient (game resource change value+preset game resource correction value)/average game resource change value; second game resource value=preset second resource coefficient (game resource change value+preset game resource correction value)/game resource total value. The preset first resource coefficient, the preset second resource coefficient and the preset game resource correction value can be preset values, and the preset game resource correction value can be negative numbers.
After the first game resource value and the second game resource value are calculated based on the above calculation formula, a sum of the first game resource value and the second game resource value, that is, a first frustration characterizing value=the first game resource value+the second game resource value, may be calculated, to obtain a first frustration characterizing value.
103. And acquiring game performance information of the target game player in the target game pair.
Wherein the game performance information refers to game performance of the target game player in the target game play. The game performance information may include game performance of the game player in various aspects of the game play. In particular, the game performance information may be determined based on the game play types of the target game plays, and the game performance information of the game players in the game plays of different game play types may be different.
In the embodiment of the application, the game performance information at least comprises escape performance information and battle performance information, wherein the escape performance information refers to escape results of a target game player, such as escape success or escape failure; the achievement presentation information refers to the number of hits, injuries, etc. of the target game player in the target game play.
104. A second frustration characterization value for the game player in the target game play is determined based on the positive and negative performances in the game performance information.
Wherein the game performance information includes at least escape performance information and battle performance information.
In an embodiment of the present application, the second frustration characterizing value refers to a frustrating experience on game performance information in a target game session according to a target game player.
Wherein positive performance refers to performance that gives the target game player a sense of achievement, and negative performance refers to performance that gives the target game player a sense of frustration.
For example, in the escape performance information, the escape success may be positive performance and the escape failure may be negative performance; in the performance information, the impact on the enemy and the damage may be positive, the impact on the enemy may be negative, or the damage may be low.
In some embodiments, to obtain frustration of the target game player in terms of game performance information, the step of determining a second frustration characterization value for the game player in the target game play based on the positive and negative performances in the game performance information may include the operations of:
determining an escape performance value according to an escape result of the target game player in the escape performance information;
determining a achievement value of the target game player according to the achievement information;
a second frustration characterization value is derived based on the escape representation value and the achievement representation value.
Wherein, the escape representation value is a frustration representation value of the escape performance of the target game player in the target game; the achievement value refers to a frustration characterization value of the game performance of the target game player at the target game play.
In particular, the second frustration characterizing value may include at least an escape representation value and a battle performance value.
In some embodiments, the step of determining the escape performance value according to the escape result of the target game player in the escape performance information may include the following steps:
determining, based on the escape performance information, that the escape result is a first escape value for an escape success and that the escape result is a second escape value for an escape failure;
calculating the difference between the second escape value and the first escape value to obtain an escape representation value.
Wherein the escape performance information is the escape result of the target game player in the target game, and the escape result can be the success or failure of escape.
In the embodiment of the application, when the escape result is that the escape is successful, the appointed score can be deducted; when the escape result is escape failure, a specified score may be increased.
Wherein, the first escape value represents an escape value corresponding to successful escape, and if the escape is successful, the first escape value is: designating a score, if the escape fails, the first escape value is: 0.
Wherein the second escape value represents an escape value corresponding to an escape failure, and if the escape failure occurs, the second escape value is: assigning a score, if the escape is successful, the escape value is: 0.
for example, if the escape performance information indicates that the escape result is an escape failure, the first escape value is: 0, the second escape value is: assigned score, escape appearance value = assigned score-0, i.e., escape appearance value is assigned score value.
In some embodiments, different escape modes may be set in the game play, and the assigned scores subtracted or added for the escape success or escape failure corresponding to the different escape modes may be different.
For example, the escape mode may include: a first escape mode in which a specified score corresponding to deduction or increase of escape success or escape failure may be: g; in the second escape mode, the corresponding deduction or increase of the assigned score of the escape success or escape failure may be: h.
in some embodiments, the step of determining the performance value of the target game player according to the performance information may include the following steps:
determining a hit value and an injury value of the target game player based on the performance information;
Obtaining an average killing value and an average injury value of a target game player in a historical game;
determining a first representation value according to the injury value, the average injury value and a preset first representation coefficient;
determining a second representation value according to the killing value, the average killing value and a preset second representation coefficient;
determining a third representation value according to the injury value, the preset injury coefficient and the preset third representation coefficient;
determining a fourth representation value according to the killing value, a preset killing coefficient and a preset fourth representation coefficient;
and calculating the sum of the first, second, third and fourth appearance values to obtain a achievement appearance value.
Wherein the hit value refers to the number of enemies that the target game player hit in the target game play. The injury value refers to an injury value of a target game player when the target game player attacks in a game play.
Wherein the average hit value refers to an average of enemies hit by the target game player in a plurality of historical game plays.
For example, a historical game play in which a target game player participates may include: a first historical game play, a second historical game play, a third historical game play, etc. Wherein the target game player's kill value in the first historical game play may be: q, the value of the hit in the second history game pair may be: the value of w, the kill in the third history game pair may be: e, the average click value= (q+w+e)/3.
Wherein, the average injury value refers to the average of injury values of target game players when a plurality of historical game pairs are attacked.
For example, a historical game play in which a target game player participates may include: a first historical game play, a second historical game play, a third historical game play, etc. Wherein, the injury value of the target game player in the first historical game pair can be: r, the injury value in the second historical game pair may be: t, the injury value in the third history game pair may be: y, the average click value= (r+t+y)/3.
Specifically, the first representation value=preset first representation coefficient (injury value-average injury value); second representation value = preset second representation coefficient (kill value-average kill value); third representation value = preset third representation coefficient (injury value-preset injury coefficient); fourth representation value = preset fourth representation coefficient (killing value-preset killing coefficient). The preset first performance coefficient, the second preset performance coefficient, the third preset performance coefficient, the fourth preset performance coefficient, the preset injury coefficient and the preset killing coefficient can be preset values.
Further, the sum of the first, second, third, and fourth values, i.e., the achievement value=first, second, third, fourth, and fourth values is calculated.
105. A frustration score for the target game player is determined based on the first frustration characterization value and the second frustration characterization value.
Wherein the frustration score refers to a comprehensive frustration score for a target game player in a target game play.
In some embodiments, the step of determining a frustration score for the target game player based on the first and second frustration characterizations may include the operations of:
and calculating the sum of the first frustration characterization value and the second frustration characterization value to obtain a frustration score.
Wherein the second frustration characterizing value comprises an escape characterizing value and a battle characterizing value, then the frustration score = first frustration characterizing value + escape characterizing value + battle characterizing value. Thereby obtaining accurate frustration scores of the target game player in the target game session.
106. Game-play matching is performed for the target game player based on the frustration score.
In the embodiment of the application, the matching of the game play is performed based on the frustration score of the game player, and the frustration score integrates the performances of the game player in multiple aspects of the game play, so that the matching of the game player to the proper teammates or opponents can be more accurate, and the game experience of the game player can be improved.
In some embodiments, to increase the accuracy of game play matching, the step of "game play matching for a target game player based on the frustration score" may include the following operations:
receiving a game matching instruction, and acquiring historical frustration scores of a target game player corresponding to a plurality of historical game games respectively according to the game matching instruction;
weighting each historical frustration score to obtain a weighted frustration score;
game-to-game matching is performed for the target game player based on the weighted frustration score.
The game matching instruction refers to an instruction triggered by the target game player to perform game matching, for example, the target game player can trigger the game matching instruction through operation of a matching control of a game interface, and after receiving the game matching instruction, the terminal can match a game for the target game player.
In the embodiment of the application, after finishing a game play, the target game player calculates the frustration score of the target game player in the game play according to the game data of the target game player in the game play.
For example, a historical game play in which a target game player participates may include: a first historical game play, a second historical game play, a third historical game play, etc. And obtaining the frustration scores of the target game player in each historical game, and obtaining a plurality of historical frustration scores. Comprising the following steps: a first historical frustration score in a first historical game pair, a second historical frustration score in a second historical game pair, and a third historical frustration score in a third historical game pair.
Further, weighting is carried out on each obtained historical frustration score, and a weighted frustration score is obtained. The specific weighting processing mode can be as follows:
weighted frustration score = first weighted value × first historical frustration score + second weighted value × second historical frustration score + third weighted value × third historical frustration score.
In some embodiments, to ensure accuracy of the weighted frustration scores, the frustration score of the target game player in the last 10 game plays may be obtained, and then the weighted value of the frustration score of the last 10 plays may be calculated as follows:
weighted post-frustration score = first historical frustration score + second weight + second historical frustration score + third weight + third historical frustration score + fourth weight + fourth historical frustration score + fifth weight + sixth historical frustration score + seventh weight + seventh historical frustration score + eighth weight + ninth weight + tenth historical frustration score.
In some embodiments, if the number of historical game plays of the target game player that have been played has not reached 10 plays, a weighted frustration score may be calculated based on the historical frustration scores of the historical game plays of the target game player that have actually been played.
In some embodiments, the step of "game-to-game matching for a target game player based on the weighted frustration score" may include the following operations:
acquiring a preset combat score range and a preset frustration score range;
based on a preset combat score range and a preset frustration score range, carrying out normalization processing on the weighted frustration scores to obtain target frustration scores;
and performing game match-up for the target game player according to the target frustration score.
In this embodiment of the present application, the combat score may represent the actual score that the game player represents in the game play, and the preset combat score range, that is, the preset range of actual scores of the game player, for example, the preset combat score range may be: the minimum to maximum combat score indicates that the combat score of the game player in the game play is between the minimum to maximum combat score.
The preset frustration score range refers to a preset range of frustration scores of game players, for example, the preset frustration score range may be: the minimum frustration score-maximum frustration score indicates that the frustration score of the game player in the game play is between the minimum frustration score and the maximum frustration score.
Specifically, based on a preset combat score range and a preset frustration score range, normalization processing is performed on the weighted frustration score, namely, the weighted frustration score is converted into a game matching score for matching a game by a game matching system, namely, a target frustration score.
In some embodiments, the step of normalizing the weighted frustration score based on the preset combat score range and the preset frustration score range to obtain a target frustration score may include the following operations:
calculating a first difference between the maximum and minimum battle scores, a second difference between the weighted frustration scores and the minimum frustration scores, and a third difference between the maximum frustration scores and the minimum frustration scores;
calculating the ratio of the second difference value to the third difference value, and calculating a fourth difference value of the specified parameter to the ratio;
and calculating the multiplication value of the first difference value and the fourth difference value, and calculating the sum of the multiplication value and the minimum fight score to obtain the target frustration score.
Wherein, the first difference = (maximum combat score-minimum combat score); second difference = (weighted frustration score-minimum frustration score), third difference = (maximum frustration score-minimum frustration score).
Wherein fourth difference = specified parameter- (second difference/third difference); target frustration score = minimum battle score + (first difference x fourth difference).
Specifically, a calculation formula for normalizing the weighted frustration score based on the preset combat score range and the preset frustration score range may be as follows:
target frustration score = minimum battle score + (maximum battle score-minimum battle score) × (1- (weighted frustration score-minimum frustration score)/(maximum frustration score-minimum frustration score)).
After the target frustration score of the target game player is determined, matching the game play for the target game player according to the target frustration score, namely, other game players with frustration scores close to the target frustration score can be screened out from other game players with current trigger game play matching instructions, and a common game play is formed with the target game player.
Specifically, the manner in which game-play matching is performed for the target game player according to the target frustration score of the target game player may include: selecting a first preset number of game players to be matched, which are close to the target frustration sense score, from the game matching pool, further selecting a second preset number of target matching game players from the game players to be matched, forming a game battle based on the target matching game players and the target game players, and forming other game battles by the rest game players to be matched so as to complete game match.
Wherein, the game matching pool can comprise a plurality of game players which send game matching requests; the first predetermined number may be a total number of players required for a game play, and the second predetermined number may be a number of players required for a game play in the game play.
For example, the game server receives game matching requests of target game players, obtains frustration scores of a plurality of game players in a game matching pool, and sequentially selects a first preset number of game players with smaller difference values with the target frustration scores from the plurality of game players based on the difference values of the frustration scores and the target frustration scores, so as to obtain the game players to be matched. Further, a second preset number of game players can be randomly selected from the first preset number of game players to be matched, and the second preset number of game players can be used as target matching game players and target game players to form a game camp. Therefore, the game players with the approximate frustration scores are distributed to the same game to play, so that the game fairness can be ensured.
In some embodiments, to reduce game frustration of a target game player, the step of "game-match for the target game player based on weighted frustration scores" may include the following:
And if the weighted frustration score is greater than a preset threshold, matching the game for the target game player, wherein the game difficulty is lower than the game player strength.
Wherein the preset threshold value can be used for detecting the intensity of the frustration of the game player in the game play, when the weighted frustration score of the target game player is larger than the preset threshold value, the frustration of the target game player is stronger, at the moment, in order to comfort the target game player, the game play with smaller difficulty can be arranged for the target game player, various ways may be included, such as placing a portion of the robot players in a game play or inserting another portion of the game players in a game play with less game play strength than the target game player to reduce game difficulty and thereby reduce the frustrating experience of the target game player.
In some embodiments, if the weighted frustration score is equal to or less than the preset threshold, it may be indicative that the frustration of the target game player is weaker or generally, at which time the pattern is matched in a normal game.
In some embodiments, if the target game player is a novice game player, then to match the appropriate game play for the novice game player, the method may further include the steps of:
Acquiring game rule familiarity information of a target game player in a novice game;
determining a novice performance score for the target game player based on the game rule familiarity information;
determining a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores;
game-to-game matching is performed for the target game player based on the target initial frustration score.
Where a novice game player refers to a game player having less than a preset number of normal game plays, for example, the preset number may be 3, then a game player having less than 3 normal game plays may be referred to as a novice game player.
In the embodiment of the application, the novice game play refers to a game play designed in a game and set for a novice player, so that the game player is convenient to be familiar with game rules, game operations and the like. A novice game play may allow a novice game player to match an incoming game play either alone or with other novice players.
Wherein the game rule familiarity information includes game operation information of a novice game player in a novice game pair. Familiarity with new measurement novice gamers' knowledge of the game, i.e., novice performance scores, is based on the rules of the game.
In some embodiments, the step of determining a novice performance score for the target game player based on the game rule familiarity information may include the operations of:
determining game resource profit familiarity values, game item collection familiarity values, and game equipment replacement familiarity values of the target game player according to the game rule familiarity information;
a novice performance score is determined based on the game resource benefit familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
Specifically, the game rule familiarity information includes: game resource benefit value, game item collection familiarity value, and game equipment replacement familiarity value.
Wherein the game resource profit value refers to the obtained game resource of the novice game player in the novice game pair; the game item collection familiarity refers to the number of times a novice game player collects equipment or items in a novice game play; the game equipment replacement familiarity value refers to the number of pieces of equipment, etc., by which a novice game player replaces low-level pieces with high-level pieces in a novice game play.
Specifically, the novice performance score of a novice game player's single novice game versus game resource benefit value + game item collection familiarity value + collection coefficient value + game equipment replacement familiarity value + replacement coefficient value.
The game resource profit value can set different profit scores according to different segments according to the profit of a novice game player in a novice game pair. Different novice parties can set segments and corresponding benefit scores.
Wherein, the game items collect familiarity values, and different familiarity scores can be given according to different segments according to the number of times a novice game player collects equipment and items in a novice game pair. Different novice pairs can set the segments and corresponding familiarity scores.
Wherein game equipment replacement familiarity = backpack equipment replacement score + pickup equipment replacement score.
Specifically, the replacement of the knapsack equipment refers to detecting whether the knapsack of the game player has equipment with higher battle than the knapsack of the game player during settlement after the game of novice is finished, and counting the number of parts of the equipment with higher battle that are not replaced. Specifically, backpack equipping replacement score=first preset value-number of non-replaced parts in backpack second preset value; the pickup device replacement score refers to whether a player picks up devices or objects in a game pair, meets the devices with higher battle force than the devices on the body and the backpack, if so, the parts are recorded to be not replaced, and the highest battle force device when the current part is picked up is recorded. When the settlement is finished, the combat of the equipped part on the body is judged and compared with the highest combat at the picking-up time. Pick-up equipment replacement score=third preset value-number of non-replaced parts in pick-up record fourth preset value.
In some embodiments, if a novice game player participates in a plurality of novice game plays, the weighted novice performance score of the novice player may be calculated based on the novice performance scores of the novice game player in each of the novice game plays, and may more accurately represent the familiarity of the novice game player with the game.
For example, a novice game player participating in a novice game play includes: the first novice game is played and the second novice game is played. Wherein the novice performance score in the first novice game pair is: the first new watch now scores; the novice performance score in the second novice game pair is: the second novice performance score. Specifically, the weighted novice performance score is calculated as follows:
weighted novice performance score = first novice performance score + first novice performance coefficient + second novice performance coefficient.
In the embodiment of the present application, a plurality of initial frustration scores, that is, a plurality of preset initial frustration scores, are preset. Wherein different preset initial frustration scores correspond to different novice performance score ranges, e.g., the plurality of initial frustration scores comprises: a first initial frustration score, a second initial frustration score, a third initial frustration score, and a fourth initial frustration score.
Wherein the first initial frustration score corresponds to a first new watch present score range, the second initial frustration score corresponds to a second novice performance score range, the third initial frustration score corresponds to a third novice performance score range, and the fourth initial frustration score corresponds to a fourth novice performance score range.
Further, determining a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores may first determine a target novice performance score range to which the weighted novice performance score belongs, and then obtain a novice performance score for the determined target game player according to the initial frustration score corresponding to the target novice performance score range. And then the matching of the normal game pair can be carried out for the target game player according to the novice performance score of the target game player.
The embodiment of the application discloses a game matching method, which comprises the following steps: acquiring change information of game resources held by a target game player in a target game; determining a first frustration characterization value for the target game player in the target game session based on the change information; acquiring game performance information of a target game player in a target game; determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information; determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value; and performing game matching for the target game player based on the frustration score, so that the game player is subjected to game matching according to the comprehensive performance of the game player in the game matching, and a proper game player friend or game opponent is matched for the player, thereby improving the game experience of the game player.
In light of the foregoing, the game matching method of the present application will be further described below by way of example. Referring to fig. 2, fig. 2 is a schematic flow chart of another game matching method provided in the embodiment of the present application, and taking the application of the game matching method to a server as an example, the specific flow may be as follows:
201. the server receives a game match request sent by a target player client and obtains frustration scores corresponding to target game players associated with the target player client in a plurality of historical game matches respectively.
Wherein the target player client refers to a game client of the target game player.
Wherein, the historical game play refers to the game play participated by the target game player before the current moment.
In the embodiment of the application, after the game player finishes one game, the frustration points of the game player in the game can be calculated according to the performance information of the game player in each aspect of the game.
Wherein, the frustration score refers to the frustration experience of the game player in the game, and the higher the frustration score is, the stronger the frustration experience of the game player is, and the lower the frustration score is, the weaker the frustration experience of the game player is. Specifically, after conventional battlefield matching is initiated, a single-hand frustration score for the player is calculated after each game-pair battlefield is completed, which may include a single-hand financial score, a single-hand escape score, and a single-hand performance score.
The financial score of the player is calculated mainly according to the value of the player financial change value, the average financial change value, the total financial value and the like. The specific calculation formula can be: the credits = a (credits change value + credits correction value)/average credits change value + B (credits change value + credits correction value)/total credits value.
Wherein, the escape score value is calculated according to the escape result of the single office of the player. The escape success deducts the designated score, and the escape failure increases the designated score.
The performance score is calculated according to the number of single-hit and single-hit injuries, average hit and average injury of the player. The specific formula is as follows: expression score=a (number of injuries per office-average number of injuries) +b (number of injuries per office-average number of injuries per office) +c (number of injuries per office-injury parameter) +d (number of injuries per office-injury parameter).
And further calculating the single-office frustration score according to the single-office financial score, the bill escape score and the single-office performance score, namely, the single-office frustration score=the single-office financial score+the single-office escape score+the single-office performance score.
In the embodiment of the application, the frustration points of the target game player in the last 10 historical game plays can be obtained, including: the 1 st, 2 nd, 3 rd, 4 th, 5 th, 6 th, 7 th, 8 th, 9 th and 10 th frustration points.
202. The server calculates weighted frustration scores for the target game player based on the plurality of frustration scores.
Specifically, for the obtained frustration score of the last ten games, the weighted frustration score of the target game player may be calculated through score weighting, and the specific formula may be: weighted frustration = 10 th frustration weighted value + 9 th frustration weighted value + 8 th frustration weighted value + 7 th frustration weighted value + 6 th frustration weighted value + 5 th frustration weighted value + 4 th frustration weighted value + 3 rd frustration weighted value + 2 nd frustration weighted value + 1 st frustration weighted value).
203. The server determines whether the weighted frustration score is greater than a preset frustration score.
After the weighted frustration score is calculated, the weighted frustration score may be compared to a preset frustration score.
The preset frustration score refers to a warm office score line designed in the embodiment of the application. Setting a warm office score line through on-line numerical analysis, comparing the weighted frustration with the warm office score line, and performing normal office matching for a target game player when the weighted frustration score is lower than the warm office score line; when the weighted frustration score is higher than the warm office score line, the current frustration of the characterization target game player is stronger, so that warm office matching is performed on the target game player, and the difficulty of single-office games is reduced in the warm office by increasing the robot loading mode, so that the frustration of the player can be reduced.
Specifically, if the weighted frustration score is greater than the preset frustration score, step 204 may be performed; if the weighted frustration score is not greater than the preset frustration score, step 205 may be performed.
204. The server matches a particular game play for the target game player.
The special game pair, namely the warm game set in the scheme, reduces the difficulty of single game in the warm game by increasing the loading mode of the robot.
Specifically, the target game player is matched into a particular game play. The scheme of entering the warm office is controlled through the frustration score and the warm office score line, so that frustration of the player in the game is effectively guaranteed, basic benefits of the player in the game are guaranteed, and integral retention of the player is promoted.
205. The server converts the weighted frustration score into a game matching score and performs game play matching for the target game player based on the game matching score.
Specifically, the conversion formula for converting the weighted frustration score into the game matching score is: game match score = min ELO score + (max ELO score-min ELO score) × (1- (weighted frustration score-min frustration score)/(max frustration score-min frustration score)).
The minimum ELO and the maximum ELO form a value range of the ELO of the game player in the game play, and the minimum ELO and the maximum ELO can be preset values; the minimum frustration and maximum frustration constitute a range of values for frustration points of a game player in a game play, and the minimum frustration and maximum frustration points may be preset values. Wherein the ELO score may represent a strength score of a game player in a game play.
After the game matching score is calculated, selecting game players close to the game matching score of the target game player from a plurality of other game players according to the game matching score to form a game, and starting the game.
In the embodiments of the present application. By adopting the matching algorithm based on the frustration score, the situation of the player in the game can be comprehensively considered, including the capability of eliminating opponents, collecting materials, evacuating and the like, helping the player to match proper teammates and opponents, and improving the game experience.
In some embodiments, game matching may be performed for a novice game player, and the frustration score for the novice game player may be initialized. The specific implementation steps can be as follows:
and initializing the frustration score, and setting an initial value of the frustration score according to the understanding degree of the game by the players in the novice stage. After the novice player goes through the novice guided game, the novice player enters a novice game, i.e., a game set for the novice player, allowing the novice player to match the game play by one person or with other novice players. After several novice games are played, the understanding degree of the players to the game is measured by counting the value of the financial profits, the number of times of collecting equipment and materials by opening boxes, the number of times of replacing advanced equipment and the like of the players, and the game is defined as a novice rule familiarity score in the game. The new hand rule familiarity score is segmented in the game, and different frustration score initial values are given in different intervals according to the new hand rule familiarity score of the player.
The rule familiarity of the novice is divided into a weighted sum of rule familiarity scores of each of the novice pairs, that is, rule familiarity score of novice pair 1 is a+rule familiarity score of novice pair 2 is B.
The single office rule familiarity score calculation formula is as follows: profits familiarity with division c+bin-out collection equipment and materials times familiarity with division d+replacement higher-order equipment pieces familiarity with division E.
Specifically, the profits familiarity is divided into different familiarity scores given in different segments according to profits. Different novice pairings can set segments and corresponding familiarity scores; the familiarity score for the number of open box collection equipment and materials may be given different familiarity scores for different segments based on the number of open box collection equipment and materials. Different novice pairings can set segments and corresponding familiarity scores; replacement high-level equipment count familiarity score=knapsack equipment replacement score+pick-up equipment replacement score.
Detecting whether a player backpack has equipment with higher battle capacity than the player backpack or not during settlement, and counting the number of parts of the equipment with higher battle capacity which are not replaced, wherein the backpack equipment replacement score = F-the number of parts which are not replaced in the backpack; and (3) picking up equipment replacement points, detecting whether the player meets equipment with higher battle force than the equipment on the body and the knapsack equipment when picking up, if so, recording that the part is not replaced, and recording the highest battle force equipment when picking up the current part. And during settlement, judging that the battle of the equipped part on the body is compared with the highest battle during picking. Pick equipment replacement score = H-number of non-replaced bits in pick record I.
The embodiment of the application discloses a game matching method, which comprises the following steps: the server receives a game match request sent by a target player client, obtains frustration points respectively corresponding to target game players associated with the target player client in a plurality of historical game matches, calculates weighted frustration points of the target game players according to the plurality of frustration points, judges whether the weighted frustration points are larger than preset frustration points, and matches special game matches for the target game players if the weighted frustration points are larger than the preset frustration points; if not, converting the weighted frustration score into a game matching score, and performing game match for the target game player based on the game matching score. Thus, the game experience of the game player can be improved.
In order to facilitate better implementation of the game matching method provided by the embodiment of the application, the embodiment of the application also provides a game matching device based on the game matching method. Where the meaning of nouns is the same as in the game matching method described above, specific implementation details may be referred to in the description of the method embodiments.
Referring to fig. 3, fig. 3 is a block diagram of a game matching device according to an embodiment of the present application, where the device includes:
a first obtaining unit 301 for obtaining change information of game resources held by a target game player in a target game play;
A first determining unit 302, configured to determine a first frustration characterizing value of the target game player in the target game session based on the change information;
a second obtaining unit 303, configured to obtain game performance information of the target game player in the target game play;
a second determining unit 304, configured to determine a second frustration characterizing value of the game player in the target game play according to the positive performance and the negative performance in the game performance information;
a third determining unit 305 for determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
and a matching unit 306, configured to match game plays for the target game player based on the frustration score.
In some embodiments, the first determining unit 302 may include:
a first determining subunit, configured to determine a game resource variation value and a game resource total value of the target game player according to the variation information;
a first obtaining subunit, configured to obtain an average game resource variation value of the target game player in a historical game play;
and the first calculating subunit is used for calculating the first frustration characterization value based on the game resource variation value, the average game resource variation value and the game resource total value.
In some embodiments, the first computing subunit is specifically configured to:
determining a first game resource value according to the game resource change value, the average game resource change value, a preset game resource correction value and a preset first resource coefficient;
determining a second game resource value according to the game resource change value, the game resource total value, the preset game resource correction value and a preset second resource coefficient;
and calculating the sum of the first game resource value and the second game resource value to obtain the first frustration characterization value.
In some embodiments, the second determining unit 304 may include:
a second determination subunit configured to determine an escape performance value according to an escape result of the target game player in the escape performance information;
a third determining subunit configured to determine a performance value of the target game player according to the performance information;
and a fourth determination subunit configured to obtain the second frustration representation value based on the escape representation value and the achievement representation value.
In some embodiments, the second determining subunit is specifically configured to:
determining, based on the escape performance information, that the escape result is a first escape value for escape success and that the escape result is a second escape value for escape failure;
And calculating the difference value between the second escape value and the first escape value to obtain the escape representation value.
In some embodiments, the third determining subunit is specifically configured to:
determining a kill value and an injury value for the target game player based on the performance information;
obtaining an average killing value and an average injury value of the target game player in a historical game;
determining a first representation value according to the injury value, the average injury value and a preset first representation coefficient;
determining a second representation value according to the killing value, the average killing value and a preset second representation coefficient;
determining a third representation value according to the injury value, a preset injury coefficient and a preset third representation coefficient;
determining a fourth representation value according to the killing value, a preset killing coefficient and a preset fourth representation coefficient;
and calculating the sum of the first, second, third and fourth representation values to obtain the achievement representation value.
In some embodiments, the third determining unit 305 may include:
and a second calculating subunit, configured to calculate a sum of the first frustration characterizing value and the second frustration characterizing value, and obtain the frustration score.
In some embodiments, matching unit 306 may include:
the receiving subunit is used for receiving a game matching instruction, and acquiring historical frustration scores respectively corresponding to the target game player in a plurality of historical game games according to the game matching instruction;
the processing subunit is used for carrying out weighting processing on each historical frustration score to obtain weighted frustration scores;
and the first matching subunit is used for matching game plays for the target game player based on the weighted frustration scores.
In some embodiments, the first matching subunit is specifically configured to:
acquiring a preset combat score range and a preset frustration score range;
based on the preset combat score range and the preset frustration score range, carrying out normalization processing on the weighted frustration scores to obtain target frustration scores;
and performing game match-up for the target game player according to the target frustration score.
In some embodiments, the first matching subunit is specifically configured to:
acquiring a preset combat score range and a preset frustration score range;
calculating a first difference of the maximum combat score and the minimum combat score, a second difference of the weighted frustration score and the minimum frustration score, and a third difference of the maximum frustration score and the minimum frustration score; calculating the ratio of the second difference value to the third difference value, and calculating a fourth difference value of the specified parameter to the ratio; calculating the multiplication value of the first difference value and the fourth difference value, and calculating the sum of the multiplication value and the minimum combat score to obtain the target frustration score;
And performing game match-up for the target game player according to the target frustration score.
In some embodiments, the first matching subunit is specifically configured to:
and if the weighted frustration score is greater than a preset threshold, matching the game play with the game difficulty lower than the actual force of the target game player for the target game player.
In some embodiments, the apparatus may further comprise:
a third acquisition unit configured to acquire game rule familiarity information of the target game player in a novice game play;
a fourth determining unit configured to determine a novice performance score of the target game player based on the game rule familiarity information;
and a fifth determining unit, configured to determine a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores.
And an operation unit for performing game play matching for the target game player based on the target initial frustration score.
In some embodiments, the fourth determining unit may include:
a fourth determination subunit configured to determine a game resource profit familiarity value, a game item collection familiarity value, and a game equipment replacement familiarity value of the target game player according to the game rule familiarity information;
A fifth determination subunit for determining the novice performance score based on the game resource benefit familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
The embodiment of the application discloses a game matching device, which acquires change information of game resources held by a target game player in a target game play through a first acquisition unit 301; a first determining unit 302, configured to determine a first frustration characterizing value of the target game player in the target game session based on the change information; the second acquisition unit 303 acquires game performance information of the target game player in the target game play; a second determining unit 304 determines a second frustration characterizing value for the game player in the target game play according to the positive and negative performances in the game performance information; the third determination unit 305 determines a frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value; matching unit 306 performs game-play matching for the target game player based on the frustration score. Thus, the game experience of the game player can be improved.
Correspondingly, the embodiment of the application also provides computer equipment, which can be a server. Fig. 4 is a schematic structural diagram of a computer device according to an embodiment of the present application, as shown in fig. 4. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 501 is a control center of the computer device 500, connects various parts of the entire computer device 500 using various interfaces and lines, and performs various functions of the computer device 500 and processes data by running or loading software programs and/or modules stored in the memory 502, and calling data stored in the memory 502, thereby performing overall monitoring of the computer device 500.
In the embodiment of the present application, the processor 501 in the computer device 500 loads the instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 executes the application programs stored in the memory 502, so as to implement various functions:
acquiring change information of game resources held by a target game player in a target game;
determining a first frustration characterization value for the target game player in the target game session based on the change information;
acquiring game performance information of a target game player in a target game;
determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information;
determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
game-play matching is performed for the target game player based on the frustration score.
In some embodiments, determining a first frustration characterization value for a target game player in a target game session based on the change information includes:
determining a game resource change value and a game resource total value of the target game player according to the change information;
Obtaining an average game resource change value of a target game player in a historical game;
a first frustration characterization value is calculated based on the game resource variation value, the average game resource variation value, and the game resource total value.
In some embodiments, calculating a first frustration characterization value based on game resource variation values, average game resource variation values, and game resource total values, includes:
determining a first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
determining a second game resource value according to the game resource change value, the game resource total value, the preset game resource correction value and the preset second resource coefficient;
and calculating the sum of the first game resource value and the second game resource value to obtain a first frustration characterization value.
In some embodiments, the game performance information includes escape performance information and battle performance information;
determining a second frustration characterization value for the game player in the target game play based on the positive and negative performances in the game performance information, comprising:
determining an escape performance value according to an escape result of the target game player in the escape performance information;
Determining a achievement value of the target game player according to the achievement information;
a second frustration characterization value is derived based on the escape representation value and the achievement representation value.
In some embodiments, determining the escape performance value based on the escape results of the target game player in the escape performance information includes:
determining, based on the escape performance information, that the escape result is a first escape value for an escape success and that the escape result is a second escape value for an escape failure;
calculating the difference between the second escape value and the first escape value to obtain an escape representation value.
In some embodiments, determining a performance value for a target game player based on the performance information includes:
determining a hit value and an injury value of the target game player based on the performance information;
obtaining an average killing value and an average injury value of a target game player in a historical game;
determining a first representation value according to the injury value, the average injury value and a preset first representation coefficient;
determining a second representation value according to the killing value, the average killing value and a preset second representation coefficient;
determining a third representation value according to the injury value, the preset injury coefficient and the preset third representation coefficient;
determining a fourth representation value according to the killing value, a preset killing coefficient and a preset fourth representation coefficient;
And calculating the sum of the first, second, third and fourth appearance values to obtain a achievement appearance value.
In some embodiments, determining the frustration score for the target game player based on the first and second frustration characterization values comprises:
and calculating the sum of the first frustration characterization value and the second frustration characterization value to obtain a frustration score.
In some embodiments, game-pair matching for a target game player based on the frustration score includes:
receiving a game matching instruction, and acquiring historical frustration scores of a target game player corresponding to a plurality of historical game games respectively according to the game matching instruction;
weighting each historical frustration score to obtain a weighted frustration score;
game-to-game matching is performed for the target game player based on the weighted frustration score.
In some embodiments, game-pair matching for a target game player based on weighted frustration scores includes:
acquiring a preset combat score range and a preset frustration score range;
based on a preset combat score range and a preset frustration score range, carrying out normalization processing on the weighted frustration scores to obtain target frustration scores;
And performing game match-up for the target game player according to the target frustration score.
In some embodiments, the preset combat score range includes a maximum combat score and a minimum combat score, and the preset frustration score range includes a maximum frustration score and a minimum frustration score;
based on a preset combat score range and a preset frustration score range, carrying out normalization processing on the weighted frustration score to obtain a target frustration score, wherein the method comprises the following steps:
calculating a first difference between the maximum and minimum battle scores, a second difference between the weighted frustration scores and the minimum frustration scores, and a third difference between the maximum frustration scores and the minimum frustration scores;
calculating the ratio of the second difference value to the third difference value, and calculating a fourth difference value of the specified parameter to the ratio;
and calculating the multiplication value of the first difference value and the fourth difference value, and calculating the sum of the multiplication value and the minimum fight score to obtain the target frustration score.
In some embodiments, game-pair matching for a target game player based on weighted frustration scores includes:
and if the weighted frustration score is greater than a preset threshold, matching the game for the target game player, wherein the game difficulty is lower than the game player strength.
In some embodiments, the target game player is a novice game player; the method further comprises the steps of:
acquiring game rule familiarity information of a target game player in a novice game;
determining a novice performance score for the target game player based on the game rule familiarity information;
determining a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores;
game-to-game matching is performed for the target game player based on the target initial frustration score.
In some embodiments, determining a novice performance score for a target game player based on game rule familiarity information includes:
determining game resource profit familiarity values, game item collection familiarity values, and game equipment replacement familiarity values of the target game player according to the game rule familiarity information;
a novice performance score is determined based on the game resource benefit familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
According to the embodiment of the application, the frustration points of frustration experience of the game player in the game is calculated according to the game resource change information and the game behavior performance information of the game player in the game, when the game player performs the game matching, the weighted frustration points are calculated according to the multi-game frustration points of the game player, and then the game player is matched with the game according to the weighted frustration points, so that the proper game matching is matched for the game player, and the game experience of the game player can be improved.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 4, the computer device 500 further includes: a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch display 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 4 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display screen 503 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, guidance information, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device and converts it into touch point coordinates, which are then sent to the processor 501, and can receive commands from the processor 501 and execute them. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 501 to determine the type of touch event, and the processor 501 then provides a corresponding visual output on the display panel based on the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 503 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch sensitive display 503 may also implement an input function as part of the input unit 506.
The radio frequency circuitry 504 may be used to transceive radio frequency signals to establish wireless communications with a network device or other computer device via wireless communications.
The audio circuitry 505 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 505 may transmit the received electrical signal after audio data conversion to a speaker, and convert the electrical signal into a sound signal for output by the speaker; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 505 and converted into audio data, which are processed by the audio data output processor 501 for transmission to, for example, another computer device via the radio frequency circuit 504, or which are output to the memory 502 for further processing. The audio circuit 505 may also include an ear bud jack to provide communication of the peripheral ear bud with the computer device.
The input unit 506 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 507 is used to power the various components of the computer device 500. Alternatively, the power supply 507 may be logically connected to the processor 501 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 507 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 4, the computer device 500 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may obtain the change information of the game resource held by the target game player in the target game play; determining a first frustration characterization value for the target game player in the target game session based on the change information; acquiring game performance information of a target game player in a target game; determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information; determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value; game-play matching is performed for the target game player based on the frustration score.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform steps in any of the game matching methods provided by embodiments of the present application. For example, the computer program may perform the steps of:
acquiring change information of game resources held by a target game player in a target game;
determining a first frustration characterization value for the target game player in the target game session based on the change information;
acquiring game performance information of a target game player in a target game;
determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information;
determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
Game-play matching is performed for the target game player based on the frustration score.
In some embodiments, determining a first frustration characterization value for a target game player in a target game session based on the change information includes:
determining a game resource change value and a game resource total value of the target game player according to the change information;
obtaining an average game resource change value of a target game player in a historical game;
a first frustration characterization value is calculated based on the game resource variation value, the average game resource variation value, and the game resource total value.
In some embodiments, calculating a first frustration characterization value based on game resource variation values, average game resource variation values, and game resource total values, includes:
determining a first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
determining a second game resource value according to the game resource change value, the game resource total value, the preset game resource correction value and the preset second resource coefficient;
and calculating the sum of the first game resource value and the second game resource value to obtain a first frustration characterization value.
In some embodiments, the game performance information includes escape performance information and battle performance information;
determining a second frustration characterization value for the game player in the target game play based on the positive and negative performances in the game performance information, comprising:
determining an escape performance value according to an escape result of the target game player in the escape performance information;
determining a achievement value of the target game player according to the achievement information;
a second frustration characterization value is derived based on the escape representation value and the achievement representation value.
In some embodiments, determining the escape performance value based on the escape results of the target game player in the escape performance information includes:
determining, based on the escape performance information, that the escape result is a first escape value for an escape success and that the escape result is a second escape value for an escape failure;
calculating the difference between the second escape value and the first escape value to obtain an escape representation value.
In some embodiments, determining a performance value for a target game player based on the performance information includes:
determining a hit value and an injury value of the target game player based on the performance information;
obtaining an average killing value and an average injury value of a target game player in a historical game;
Determining a first representation value according to the injury value, the average injury value and a preset first representation coefficient;
determining a second representation value according to the killing value, the average killing value and a preset second representation coefficient;
determining a third representation value according to the injury value, the preset injury coefficient and the preset third representation coefficient;
determining a fourth representation value according to the killing value, a preset killing coefficient and a preset fourth representation coefficient;
and calculating the sum of the first, second, third and fourth appearance values to obtain a achievement appearance value.
In some embodiments, determining the frustration score for the target game player based on the first and second frustration characterization values comprises:
and calculating the sum of the first frustration characterization value and the second frustration characterization value to obtain a frustration score.
In some embodiments, game-pair matching for a target game player based on the frustration score includes:
receiving a game matching instruction, and acquiring historical frustration scores of a target game player corresponding to a plurality of historical game games respectively according to the game matching instruction;
weighting each historical frustration score to obtain a weighted frustration score;
Game-to-game matching is performed for the target game player based on the weighted frustration score.
In some embodiments, game-pair matching for a target game player based on weighted frustration scores includes:
acquiring a preset combat score range and a preset frustration score range;
based on a preset combat score range and a preset frustration score range, carrying out normalization processing on the weighted frustration scores to obtain target frustration scores;
and performing game match-up for the target game player according to the target frustration score.
In some embodiments, the preset combat score range includes a maximum combat score and a minimum combat score, and the preset frustration score range includes a maximum frustration score and a minimum frustration score;
based on a preset combat score range and a preset frustration score range, carrying out normalization processing on the weighted frustration score to obtain a target frustration score, wherein the method comprises the following steps:
calculating a first difference between the maximum and minimum battle scores, a second difference between the weighted frustration scores and the minimum frustration scores, and a third difference between the maximum frustration scores and the minimum frustration scores;
calculating the ratio of the second difference value to the third difference value, and calculating a fourth difference value of the specified parameter to the ratio;
And calculating the multiplication value of the first difference value and the fourth difference value, and calculating the sum of the multiplication value and the minimum fight score to obtain the target frustration score.
In some embodiments, game-pair matching for a target game player based on weighted frustration scores includes:
and if the weighted frustration score is greater than a preset threshold, matching the game for the target game player, wherein the game difficulty is lower than the game player strength.
In some embodiments, the target game player is a novice game player; the method further comprises the steps of:
acquiring game rule familiarity information of a target game player in a novice game;
determining a novice performance score for the target game player based on the game rule familiarity information;
determining a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores;
game-to-game matching is performed for the target game player based on the target initial frustration score.
In some embodiments, determining a novice performance score for a target game player based on game rule familiarity information includes:
determining game resource profit familiarity values, game item collection familiarity values, and game equipment replacement familiarity values of the target game player according to the game rule familiarity information;
A novice performance score is determined based on the game resource benefit familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
According to the embodiment of the application, the frustration points of frustration experience of the game player in the game is calculated according to the game resource change information and the game behavior performance information of the game player in the game, when the game player performs the game matching, the weighted frustration points are calculated according to the multi-game frustration points of the game player, and then the game player is matched with the game according to the weighted frustration points, so that the proper game matching is matched for the game player, and the game experience of the game player can be improved.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the computer-readable storage medium may comprise: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
Because the computer program stored in the computer readable storage medium may execute the steps in any game matching method provided in the embodiments of the present application, the beneficial effects that any game matching method provided in the embodiments of the present application may be achieved are detailed in the previous embodiments, and will not be described herein.
The above describes in detail a game matching method, apparatus, computer readable storage medium and computer device provided in the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only for helping to understand the method and core ideas of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.

Claims (16)

1. A game matching method, the method comprising:
acquiring change information of game resources held by a target game player in a target game;
determining a first frustration characterization value for the target game player in the target game play based on the variation information;
acquiring game performance information of the target game player in the target game pair;
determining a second frustration characterization value for the game player in the target game play according to the positive and negative expressions in the game performance information;
Determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
game play matching is performed for the target game player based on the frustration score.
2. The method of claim 1, wherein the determining a first frustration characterization value for the target game player in the target game play based on the variation information comprises:
determining a game resource change value and a game resource total value of the target game player according to the change information;
acquiring an average game resource change value of the target game player in a historical game;
and calculating the first frustration characterization value based on the game resource variation value, the average game resource variation value, and the game resource total value.
3. The method of claim 2, wherein the calculating the first frustration characterization value based on the game resource variation value, the average game resource variation value, and the game resource aggregate value comprises:
determining a first game resource value according to the game resource change value, the average game resource change value, a preset game resource correction value and a preset first resource coefficient;
Determining a second game resource value according to the game resource change value, the game resource total value, the preset game resource correction value and a preset second resource coefficient;
and calculating the sum of the first game resource value and the second game resource value to obtain the first frustration characterization value.
4. The method of claim 1, wherein the game performance information includes escape performance information and battle performance information;
the determining a second frustration characterization value for the game player in the target game play according to positive and negative performances in the game performance information, comprising:
determining an escape performance value according to the escape result of the target game player in the escape performance information;
determining a achievement value for the target game player based on the achievement information;
and obtaining the second frustration characterization value based on the escape representation value and the achievement representation value.
5. The method of claim 4, wherein the determining an escape performance value based on the escape results of the target game player in the escape performance information comprises:
determining, based on the escape performance information, that the escape result is a first escape value for escape success and that the escape result is a second escape value for escape failure;
And calculating the difference value between the second escape value and the first escape value to obtain the escape representation value.
6. The method of claim 4, wherein said determining a performance value for the target game player based on the performance information comprises:
determining a kill value and an injury value for the target game player based on the performance information;
obtaining an average killing value and an average injury value of the target game player in a historical game;
determining a first representation value according to the injury value, the average injury value and a preset first representation coefficient;
determining a second representation value according to the killing value, the average killing value and a preset second representation coefficient;
determining a third representation value according to the injury value, a preset injury coefficient and a preset third representation coefficient;
determining a fourth representation value according to the killing value, a preset killing coefficient and a preset fourth representation coefficient;
and calculating the sum of the first, second, third and fourth representation values to obtain the achievement representation value.
7. The method of claim 1, wherein the determining a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value comprises:
And calculating the sum of the first frustration characterization value and the second frustration characterization value to obtain the frustration score.
8. The method of claim 1, wherein the game-play matching for the target game player based on the frustration score comprises:
receiving a game matching instruction, and acquiring historical frustration scores of the target game player corresponding to a plurality of historical game games respectively according to the game matching instruction;
weighting each historical frustration score to obtain a weighted frustration score;
game play matching is performed for the target game player based on the weighted frustration score.
9. The method of claim 8, wherein the game play matching for the target game player based on the weighted frustration score comprises:
acquiring a preset combat score range and a preset frustration score range;
based on the preset combat score range and the preset frustration score range, carrying out normalization processing on the weighted frustration scores to obtain target frustration scores;
and performing game match-up for the target game player according to the target frustration score.
10. The method of claim 9, wherein the preset combat score range includes a maximum combat score and a minimum combat score, and wherein the preset frustration score range includes a maximum frustration score and a minimum frustration score;
the normalizing process is performed on the weighted frustration score based on the preset combat score range and the preset frustration score range to obtain a target frustration score, including:
calculating a first difference of the maximum combat score and the minimum combat score, a second difference of the weighted frustration score and the minimum frustration score, and a third difference of the maximum frustration score and the minimum frustration score;
calculating the ratio of the second difference value to the third difference value, and calculating a fourth difference value of the specified parameter to the ratio;
and calculating the multiplication value of the first difference value and the fourth difference value, and calculating the sum of the multiplication value and the minimum battle score to obtain the target frustration score.
11. The method of claim 8, wherein the game play matching for the target game player based on the weighted frustration score comprises:
And if the weighted frustration score is greater than a preset threshold, matching the game play with the game difficulty lower than the actual force of the target game player for the target game player.
12. The method of claim 1, wherein the target game player is a novice game player;
the method further comprises the steps of:
acquiring game rule familiarity information of the target game player in a novice game;
determining a novice performance score for the target game player based on the game rule familiarity information;
determining a target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores;
game-to-game matching is performed for the target game player based on the target initial frustration score.
13. The method of claim 12, wherein the determining a novice performance score for the target game player based on the game rule familiarity information comprises:
determining game resource benefit familiarity values, game item collection familiarity values, and game equipment replacement familiarity values for the target game player according to the game rule familiarity information;
the novice performance score is determined based on the game resource revenue familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
14. A game matching device, the device comprising:
a first acquisition unit configured to acquire change information of game resources held by a target game player in a target game play;
a first determining unit configured to determine a first frustration characterization value of the target game player in the target game play based on the variation information;
a second acquisition unit configured to acquire game performance information of the target game player in the target game play;
a second determining unit configured to determine a second frustration characterization value of the game player in the target game play according to the positive and negative expressions in the game performance information;
a third determining unit configured to determine a frustration score for the target game player based on the first frustration characterization value and the second frustration characterization value;
and the matching unit is used for matching game plays for the target game player based on the frustration score.
15. A computer device comprising a memory, a processor and a computer program stored on the memory and running on the processor, wherein the processor implements the game matching method of any of claims 1 to 13 when the program is executed by the processor.
16. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the game matching method of any one of claims 1 to 13.
CN202211105066.8A 2022-09-09 2022-09-09 Game matching method, device, computer equipment and storage medium Pending CN117695671A (en)

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US8210925B2 (en) * 2009-05-26 2012-07-03 Microsoft Corporation Adjusting difficulty level of a multiplayer game
CN112439193B (en) * 2019-09-04 2024-02-23 网易(杭州)网络有限公司 Game difficulty matching method and device
CN111346385A (en) * 2020-02-26 2020-06-30 深圳市腾讯信息技术有限公司 Game matching method and device
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