CN1862547A - Internet game contest method and service system thereof - Google Patents

Internet game contest method and service system thereof Download PDF

Info

Publication number
CN1862547A
CN1862547A CNA2005100300609A CN200510030060A CN1862547A CN 1862547 A CN1862547 A CN 1862547A CN A2005100300609 A CNA2005100300609 A CN A2005100300609A CN 200510030060 A CN200510030060 A CN 200510030060A CN 1862547 A CN1862547 A CN 1862547A
Authority
CN
China
Prior art keywords
competition
players
player
queue
service
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CNA2005100300609A
Other languages
Chinese (zh)
Inventor
刘乾
钟杰萍
何航
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Huawei Technologies Co Ltd
Original Assignee
Huawei Technologies Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Huawei Technologies Co Ltd filed Critical Huawei Technologies Co Ltd
Priority to CNA2005100300609A priority Critical patent/CN1862547A/en
Publication of CN1862547A publication Critical patent/CN1862547A/en
Pending legal-status Critical Current

Links

Images

Landscapes

  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The present invention relates to an interconnection network game service correlation technique, and discloses an interconnection network game competition method and its service system. It can make interconnection game competition more have fairness, more can reflect real level of players and can effectively prevent players from adopting cheat act. Said invention also provides its game method and concrete competition rule, and also provides the composition portions of said game service system.

Description

Online game competition method and service system thereof
Technical Field
The invention relates to the related technology of online game service, in particular to an online game competition service system and an implementation method thereof.
Background
The online game is an entertainment mode that people participate in online games through communication means such as internet or mobile communication. Because of the modern convenient and fast communication mode, the popularization and the operation of the online game are easy and fast. People all over the country and even all over the world can enjoy the fun of participating in games together only through the communication terminals at the sides or hands. And the medium which has wide and quick influence is used as a carrier through the Internet and the like, people can intentionally and unintentionally know the game through the Internet, so that the popularization of the game becomes very convenient and quick.
The online game is rapidly becoming the backbone industry of the network culture market due to its convenience and universality, and not only exceeds the traditional culture industry, but also grows at a very fast speed. Therefore, how to better provide the online game service to the player to flourish the network culture market is one of the important demands of the current information technology development.
In china, following web advertisements and text messages, web games have become a profit-supporting point for domestic websites, and the web game industry will continue to grow at a rate of 115% per year in the next few years. Although the speed is increased rapidly due to the low starting point, the network game industry in China is still much slower than the world development trend. After the rapid growth of years, the domestic online game market forms a larger market scale, the market structure tends to be perfect, the competition is more intense, the whole industry finishes the accumulation of the initial stage, and the rapid growth period with high risk and high income is stepped. The Ministry of culture encourages the original development vigorously, strives for online game products with independent intellectual property rights within 3 to 5 years, and occupies the domestic market.
The networking game not only provides a new economic growth point of the information age culture industry by unique advantages and means, but also enables manufacturers of electronic industries such as mobile phones, personal digital equipment and the like to obtain the added value of products by virtue of game functions by virtue of the attraction of the networking game to people, enables advertisements of media such as networks and the like to obtain the browsing amount for several times, enables websites to be profitable accordingly, and the promotion of related products of the electronic game drives a new service industry and provides a large number of employment posts for society.
Various signs in all aspects show that the development and progress of the current networking game technology, the development of related products, the solution of key technical problems and the generation of new service contents greatly influence the national economic growth, social progress, the stabilization of the cultural market and the diversification of the cultural market.
The main technical fields of online game development are multimedia technology, online communication technology, game rule development and the like. In contrast, the current development is a network game competition, in which players compete against each other to rank the results of the competition. As networking games gradually enter the lives of modern people along with internet and mobile communication and occupy more and more important positions, the participation of game players in networking games has been gradually transited from the beginning mainly for entertainment to the direction mainly for competition. By participating in the contest, the gamer can be more fully engaged in the game, enhancing game antagonism and game endurance.
For an emerging game mode such as the online game competition, the market growth speed of the online game competition needs to have a perfect game competition method and a perfect game competition service system to ensure the fairness, the reality and the like of the online game competition. How to arrange players with equivalent strength to play in the online game competition, how to distinguish the real level of the competitors within limited competition rounds and competition fields, and how to rank the parallel names under the condition of acquiring the same score are all technical problems which need to be solved urgently.
The competition method adopted by the current online game competition service system generally comprises the following steps:
firstly, a competitor enters a designated competition server for competition through a game client in a specified time period, the competitor can freely select an opponent to compete in the competition time period, namely, the players freely combine to compete, the server does not participate in the combination, and the system updates the records of the players, such as game scores and the like, after the competition is finished;
then, the competition is generally divided into multiple rounds, such as: the method comprises the steps of initial match, final match and the like, wherein participants in each round need to freely combine to play the match and complete the match with a specified number of rounds, a certain point is given according to the match result, such as win, lose, level, line break and the like, so that the points of all players in the round are counted, and the players in the next round are given after being sorted from high to low. The ranking of the last round of the game is sorted according to the height of the points, so that the number of the rewarded people is determined.
In practical applications, the above scheme has the following problems: although the competition method is designed according to the traditional competition mode, has simple rules and easy realization, and is beneficial to the development of the online game competition, the competition method has great disadvantages in the aspect of competition fairness:
as the server in the online game competition is not aware of game players at first, the players can freely select opponents to play the game, and the system does not interfere with the combination problem of the opponents of the game, so that the selection of the opponents of the game is completely independent, the mode has great blindness and randomness, the degree of confrontation among the players in each game is uneven, the confrontation efficiency is low, for example, the players can have great differences in strength, and from a certain angle, the game has no significance, and the efficiency of distinguishing the strength of the players is low.
In addition, because the opponents selected autonomously completely comply with the subjective tendency of the players, the method has another disadvantage that the cheating behaviors of the players cannot be prevented, and the tendency selection exists in the combination, for example, the players can select an opponent with relatively poor level to match or avoid the powerful opponent, so that the competition result of the players is improved; more serious is group cheating, such as intentional lost of a party in a competition by many groups, intentional disconnection and the like.
From the two aspects, because the player selects the opponent independently, two defects of random selection and tendency selection are brought, the competition efficiency is reduced, and a cheating space exists, so that the fairness and the efficiency of the competition are seriously influenced, the interest and the challenge of the competition are reduced, and the enthusiasm of game players is struck.
The main reason for this is that during the competition, each match is played by a free combination of players.
Disclosure of Invention
In view of the above, the main objective of the present invention is to provide a method and a service system for online game competition, which make the online game competition more fair, reflect the reality level of the player, and effectively prevent the cheating behavior of the player.
In order to achieve the above object, the present invention provides a method for online game competition, comprising the following steps
A, a player requests to participate in a competition;
the system B selects at least one player for the player to play a match;
and C, recording or updating the related information to a database by the system C, and counting competition results.
In the step A, when a player requests to participate in the competition, the system processes the request and arranges the request into a service queue;
in step B, the system selects at least two players in the service queue in sequence to play a match.
In addition, in the method, the system is provided with at least two service queues, and in the step B, the system selects players in the same service queue to play a match.
In the method, the system in step A arranges the result of the last competition of the player and the service queue where the player is located in the last time into the corresponding service queue.
In addition, in the method, in the step B, the system selects players participating in a match in the same service queue according to the historical records in the database, so that the difference of the competition results among the players is minimum, and the number of times of repeated competition among the players does not exceed the set maximum number of times of repeated competition.
In the method, the system selects players who participate in a competition according to the following criteria to minimize competition performance gap among the players:
preferentially selecting the player with the minimum gap of the queue rank;
for players with equal gaps of the queue ranks, preferentially selecting the player with the smallest gap of points;
for players with equal distance of the points, preferentially selecting the player with long queuing time;
wherein,
the system cumulatively calculates the points according to the historical competition results of the players;
the system ranks the players in the service queue according to the scores, ranks the players with the same score according to the historical competition times, and ranks the players with the same score and the historical competition times in parallel to obtain the queue rank.
In the method, the system selects a player from the service queue to play a match only when the number of players queued in the service queue exceeds the length of the service queue and overflows in the step B.
In addition, in the method, the system dynamically adjusts the length of the service queue according to the actual flow and the demand condition.
Further in the method, in the step D,
when each match is finished, the system calculates and updates the points of each player in the match according to the match result and updates the database;
after the competition is finished, the system carries out competition ranking according to the following rules to obtain the competition ranking of the players: and ranking the players according to the scores from high to low, and ranking the players with the same scores according to the sum of the scores of the historical competition opponents.
Further in the method, in a multi-round competition,
after each round of competition is finished, the system selects a next round of competition of promotion of the player from front to back according to the competition name;
in step a, when a player requests to participate in a competition, the system determines whether the player advances to the competition, if so, the player is queued in the service queue, otherwise, the player refuses the request.
The invention also provides a network game competition service system, which comprises a server, a client and a database, wherein,
the server provides a platform for online game competition for the client;
the client is used for enabling the player to log in the server to participate in the online game competition;
the database is used for storing relevant information and records of players and competitions;
wherein, when a player logs in and requests to participate in a tournament, the system selects at least one player for the player to play in the tournament.
Wherein the database records player historical tournament information,
and when the players log in and request to participate in the competition, the system selects the players participating in the competition according to the historical competition information of the players in the database, so that the times of the repeated competition among the players do not exceed the set maximum repeated competition times.
In addition, the system also comprises a queuing module and a control module,
the queuing module is used for realizing a mechanism that at least one client side queues to receive the service of the server side;
the control module is used for controlling each module of the online game competition service system to carry out coordination work;
wherein,
the queuing module stores and maintains at least one service queue;
the control module includes a combining submodule for selecting at least two players in the service queue in sequence to play a tournament.
Further in the system, the queuing module stores and maintains at least two of the service queues;
and the combination sub-module selects players to play a game in the same service queue.
In addition, in the system, when a player logs in and requests to participate in a competition, the queuing module queues the player into the corresponding service queue according to the historical competition result of the player.
In addition, in the system, the combining submodule selects players participating in a tournament according to the historical tournament information of the players so that the difference of competition results among the players is minimized.
In addition, in the system, the control module further comprises a sequencing submodule for ranking the players in the same service queue according to the points to obtain the queue ranking of the players;
the system cumulatively calculates the points according to the historical competition results of the players;
the sequencing submodule ranks the players in the service queue according to the scores, ranks the players with the same score according to the historical competition times, and parallels the players with the same score and the historical competition times to obtain the queue rank;
and, the combined submodule selects players participating in a match according to the following criteria to minimize the difference of competition results among the players:
preferentially selecting the player with the minimum gap of the queue rank;
for players with equal gaps of the queue ranks, preferentially selecting the player with the smallest gap of the points;
for players with equal distance of the points, the player with long queue time is selected preferentially.
In the system, the combination module may select a player from the service queue to play a tournament only when the queuing module determines that the number of players queued in the service queue exceeds the length of the service queue and overflows.
In addition, in the system, the control module further includes an adjusting submodule configured to dynamically adjust the length of the service queue according to an actual flow rate and a demand condition.
In addition, in the system, each competition is finished, and the system calculates and updates the points of each player in the competition according to the competition result and updates the database;
the control module comprises the sequencing submodule and is also used for carrying out competition ranking according to the following rules after the competition is finished to obtain the competition ranking of the players:
and ranking the players according to the scores from high to low, and ranking the players with the same scores according to the sum of the scores of the historical competition opponents.
In addition, in the system, the control module further comprises a rule base, and the rule base can be reset according to specific requirements;
the rule base defines specific rules which are complied by the sequencing submodule and the combination submodule for sequencing and combining;
the sequencing submodule carries out the competition ranking and the queue ranking according to the rule base;
and the combining submodule combines players from the same service queue to play a match according to the rule base.
In the system, moreover, in a multi-round competition,
after each round of competition is finished, the system selects players to advance to the next round of competition from front to back according to the competition names, wherein if the players with the parallel names appear, the system sorts the parallel names according to the sum of the points of all opponents which match the players in the round of competition;
after one round of competition is finished, all players enter a service queue with the lowest level when participating in the next round of competition, and then go up and down according to the scores of the competition;
and when the player requests to participate in the competition, the queuing module judges whether the player advances in the competition of the current round, if so, the player is queued in the service queue, otherwise, the request is refused.
Further in the system, the database comprises
The competition table is used for recording competition related information;
the competition turn table is used for recording the basic information of each competition turn;
a competition user table for recording basic information of each player participating in the competition;
a competition result table for recording the result of each competition round of each player participating in the competition;
and the competition history table is used for recording the relevant information of each competition of players participating in the competition in each competition.
Compared with the prior art, the technical scheme of the invention has the main difference that the tendency selection is prevented by the method that the system participates in the combined player to match, thereby effectively avoiding cheating behaviors, the system also combines the players to match according to the match history, limits the times of repeated match among the players, and selects the players with the same strength as much as possible to match, thereby improving the match efficiency and the intensity;
the system also adopts a queuing mode to arrange the games for the successively logged-in players in turn, so as to improve the fairness of the games, and simultaneously adopts a mode of representing a plurality of queues of different levels of the players, the system combines the players in the same queue to play the games, and slides between the queues according to the result of the last game of the players when queuing, and determines which queue the next queue should enter according to the result of the game of the players after the game is finished. When the game wins, the upper-level queue is transferred, and when the game wins, the lower-level queue is transferred, so that excessive strong confrontation is avoided, and meanwhile, the competition of opponents with equivalent strength is ensured;
the system also sets the queue length for the queue, and combines the players for competition only when the queue overflows, so that the players can be ensured to have enough people to select, and the combination fairness is improved;
the system provides an index of the strength gap of the players during combination by ranking in each queue, and ranks the players with the same score according to the sum of the scores of all opponents of the players according to the player score ranking when finally performing competition ranking, so that the real level of the players can be reflected more fairly and accurately.
The difference of the technical scheme brings obvious beneficial effects that the system participates in player combination, opponents with equivalent strength are selected for competition, and excessive repeated competition is avoided, so that cheating behaviors can be avoided, and antagonism of competition is enhanced;
the fairness is improved by arranging a plurality of service queues to queue respective combined competitions, excessive strong countermeasures are avoided by sliding players among the queues, competition of opponents with equivalent strength is guaranteed, sufficient alternative players are guaranteed to be available in combination by queue overflow and dynamic adjustment of queue length, the accuracy of combination is improved, and the intensity and interestingness of the competition are improved;
the sum of the scores of the opponents is used as an auxiliary ranking index to perform final ranking, so that the accuracy of the ranking reflecting the true level of the players is improved, the enthusiasm of the players is improved, and the online game competition can be popularized.
Drawings
FIG. 1 is a schematic structural component diagram of a networked game competition system according to a first embodiment of the present invention;
FIG. 2 is a schematic diagram of a database configuration of a networked gaming competition system according to a second embodiment of the present invention;
FIG. 3 is a flow chart of a method of networked gaming competition according to a sixth embodiment of the present invention;
fig. 4 is a flowchart of a tournament game combining players in a method for online game tournament according to a seventh embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention will be described in further detail with reference to the accompanying drawings.
The main idea of the invention is to cancel the right of the player to independently select the combination to participate in the competition, the system selects the opponent for the player, and simultaneously the system considers the difference of the strength levels of the players to select the player with the same strength as much as possible to play the competition, and simultaneously the number of times of repeated competition among the players is limited. The invention also arranges a plurality of queues to wait for the competition, the system selects and combines the players with the same strength in each queue to play the competition, in order to ensure the accuracy of the combination, a dynamically adjusted queue length is arranged, and the selection and the combination are carried out only when the queue overflows, thus not only ensuring the competition of the opponents with the same strength, but also preventing excessive strong countermeasures, and simultaneously avoiding the overlong waiting time of the players due to the dynamically adjusted queue length. In the final ranking, the invention adopts the sum of the scores of the historical competitions as an auxiliary ranking index, thus more accurately and scientifically reflecting the true level of the players.
The invention adopts a system comprising a client, a server, a database, a queuing module, a control module and a plurality of sub-modules thereof to realize the functions. The queuing module is responsible for maintaining a queuing mechanism of a plurality of queues; a plurality of sub-modules of the control module are responsible for realizing the functions of player combination, player sequencing, queue length adjustment and the like; the database is responsible for storing records of competition related information, player related information, historical competition related information and the like for use in combination and sorting.
FIG. 1 is a schematic structural diagram of a networked game competition system according to a first embodiment of the present invention. The system comprises a server, a client, a database, a queuing module and a control module. The server is mainly a platform responsible for providing online game competition for a plurality of clients, for example, a group of clients in any combination can perform one game on the server, and the capacity of the server determines how many clients are allowed to log in or perform the game simultaneously; the client is used for a player to log in the server to participate in the online game competition, and is generally a network terminal of the Internet or a mobile communication handheld device and the like; the database is used for storing relevant information and records of players and competitions; the queuing module is used for realizing a mechanism that a plurality of clients queue to receive the service of the server, so that the service is performed in order; the control module is used for controlling each module of the online game competition service system to carry out coordination work. The key points here are: when a player logs in and requests to participate in a tournament, opponents are selected by the system for that player to play in the tournament, rather than being freely combined or selected by the player.
In addition, the database also records player historical tournament information, and when players log in and request to participate in the tournament, the system selects players to participate in the tournament according to the player historical tournament information in the database, so that the number of times of the repeated tournament between the players does not exceed the set maximum number of times of the repeated tournament. This is done to prevent cheating of a group, repeated competition, etc. since competition repetition lowers the efficiency of competition, and generally, the level of an opponent can be distinguished in one competition, and excessive repeated competition cannot reflect the true level of a player.
The server side in the system, also called as a competition server, provides a running environment for a competitor to participate in the game, is responsible for carrying out message interaction with the game client side, and mainly comprises a competitor login/logout server message, a competitor preparation game starting message and the like. Meanwhile, the competition result of the competitor is written into a competition database.
The control module is composed of the following modules: the device comprises a sequencing submodule, a combination submodule, an adjustment submodule and a rule base. Each sub-module has its own specific function, which will be mentioned one by one in the following. Wherein the queuing module stores and maintains a plurality of service queues. And the combination submodule contained in the control module is used for selecting and combining a plurality of players in the service queue in sequence to play the same match.
The database in the system, also called a competition database, records all information related to the competition, including competition history information, player basic information, competition results, and the like. In order to efficiently store and maintain the data, the second embodiment of the present invention is implemented by using a data structure of five tables on the basis of the first embodiment, as shown in fig. 2: the competition table is used for recording competition related information; the competition turn table is used for recording the basic information of each competition turn; the competition user table is used for recording the basic information of players participating in the competition; a competition result table for recording the result of each round of competition; and the competition history table is used for recording the historical competition related information of the players participating in the competition. Specific storage contents and detailed examples of each table are given below.
The competition table has one piece corresponding to each competition, and the contents comprise: identification number (ID) of the competition player account, competition name, competition description, game ID used for competition, competition state, information fields such as entry, competition, rest, end and the like, current competition turn, start date of entry and the like.
The competition turn table corresponds to each turn of the multi-turn competition, and the contents comprise: competition ID, round name, round description, start date of each round, number of people remaining in each round, and the like.
The competition user table records basic information corresponding to each player participating in the competition, and comprises the following steps: contest ID, user ID, sequence number of entry, current status, information fields such as promotion or elimination, last ranking, etc., and the table may be sorted from early to late by user entry date.
The competition result table correspondingly records the achievement of each competition player in each round, and the competition result table comprises the following steps: competition ID, round ID, user ID, competition credits, game credits, winning times, flat times, negative times, disconnection times, total competition times, local round ranking and other field information. The specific calculation method of the competition score is defined by a competition organizer, and may be equal to: the winning degree, the winning integral, the negative degree, the negative integral, the flat degree and the flat integral (no integral is obtained when the line is broken). In addition, the game itself used in general competition has its own set of points system without competition, and such points are called game points, i.e., points acquired by competitors in the game itself and defined by the game itself.
The competition history table correspondingly records the competition result and the opponent ID of each competitor in each competition, and each player has a competition history table, and the contents of the competition history table comprise: competition ID, round ID, current round number, competition ID list (capable of supporting games played by multiple persons), competition result, service queue number outside the competition, and the like. The competition history table plays an important role in the invention, and according to the competition history, the system can select and judge which opponents with the same strength compete to limit the times of repeated competition among players.
The queuing module of the system is responsible for maintaining the service queue. In a third embodiment of the invention, multiple queues may be provided and the player may be selected to play a game when the combined submodule is only in the same service queue. For example, two queues, where queue 1 is the negation queue and queue 2 is the winner queue. When a player requests to participate in a game and the queuing system is ready to queue the player, the system will add the player to a corresponding queue according to the last competition result of a competitor: if the competitor wins the last competition, the competitor enters a winner queue, and if other conditions such as no result, disconnection, negation or equal, the competitor enters a negation queue.
The purpose of this arrangement is to make each opponent in the queue continuously alternate, so that excessive strong conversations can be effectively avoided. If the competitor wins, the competitor can meet a stronger opponent, and if the competitor fails, the competitor can be changed into a relatively weaker opponent, so that unfairness phenomena that the stronger person always competes with the stronger person and the weaker person always competes with the weaker person are avoided to a certain extent.
Of course, more queues may be provided, such as a single echelon, which may be moved up or down depending on the win or loss of each game played by the players. Each queue should also record player necessary information, including: user ID, tournament credits, game credits, total number of plays, dynamic ranking, wait time in queue, etc.
In a fourth embodiment of the invention, each queue is also defined with a queue length, i.e. when the number of players waiting for service in the queue exceeds the queue length, which is called queue overflow, the system is triggered to select players from the queue to play, for example, a player at the head of the queue selects a satisfactory opponent in the same queue to play. That is, the player may be ranked in the middle and selected by the system for play.
This selective combining operation is performed by a combining submodule in the control unit. Such a queue length is defined to ensure that a sufficient number of players are available to the combination module of the control unit. Queue overflow can be triggered by events, and a timer can be set in the queue by the system, and a combining submodule of the control unit is periodically informed to judge whether the queue overflows or not, and a competition opponent is combined under the condition of overflow.
In addition, the length of the queue can be dynamically adjusted by the system, because the length of the queue needs to be shortened when the system is required to accelerate the game or the login flow of the player is too small under the condition of different time periods or different game speed requirements, so that the game is accelerated or the waiting time of the player is not too long. This function is performed by the tuning sub-module in the control module.
The control module also stores a rule base, and each module is specifically operated according to the definition in the rule base, so that the updating of the rule base represents the updating of a competition system, and the system can conveniently meet the requirements of different competition organizers for formulating different rules. Various rules recorded by the rule base, such as static ranking rules of competitions, real-time ranking rules of competitions, selection rules of competitors of competitions, and the like, can be used for ensuring the relative fairness of competitions.
And the sequencing submodule in the control module is responsible for sequencing according to the rules in the rule base, and comprises competition ranking and queue ranking. The competition ranking is the ranking at the end of a competition to obtain the competition ranking, and is performed according to a static ranking rule, namely a ranking calculation method for the end of each round of competition or the end of the final competition. For example, the following or similar methods may be employed: sorting according to the competition scores from high to low; when the competition points are the same, the competition points of all opponents competing with the competitors need to be accumulated, and then the competitors are sequenced from high to low; if the game scores are the same, the game scores are ranked from high to low; and finally, sorting according to the entry time of the competition from morning to evening. The competition result calculation relates to the results of all opponents who compete with competitors, can scientifically distinguish the level of competitors under the condition of same division, and reflects the real level of competitors.
In addition, the sequencing submodule also relates to dynamic sequencing of the same queue, namely the queue ranking obtains the queue name, which is carried out according to the real-time ranking rule of the rule base, and is a method for dynamically ranking the players in each queue. For example, the following or similar methods may be employed: firstly, sorting according to the competition scores from high to low; when the competition integration is the same, sorting according to the competition times; when the number of the played times is the same, sorting according to the game scores; when the game scores are the same, the same ranking is selected.
The combining submodule in the control module is responsible for selecting opponents for the head-of-line players to play when the queue overflows. The operation of player selection is performed according to the selection rule of the competitor in the rule base, which is a method for searching the opponent with equivalent strength for the players in each service queue. For example, the following or similar methods may be employed: firstly, the player who has been matched cannot be paired, namely, the number of repeated matches is limited to 1; then, according to the queue name obtained in the previous step, the name difference is preferably selected to be minimum, for example, the nth player of the queue is the nth player of the queue, and the (n + 1) th player and the (n + 3) th player of the queue are in the queue, the (n + 1) th player is preferably selected to play with the nth player; for ranking with the same gap, for example, if the n-1 st name and the n +1 st name exist at the same time in the above example, the competition score difference is selected from low to high; if the difference between the competition points is the same, the selection is made according to the waiting time. This ensures that competitors always encounter opponents of relatively close strength each time, increasing competition and competition points authenticity.
And an adjusting submodule in the control module dynamically adjusts the length of the service queue according to the actual flow and the demand condition. For example, according to the total number of persons who join the competition server (the total number of persons who win the last competition and the total number of persons who fail the last competition), the time period of competition (the peak time period, the normal time period, the low peak time period and the like), the length of each service queue in the storage unit is automatically adjusted, the condition that competitors in the queues wait for a long time or cannot participate in the competition is effectively avoided, and the condition is particularly easy to occur in the low peak time period, so that the service quality of the competition players by the system is effectively improved.
The corresponding realization method, namely the online game competition method, is provided for the online game competition system. In a fifth embodiment of the present invention, the networked game play process comprises the following three basic steps: the player requests to participate in the tournament; the system selects at least one player for the player to play a tournament; the system records or updates the related information to the database and counts the competition results. The key point is that the selection of players to play in the game is made by the system, rather than the free combination of players.
In addition, when a player is selected to participate in the tournament, the system may also perform the selection based on the history in the database so that the number of times that players participating in the tournament will have been repeatedly tournament with each other does not exceed the set maximum number of times that the tournament has been repeated. Such as a match between two players, no further play is permitted.
In order to realize ordered service, a queuing system is also set, namely when a player requests to participate in the competition, the system processes the request and queues the request into a service queue; and when the player is selected, the system selects the players in the service queue to play a match in sequence according to the queuing sequence. When the system sets up many service queues, then only choose the player to play a match in the same service queue. In addition, among the queues, the system arranges the players into corresponding service queues according to the historical competition results of the players. These steps are given according to the above system functions.
In order to realize efficient competition, the system selects players participating in a competition according to the historical records in the database, so that the difference of competition results among the players is minimum, namely opponents with equivalent strength are selected as much as possible to play against, and thus, the distance between the opponents can be well pulled, and the true level of the opponents is reflected. How to select an opponent with equivalent strength can be carried out according to the following criteria: preferentially selecting the player with the minimum gap of the queue rank; for players with equal gaps of queue ranks, preferentially selecting the player with the smallest gap of points; for players with equal distance of points, players with long queue time are preferably selected. The scoring and queuing ranking are the same concepts as those mentioned above in the system embodiments and are not described in detail here.
To ensure that player data is available for selection in the queue, the system selects players from the service queue to play a tournament only if the number of players queued in the service queue exceeds the length of the service queue by an amount that exceeds the length of the service queue. The system also dynamically adjusts the length of the service queue according to the actual flow and demand conditions. This step also corresponds to the system function described above.
After each match is finished, the system calculates and updates the score of each player in the match according to the match result and updates the database; after the competition is finished, the system carries out competition ranking according to the following rules to obtain the competition ranking of the players: players are ranked according to the scores from high to low, and players with the same score are ranked according to the sum of the scores of the historical competition opponents.
In the multi-round competition, after each round of competition is finished, the system selects a next round of competition of the promotion of the player from front to back according to the competition name; when the player requests to participate in the competition, the system judges whether the player advances to the competition of the current round, if so, the player is arranged in the service queue, otherwise, the request is refused.
In summary, fig. 3 shows a competition process using a mechanism for checking whether the queue overflows and selecting players to play in a competition according to a sixth embodiment of the present invention:
firstly, in step 31, when a player logs in a service system through a client, an adjusting submodule of a control unit dynamically adjusts the length of each queue according to the total number of people of a current server and the time from the end of a competition;
then in step 32, when the player initiates a request for preparing to start the competition, the system queries the competition database to determine whether the user has been eliminated or promoted in the competition of the current round, if so, the system returns failure, and if so, the system adds the user to each queue, such as a winner or a negator queue, according to the score of the competitor's last competition;
next, in step 33, when the queue overflows, the system is triggered to select players from the overflowing queue to participate in a new tournament in combination, where the queue overflow event may also be implemented by a timer, i.e. the system periodically checks whether the queue overflows. The players are combined and then sent to the server side for competition;
then in step 34, the system records the competition related information after each competition is finished, and updates the competition related information to the database, for example, records the points obtained by each player, and records the competition related information into the historical competition record of each player;
next, in step 35, after the whole round of competition is finished, the ranking module in the control unit ranks all the players participating in the round of competition according to the static ranking rule to obtain a competition rank, and determines a list of players participating in the next round of competition. If all rounds are finished, the ranking module in the control unit can also rank all players of all rounds once according to the static ranking rule.
It can be seen that the key step in the above process is how the system selects the player to play a new game in step 33, in the seventh embodiment of the present invention, the timeout of the timer of the queue is used to check the queue overflow by the system, and the sub-process of the control module for processing each timing event is shown in fig. 4:
in step 41, when the waiting queue timer is overtime, the system is triggered to perform overflow check, and the process goes to step 42;
in step 42, firstly, judging whether the number of people in the queue exceeds the queue length, if not, performing no processing, returning to step 41, waiting for the next timeout event, otherwise, entering step 43;
in step 43, after the queue overflows, the sorting submodule sorts all players of the queue according to the real-time ranking rule in the rule base to obtain the queue name;
then, in step 44, the player at the head of the team searches for the opponent according to the selection rule of the competitor in the rule base by the combination submodule, and in the process, the repeated competition opponents are ensured not to occur by inquiring the user history table;
then in step 45, judging whether an opponent meeting the conditions is found, if so, entering step 46, otherwise, entering step 47;
in step 46, the system moves the found opponent and the player at the head of the line out of the line, sends it to the server and arranges its match, and returns to step 42 to repeat the next combination;
in step 47, since no qualified opponent is found, the game cannot be played, which is the case, for example, the number of opponents in the low peak queue is limited, and if all opponents have already been played, the game cannot be played with these opponents according to the rule, which is the case, the player is only moved out of the queue, and the competition server notifies the player that the joining game fails, and returns to step 42 to repeat the next combination.
It will be appreciated by those skilled in the art that the foregoing embodiments of the networked game service system and method, as embodied and broadly described, may be embodied in many other specific forms, values and details, and may be embodied in other specific forms without departing from the spirit or scope of the invention.
While the invention has been shown and described with reference to certain preferred embodiments thereof, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the invention.

Claims (23)

1. A method for online game competition is characterized by comprising the following steps
A, a player requests to participate in a competition;
the system B selects at least one player for the player to play a match;
and C, recording or updating the related information to a database by the system C, and counting competition results.
2. The method for conducting a game tournament according to claim 1, wherein in the step a, when the player requests the tournament, the system processes the request and queues it in the service queue;
in step B, the system selects at least two players in the service queue in sequence to play a match.
3. The method for conducting a game according to claim 2, wherein at least two of said service queues are provided, and in said step B the system selects players to play a game in the same one of said service queues.
4. The method for online game competition of claim 3, wherein the system of step A arranges the player's last competition result and the service queue in the last time into the corresponding service queue.
5. The method for conducting a game tournament according to claim 4, wherein in the step B, the system selects the players who participated in the game in the same service queue according to the history in the database, so that the difference of the competition results between the players is minimized, and the number of the repeated competition between the players does not exceed the set maximum number of the repeated competition.
6. The method for conducting a game in accordance with claim 5, wherein in said step B, the system selects players to play in a tournament with a minimum difference in tournament performance among them based on the following criteria:
preferentially selecting the player with the minimum gap of the queue rank;
for players with equal gaps of the queue ranks, preferentially selecting the player with the smallest gap of points;
for players with equal distance of the points, preferentially selecting the player with long queuing time;
wherein,
the system cumulatively calculates the points according to the historical competition results of the players;
the system ranks the players in the service queue according to the scores, ranks the players with the same score according to the historical competition times, and ranks the players with the same score and the historical competition times in parallel to obtain the queue rank.
7. The method for conducting a game according to claim 5, wherein in said step B, the system selects a player from the service queue to play a game only when the number of players queued in the service queue exceeds the length of the service queue and overflows.
8. The method for networked gaming competition of claim 7, wherein the system dynamically adjusts the length of the service queue based on actual traffic and demand conditions.
9. The method for networked game competition according to any one of claims 1 to 8, wherein in the step D,
when each match is finished, the system calculates and updates the points of each player in the match according to the match result and updates the database;
after the competition is finished, the system carries out competition ranking according to the following rules to obtain the competition ranking of the players: and ranking the players according to the scores from high to low, and ranking the players with the same scores according to the sum of the scores of the historical competition opponents.
10. The networked gaming competition method of claim 9, wherein, in the multi-round competition,
after each round of competition is finished, the system selects a next round of competition of promotion of the player from front to back according to the competition name;
in step a, when a player requests to participate in a competition, the system determines whether the player advances to the competition, if so, the player is queued in the service queue, otherwise, the player refuses the request.
11. A network game competition service system is characterized in that the system comprises a service end, a client and a database, wherein,
the server provides a platform for online game competition for the client;
the client is used for enabling the player to log in the server to participate in the online game competition;
the database is used for storing relevant information and records of players and competitions;
wherein, when a player logs in and requests to participate in a tournament, the system selects at least one player for the player to play in the tournament.
12. The networked gaming competition service system of claim 11, wherein the database records player historical competition information,
and when the players log in and request to participate in the competition, the system selects the players participating in the competition according to the historical competition information of the players in the database, so that the times of the repeated competition among the players do not exceed the set maximum repeated competition times.
13. The networked gaming competition service system of claim 12, further comprising a queuing module and a control module,
the queuing module is used for realizing a mechanism that at least one client side queues to receive the service of the server side;
the control module is used for controlling each module of the online game competition service system to carry out coordination work;
wherein,
the queuing module stores and maintains at least one service queue;
the control module includes a combining submodule for selecting at least two players in the service queue in sequence to play a tournament.
14. The networked gaming competition service system of claim 13, wherein the queuing module stores and maintains at least two of the service queues;
and the combination sub-module selects players to play a game in the same service queue.
15. The networked gaming competition service system of claim 14, wherein the queuing module queues players into the respective service queue according to their historical competition achievements when they log in and request to participate in the competition.
16. The networked gaming competition service system of claim 15, wherein the grouping submodule selects players to participate in a competition based on the historical competition information of the players to minimize a difference in competition results between the players.
17. The networked gaming competition service system of claim 16, wherein the control module further comprises a ranking sub-module configured to rank players in the same service queue by credit to obtain a queue rank of players;
the system cumulatively calculates the points according to the historical competition results of the players;
the sequencing submodule ranks the players in the service queue according to the scores, ranks the players with the same score according to the historical competition times, and parallels the players with the same score and the historical competition times to obtain the queue rank;
and, the combined submodule selects players participating in a match according to the following criteria to minimize the difference of competition results among the players:
preferentially selecting the player with the minimum gap of the queue rank;
for players with equal gaps of the queue ranks, preferentially selecting the player with the smallest gap of the points;
for players with equal distance of the points, the player with long queue time is selected preferentially.
18. The networked gaming competition service system of claim 16, wherein the combination module selects a player from the service queue for a tournament only if the queuing module determines that the number of players queued in the service queue exceeds the length of the service queue by an amount that exceeds the length of the service queue.
19. The networked gaming competition service system of claim 18, wherein the control module further comprises an adjustment submodule configured to dynamically adjust the length of the service queue based on actual traffic and demand conditions.
20. The networked gaming competition service system of any one of claims 11 to 19, wherein each competition is completed, the system calculates and updates the points of each player in the competition according to the competition results, and updates the database;
the control module comprises the sequencing submodule and is also used for carrying out competition ranking according to the following rules after the competition is finished to obtain the competition ranking of the players:
and ranking the players according to the scores from high to low, and ranking the players with the same scores according to the sum of the scores of the historical competition opponents.
21. The networked gaming competition service system of claim 20, wherein the control module further comprises a rule base, wherein the rule base can be reconfigured as required;
the rule base defines specific rules which are complied by the sequencing submodule and the combination submodule for sequencing and combining;
the sequencing submodule carries out the competition ranking and the queue ranking according to the rule base;
and the combining submodule combines players from the same service queue to play a match according to the rule base.
22. The networked gaming competition service system of claim 20, wherein, in a multi-round competition,
after each round of competition is finished, the system selects players to advance to the next round of competition from front to back according to the competition names, wherein if the players with the parallel names appear, the system sorts the parallel names according to the sum of the points of all opponents which match the players in the round of competition;
after one round of competition is finished, all players enter a service queue with the lowest level when participating in the next round of competition, and then go up and down according to the scores of the competition;
and when the player requests to participate in the competition, the queuing module judges whether the player advances in the competition of the current round, if so, the player is queued in the service queue, otherwise, the request is refused.
23. The networked gaming competition service system of claim 22, wherein the database comprises
The competition table is used for recording competition related information;
the competition turn table is used for recording the basic information of each competition turn;
a competition user table for recording basic information of each player participating in the competition;
a competition result table for recording the result of each competition round of each player participating in the competition;
and the competition history table is used for recording the relevant information of each competition of players participating in the competition in each competition.
CNA2005100300609A 2005-09-28 2005-09-28 Internet game contest method and service system thereof Pending CN1862547A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CNA2005100300609A CN1862547A (en) 2005-09-28 2005-09-28 Internet game contest method and service system thereof

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CNA2005100300609A CN1862547A (en) 2005-09-28 2005-09-28 Internet game contest method and service system thereof

Publications (1)

Publication Number Publication Date
CN1862547A true CN1862547A (en) 2006-11-15

Family

ID=37389977

Family Applications (1)

Application Number Title Priority Date Filing Date
CNA2005100300609A Pending CN1862547A (en) 2005-09-28 2005-09-28 Internet game contest method and service system thereof

Country Status (1)

Country Link
CN (1) CN1862547A (en)

Cited By (13)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008028425A1 (en) * 2006-09-04 2008-03-13 Tencent Technology (Shenzhen) Company Limited Equipment for preventing user from cheating in network game, method and system thereof
WO2013123845A1 (en) * 2012-02-23 2013-08-29 腾讯科技(深圳)有限公司 Game resource distribution method and server
CN103736273A (en) * 2013-12-31 2014-04-23 成都有尔科技有限公司 Light-emitting diode (LED) screen based interactive game system
CN102096753B (en) * 2009-12-09 2015-04-29 新奥特(北京)视频技术有限公司 Server and client for contest report generation
CN105635152A (en) * 2015-12-31 2016-06-01 宁波公众信息产业有限公司 Anti-cheating system of networking games
CN106230794A (en) * 2016-07-20 2016-12-14 宁波公众信息产业有限公司 A kind of network game system prevented cheating
CN106669146A (en) * 2016-12-30 2017-05-17 腾讯科技(深圳)有限公司 Method and device for selecting matching group members
CN107316255A (en) * 2017-04-07 2017-11-03 苏州清睿教育科技股份有限公司 A kind of efficient competition method competed online that shuttles
CN107551552A (en) * 2017-08-22 2018-01-09 天脉聚源(北京)科技有限公司 Playing card recording method and device
CN108479073A (en) * 2018-02-01 2018-09-04 上海雷果信息科技有限公司 Automatic matching device, method and its computer program product
CN113111225A (en) * 2021-03-28 2021-07-13 根尖体育科技(北京)有限公司 Automatic matching team forming method for basketball game
CN113413587A (en) * 2021-07-02 2021-09-21 腾讯科技(深圳)有限公司 Information determination method, device, equipment and medium for card sports
CN113680075A (en) * 2021-08-24 2021-11-23 中国汽车技术研究中心有限公司 Automobile race competition method, competition platform, electronic equipment and medium

Cited By (20)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8382566B2 (en) 2006-09-04 2013-02-26 Tencent Technology (Shenzhen) Company Ltd. Network game anti-cheating device, method and system
WO2008028425A1 (en) * 2006-09-04 2008-03-13 Tencent Technology (Shenzhen) Company Limited Equipment for preventing user from cheating in network game, method and system thereof
CN102096753B (en) * 2009-12-09 2015-04-29 新奥特(北京)视频技术有限公司 Server and client for contest report generation
US10021215B2 (en) 2012-02-23 2018-07-10 Tencent Technology (Shenzhen) Company Limited Method and server for allocating game resources
WO2013123845A1 (en) * 2012-02-23 2013-08-29 腾讯科技(深圳)有限公司 Game resource distribution method and server
US10893125B2 (en) 2012-02-23 2021-01-12 Tencent Technology (Shenzhen) Company Limited Method and server for allocating game resources
CN103736273A (en) * 2013-12-31 2014-04-23 成都有尔科技有限公司 Light-emitting diode (LED) screen based interactive game system
CN105635152A (en) * 2015-12-31 2016-06-01 宁波公众信息产业有限公司 Anti-cheating system of networking games
CN105635152B (en) * 2015-12-31 2019-01-22 宁波公众信息产业有限公司 A kind of anti-cheating system of internet game
CN106230794A (en) * 2016-07-20 2016-12-14 宁波公众信息产业有限公司 A kind of network game system prevented cheating
CN106669146A (en) * 2016-12-30 2017-05-17 腾讯科技(深圳)有限公司 Method and device for selecting matching group members
CN106669146B (en) * 2016-12-30 2019-09-17 腾讯科技(深圳)有限公司 A kind of method and device of selection matching group membership
CN107316255A (en) * 2017-04-07 2017-11-03 苏州清睿教育科技股份有限公司 A kind of efficient competition method competed online that shuttles
CN107551552A (en) * 2017-08-22 2018-01-09 天脉聚源(北京)科技有限公司 Playing card recording method and device
CN108479073A (en) * 2018-02-01 2018-09-04 上海雷果信息科技有限公司 Automatic matching device, method and its computer program product
CN108479073B (en) * 2018-02-01 2023-02-03 上海雷果信息科技有限公司 Automatic pairing apparatus, method and computer program product thereof
CN113111225A (en) * 2021-03-28 2021-07-13 根尖体育科技(北京)有限公司 Automatic matching team forming method for basketball game
CN113413587A (en) * 2021-07-02 2021-09-21 腾讯科技(深圳)有限公司 Information determination method, device, equipment and medium for card sports
CN113413587B (en) * 2021-07-02 2022-11-15 腾讯科技(深圳)有限公司 Information determination method, device, equipment and medium for card sports
CN113680075A (en) * 2021-08-24 2021-11-23 中国汽车技术研究中心有限公司 Automobile race competition method, competition platform, electronic equipment and medium

Similar Documents

Publication Publication Date Title
CN1862547A (en) Internet game contest method and service system thereof
US10398985B2 (en) Social matching of game players on-line
US20220226738A1 (en) Method of and system for conducting multiple contests of skill with a single performance
US8303413B2 (en) Live hosting toolset
JP5376945B2 (en) Setting up an online game session outside the game context
US20060258463A1 (en) System and method for network interactive game match-up and server selection
US20120302332A1 (en) Method and apparatus for implementing nemesis matchmaking
CN1607535A (en) Ranking data generating program
CN1577372A (en) Network game system and network game processing method
CN102099825A (en) Adaptive live commentary in hosted game
CN1657125A (en) Game device,game control method,program and recording medium
US20050010313A1 (en) Sorting apparatus, sorting method, program product, and computer readable medium
CN1334529A (en) Network game device, game system and storage medium
Guo et al. An analysis of online match-based games
GB2598686A (en) Interactive system for enabling hybrid fantasy-style pari-mutuel wagering over network interfaces
CN1894694A (en) On-line game tournament system the prize money of which is determined by the wining number and the method for the same
WO2020027985A2 (en) Systems and methods for making real-time, fantasy sports coaching adjustments to live games
US20170232350A1 (en) Multi-Year General Manager Fantasy Sports Game
US20230001309A1 (en) Cross skill competition
CN1855108A (en) Method and system for realizing virtual person in on-line Internet programm
CN1852139A (en) Monitoring system and method for game
CN101073707A (en) Internet game method and system
KR101211313B1 (en) Game Method and Server for Providing Tournament Game
JP2020146108A (en) Game system, game control device, program, and game control method
CN1461230A (en) Broadus catching game system using communication network

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
C12 Rejection of a patent application after its publication
RJ01 Rejection of invention patent application after publication

Open date: 20061115