WO2019141252A1 - 运行结果的传输方法、装置、存储介质及电子装置 - Google Patents

运行结果的传输方法、装置、存储介质及电子装置 Download PDF

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Publication number
WO2019141252A1
WO2019141252A1 PCT/CN2019/072409 CN2019072409W WO2019141252A1 WO 2019141252 A1 WO2019141252 A1 WO 2019141252A1 CN 2019072409 W CN2019072409 W CN 2019072409W WO 2019141252 A1 WO2019141252 A1 WO 2019141252A1
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WIPO (PCT)
Prior art keywords
target
data
running
control object
dimension
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PCT/CN2019/072409
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English (en)
French (fr)
Inventor
魏嘉城
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腾讯科技(深圳)有限公司
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Publication of WO2019141252A1 publication Critical patent/WO2019141252A1/zh
Priority to US16/872,175 priority Critical patent/US11364440B2/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L25/00Baseband systems
    • H04L25/02Details ; arrangements for supplying electrical power along data transmission lines
    • H04L25/0202Channel estimation
    • H04L25/024Channel estimation channel estimation algorithms
    • H04L25/0242Channel estimation channel estimation algorithms using matrix methods
    • 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
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L25/00Baseband systems
    • H04L25/02Details ; arrangements for supplying electrical power along data transmission lines
    • H04L25/03Shaping networks in transmitter or receiver, e.g. adaptive shaping networks
    • H04L25/03006Arrangements for removing intersymbol interference
    • H04L2025/03592Adaptation methods
    • H04L2025/03598Algorithms
    • H04L2025/03611Iterative algorithms

Definitions

  • the present application relates to the field of communications, and in particular, to a transmission method, apparatus, storage medium, and electronic device.
  • the performance of the control objects participating in the scene in the scene is evaluated to form a scoring system.
  • the traditional scoring method measures a single reference factor, and cannot comprehensively and accurately evaluate the operation level of the account. As a result, the user who controls the account cannot get the evaluation that matches the performance in the scene, thereby reducing the enthusiasm of the user to participate again. .
  • the embodiment of the present application provides a transmission method, device, storage medium, and electronic device for running a result, so as to at least solve the technical problem that the accuracy of the target control object in the target scenario is low in the related art.
  • a method for transmitting a running result including: after the end of the running of the target scenario, the server acquires target running data generated by the target control object during the running of the target scenario, and the first Controlling first operational data generated by the object, wherein the object participating in the operation of the target scenario comprises: the target control object and the first control object; the server operating data according to the target and the target operational data Determining, according to a relationship between the first running data, an operation result of the target control object in a running process of the target scenario; the server sending the running result to a client where the target control object is located .
  • a transmission device for running a result comprising: an acquisition module, configured to acquire a target control object generated during operation of the target scenario after the end of the target scenario operation The target operation data and the first operation data generated by the first control object, wherein the object participating in the operation of the target scene comprises: the target control object and the first control object; and the determining module is set according to the Determining a relationship between the target operation data and the target operation data and the first operation data, determining a running result of the target control object in a running process of the target scenario; and sending a module, being set to The client where the target control object is located sends the running result.
  • a storage medium having stored therein a computer program, wherein the computer program is configured to execute the method described in any of the above.
  • an electronic device comprising a memory and a processor, wherein the memory stores a computer program, the processor being configured to execute any of the above by the computer program The method described in the above.
  • the server acquires the target running data generated by the target control object during the running of the target scenario and the first running data generated by the first control object, where the participating target scenario
  • the running object includes: a target control object and a first control object; the server determines a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the first running data; The manner of sending the running result to the client where the target control object is located, and determining the running process of the target control object in the target scenario according to the acquired target running data and the relationship between the target running data and the first running data after the target scenario is run.
  • the running result in the prior art overcomes the single reference factor when determining the running result of the target control object in the related art, and only considers the problem of the running data of the target control object, so that the determining process of the running result corresponding to the target running object fully considers the target control
  • the running data of the object and the relationship between the target running object and other objects in the target scene so that the running result can be more consistent with the performance of the target control object during the running of the target scene, thereby improving the determination of the target control object in the target scene.
  • the accuracy of the running result is solved, and the technical problem of determining the accuracy of the target control object in the target scenario in the related art is solved.
  • FIG. 1 is a schematic diagram of an optional transmission method of an operation result according to an embodiment of the present application.
  • FIG. 2 is a schematic diagram 1 of an application environment of an optional transmission result of an operation result according to an embodiment of the present application
  • FIG. 3 is a schematic diagram 2 of an application environment of an optional transmission result of an operation result according to an embodiment of the present application;
  • FIG. 4 is a schematic diagram of an optional transmission method of an operation result according to an alternative embodiment of the present application.
  • FIG. 5 is a schematic diagram of an optional transmission result of an operation result according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram 1 of an application scenario of an optional transmission result of an operation result according to an embodiment of the present application.
  • FIG. 7 is a second schematic diagram of an application scenario of an optional transmission result of an operation result according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram 3 of an application scenario of an optional transmission result of an operation result according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of an alternative electronic device in accordance with an embodiment of the present application.
  • a method for transmitting a running result includes:
  • the server acquires the target operation data generated by the target control object during the running of the target scenario and the first operation data generated by the first control object, where the object involved in the operation of the target scenario includes: the target Control object and first control object;
  • the server determines, according to the target running data and the relationship between the target running data and the first running data, the running result of the target control object in the running process of the target scenario;
  • the server sends a running result to the client where the target control object is located.
  • the foregoing transmission result of the operation result may be applied to a hardware environment formed by the terminal 202-1, the terminal 202-2, the terminal 202-n, and the server 204 as shown in FIG. 2.
  • the client 206-1 is installed on the terminal 202-1
  • the client 206-2 is installed on the terminal 202-2.
  • the client 206-n is installed on the terminal 202-n, and the client 206- 1.
  • the client 206-2...the client 206-n runs the target scenario at the same time, wherein the object controlled by the client 206-1 in the target scenario is the target control object, and the client 206-2...the client 206-n
  • Each object controlled in the target scene is referred to as a first control object as an example.
  • the client 206-1, the client 206-2, and the client 206-n report the running data in the running process of the target scenario to the server 204, and the server 204 reports the running data from each client.
  • the server 204 determines the running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the first running data, and sends the running to the client 202-1 where the target control object is located. result.
  • the server 204 may respectively use the control object corresponding to each client as the target control object, and the corresponding control object other than the target control object is the first control.
  • the object, the server 204 respectively determines the running results corresponding to the respective target control objects, and sends all the determined running results to each client.
  • the client 206-1, the client 206-2, the client 206-n can display all the running results sent by the received server 204, so that the user controlling the client can view him and other objects in the target scene. The result of the user's running after the end of the target scene, so as to understand their performance in the target scene by comparing the running results.
  • the foregoing transmission result of the operation result may be, but is not limited to, applied to a scenario for determining a running result corresponding to the target control object during the target scenario running process.
  • the client may be, but is not limited to, various types of applications, for example, a K-score application, an instant messaging application, a community space application, a game application, a shopping application, a browser application, a financial management application, a multimedia application, and a live broadcast. Application, etc.
  • it may be, but is not limited to, being applied to a scenario in which the running result corresponding to the target control object in the running process of the game is determined in the above game application, or may be, but not limited to, being applied in determining the K song application.
  • the accuracy of determining the running result of the target control object in the target scene is improved. The above is only an example, and is not limited in this embodiment.
  • the target scene may include, but is not limited to, a scene in which the participating objects are scored, such as: one game, one K song game, one game copy task, and the like.
  • the object participating in the running of the target scenario may include, but is not limited to, a game character controlled by a client logged in by a user account in a game, a game character controlled by a server in a game, and a game character.
  • a game character controlled by a client logged in by a user account in a game
  • a game character controlled by a server in a game a game character controlled by a server in a game
  • a game character User account in the K-song game, game account in a game copy task, and so on.
  • the running data generated by the control object during the running of the target scenario may include, but is not limited to, including: the number of times the control object appears or causes some operation results during the running of the target scenario, and the control object Output data that performs certain operations in the target scene, controls some of the operations that the object performs in the target scene, controls the target results that the object gets in the target scene, and so on.
  • the number of times the control object appears or causes certain operation results during the running of the target scene can be, but is not limited to, including: the number of kills and the number of deaths of the game account participating in the game in this game. , the number of assists and so on.
  • the output data of the control object performing certain operations in the target scene may include, but is not limited to, including: the damage value of the game account participating in the game in the game to the enemy account in the game, and the game account participating in the game in the game.
  • Some operations performed by the control object in the target scene may be, but are not limited to, including: five kills, four kills, three kills, serial kills, etc., which are completed in the game of the game in this game, or may also include: participating in this game.
  • the game's game account has the highest number of push towers, the largest number of coins, the highest number of kills, and the highest number of assists in this game.
  • the target result obtained by the control object in the target scene may include, but is not limited to, a game result in which the game account participating in the game in this game wins, fails, draws, etc. in the game.
  • the acquired target running data may be, but is not limited to, a client or a server corresponding to all objects participating in the target scenario running, and reporting to the server for determining the running result. of.
  • the client 1, the client 2, the client 2 participating in the game of the game report all the running data of the game to the server, and the server collects the running data (in theory, each The running data reported by the server is consistent.
  • the server can calculate the evaluation score (that is, the running result of each target control object) and the best performing control object (Most Valuable Player, MVP for short) according to one of the running data.
  • the server delivers the operation results such as the evaluation score and the MVP data to each client, and each client receives the operation results such as the above evaluation score and MVP data, and displays it on the settlement interface of the game.
  • the running result of the target control object in the running process of the target scenario is determined according to the acquired target running data and the relationship between the target running data and the first running data, thereby overcoming the correlation.
  • the reference factor is single, and only the problem of the running data of the target control object is considered, so that the determining process of the running result corresponding to the target running object fully considers the running data of the target control object and the target running object.
  • the transmission process of the running result is described and illustrated by using the target scenario as a game as an example.
  • the transmission process of the running result is similar thereto. No longer.
  • the first control object includes a second control object and a third control object
  • the first operation data generated by the first control object includes: second operation data generated by the second control object and the third control object.
  • the generated third operational data wherein the target control object and the second control object belong to the first group during the running of the target scenario, and the third control object belongs to the second group during the running of the target scenario, where
  • the server determines, according to the target running data and the relationship between the target running data and the first running data, the running result of the target control object in the running process of the target scenario includes one of the following:
  • the server determines, according to the target running data, and the relationship between the target running data and the second running data, the running result of the target control object in the running process of the target scenario;
  • the server determines a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the third running data.
  • the server determines a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the second running data and the third running data.
  • the object that participates in the running of the target scenario may be, but is not limited to, divided into multiple packets, where multiple packets may be in a relationship of opposite, alliance, and the like.
  • the object that participates in the running of the target scenario is divided into two opposite groups.
  • the running result of the target control object during the running of the target scenario may be, but is not limited to, determined according to the following operational data. :
  • Case 1 determining, according to the target operation data of the target control object, and the relationship between the target operation data and the second operation data of the second control object belonging to the same group as the target control object, in this case, the target control object
  • the results of the run are determined by reference to the relationship between its own operational data and its own operational data and its teammate's operational data.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: first a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character and the running data of other game characters in the first group, thereby
  • the obtained running result can fully reflect the relative operation level of the target game character in the group of game characters, so that the evaluation of the player's performance in the game is more objective.
  • Case 2 determining, according to the target operation data of the target control object, and the relationship between the target operation data and the third operational data of the third control object belonging to different groupings with the target control object, in this case, the target control object
  • the results of the run are determined by reference to the relationship between its own operational data and its own operational data and its opponent's operational data.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character and the running data of each game character in the second group, thereby
  • the obtained running result can fully reflect the relative operation level of the target game character in the enemy game character, so that the evaluation of the player's performance in the game is more objective.
  • the target operation data according to the target control object, and the second operation data of the second control object whose target operation data belongs to the same group as the target control object and the third control object of the same group that belong to the different target control object The relationship between the three operational data is determined.
  • the result of the operation of the target control object is determined by reference to the relationship between its own operational data and its own operational data and its teammates and the operational data of the opponent.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: first a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character, the running data of other game characters in the first group, and the second The running data of each game character in the group, so that the obtained running result can fully reflect the relative operation level of the target game character in the opponent and the teammate, so that the evaluation of the player's performance in the game is more objective.
  • the target control object's performance in the target scene is fully considered in different situations, which is comprehensive and accurate with respect to the performance of its teammates and its performance relative to its opponents. Determine the running result of the target control object during the running of the target scenario.
  • the server determines, according to the target running data and the relationship between the target running data and the first running data, the running result of the target control object in the running process of the target scenario includes:
  • the server obtains the first dimension data from the target running data, and determines a first dimension running result according to the first dimension data, where the first dimension data is used to indicate that the target control object has an operation result during the running of the target scenario.
  • the server obtains the second dimension data from the target running data, and obtains the second dimension total data from the first running data, and determines the second dimension running result according to the relationship between the second dimension data and the second dimension total data, where
  • the second dimension data is used to indicate output data when the target control object performs the first operation with the fourth object in the target scene during the running of the target scene, and the second dimension running result is used to indicate that the first control object is in the target scene.
  • the server obtains third dimension data from the running data, and determines a third dimension running result according to the third dimension data, where the third dimension data is used to indicate that the target control object is completed in the running process of the target scenario. operating;
  • the server obtains the fourth dimension data from the running data, and determines a fourth dimension running result according to the fourth dimension data, where the fourth dimension data is used to indicate the target result obtained by the target control object after the target scenario runs.
  • the server determines, as a running result, a first dimension running result, a second dimension running result, a third dimension running result, and a fourth dimension running result.
  • the foregoing operation result may include, but is not limited to, including: the death of the game character in a game, wherein the death of the game character may be, but is not limited to, the game account in the game within a certain period of time.
  • Unable to control the game character For example, when a game character has a blood volume of 0 in a game, the game character enters a frozen state. In this state, the game account cannot control the game character to perform operations.
  • the game interface changes to black and white mode and displays the countdown. After the countdown is over, the game character's blood volume property is restored to 100%, and the game account resumes control of the game character.
  • the first dimension data may be used to indicate the number of deaths of the target game character in a game, that is, the number of times the target game character has died in a game.
  • the first object may include, but is not limited to, a game element that can be attacked in a game (for example, an enemy in a Multiplayer Online Battle Arena (MOBA)).
  • a game element that can be attacked in a game
  • MOBA Multiplayer Online Battle Arena
  • Party game characters such as enemy heroes
  • creeps defensive towers, bases, wild monsters, etc.
  • the first dimension data can be used to indicate the number of kills of the target game character to the enemy game character in one game, that is, the target game in one game. The number of times a character causes an enemy game character to die.
  • the foregoing second object may include, but is not limited to, a control object that belongs to the same group as the target control object in a game (for example, a friendly game character in a MOBA game (eg, a friendly party). Hero), etc.).
  • the third object may include, but is not limited to, a control object that belongs to a different group from the target control object in a game (for example, an enemy game character in an MOBA game (for example, an enemy hero) or the like).
  • the first dimension data can be used to indicate the number of assists of the target game character in a game, that is, the number of times the friendly game character causes the enemy game character to die through the target game character in one game.
  • the first dimension data may include, but is not limited to, including the number of times the target control object appears to be killed, killed, or assisted during a game running.
  • the foregoing fourth object may include, but is not limited to, a game element that can be attacked and can initiate an attack in a game.
  • the first operation may include, but is not limited to, an operation that can cause damage to the operation object, and the like.
  • the operation object of the first operation may be the above-described fourth object or target control object or the first control object or the like.
  • the second dimension data is used to indicate the damage data output by the target control object when attacking the fourth object during the running of the game, and the fourth object attacks the target control object during the running of the game in a game.
  • the output damage data, the second dimension total data is used to indicate that the first control object outputs the damage data when the fourth object is attacked during the running of the game, and the fourth object is in the running process of the game in the game.
  • the foregoing second operation may include, but is not limited to, performing operations such as five kills, four kills, three kills, and kills, which are completed by the target control object during the running of the game, and the target The control object completes the operation of the most, the highest kill, the highest assist, the highest gold, the highest damage output, and the highest damage.
  • the foregoing operation result may include, but is not limited to, a game win, a game failure, a game draw, and the like.
  • the first dimension operation result may be, but is not limited to, KDA parameters for the target control object in one game (by KILL (kill number), DEATH (death number), ASSIST (assisted number)
  • KILL kill number
  • DEATH death number
  • ASSIST assisted number
  • the first dimension data obtained from the target running data includes the number of kills, deaths, assists and the like of the target control object in the game, and according to the above kill number, death number, and assist number
  • the numerical value determines the KDA parameter of the target control object in the game, thereby obtaining the first dimension running result.
  • the server determines, according to the first dimension data, the first dimension running result includes:
  • the server obtains a weighted sum of the first sub data, the second sub data, and the third sub data, where the first dimension data includes: a first sub data, a second sub data, and a third sub data, where the first sub data is used.
  • the second sub-data is used to indicate the number of times the target control object causes the first object in the target scene to appear an operation result
  • the third sub-data is used for the target scene. The number of times the second object in the target object causes the third object in the target scene to appear an operation result by the target control object;
  • the server determines a first dimension running result according to the target threshold range in which the weighting falls.
  • the target threshold range may be preset, thereby controlling the relationship between the weighting and the first dimension running result.
  • the first dimension running result may be determined by, for example, but not limited to, according to the relationship between the weighted sum and the target threshold range:
  • the weighted sum is less than the first threshold and greater than the second threshold, the weighted sum is input into the first sine function to obtain a first output result, and the first output result is determined to be a first dimensional running result;
  • the weighted sum is equal to the third threshold, it is determined that the first dimension operation result is the third target value.
  • the first threshold, the second threshold, the third threshold, the first target value, the second target value, the third target value, the first sine function, the second sine function, and the like are respectively configured. Parameters to control the range of results for the first dimension run.
  • the first sub-data may be the number of deaths
  • the second sub-data may be the number of kills
  • the third sub-data may be the number of assists
  • the weighted sum of the number of kills, the number of deaths, and the number of assists is obtained.
  • the KDA parameter is determined according to the target threshold range in which the performance score falls.
  • k1, k2, k3, M1, M2, M3, N1, N2, N3, P1, P2, Q1, Q2, R1, R2 are all values set in advance as needed.
  • the second dimension data includes: first data and second data, where the first data is used to indicate output data when the target control object performs the first operation on the fourth object during the running of the target scene. And the second data is used to indicate output data when the fourth object performs the first operation on the target control object during the running of the target scenario, where the second dimension total data includes: first total data and second total data, the first total The data is used to indicate the total output data when the first control object performs the first operation on the fourth object during the running of the target scenario, and the second total data is used to indicate that the fourth object controls the first control during the running of the target scenario The total output data when the object performs the first operation, wherein the server determines, according to the relationship between the second dimension data and the total data of the second dimension, the second dimension running result includes:
  • the server determines a first attribute value according to a proportion of the first data in the first total data, and determines a second attribute value according to a proportion of the second data in the second total data.
  • the server determines a sum or a weighted sum of the first attribute value and the second attribute value as a second dimension running result.
  • the second dimension data may include, but is not limited to, the first data (eg, the damage value of the target control object to the enemy hero in a game) and the second data (for example: The target control object bears the damage value of the enemy hero damage in a game.
  • the second dimension total data can be, but is not limited to, including: the first total data (for example: the first control object in one game against the enemy hero) The resulting damage value) and the second total data (for example, the first control object takes the damage value of the enemy hero damage in a game).
  • the first attribute value may be determined by, but not limited to, a percentage of the total damage value of the enemy hero caused by the target control object in one game, and the second attribute value is determined. It can be determined, but not limited to, that the target control object takes the damage value of the enemy hero damage in one game as a percentage of the total damage value of the team.
  • the server determines, according to the third dimension data, the third dimension running result includes:
  • the server determines a target operation type of the second operation.
  • the server obtains the target attribute value corresponding to the target operation type from the operation type and the attribute value having the corresponding relationship, and determines the target attribute value as the third dimension running result.
  • the operation type and the attribute value having the corresponding relationship may include, but are not limited to, a correspondence between the multi-kill type operation and the attribute value: five kills + 0.5 points, four kills + 0.3 points, and three kills. +0.1 points (only the maximum kill of the target control object can be calculated when calculating the running result), the corresponding relationship between the kill type operation and the attribute value: continuous killing reaches 7 +0.3 points, the correspondence between the extreme type operation and the attribute value : Push tower up to +0.2 points, killing up to +0.2 points, assisting up to +0.2 points, outputting up to +0.2 points, taking damage up to +0.2 points, and gold coins up to +0.2 points.
  • the operations of the foregoing type may be, but are not limited to, obtained by comparing the data of the local party, or may be obtained by comparing data of all participating objects.
  • the server determines, according to the fourth dimension data, the fourth dimension running result includes:
  • the server determines that the fourth dimension running result is the first value
  • the server determines that the fourth dimension operation result is the second value.
  • the first result may be a game win or a game draw
  • the second result may be a game failure or a game draw.
  • the first value and the second value can be set as needed.
  • the first running identifier is a victory identifier
  • the second running identifier is a failure identifier
  • the first value is 2 points
  • the second value is 0 minutes, that is,.
  • the result of the operation is increased by 2 points.
  • the result of the operation is not added.
  • the method further includes:
  • the server may determine, as the target control object, the operation result of each target scene in the running process of the target scenario, and send the running result to the client where the target control object is located.
  • the running data of the objects other than the target control object among the objects participating in the target scene are also sent to the client where the target control object is located, and the client where the target control object is located also displays the running result of the target control object. Display the results of other objects.
  • the server obtains the running data reported by each client in the game, and the server obtains the data from the running data.
  • the first dimension data includes the number of kills of the target game character is 10, the number of deaths is 3, and the number of assists is 6.
  • the second dimension data includes: the damage caused by the target game character to the game character in the second group 88216, first The damage value of the game character in the group to the game character in the second group 334152, the damage value of the game character in the second group to the target game character 81109, the game character in the second group to the first group
  • the total damage caused by the game character is 438427.
  • the third dimension data includes: the target game character has obtained a four-kill in this game, and the target game angle. Kill the highest number of games in the Council, the goal of the game in the role of the highest number of gold coins Council game, the fourth dimension data include: goal of the game to win the role of the Council in the game.
  • the damage caused by the above is 20% to 45%.
  • the above-mentioned damage tolerance ratio is less than 20%
  • the second attribute value can be determined to be 0.
  • the attribute value corresponding to the four kills can be obtained from the operation type and the attribute value having the corresponding relationship, the attribute value corresponding to the highest kill number is 0.2, and the attribute value corresponding to the highest number of gold coins is 0.2.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • the apparatus includes:
  • the obtaining module 52 is configured to: after the end of the running of the target scenario, acquire target operating data generated by the target control object during the running of the target scenario and first operational data generated by the first control object, where the participating target scenario is
  • the running object includes: a target control object and a first control object;
  • the determining module 54 is configured to determine a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the first running data;
  • the sending module 56 is arranged to send the running result to the client where the target control object is located.
  • the transmission device of the foregoing operation result may be applied to a hardware environment formed by the terminal 202-1, the terminal 202-2, the terminal 202-n, and the server 204 as shown in FIG. 2.
  • the client 206-1 is installed on the terminal 202-1
  • the client 206-2 is installed on the terminal 202-2.
  • the client 206-n is installed on the terminal 202-n, and the client 206- 1.
  • the client 206-2...the client 206-n runs the target scenario at the same time, wherein the object controlled by the client 206-1 in the target scenario is the target control object, and the client 206-2...the client 206-n
  • Each object controlled in the target scene is referred to as a first control object as an example.
  • the client 206-1, the client 206-2, and the client 206-n report the running data in the running process of the target scenario to the server 204, and the server 204 reports the running data from each client.
  • the server 204 determines the running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the first running data, and sends the running to the client 202-1 where the target control object is located. result.
  • the server 204 may respectively use the control object corresponding to each client as the target control object, and the corresponding control object other than the target control object is the first control.
  • the object, the server 204 respectively determines the running results corresponding to the respective target control objects, and sends all the determined running results to each client.
  • the client 206-1, the client 206-2, the client 206-n can display all the running results sent by the received server 204, so that the user controlling the client can view him and other objects in the target scene. The result of the user's running after the end of the target scene, so as to understand their performance in the target scene by comparing the running results.
  • the foregoing transmission result of the operation result may be, but is not limited to, applied to a scenario for determining an operation result corresponding to the target control object during the operation of the target scenario.
  • the client may be, but is not limited to, various types of applications, for example, a K-score application, an instant messaging application, a community space application, a game application, a shopping application, a browser application, a financial management application, a multimedia application, and a live broadcast. Application, etc.
  • it may be, but is not limited to, being applied to a scenario in which the running result corresponding to the target control object in the running process of the game is determined in the above game application, or may be, but not limited to, being applied in determining the K song application.
  • the accuracy of determining the running result of the target control object in the target scene is improved. The above is only an example, and is not limited in this embodiment.
  • the target scene may include, but is not limited to, a scene in which the participating objects are scored, such as: one game, one K song game, one game copy task, and the like.
  • the object participating in the running of the target scenario may include, but is not limited to, a game character controlled by a client logged in by a user account in a game, a game character controlled by a server in a game, and a game character.
  • a game character controlled by a client logged in by a user account in a game
  • a game character controlled by a server in a game a game character controlled by a server in a game
  • a game character User account in the K-song game, game account in a game copy task, and so on.
  • the running data generated by the control object during the running of the target scenario may include, but is not limited to, including: the number of times the control object appears or causes some operation results during the running of the target scenario, and the control object Output data that performs certain operations in the target scene, controls some of the operations that the object performs in the target scene, controls the target results that the object gets in the target scene, and so on.
  • the number of times the control object appears or causes certain operation results during the running of the target scene can be, but is not limited to, including: the number of kills and the number of deaths of the game account participating in the game in this game. , the number of assists and so on.
  • the output data of the control object performing certain operations in the target scene may include, but is not limited to, including: the damage value of the game account participating in the game in the game to the enemy account in the game, and the game account participating in the game in the game.
  • Some operations performed by the control object in the target scene may be, but are not limited to, including: five kills, four kills, three kills, serial kills, etc., which are completed in the game of the game in this game, or may also include: participating in this game.
  • the game's game account has the highest number of push towers, the largest number of coins, the highest number of kills, and the highest number of assists in this game.
  • the target result obtained by the control object in the target scene may include, but is not limited to, a game result in which the game account participating in the game in this game wins, fails, draws, etc. in the game.
  • the acquired target running data may be, but is not limited to, a client or a server corresponding to all objects participating in the target scenario running, and reporting to the server for determining the running result. of.
  • the client 1, the client 2, the client 2 participating in the game of the game report all the running data of the game to the server, and the server collects the running data (in theory, each The running data reported by the server is consistent.
  • the server can calculate the evaluation score (that is, the running result of each target control object) and the MVP (the best performing control object) of the game according to one of the running data, and the server goes to each client.
  • the evaluation score and the MVP data are sent, and each client receives the above evaluation score and MVP data, and displays it on the settlement interface of the game of the game.
  • the running result of the target control object in the running process of the target scenario is determined according to the acquired target running data and the relationship between the target running data and the first running data, thereby overcoming the correlation.
  • the reference factor is single, and only the problem of the running data of the target control object is considered, so that the determining process of the running result corresponding to the target running object fully considers the running data of the target control object and the target running object.
  • the transmission process of the running result is described and illustrated by using the target scenario as a game as an example.
  • the transmission process of the running result is similar thereto. No longer.
  • the first control object includes a second control object and a third control object
  • the first operation data generated by the first control object includes: second operation data generated by the second control object and the third control object.
  • the generated third operational data wherein the target control object and the second control object belong to the first group during the running of the target scenario, and the third control object belongs to the second group during the running of the target scenario, where
  • the determination module includes one of the following:
  • a first determining unit configured to determine a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the second running data;
  • a second determining unit configured to determine a running result of the target control object in the running process of the target scenario according to the target running data and the relationship between the target running data and the third running data;
  • the third determining unit is configured to determine a running result of the target control object during the running of the target scenario according to the target running data and the relationship between the target running data and the second running data and the third running data.
  • the object that participates in the running of the target scenario may be, but is not limited to, divided into multiple packets, where multiple packets may be in a relationship of opposite, alliance, and the like.
  • the object that participates in the running of the target scenario is divided into two opposite groups.
  • the running result of the target control object during the running of the target scenario may be, but is not limited to, determined according to the following operational data. :
  • Case 1 determining, according to the target operation data of the target control object, and the relationship between the target operation data and the second operation data of the second control object belonging to the same group as the target control object, in this case, the target control object
  • the operational data is determined by reference to the relationship between its own operational data and its own operational data and its teammate's operational data.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: first a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character and the running data of other game characters in the first group, thereby
  • the obtained running result can fully reflect the relative operation level of the target game character in the group of game characters, so that the evaluation of the player's performance in the game is more objective.
  • Case 2 determining, according to the target operation data of the target control object, and the relationship between the target operation data and the third operational data of the third control object belonging to different groupings with the target control object, in this case, the target control object
  • the operational data is determined by reference to its own operational data and the relationship between its own operational data and its opponent's operational data.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character and the running data of each game character in the second group, thereby
  • the obtained running result can fully reflect the relative operation level of the target game character in the enemy game character, so that the evaluation of the player's performance in the game is more objective.
  • the target operation data according to the target control object, and the second operation data of the second control object whose target operation data belongs to the same group as the target control object and the third control object of the same group that belong to the different target control object The relationship between the three operational data is determined.
  • the operational data of the target control object is determined by reference to the relationship between its own operational data and its own operational data and its teammates and the operational data of the opponent.
  • the target control object is a target game character controlled by a target game account participating in the game.
  • the game characters controlled by each account participating in the game are divided into two groups: first a grouping and a second grouping, wherein the target game character is in the first group, when determining the running result of the target game character, referring to the running data of the target game character, the running data of other game characters in the first group, and the second The running data of each game character in the group, so that the obtained running result can fully reflect the relative operation level of the target game character in the opponent and the teammate, so that the evaluation of the player's performance in the game is more objective.
  • the target control object's performance in the target scene is fully considered in different situations, which is comprehensive and accurate with respect to the performance of its teammates and its performance relative to its opponents. Determine the running result of the target control object during the running of the target scenario.
  • the determining module comprises:
  • the first processing unit is configured to obtain the first dimension data from the target running data, and determine a first dimension running result according to the first dimension data, wherein the first dimension data is used to indicate that the target scene is running.
  • the number of times the target control object has an operation result the number of times the target control object causes the first object in the target scene to appear an operation result, and the number of times the second object in the target scene has the operation result of the third object in the target scene through the target control object ;
  • the second processing unit is configured to acquire second dimension data from the target running data and obtain second dimension total data from the first running data, and determine the relationship according to the relationship between the second dimension data and the second dimension total data.
  • a two-dimensional running result wherein the second dimension data is set to indicate output data when the target control object performs the first operation with the fourth object in the target scene during the running of the target scene, and the second dimension running result is used to indicate The first control object outputs data when the first operation is performed with the fourth object in the target scene during the running of the target scene;
  • a third processing unit configured to acquire third dimension data from the running data, and determine a third dimension running result according to the third dimension data, wherein the third dimension data is used to indicate that the target control object is running in the target scene The second operation completed in the process;
  • the fourth processing unit is configured to obtain fourth dimension data from the running data, and determine a fourth dimension running result according to the fourth dimension data, wherein the fourth dimension data is used to indicate that the target control object ends in the target scene running The target result obtained afterwards;
  • the fourth determining unit is configured to determine the sum of the first dimension running result, the second dimension running result, the third dimension running result and the fourth dimension running result or the weighted sum as the running result.
  • the foregoing operation result may include, but is not limited to, including: the death of the game character in a game, wherein the death of the game character may be, but is not limited to, the game account in the game within a certain period of time.
  • Unable to control the game character For example, when a game character has a blood volume of 0 in a game, the game character enters a frozen state. In this state, the game account cannot control the game character to perform operations.
  • the game interface changes to black and white mode and displays the countdown. After the countdown is over, the game character's blood volume property is restored to 100%, and the game account resumes control of the game character.
  • the first dimension data may be used to indicate the number of deaths of the target game character in a game, that is, the number of times the target game character has died in a game.
  • the first object may include, but is not limited to, a game element that can be attacked in a game (eg, an enemy game character in an MOBA game (such as an enemy hero), a soldier, a defense tower. , base, wild monsters, etc.).
  • a game element that can be attacked in a game
  • an enemy game character in an MOBA game such as an enemy hero
  • a soldier e.g., a soldier, a defense tower. , base, wild monsters, etc.
  • the first dimension data can be used to indicate the number of kills of the target game character to the enemy game character in one game, that is, the target game in one game. The number of times a character causes an enemy game character to die.
  • the foregoing second object may include, but is not limited to, a control object that belongs to the same group as the target control object in a game (for example, a friendly game character in a MOBA game (eg, a friendly party). Hero), etc.).
  • the third object may include, but is not limited to, a control object that belongs to a different group from the target control object in a game (for example, an enemy game character in an MOBA game (for example, an enemy hero) or the like).
  • the first dimension data can be used to indicate the number of assists of the target game character in a game, that is, the number of times the friendly game character causes the enemy game character to die through the target game character in one game.
  • the first dimension data may include, but is not limited to, including the number of times the target control object appears to be killed, killed, or assisted during a game running.
  • the foregoing fourth object may include, but is not limited to, a game element that can be attacked and can initiate an attack in a game.
  • the first operation may include, but is not limited to, an operation that can cause damage to the operation object, and the like.
  • the operation object of the first operation may be the above-described fourth object or target control object or the first control object or the like.
  • the second dimension data is used to indicate the damage data output by the target control object when attacking the fourth object during the running of the game, and the fourth object attacks the target control object during the running of the game in a game.
  • the output damage data, the second dimension total data is used to indicate that the first control object outputs the damage data when the fourth object is attacked during the running of the game, and the fourth object is in the running process of the game in the game.
  • the foregoing second operation may include, but is not limited to, performing operations such as five kills, four kills, three kills, and kills, which are completed by the target control object during the running of the game, and the target The control object completes the operation of the most, the highest kill, the highest assist, the highest gold, the highest damage output, and the highest damage.
  • the foregoing operation result may include, but is not limited to, a game win, a game failure, a game draw, and the like.
  • the first dimension operation result may be, but is not limited to, KDA parameters for the target control object in one game (by KILL (kill number), DEATH (death number), ASSIST (assisted number)
  • KILL kill number
  • DEATH death number
  • ASSIST assisted number
  • the first dimension data obtained from the target running data includes the number of kills, deaths, assists and the like of the target control object in the game, and according to the above kill number, death number, and assist number
  • the numerical value determines the KDA parameter of the target control object in the game, thereby obtaining the first dimension running result.
  • the first processing unit includes:
  • a first obtaining subunit configured to obtain a weighted sum of the first sub data, the second sub data, and the third sub data
  • the first dimensional data includes: first sub data, second sub data, and third Sub-data
  • the first sub-data is used to indicate the number of times the target control object has an operation result during the running of the target scene
  • the second sub-data is used to indicate the number of times the target control object causes the first object in the target scene to appear an operation result
  • the third sub-data is used for the second object in the target scene to make the operation result of the third object in the target scene through the target control object
  • the first determining subunit is arranged to determine the first dimensional running result according to the target threshold range into which the weighting sum falls.
  • the target threshold range may be preset, thereby controlling the relationship between the weighting and the first dimension running result.
  • the first determining subunit is configured to:
  • the weighted sum is less than the first threshold and greater than the second threshold, the weighted sum is input into the first sine function to obtain a first output result, and the first output result is determined to be a first dimensional running result;
  • the weighted sum is equal to the third threshold, it is determined that the first dimension operation result is the third target value.
  • the first threshold, the second threshold, the third threshold, the first target value, the second target value, the third target value, the first sine function, the second sine function, and the like are respectively configured. Parameters to control the range of results for the first dimension run.
  • the first sub-data may be the number of deaths
  • the second sub-data may be the number of kills
  • the third sub-data may be the number of assists
  • the weighted sum of the number of kills, the number of deaths, and the number of assists is obtained.
  • the KDA parameter is determined according to the target threshold range in which the performance score falls.
  • k1, k2, k3, M1, M2, M3, N1, N2, N3, P1, P2, Q1, Q2, R1, R2 are all values set in advance as needed.
  • the second dimension data includes: first data and second data, where the first data is used to indicate output data when the target control object performs the first operation on the fourth object during the running of the target scene. And the second data is used to indicate output data when the fourth object performs the first operation on the target control object during the running of the target scenario, where the second dimension total data includes: first total data and second total data, the first total The data is used to indicate the total output data when the first control object performs the first operation on the fourth object during the running of the target scenario, and the second total data is used to indicate that the fourth object controls the first control during the running of the target scenario The total output data when the object performs the first operation, wherein the second processing unit includes:
  • a second determining subunit configured to determine a first attribute value according to a proportion of the first data in the first total data, and determine a second attribute according to a proportion of the second data in the second total data value;
  • the third determining subunit is configured to determine a sum or a weighted sum of the first attribute value and the second attribute value as the second dimension running result.
  • the second dimension data may include, but is not limited to, the first data (eg, the damage value of the target control object to the enemy hero in a game) and the second data (for example: The target control object bears the damage value of the enemy hero damage in a game.
  • the second dimension total data can be, but is not limited to, including: the first total data (for example: the first control object in one game against the enemy hero) The resulting damage value) and the second total data (for example, the first control object takes the damage value of the enemy hero damage in a game).
  • the first attribute value may be determined by, but not limited to, a percentage of the total damage value of the enemy hero caused by the target control object in one game, and the second attribute value is determined. It can be determined, but not limited to, that the target control object takes the damage value of the enemy hero damage in one game as a percentage of the total damage value of the team.
  • the third processing unit includes:
  • a fourth determining subunit configured to determine a target operation type of the second operation
  • the second obtaining subunit is configured to obtain the target attribute value corresponding to the target operation type from the operation type and the attribute value having the corresponding relationship, and determine the target attribute value as the third dimension running result.
  • the operation type and the attribute value having the corresponding relationship may include, but are not limited to, a correspondence between the multi-kill type operation and the attribute value: five kills + 0.5 points, four kills + 0.3 points, and three kills. +0.1 points (only the maximum kill of the target control object can be calculated when calculating the running result), the corresponding relationship between the kill type operation and the attribute value: continuous killing reaches 7 +0.3 points, the correspondence between the extreme type operation and the attribute value : Push tower up to +0.2 points, killing up to +0.2 points, assisting up to +0.2 points, outputting up to +0.2 points, taking damage up to +0.2 points, and gold coins up to +0.2 points.
  • the operations of the foregoing type may be, but are not limited to, obtained by comparing the data of the local party, or may be obtained by comparing data of all participating objects.
  • the fourth processing unit includes:
  • a fifth determining subunit configured to determine that the fourth dimension running result is the first value if the target result indicated by the fourth dimension data is the first result
  • the sixth determining subunit is set to determine that the fourth dimensional running result is the second value if the target result indicated by the fourth dimensional data is the second result.
  • the first result may be a game win or a game draw
  • the second result may be a game failure or a game draw.
  • the first value and the second value can be set as needed.
  • the first running identifier is a victory identifier
  • the second running identifier is a failure identifier
  • the first value is 2 minutes
  • the second value is 0 minutes, that is,.
  • the result of the operation is increased by 2 points.
  • the result of the operation is not added.
  • the foregoing apparatus after sending the running result to the client where the target control object is located, the foregoing apparatus further includes:
  • the display module is set to display the running result on the client.
  • the server may determine, as the target control object, the operation result of each target scene in the running process of the target scenario, and send the running result to the client where the target control object is located.
  • the running data of the objects other than the target control object among the objects participating in the target scene are also sent to the client where the target control object is located, and the client where the target control object is located also displays the running result of the target control object. Display the results of other objects.
  • the server obtains the running data reported by each client in the game, and the server obtains the data from the running data.
  • the first dimension data includes the number of kills of the target game character is 10, the number of deaths is 3, and the number of assists is 6.
  • the second dimension data includes: the damage caused by the target game character to the game character in the second group 88216, first The damage value of the game character in the group to the game character in the second group 334152, the damage value of the game character in the second group to the target game character 81109, the game character in the second group to the first group
  • the total damage caused by the game character is 438427.
  • the third dimension data includes: the target game character has obtained a four-kill in this game, and the target game angle. Kill the highest number of games in the Council, the goal of the game in the role of the highest number of gold coins Council game, the fourth dimension data include: goal of the game to win the role of the Council in the game.
  • the damage caused by the above is 20% to 45%.
  • the above-mentioned damage tolerance ratio is less than 20%
  • the second attribute value can be determined to be 0.
  • the attribute value corresponding to the four kills can be obtained from the operation type and the attribute value having the corresponding relationship, the attribute value corresponding to the highest kill number is 0.2, and the attribute value corresponding to the highest number of gold coins is 0.2.
  • the application environment of the embodiment of the present application may be, but is not limited to, the reference to the application environment in the foregoing embodiments.
  • An embodiment of the present application provides an optional optional application example of a connection method for implementing the above-described real-time communication.
  • the foregoing transmission result of the operation result may be, but is not limited to, applied to a scenario in which the operation result of the target control object is determined after the end of the target scenario operation as shown in FIG. 6 .
  • evaluation score KDA + team score + logo score + win score
  • KDA KDA + team score + logo score + win score
  • the team score can refer to the damage scored by the target control object against the enemy hero in a game and the damage scored by the enemy hero.
  • Marked points can refer to the target control object to complete the marking operation in a game (for example: three kills, four kills, five kills, push towers, kills the most, assists the most, the most output, the most damage, the most coins, etc. )
  • the added score The win-loss score can refer to the score assigned to the winner and the loser.
  • the value for the evaluation score may be controlled between 0 and 21 points.
  • the score range of each score can be determined according to the importance of the constituent elements, and the settings are as follows: KDA is divided into important factors, the range is set between 0 and 14 points; the team is divided into points, range setting Between 0 and 3 points; the flag is divided into reference items, the range is set between 0 and 2 points; the winning and losing points are set to 2 points or 0 points.
  • the performance points are obtained by adding and subtracting methods, reducing the effect of death data, encouraging the player to kill more, actively participating in the game, and accelerating the game rhythm.
  • the KDA score can be calculated based on the performance score data compression and the function calculation.
  • the optional calculation method is as follows:
  • the function space is compressed, and the sin function is used to change the characteristics of the first fast and the slow, so that the scores of the players who perform well are still considerable, and the psychology of the players is taken care of.
  • the team points can be obtained by acquiring, after the end of the game, each client sends the running data of the game to the server, and the server extracts the damage value and the bearing of each player.
  • the damage value calculate the percentage of the damage value in the total damage value of the team and the percentage of the damage value in the total damage value of the team.
  • the team score is calculated based on the percentage of the damage value and the percentage of the damage value.
  • Team points damage plus component + damage plus component, here the damage and damage refers to the percentage of damage caused to the enemy player character and the percentage of damage to the enemy player character.
  • the iconic score can be obtained by acquiring the data of the landmark operation from the running data reported by the client, for example, five kills, four kills, three kills, and even kills (continuously Killing up to 7) and so on. And according to the obtained iconic operation to calculate the corresponding identification points, for multi-kill (only record the highest kill): five kill +0.5 points, four kills +0.3 points, three kills +0.1 points; for even kill: continuous killing reached 7 +0.3 points.
  • the server can also obtain the extreme value data of the game according to the received running data, for example, obtain the running data of each player of the game (for example: the number of push towers, the number of kills, the number of assists, the output damage data, the damage data, Get the number of coins, etc.), and add points to the players with the highest operating data in this game, for example: push tower up to +0.2 points, killing up to +0.2 points, assisting up to +0.2 points, output up to +0.2 points, The damage is up to +0.2 points and the gold coins are up to +0.2 points.
  • the running data of each player of the game for example: the number of push towers, the number of kills, the number of assists, the output damage data, the damage data, Get the number of coins, etc.
  • points to the players with the highest operating data in this game for example: push tower up to +0.2 points, killing up to +0.2 points, assisting up to +0.2 points, output up to +0.2 points,
  • the damage is up to +0.2 points and the gold coins are up to +0.2
  • the winning and losing points calculation method may be a winner + 2 points, and the loser does not add points.
  • the iconic points generally represent the high-light moments of the players in the game, so the player's performance points are increased as appropriate, so that the scores obtained are more in line with the player's performance in this game.
  • the player with the highest score of the winner is the winner MVP
  • the player with the highest score of the loser is the loser MVP
  • the MVP is different, and the difference is reduced. Player's misunderstanding. For a runaway player, an hang-up, or other players who violate the rules of the game, the MVP is not counted.
  • the method for calculating the score is used to display the evaluation score calculated by the player in the game in one game together with other running data on the client settlement interface of each player, and the evaluation score is The result fits the player's feelings, the calculation of the evaluation points, uses a variety of data as the basis, and distinguishes the proportion of each data according to the weight, and the calculation result is consistent with the player's performance and expectations in the game.
  • the determination method of the above evaluation points can guide the player's behavior in a directional manner. Under the quantifiable evaluation system, the player's pursuit of higher evaluation points is a natural occurrence, and the formula of the addition and subtraction method can be utilized. Making certain data (eg, death percentage) less important for score impact, encourages players to actively participate in the game, thus speeding up the game.
  • a transmission system for running results is further provided, where the transmission system includes: a client client, a zone server vssvr, a combat server pvpsvr, a matching server matchsvr, and a forwarding. Layer, lobby server lobbysvr, data storage layer, and more.
  • the regional server sends a request to the combat server, creates a single game, and saves the game information to the database.
  • the combat server performs the processing of the game information.
  • the client sends a message to the battle server, and the battle server collects the settlement information.
  • the combat server sends the settlement information to the regional server, and the regional server performs settlement and returns the result to the combat server (the regional server will calculate the evaluation score and MVP here).
  • the regional server updates the settlement information to the data storage layer.
  • the combat server feeds the battle results back to the client.
  • the client displays the evaluation score and MVP on the settlement interface.
  • the regional server MVP calculation includes: comparing each team's evaluation points, respectively taking the highest is the winner MVP and the losing party MVP. If there is a victory or failure, the first two evaluation points of the party are the same, then one of the evaluation points with more gold coins is +0.1, so as to prevent the occurrence of the evaluation points, the MVP is different, and the player misunderstanding is reduced. For the escapers in the game, it is not counted in the calculation process of the MVP.
  • a client anti-cheat method of the evaluation system is also provided.
  • the data uploaded by all clients is consistent after the end of the single session, and the data is consistent in the calculation.
  • an electronic device for implementing transmission of the above operation result, as shown in FIG. 9, the electronic device includes: one or more (only one shown in the figure) A processor 902, a memory 904, a sensor 906, an encoder 908, and a transmission device 910, in which a computer program is stored, the processor being arranged to perform the steps of any of the above method embodiments by a computer program.
  • the foregoing electronic device may be located in at least one network device of the plurality of network devices of the computer network.
  • the foregoing processor may be configured to perform the following steps by using a computer program:
  • FIG. 9 is only schematic, and the electronic device can also be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (Mobile). Terminal devices such as Internet Devices, MID) and PAD.
  • FIG. 9 does not limit the structure of the above electronic device.
  • the electronic device may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 9, or have a different configuration than that shown in FIG.
  • the memory 902 can be configured to store a software program and a module, such as a transmission method of the operation result and a program instruction/module corresponding to the device in the embodiment of the present application, and the processor 904 runs the software program and the module stored in the memory 902. , thereby performing various functional applications and data processing, that is, implementing the above-described control method of the target component.
  • Memory 902 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 902 can further include memory remotely located relative to processor 904, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 910 described above is arranged to receive or transmit data via a network.
  • the above network examples may include a wired network and a wireless network.
  • the transmission device 910 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • NIC Network Interface Controller
  • transmission device 910 is a radio frequency (RF) module that is configured to communicate with the Internet wirelessly.
  • RF radio frequency
  • the memory 902 is configured to store an application.
  • Embodiments of the present application also provide a storage medium having stored therein a computer program, wherein the computer program is configured to execute the steps of any one of the method embodiments described above.
  • the above storage medium may be configured to store a computer program for performing the following steps:
  • the storage medium is further configured to store a computer program for performing the steps included in the method in the above embodiments, which will not be described in detail in this embodiment.
  • the storage medium may include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, and the like.
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

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Abstract

一种运行结果的传输方法、装置、存储介质及电子装置,解决了相关技术中确定目标控制对象在目标场景中的运行结果时准确性较低的技术问题。其中,该方法包括:在目标场景运行结束之后,服务器获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象(S102);服务器根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果(S104);服务器向目标控制对象所在的客户端发送运行结果(S106)。

Description

运行结果的传输方法、装置、存储介质及电子装置
本申请要求于2018年01月22日提交中国专利局、申请号为2018100609728、发明名称“运行结果的传输方法、装置、存储介质及电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及通信领域,具体而言,涉及一种运行结果的传输方法、装置、存储介质及电子装置。
背景技术
在很多应用程序中,当完成某个场景的运行后,会对参与该场景的控制对象在场景中的操作情况的表现进行评价,形成一个评分的体系。传统的评分方式衡量的参考因素较为单一,无法全面、准确地对帐号的操作水平进行评估,导致控制该帐号的用户无法得到与其在场景中的表现匹配的评价,从而降低了用户再次参与的积极性。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种运行结果的传输方法、装置、存储介质及电子装置,以至少解决相关技术中确定目标控制对象在目标场景中的运行结果时准确性较低的技术问题。
根据本申请实施例的一个方面,提供了一种运行结果的传输方法,包括:在目标场景运行结束之后,服务器获取在所述目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与所述目标场景的运行的对象包括:所述目标控制对象和所述第一控制对象;所述服务器根据所述目标运行数据以及所述目标运行数 据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;所述服务器向所述目标控制对象所在的客户端发送所述运行结果。
根据本申请实施例的另一方面,还提供了一种运行结果的传输装置,包括:获取模块,被设置为在目标场景运行结束之后,获取在所述目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与所述目标场景的运行的对象包括:所述目标控制对象和所述第一控制对象;确定模块,被设置为根据所述目标运行数据以及所述目标运行数据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;发送模块,被设置为向所述目标控制对象所在的客户端发送所述运行结果。
根据本申请实施例的另一方面,还提供了一种存储介质,所述存储介质中存储有计算机程序,其中,所述计算机程序被设置为运行时执行上述任一项中所述的方法。
根据本申请实施例的另一方面,还提供了一种电子装置,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行上述任一项中所述的方法。
在本申请实施例中,采用在目标场景运行结束之后,服务器获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象;服务器根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;服务器向目标控制对象所在的客户端发送运行结果的方式,在目标场景运行结束之后根据获取到的目标运行数据以及目标运行数据与第一运行数据之间的关系确定目标控制对象在目标场景的运行过程中的运行结果,克服了相关技术中确定目标控制对象的运行结果时参考因素单一,只考虑目标控制对象的运行数据的问题,使得该目标运行对象对应的 运行结果的确定过程充分考虑了目标控制对象的运行数据以及目标运行对象与目标场景中其他对象之间的关系,从而使得运行结果能够更加符合该目标控制对象在目标场景运行过程中的表现,从而提高了确定目标控制对象在目标场景中的运行结果时准确性,进而解决了相关技术中确定目标控制对象在目标场景中的运行结果时准确性较低的技术问题。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的运行结果的传输方法的示意图;
图2是根据本申请实施例的一种可选的运行结果的传输方法的应用环境示意图一;
图3是根据本申请实施例的一种可选的运行结果的传输方法的应用环境示意图二;
图4是根据本申请可选的实施方式的一种可选的运行结果的传输方法的示意图;
图5是根据本申请实施例的一种可选的运行结果的传输装置的示意图;
图6是根据本申请实施例的一种可选的运行结果的传输方法的应用场景示意图一;
图7是根据本申请实施例的一种可选的运行结果的传输方法的应用场景示意图二;
图8是根据本申请实施例的一种可选的运行结果的传输方法的应用场景示意图三;以及
图9是根据本申请实施例的一种可选的电子装置的示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本申请实施例的一个方面,提供了一种运行结果的传输方法,如图1所示,该方法包括:
S102,在目标场景运行结束之后,服务器获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象;
S104,服务器根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
S106,服务器向目标控制对象所在的客户端发送运行结果。
可选地,在本实施例中,上述运行结果的传输方法可以应用于如图2所示的终端202-1、终端202-2……终端202-n以及服务器204所构成的硬件环境中。如图2所示,终端202-1上安装了客户端206-1、终端202-2 上安装了客户端206-2……终端202-n上安装了客户端206-n,客户端206-1、客户端206-2……客户端206-n上同时运行目标场景,其中,以客户端206-1在该目标场景中控制的对象为目标控制对象,客户端206-2……客户端206-n在该目标场景中各自控制的对象均称为第一控制对象为例。在目标场景运行结束之后,客户端206-1、客户端206-2……客户端206-n均向服务器204上报目标场景运行过程中的运行数据,服务器204从各个客户端上报的运行数据中获取在目标场景的运行过程中客户端206-1对应的目标控制对象产生的目标运行数据以及客户端206-2……客户端206-n分别对应的第一控制对象产生的第一运行数据,服务器204根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果,并向目标控制对象所在的客户端202-1发送运行结果。
可选地,在本实施例中,如图3所示,服务器204可以分别将各个客户端对应的控制对象作为目标控制对象,相应的除作为目标控制对象之外的其他控制对象为第一控制对象,服务器204分别确定各个目标控制对象对应的运行结果,并将所确定的全部的运行结果发送至每个客户端上。客户端206-1、客户端206-2……客户端206-n可以将接收到的服务器204发送的全部运行结果显示出来,从而使得控制客户端的用户能够查看到他和该目标场景中的其他用户在该目标场景运行结束后的运行结果,从而通过对运行结果的对比了解自己在该目标场景中的表现。
可选地,在本实施例中,上述运行结果的传输方法可以但不限于应用于确定目标场景运行过程中目标控制对象对应的运行结果的场景中。其中,上述客户端可以但不限于为各种类型的应用,例如,K歌类应用、即时通讯应用、社区空间应用、游戏应用、购物应用、浏览器应用、金融理财类应用、多媒体应用、直播应用等。可选的,可以但不限于应用于在上述游戏应用中确定一局游戏的运行过程中目标控制对象对应的运行结果的场景中,或还可以但不限于应用于在上述K歌类应用中确定一场比赛的运行过程中目标控制对象对应的运行结果的场景中,以提高确定目标控制对象 在目标场景中的运行结果时准确性。上述仅是一种示例,本实施例中对此不做任何限定。
可选地,在本实施例中,目标场景可以但不限于包括:一局游戏、一场K歌比赛、一次游戏副本任务等等对参与对象进行评分的场景。
可选地,在本实施例中,参与目标场景运行的对象可以但不限于包括:一局游戏中由用户帐号登录的客户端控制的游戏角色、一局游戏中由服务器控制的游戏角色、一场K歌比赛中的用户帐号、一次游戏副本任务中的游戏帐号等等。
可选地,在本实施例中,在目标场景的运行过程中控制对象产生的运行数据可以但不限于包括:控制对象在目标场景的运行过程中出现或者造成某些操作结果的次数、控制对象在目标场景中执行某些操作的输出数据、控制对象在目标场景中完成的某些操作、控制对象在目标场景中得到的目标结果等等。比如:以一局游戏为例,控制对象在目标场景的运行过程中出现或者造成某些操作结果的次数可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中的击杀数、死亡数、助攻数等等。控制对象在目标场景中执行某些操作的输出数据可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中对敌方帐号造成的伤害值、参与本局游戏的游戏帐号在本局游戏中承受的敌方帐号对其造成的伤害值等等。控制对象在目标场景中完成的某些操作可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中完成的五杀、四杀、三杀、连杀等等,或者还可以包括:参与本局游戏的游戏帐号在本局游戏中完成的推塔最多、金币最多、击杀数最高、助攻数最高等等操作成就。控制对象在目标场景中得到的目标结果可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中胜利、失败、平局等的游戏结果。
可选地,在本实施例中,在目标场景运行结束之后,获取到的目标运行数据可以但不限于是参与目标场景运行的全部对象对应的客户端或者服务器向用于确定运行结果的服务器上报的。
例如:如图4所示,在一局游戏结束后,参与本局游戏的客户端1、客户端2……客户端n向服务器上报本局游戏的全部运行数据,服务器收集到运行数据(理论上各个服务器上报的运行数据均一致),服务器可以根据其中一份运行数据计算评价分(即各个目标控制对象的运行结果)以及本局比赛的表现最佳的控制对象(Most Valuable Player,简称为MVP),服务器向各个客户端下发评价分及MVP数据等运行结果,各个客户端接收到上述评价分及MVP数据等运行结果,将其显示在本局游戏的结算界面上。
可见,通过上述步骤,在目标场景运行结束之后根据获取到的目标运行数据以及目标运行数据与第一运行数据之间的关系确定目标控制对象在目标场景的运行过程中的运行结果,克服了相关技术中确定目标控制对象的运行结果时参考因素单一,只考虑目标控制对象的运行数据的问题,使得该目标运行对象对应的运行结果的确定过程充分考虑了目标控制对象的运行数据以及目标运行对象与目标场景中其他对象之间的关系,从而使得运行结果能够更加符合该目标控制对象在目标场景运行过程中的表现,从而提高了确定目标控制对象在目标场景中的运行结果时准确性,进而解决了相关技术中确定目标控制对象在目标场景中的运行结果时准确性较低的技术问题。
需要说明的是,在本实施例中,将以目标场景为一局游戏为例,对运行结果的传输过程进行描述和说明,对于目标场景的其他形式,运行结果的传输过程与其类似,在此不再赘述。
作为一种可选的方案,第一控制对象包括第二控制对象和第三控制对象,第一控制对象产生的第一运行数据包括:第二控制对象产生的第二运行数据和第三控制对象产生的第三运行数据,其中,目标控制对象与第二控制对象在目标场景的运行过程中属于第一分组,第三控制对象在目标场景的运行过程中属于第二分组,其中,
服务器根据目标运行数据以及目标运行数据与第一运行数据之间的 关系,确定出目标控制对象在目标场景的运行过程中的运行结果包括以下之一:
S1,服务器根据目标运行数据、以及目标运行数据与第二运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
S2,服务器根据目标运行数据、以及目标运行数据与第三运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
S3,服务器根据目标运行数据、以及目标运行数据与第二运行数据和第三运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果。
可选地,在本实施例中,参与目标场景的运行的对象可以但不限于被划分为多个分组,其中,多个分组之间可以是对立、联盟等关系。
在一个可选的实施方式中,以参与目标场景的运行的对象被划分为两个对立的分组为例,目标控制对象在目标场景运行过程中的运行结果可以但不限于根据以下运行数据进行确定:
情况一,根据目标控制对象的目标运行数据,以及该目标运行数据与同目标控制对象属于同一分组的第二控制对象的第二运行数据之间的关系确定,在本情况下,目标控制对象的运行结果参考了其自身的运行数据以及其自身的运行数据与其队友的运行数据之间的关系来确定。
比如:在一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据和第一分组中其他游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在本组游戏角色中的相对操作水平,使得对玩家在游戏中的表现的评价更加的客观。
情况二,根据目标控制对象的目标运行数据,以及该目标运行数据与 同目标控制对象属于不同分组的第三控制对象的第三运行数据之间的关系确定,在本情况下,目标控制对象的运行结果参考了其自身的运行数据以及其自身的运行数据与其对手的运行数据之间的关系来确定。
比如:在上述一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据和第二分组中各个游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在敌方游戏角色中的相对操作水平,使得对玩家在游戏中的表现的评价更加的客观。
情况三,根据目标控制对象的目标运行数据,以及该目标运行数据与同目标控制对象属于同一分组的第二控制对象的第二运行数据和同目标控制对象属于不同分组的第三控制对象的第三运行数据之间的关系确定,在本情况下,目标控制对象的运行结果参考了其自身的运行数据以及其自身的运行数据与其队友和对手的运行数据之间的关系来确定。
比如:在一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据、第一分组中其他游戏角色的运行数据以及第二分组中各个游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在对手和队友中的相对操作水平,使得对玩家在游戏中的表现的评价更加的客观。
通过以上三种情况下的处理,分别在不同情况下全面考虑目标控制对象在目标场景运行过程中其自身的表现,其相对于其队友的表现,以及其相对于其对手的表现来全面、准确地确定目标控制对象在目标场景运行过程中的运行结果。
作为一种可选的方案,服务器根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果包括:
S1,服务器从目标运行数据中获取第一维度数据,并根据第一维度数据确定第一维度运行结果,其中,第一维度数据用于指示在目标场景的运行过程中目标控制对象出现操作结果的次数、目标控制对象使目标场景中的第一对象出现操作结果的次数以及目标场景中的第二对象通过目标控制对象使目标场景中的第三对象出现操作结果的次数;
S2,服务器从目标运行数据中获取第二维度数据以及从第一运行数据中获取第二维度总数据,并根据第二维度数据与第二维度总数据的关系确定第二维度运行结果,其中,第二维度数据用于指示目标控制对象在目标场景的运行过程中与目标场景中的第四对象执行第一操作时的输出数据,第二维度运行结果用于指示第一控制对象在目标场景的运行过程中与目标场景中的第四对象执行第一操作时的输出数据;
S3,服务器从运行数据中获取第三维度数据,并根据第三维度数据确定第三维度运行结果,其中,第三维度数据用于指示目标控制对象在目标场景的运行过程中所完成的第二操作;
S4,服务器从运行数据中获取第四维度数据,并根据第四维度数据确定第四维度运行结果,其中,第四维度数据用于指示目标控制对象在目标场景运行结束后得到的目标结果;
S5,服务器将第一维度运行结果、第二维度运行结果、第三维度运行结果与第四维度运行结果的和或者加权和确定为运行结果。
可选地,在本实施例中,上述操作结果可以但不限于包括:在一局游戏中游戏角色的死亡,其中,游戏角色的死亡可以但不限于指在本局游戏中游戏帐号在一定时间内无法控制游戏角色,比如,一个游戏角色在一局游戏中该游戏角色的血量属相为0时,该游戏角色进入冻结状态,在该状 态下,游戏帐号无法控制该游戏角色执行操作,此时游戏界面变为黑白模式并显示倒数计时,在倒数计时结束后,游戏角色血量属性恢复到100%,游戏帐号恢复对游戏角色的控制。
可选地,在本实施例中,第一维度数据可以用于指示在一局游戏中目标游戏角色的死亡数,也就是说,在一局游戏中目标游戏角色出现死亡的次数。
可选地,在本实施例中,第一对象可以但不限于包括一局游戏中可以被攻击的游戏元素(例如:多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称为MOBA)中的敌方游戏角色(比如敌方英雄)、小兵、防御塔、基地、野怪等等)。
例如:以第一对象为敌方英雄为例,第一维度数据可以用于指示在一局游戏中目标游戏角色对敌方游戏角色的击杀数,也就是说,在一局游戏中目标游戏角色使敌方游戏角色出现死亡的次数。
可选地,在本实施例中,上述第二对象可以但不限于包括:一局游戏中与目标控制对象属于同一分组的控制对象(例如:MOBA游戏中的友方游戏角色(比如:友方英雄)等)。上述第三对象可以但不限于包括:一局游戏中与目标控制对象属于不同分组的控制对象(例如:MOBA游戏中的敌方游戏角色(比如:敌方英雄)等)。
例如:第一维度数据可以用于指示在一局游戏中目标游戏角色的助攻数,也就是说,在一局游戏中友方游戏角色通过目标游戏角色使敌方游戏角色出现死亡的次数。
可选地,在本实施例中,第一维度数据可以但不限于包括:对上述目标控制对象在一局游戏运行的过程中出现击杀、死亡、助攻的次数。
可选地,在本实施例中,上述第四对象可以但不限于包括:一局游戏中可以被攻击并可以发起攻击的游戏元素。
可选地,在本实施例中,第一操作可以但不限于包括可以对操作对象 造成伤害的操作等等。例如:向操作对象释放能够对操作对象造成伤害的技能。第一操作的操作对象可以为上述第四对象或者目标控制对象或者第一控制对象等等。比如:第二维度数据用于指示目标控制对象在一局游戏的运行过程中对第四对象进行攻击时输出的伤害数据以及第四对象在一局游戏的运行过程中对目标控制对象进行攻击时输出的伤害数据,第二维度总数据用于指示第一控制对象在一局游戏的运行过程中对第四对象进行攻击时输出的伤害数据以及第四对象在一局游戏的运行过程中对第一控制对象进行攻击时输出的伤害数据。
可选地,在本实施例中,上述第二操作可以但不限于包括:目标控制对象在一局游戏的运行过程中完成的五杀、四杀、三杀、连杀等操作,以及,目标控制对象在一局游戏的运行过程中完成的推塔最多、击杀最高、助攻最高、金币最多、伤害输出最高、承受伤害最高等操作。
可选地,在本实施例中,上述操作结果可以但不限于包括:一局游戏胜利、一局游戏失败、一局游戏平局等等。
在一个可选的实施方式中,第一维度运行结果可以但不限于为目标控制对象在一局游戏中的KDA参数(由KILL(击杀数)、DEATH(死亡数)、ASSIST(助攻数)等数据得到的参数),从目标运行数据中获取第一维度数据包括目标控制对象在本局游戏中的击杀数、死亡数、助攻数等数值,并根据上述击杀数、死亡数、助攻数等数值确定目标控制对象在本局游戏中的KDA参数,从而得到第一维度运行结果。
作为一种可选的方案,服务器根据第一维度数据确定第一维度运行结果包括:
S1,服务器获取第一子数据、第二子数据和第三子数据的加权和,其中,第一维度数据包括:第一子数据、第二子数据和第三子数据,第一子数据用于指示在目标场景的运行过程中目标控制对象出现操作结果的次数,第二子数据用于指示目标控制对象使目标场景中的第一对象出现操作结果的次数,第三子数据用于目标场景中的第二对象通过目标控制对象使 目标场景中的第三对象出现操作结果的次数;
S2,服务器根据加权和所落入的目标阈值范围确定第一维度运行结果。
可选地,在本实施例中,可以预先设置目标阈值范围,从而控制上述加权和第一维度运行结果的关系。
可选地,在本实施例中,可以但不限于根据加权和与目标阈值范围的关系通过以下方式确定第一维度运行结果:
在加权和大于或者等于第一阈值的情况下,确定第一维度运行结果为第一目标值;
在加权和小于第一阈值且大于第二阈值的情况下,将加权和输入第一正弦函数中得到第一输出结果,并确定第一输出结果为第一维度运行结果;
在加权和等于第二阈值的情况下,确定第一维度运行结果为第二目标值;
在加权和小于第二阈值且大于第三阈值的情况下,将加权和输入第二正弦函数中得到第二输出结果,并确定第二输出结果为第一维度运行结果;
在加权和等于第三阈值的情况下,确定第一维度运行结果为第三目标值。
可选地,在本实施例中,分别配置了第一阈值、第二阈值、第三阈值、第一目标值、第二目标值、第三目标值、第一正弦函数和第二正弦函数等参数来控制第一维度运行结果的范围。
在上述可选的实施方式中,第一子数据可以为死亡数、第二子数据可以为击杀数、第三子数据可以为助攻数,获取击杀数、死亡数和助攻数的加权和作为上述目标控制对象在本局游戏运行过程中的表现分,再根据该表现分所落入的目标阈值范围确定上述KDA参数。即:表现分=k1*击杀数+k2*助攻数+k3*死亡数,在表现分大于M1的情况下,KDA=N1,在表现分大于M2且小于M1的情况下,KDA=sin(π*表现分/P1)*Q1+R1, 在表现分等于M2的情况下,KDA=N2,在表现分小于M2且大于M3的情况下,KDA=sin(π*表现分/P2)*Q2+R2,在表现分等于M3的情况下,KDA=N3。其中,k1、k2、k3、M1、M2、M3、N1、N2、N3、P1、P2、Q1、Q2、R1、R2均为根据需要预先设置的值。
作为一种可选的方案,第二维度数据包括:第一数据和第二数据,第一数据用于指示目标控制对象在目标场景的运行过程中对第四对象执行第一操作时的输出数据,第二数据用于指示第四对象在目标场景的运行过程中对目标控制对象执行第一操作时的输出数据,第二维度总数据包括:第一总数据和第二总数据,第一总数据用于指示第一控制对象在目标场景的运行过程中对第四对象执行第一操作时的总输出数据,第二总数据用于指示第四对象在目标场景的运行过程中对第一控制对象执行第一操作时的总输出数据,其中,服务器根据第二维度数据与第二维度总数据的关系确定第二维度运行结果包括:
S1,服务器根据第一数据在第一总数据中所占的比例确定第一属性值,并根据第二数据在第二总数据中所占的比例确定第二属性值;
S2,服务器将第一属性值与第二属性值的和或者加权和确定为第二维度运行结果。
可选地,在本实施例中,第二维度数据可以但不限于包括:第一数据(例如:目标控制对象在一局游戏中对敌方英雄造成的伤害值)和第二数据(例如:目标控制对象在一局游戏中承受敌方英雄伤害的承受伤害值),第二维度总数据可以但不限于包括:第一总数据(例如:第一控制对象在一局游戏中对敌方英雄造成的伤害值)和第二总数据(例如:第一控制对象在一局游戏中承受敌方英雄伤害的承受伤害值)。
可选地,在本实施例中,第一属性值可以但不限于由目标控制对象在一局游戏中对敌方英雄造成的伤害值占本队总伤害值的百分比来确定,第二属性值可以但不限于由目标控制对象在一局游戏中承受敌方英雄伤害的承受伤害值占本队总承受伤害值的百分比来确定。
作为一种可选的方案,服务器根据第三维度数据确定第三维度运行结果包括:
S1,服务器确定第二操作的目标操作类型;
S2,服务器从具有对应关系的操作类型与属性值中获取目标操作类型对应的目标属性值,并将目标属性值确定为第三维度运行结果。
可选地,在本实施例中,具有对应关系的操作类型与属性值可以但不限于包括:多杀类型操作与属性值的对应关系:五杀+0.5分、四杀+0.3分、三杀+0.1分(在计算运行结果时可以只计算目标控制对象的最高杀),连杀类型操作与属性值的对应关系:连续杀人达到7个+0.3分,极值类型操作与属性值的对应关系:推塔最多+0.2分、杀人最多+0.2分、助攻最多+0.2分、输出最多+0.2分、承受伤害最多+0.2分、金币最多+0.2分。
可选地,在本实施例中,对于上述类型的操作可以但不限于是比较本方数据得到的,也可以是比较全部参与对象的数据得到的。
作为一种可选的方案,服务器根据第四维度数据确定第四维度运行结果包括:
S1,在第四维度数据所指示的目标结果为第一结果的情况下,服务器确定第四维度运行结果为第一数值;
S2,在第四维度数据所指示的目标结果为第二结果的情况下,服务器确定第四维度运行结果为第二数值。
可选地,在本实施例中,第一结果可以为游戏胜利或者游戏平局,第二结果可以为游戏失败或者游戏平局。第一数值和第二数值可以根据需要进行设置。
在一个可选的实施方式中,第一运行标识为胜利标识,第二运行标识为失败标识,第一数值为2分,第二数值为0分,也就是说。在一局游戏中,对于胜利方,运行结果加2分,对于失败方,运行结果不加分。
作为一种可选的方案,在向目标控制对象所在的客户端发送运行结果之后,还包括:
S1,客户端显示运行结果。
可选地,在本实施例中,服务器可以将每个参与目标场景的对象均作为目标控制对象确定其在目标场景的运行过程中的运行结果,在向目标控制对象所在的客户端发送运行结果的同时将参与目标场景的对象中除目标控制对象之外的其他对象的运行数据也发送给目标控制对象所在的客户端,目标控制对象所在的客户端在显示目标控制对象的运行结果的同时也将其他对象的运行结果显示出来。
在一个可选的实施方式中,以一局MOBA游戏为例,参与本局游戏的游戏角色有6个,分为两个分组,每个分组三个游戏角色,目标控制对象为第一分组中的一个游戏角色,称为目标游戏角色,第一控制对象为本局游戏中的其他5个游戏角色,在游戏结束后,服务器获取本局游戏中每个客户端上报的运行数据,服务器从运行数据中获取的第一维度数据包括目标游戏角色的击杀数为10、死亡数为3和助攻数为6,第二维度数据包括:目标游戏角色对第二分组中的游戏角色造成的伤害88216、第一分组中的游戏角色对第二分组中的游戏角色造成的伤害总值334152、第二分组中的游戏角色对目标游戏角色造成的伤害值81109、第二分组中的游戏角色对第一分组中的游戏角色造成的伤害总值438427,第三维度数据包括:目标游戏角色在本局游戏中获得了一次四杀、目标游戏角色在本局游戏中击杀数最高、目标游戏角色在本局游戏中金币数最高,第四维度数据包括:目标游戏角色在本局游戏中获胜。根据第一维度数据得到的表现分=击杀数+0.7*助攻数-1.2*死亡数=10+0.7*6-1.2*3=10.6,上述表现分在0至24分之间,则KDA=sin(π*表现分/48)*8+6=11.12。根据第二维度数据得到目标游戏角色的造成伤害占比为88216/334152=26.4%,目标游戏角色的承受伤害占比为81109/438427=18.5%,上述造成伤害占比在20%至45%之间,可以确定第一属性值为(26.4-20)*0.08=0.512,上述承受伤害占比 在小于20%,则可以确定第二属性值为0。从具有对应关系的操作类型与属性值中可以获取四杀对应的属性值为0.3,击杀数最高对应的属性值为0.2,金币数最高对应的属性值为0.2。此外,获胜的游戏角色对应的第四维度运行结果为2。由上述数据可以得出,目标游戏角色在本局游戏中的运行结果为:11.12+0.512+0+0.3+0.2+0.2+2=14.332。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请实施例的另一个方面,还提供了一种用于实施上述运行结果的传输方法的运行结果的传输装置,如图5所示,该装置包括:
1)获取模块52,被设置为在目标场景运行结束之后,获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象;
2)确定模块54,被设置为根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
3)发送模块56,被设置为向目标控制对象所在的客户端发送运行结果。
可选地,在本实施例中,上述运行结果的传输装置可以应用于如图2所示的终端202-1、终端202-2……终端202-n以及服务器204所构成的硬件环境中。如图2所示,终端202-1上安装了客户端206-1、终端202-2上安装了客户端206-2……终端202-n上安装了客户端206-n,客户端206-1、客户端206-2……客户端206-n上同时运行目标场景,其中,以客户端206-1在该目标场景中控制的对象为目标控制对象,客户端206-2……客户端206-n在该目标场景中各自控制的对象均称为第一控制对象为例。在目标场景运行结束之后,客户端206-1、客户端206-2……客户端206-n均向服务器204上报目标场景运行过程中的运行数据,服务器204从各个客户端上报的运行数据中获取在目标场景的运行过程中客户端206-1对应的目标控制对象产生的目标运行数据以及客户端206-2……客户端206-n分别对应的第一控制对象产生的第一运行数据,服务器204根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果,并向目标控制对象所在的客户端202-1发送运行结果。
可选地,在本实施例中,如图3所示,服务器204可以分别将各个客户端对应的控制对象作为目标控制对象,相应的除作为目标控制对象之外的其他控制对象为第一控制对象,服务器204分别确定各个目标控制对象对应的运行结果,并将所确定的全部的运行结果发送至每个客户端上。客户端206-1、客户端206-2……客户端206-n可以将接收到的服务器204发送的全部运行结果显示出来,从而使得控制客户端的用户能够查看到他和该目标场景中的其他用户在该目标场景运行结束后的运行结果,从而通过对运行结果的对比了解自己在该目标场景中的表现。
可选地,在本实施例中,上述运行结果的传输装置可以但不限于应用于确定目标场景运行过程中目标控制对象对应的运行结果的场景中。其中, 上述客户端可以但不限于为各种类型的应用,例如,K歌类应用、即时通讯应用、社区空间应用、游戏应用、购物应用、浏览器应用、金融理财类应用、多媒体应用、直播应用等。可选的,可以但不限于应用于在上述游戏应用中确定一局游戏的运行过程中目标控制对象对应的运行结果的场景中,或还可以但不限于应用于在上述K歌类应用中确定一场比赛的运行过程中目标控制对象对应的运行结果的场景中,以提高确定目标控制对象在目标场景中的运行结果时准确性。上述仅是一种示例,本实施例中对此不做任何限定。
可选地,在本实施例中,目标场景可以但不限于包括:一局游戏、一场K歌比赛、一次游戏副本任务等等对参与对象进行评分的场景。
可选地,在本实施例中,参与目标场景运行的对象可以但不限于包括:一局游戏中由用户帐号登录的客户端控制的游戏角色、一局游戏中由服务器控制的游戏角色、一场K歌比赛中的用户帐号、一次游戏副本任务中的游戏帐号等等。
可选地,在本实施例中,在目标场景的运行过程中控制对象产生的运行数据可以但不限于包括:控制对象在目标场景的运行过程中出现或者造成某些操作结果的次数、控制对象在目标场景中执行某些操作的输出数据、控制对象在目标场景中完成的某些操作、控制对象在目标场景中得到的目标结果等等。比如:以一局游戏为例,控制对象在目标场景的运行过程中出现或者造成某些操作结果的次数可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中的击杀数、死亡数、助攻数等等。控制对象在目标场景中执行某些操作的输出数据可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中对敌方帐号造成的伤害值、参与本局游戏的游戏帐号在本局游戏中承受的敌方帐号对其造成的伤害值等等。控制对象在目标场景中完成的某些操作可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中完成的五杀、四杀、三杀、连杀等等,或者还可以包括:参与本局游戏的游戏帐号在本局游戏中完成的推塔最多、金币最多、击杀数最高、助攻 数最高等等操作成就。控制对象在目标场景中得到的目标结果可以但不限于包括:参与本局游戏的游戏帐号在本局游戏中胜利、失败、平局等的游戏结果。
可选地,在本实施例中,在目标场景运行结束之后,获取到的目标运行数据可以但不限于是参与目标场景运行的全部对象对应的客户端或者服务器向用于确定运行结果的服务器上报的。
例如:如图4所示,在一局游戏结束后,参与本局游戏的客户端1、客户端2……客户端n向服务器上报本局游戏的全部运行数据,服务器收集到运行数据(理论上各个服务器上报的运行数据均一致),服务器可以根据其中一份运行数据计算评价分(即各个目标控制对象的运行结果)以及本局比赛的MVP(表现最佳的控制对象),服务器向各个客户端下发评价分及MVP数据,各个客户端接收到上述评价分及MVP数据,将其显示在本局游戏的结算界面上。
可见,通过上述装置,在目标场景运行结束之后根据获取到的目标运行数据以及目标运行数据与第一运行数据之间的关系确定目标控制对象在目标场景的运行过程中的运行结果,克服了相关技术中确定目标控制对象的运行结果时参考因素单一,只考虑目标控制对象的运行数据的问题,使得该目标运行对象对应的运行结果的确定过程充分考虑了目标控制对象的运行数据以及目标运行对象与目标场景中其他对象之间的关系,从而使得运行结果能够更加符合该目标控制对象在目标场景运行过程中的表现,从而提高了确定目标控制对象在目标场景中的运行结果时准确性,进而解决了相关技术中确定目标控制对象在目标场景中的运行结果时准确性较低的技术问题。
需要说明的是,在本实施例中,将以目标场景为一局游戏为例,对运行结果的传输过程进行描述和说明,对于目标场景的其他形式,运行结果的传输过程与其类似,在此不再赘述。
作为一种可选的方案,第一控制对象包括第二控制对象和第三控制对 象,第一控制对象产生的第一运行数据包括:第二控制对象产生的第二运行数据和第三控制对象产生的第三运行数据,其中,目标控制对象与第二控制对象在目标场景的运行过程中属于第一分组,第三控制对象在目标场景的运行过程中属于第二分组,其中,
确定模块包括以下之一:
1)第一确定单元,被设置为根据目标运行数据、以及目标运行数据与第二运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
2)第二确定单元,被设置为根据目标运行数据、以及目标运行数据与第三运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
3)第三确定单元,被设置为根据目标运行数据、以及目标运行数据与第二运行数据和第三运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果。
可选地,在本实施例中,参与目标场景的运行的对象可以但不限于被划分为多个分组,其中,多个分组之间可以是对立、联盟等关系。
在一个可选的实施方式中,以参与目标场景的运行的对象被划分为两个对立的分组为例,目标控制对象在目标场景运行过程中的运行结果可以但不限于根据以下运行数据进行确定:
情况一,根据目标控制对象的目标运行数据,以及该目标运行数据与同目标控制对象属于同一分组的第二控制对象的第二运行数据之间的关系确定,在本情况下,目标控制对象的运行数据参考了其自身的运行数据以及其自身的运行数据与其队友的运行数据之间的关系来确定。
比如:在一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角 色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据和第一分组中其他游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在本组游戏角色中的相对操作水平,使得对玩家在游戏中的表现的评价更加的客观。
情况二,根据目标控制对象的目标运行数据,以及该目标运行数据与同目标控制对象属于不同分组的第三控制对象的第三运行数据之间的关系确定,在本情况下,目标控制对象的运行数据参考了其自身的运行数据以及其自身的运行数据与其对手的运行数据之间的关系来确定。
比如:在上述一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据和第二分组中各个游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在敌方游戏角色中的相对操作水平,使得对玩家在游戏中的表现的评价更加的客观。
情况三,根据目标控制对象的目标运行数据,以及该目标运行数据与同目标控制对象属于同一分组的第二控制对象的第二运行数据和同目标控制对象属于不同分组的第三控制对象的第三运行数据之间的关系确定,在本情况下,目标控制对象的运行数据参考了其自身的运行数据以及其自身的运行数据与其队友和对手的运行数据之间的关系来确定。
比如:在一局游戏中,目标控制对象为参与本局游戏的一个目标游戏帐号控制的目标游戏角色,在本局游戏中,参与本局游戏的各个帐号控制的游戏角色被划分为两个分组:第一分组和第二分组,其中,目标游戏角色在第一分组中,在确定目标游戏角色的运行结果时,会参考该目标游戏角色的运行数据、第一分组中其他游戏角色的运行数据以及第二分组中各个游戏角色的运行数据,从而使得得到的运行结果能够充分反映出该目标游戏角色在对手和队友中的相对操作水平,使得对玩家在游戏中的表现的 评价更加的客观。
通过以上三种情况下的处理,分别在不同情况下全面考虑目标控制对象在目标场景运行过程中其自身的表现,其相对于其队友的表现,以及其相对于其对手的表现来全面、准确地确定目标控制对象在目标场景运行过程中的运行结果。
作为一种可选的方案,确定模块包括:
1)第一处理单元,被设置为从目标运行数据中获取第一维度数据,并根据第一维度数据确定第一维度运行结果,其中,第一维度数据用于指示在目标场景的运行过程中目标控制对象出现操作结果的次数、目标控制对象使目标场景中的第一对象出现操作结果的次数以及目标场景中的第二对象通过目标控制对象使目标场景中的第三对象出现操作结果的次数;
2)第二处理单元,被设置为从目标运行数据中获取第二维度数据以及从第一运行数据中获取第二维度总数据,并根据第二维度数据与第二维度总数据的关系确定第二维度运行结果,其中,第二维度数据被设置为指示目标控制对象在目标场景的运行过程中与目标场景中的第四对象执行第一操作时的输出数据,第二维度运行结果用于指示第一控制对象在目标场景的运行过程中与目标场景中的第四对象执行第一操作时的输出数据;
3)第三处理单元,被设置为从运行数据中获取第三维度数据,并根据第三维度数据确定第三维度运行结果,其中,第三维度数据用于指示目标控制对象在目标场景的运行过程中所完成的第二操作;
4)第四处理单元,被设置为从运行数据中获取第四维度数据,并根据第四维度数据确定第四维度运行结果,其中,第四维度数据用于指示目标控制对象在目标场景运行结束后得到的目标结果;
5)第四确定单元,被设置为将第一维度运行结果、第二维度运行结果、第三维度运行结果与第四维度运行结果的和或者加权和确定为运行结果。
可选地,在本实施例中,上述操作结果可以但不限于包括:在一局游戏中游戏角色的死亡,其中,游戏角色的死亡可以但不限于指在本局游戏中游戏帐号在一定时间内无法控制游戏角色,比如,一个游戏角色在一局游戏中该游戏角色的血量属相为0时,该游戏角色进入冻结状态,在该状态下,游戏帐号无法控制该游戏角色执行操作,此时游戏界面变为黑白模式并显示倒数计时,在倒数计时结束后,游戏角色血量属性恢复到100%,游戏帐号恢复对游戏角色的控制。
可选地,在本实施例中,第一维度数据可以用于指示在一局游戏中目标游戏角色的死亡数,也就是说,在一局游戏中目标游戏角色出现死亡的次数。
可选地,在本实施例中,第一对象可以但不限于包括一局游戏中可以被攻击的游戏元素(例如:MOBA游戏中的敌方游戏角色(比如敌方英雄)、小兵、防御塔、基地、野怪等等)。
例如:以第一对象为敌方英雄为例,第一维度数据可以用于指示在一局游戏中目标游戏角色对敌方游戏角色的击杀数,也就是说,在一局游戏中目标游戏角色使敌方游戏角色出现死亡的次数。
可选地,在本实施例中,上述第二对象可以但不限于包括:一局游戏中与目标控制对象属于同一分组的控制对象(例如:MOBA游戏中的友方游戏角色(比如:友方英雄)等)。上述第三对象可以但不限于包括:一局游戏中与目标控制对象属于不同分组的控制对象(例如:MOBA游戏中的敌方游戏角色(比如:敌方英雄)等)。
例如:第一维度数据可以用于指示在一局游戏中目标游戏角色的助攻数,也就是说,在一局游戏中友方游戏角色通过目标游戏角色使敌方游戏角色出现死亡的次数。
可选地,在本实施例中,第一维度数据可以但不限于包括:对上述目标控制对象在一局游戏运行的过程中出现击杀、死亡、助攻的次数。
可选地,在本实施例中,上述第四对象可以但不限于包括:一局游戏中可以被攻击并可以发起攻击的游戏元素。
可选地,在本实施例中,第一操作可以但不限于包括可以对操作对象造成伤害的操作等等。例如:向操作对象释放能够对操作对象造成伤害的技能。第一操作的操作对象可以为上述第四对象或者目标控制对象或者第一控制对象等等。比如:第二维度数据用于指示目标控制对象在一局游戏的运行过程中对第四对象进行攻击时输出的伤害数据以及第四对象在一局游戏的运行过程中对目标控制对象进行攻击时输出的伤害数据,第二维度总数据用于指示第一控制对象在一局游戏的运行过程中对第四对象进行攻击时输出的伤害数据以及第四对象在一局游戏的运行过程中对第一控制对象进行攻击时输出的伤害数据。
可选地,在本实施例中,上述第二操作可以但不限于包括:目标控制对象在一局游戏的运行过程中完成的五杀、四杀、三杀、连杀等操作,以及,目标控制对象在一局游戏的运行过程中完成的推塔最多、击杀最高、助攻最高、金币最多、伤害输出最高、承受伤害最高等操作。
可选地,在本实施例中,上述操作结果可以但不限于包括:一局游戏胜利、一局游戏失败、一局游戏平局等等。
在一个可选的实施方式中,第一维度运行结果可以但不限于为目标控制对象在一局游戏中的KDA参数(由KILL(击杀数)、DEATH(死亡数)、ASSIST(助攻数)等数据得到的参数),从目标运行数据中获取第一维度数据包括目标控制对象在本局游戏中的击杀数、死亡数、助攻数等数值,并根据上述击杀数、死亡数、助攻数等数值确定目标控制对象在本局游戏中的KDA参数,从而得到第一维度运行结果。
作为一种可选的方案,第一处理单元包括:
1)第一获取子单元,被设置为获取第一子数据、第二子数据和第三子数据的加权和,其中,第一维度数据包括:第一子数据、第二子数据和 第三子数据,第一子数据用于指示在目标场景的运行过程中目标控制对象出现操作结果的次数,第二子数据用于指示目标控制对象使目标场景中的第一对象出现操作结果的次数,第三子数据用于目标场景中的第二对象通过目标控制对象使目标场景中的第三对象出现操作结果的次数;
2)第一确定子单元,被设置为根据加权和所落入的目标阈值范围确定第一维度运行结果。
可选地,在本实施例中,可以预先设置目标阈值范围,从而控制上述加权和第一维度运行结果的关系。
可选地,在本实施例中,第一确定子单元被设置为:
在加权和大于或者等于第一阈值的情况下,确定第一维度运行结果为第一目标值;
在加权和小于第一阈值且大于第二阈值的情况下,将加权和输入第一正弦函数中得到第一输出结果,并确定第一输出结果为第一维度运行结果;
在加权和等于第二阈值的情况下,确定第一维度运行结果为第二目标值;
在加权和小于第二阈值且大于第三阈值的情况下,将加权和输入第二正弦函数中得到第二输出结果,并确定第二输出结果为第一维度运行结果;
在加权和等于第三阈值的情况下,确定第一维度运行结果为第三目标值。
可选地,在本实施例中,分别配置了第一阈值、第二阈值、第三阈值、第一目标值、第二目标值、第三目标值、第一正弦函数和第二正弦函数等参数来控制第一维度运行结果的范围。
在上述可选的实施方式中,第一子数据可以为死亡数、第二子数据可以为击杀数、第三子数据可以为助攻数,获取击杀数、死亡数和助攻数的加权和作为上述目标控制对象在本局游戏运行过程中的表现分,再根据该 表现分所落入的目标阈值范围确定上述KDA参数。即:表现分=k1*击杀数+k2*助攻数+k3*死亡数,在表现分大于M1的情况下,KDA=N1,在表现分大于M2且小于M1的情况下,KDA=sin(π*表现分/P1)*Q1+R1,在表现分等于M2的情况下,KDA=N2,在表现分小于M2且大于M3的情况下,KDA=sin(π*表现分/P2)*Q2+R2,在表现分等于M3的情况下,KDA=N3。其中,k1、k2、k3、M1、M2、M3、N1、N2、N3、P1、P2、Q1、Q2、R1、R2均为根据需要预先设置的值。
作为一种可选的方案,第二维度数据包括:第一数据和第二数据,第一数据用于指示目标控制对象在目标场景的运行过程中对第四对象执行第一操作时的输出数据,第二数据用于指示第四对象在目标场景的运行过程中对目标控制对象执行第一操作时的输出数据,第二维度总数据包括:第一总数据和第二总数据,第一总数据用于指示第一控制对象在目标场景的运行过程中对第四对象执行第一操作时的总输出数据,第二总数据用于指示第四对象在目标场景的运行过程中对第一控制对象执行第一操作时的总输出数据,其中,第二处理单元包括:
1)第二确定子单元,被设置为根据第一数据在第一总数据中所占的比例确定第一属性值,并根据第二数据在第二总数据中所占的比例确定第二属性值;
2)第三确定子单元,被设置为将第一属性值与第二属性值的和或者加权和确定为第二维度运行结果。
可选地,在本实施例中,第二维度数据可以但不限于包括:第一数据(例如:目标控制对象在一局游戏中对敌方英雄造成的伤害值)和第二数据(例如:目标控制对象在一局游戏中承受敌方英雄伤害的承受伤害值),第二维度总数据可以但不限于包括:第一总数据(例如:第一控制对象在一局游戏中对敌方英雄造成的伤害值)和第二总数据(例如:第一控制对象在一局游戏中承受敌方英雄伤害的承受伤害值)。
可选地,在本实施例中,第一属性值可以但不限于由目标控制对象在 一局游戏中对敌方英雄造成的伤害值占本队总伤害值的百分比来确定,第二属性值可以但不限于由目标控制对象在一局游戏中承受敌方英雄伤害的承受伤害值占本队总承受伤害值的百分比来确定。
作为一种可选的方案,第三处理单元包括:
1)第四确定子单元,被设置为确定第二操作的目标操作类型;
2)第二获取子单元,被设置为从具有对应关系的操作类型与属性值中获取目标操作类型对应的目标属性值,并将目标属性值确定为第三维度运行结果。
可选地,在本实施例中,具有对应关系的操作类型与属性值可以但不限于包括:多杀类型操作与属性值的对应关系:五杀+0.5分、四杀+0.3分、三杀+0.1分(在计算运行结果时可以只计算目标控制对象的最高杀),连杀类型操作与属性值的对应关系:连续杀人达到7个+0.3分,极值类型操作与属性值的对应关系:推塔最多+0.2分、杀人最多+0.2分、助攻最多+0.2分、输出最多+0.2分、承受伤害最多+0.2分、金币最多+0.2分。
可选地,在本实施例中,对于上述类型的操作可以但不限于是比较本方数据得到的,也可以是比较全部参与对象的数据得到的。
作为一种可选的方案,第四处理单元包括:
1)第五确定子单元,被设置为在第四维度数据所指示的目标结果为第一结果的情况下,确定第四维度运行结果为第一数值;
2)第六确定子单元,被设置为在第四维度数据所指示的目标结果为第二结果的情况下,确定第四维度运行结果为第二数值。
可选地,在本实施例中,第一结果可以为游戏胜利或者游戏平局,第二结果可以为游戏失败或者游戏平局。第一数值和第二数值可以根据需要进行设置。
在一个可选的实施方式中,第一运行标识为胜利标识,第二运行标识 为失败标识,第一数值为2分,第二数值为0分,也就是说。在一局游戏中,对于胜利方,运行结果加2分,对于失败方,运行结果不加分。
作为一种可选的方案,在向目标控制对象所在的客户端发送运行结果之后,上述装置还包括:
1)显示模块,被设置为在客户端上显示运行结果。
可选地,在本实施例中,服务器可以将每个参与目标场景的对象均作为目标控制对象确定其在目标场景的运行过程中的运行结果,在向目标控制对象所在的客户端发送运行结果的同时将参与目标场景的对象中除目标控制对象之外的其他对象的运行数据也发送给目标控制对象所在的客户端,目标控制对象所在的客户端在显示目标控制对象的运行结果的同时也将其他对象的运行结果显示出来。
在一个可选的实施方式中,以一局MOBA游戏为例,参与本局游戏的游戏角色有6个,分为两个分组,每个分组三个游戏角色,目标控制对象为第一分组中的一个游戏角色,称为目标游戏角色,第一控制对象为本局游戏中的其他5个游戏角色,在游戏结束后,服务器获取本局游戏中每个客户端上报的运行数据,服务器从运行数据中获取的第一维度数据包括目标游戏角色的击杀数为10、死亡数为3和助攻数为6,第二维度数据包括:目标游戏角色对第二分组中的游戏角色造成的伤害88216、第一分组中的游戏角色对第二分组中的游戏角色造成的伤害总值334152、第二分组中的游戏角色对目标游戏角色造成的伤害值81109、第二分组中的游戏角色对第一分组中的游戏角色造成的伤害总值438427,第三维度数据包括:目标游戏角色在本局游戏中获得了一次四杀、目标游戏角色在本局游戏中击杀数最高、目标游戏角色在本局游戏中金币数最高,第四维度数据包括:目标游戏角色在本局游戏中获胜。根据第一维度数据得到的表现分=击杀数+0.7*助攻数-1.2*死亡数=10+0.7*6-1.2*3=10.6,上述表现分在0至24分之间,则KDA=sin(π*表现分/48)*8+6=11.12。根据第二维度数据得到目标游戏角色的造成伤害占比为88216/334152=26.4%,目标游戏角色的 承受伤害占比为81109/438427=18.5%,上述造成伤害占比在20%至45%之间,可以确定第一属性值为(26.4-20)*0.08=0.512,上述承受伤害占比在小于20%,则可以确定第二属性值为0。从具有对应关系的操作类型与属性值中可以获取四杀对应的属性值为0.3,击杀数最高对应的属性值为0.2,金币数最高对应的属性值为0.2。此外,获胜的游戏角色对应的第四维度运行结果为2。由上述数据可以得出,目标游戏角色在本局游戏中的运行结果为:11.12+0.512+0+0.3+0.2+0.2+2=14.332。
本申请实施例的应用环境可以但不限于参照上述实施例中的应用环境,本实施例中对此不再赘述。本申请实施例提供了用于实施上述实时通信的连接方法的一种可选的可选应用示例。
作为一种可选的实施例,上述运行结果的传输方法可以但不限于应用于如图6所示的在目标场景运行结束之后,对目标控制对象的运行结果进行确定的场景中。
在本场景中,以MOBA类游戏对玩家游戏对局表现的评价为例,基于玩家对局数据,用独创的方式对玩家的操作表现进行评分,取两队的评分最高的玩家为获胜方MVP和战败方MVP。这种量化的评价方式,能够使得玩家清楚了解自己对局表现,向其他高分玩家学习,再加上MVP的激励作用,从而使玩家积极进行游戏,提高技术。
在本场景中,玩家帐号的评价分(相当于上述运行结果)计算方式如下:评价分=KDA+团队分+标志性分+胜败分,其中,KDA可以指根据目标控制对象在一局游戏中的击杀数、死亡数和助攻数得到的数值,团队分可以指根据目标控制对象在一局比赛中对敌方英雄造成的伤害值和承受敌方英雄的伤害值得到的分数。标志性分可以指目标控制对象在一局游戏中完成标识性操作(例如:三杀、四杀、五杀、推塔最多、杀人最多、助攻最多、输出最多、承受伤害最多、金币最多等等)所加的分数。胜败分可以指为战胜方对象和失败方对象分配的分数。通过上述方式,取多方面的数据,使得评价分的计算结果更加完善、客观。
可选地,在本实施例中,对于评价分的数值可以被控制在0~21分之间。其中,各项分数的分值范围可以根据组成元素的重要性来决定,设定如下:KDA分为重要因素,范围设定在0~14分之间;团队分作为加分项,范围设定在0~3分之间;标志性分为参考项,范围设置在0~2分之间;胜败分设置为2分或0分。
可选地,在本实施例中,KDA分可以通过如下方式获取,首先获取表现分,表现分=击杀+助攻*0.7-死亡*1.2,其中,0.7和-1.2为权重系数,可以根据不同需要进行设定。在本实施例中,表现分使用加减法方式获取,减少死亡数据的作用,鼓励玩家多击杀,积极参与游戏,加快游戏节奏。
KDA分可以根据表现分数据压缩以及函数带入计算得出,可选的计算方法如下:
Figure PCTCN2019072409-appb-000001
通过上述计算方式压缩函数空间,利用sin函数变化先快后慢的特性,让表现一般的玩家的分数仍然可观,照顾了该部分玩家的心理。
可选地,在本实施例中,团队分可以通过如下方式获取,在一局游戏结束后,各个客户端将本局比赛的运行数据发送给服务器,服务器从其中提取出各个玩家的伤害值和承受伤害值,计算出伤害值在本队总伤害值中的百分比以及承受伤害值在本队总承受伤害值中的百分比。在根据伤害值的百分比和承受伤害值的百分比计算团队分。可选的计算过程如下:
团队分=伤害加成分+承受伤害加成分,这里的伤害与承受伤害指的是对敌方玩家角色造成伤害的百分比和承受敌方玩家角色伤害的百分比。
Figure PCTCN2019072409-appb-000002
Figure PCTCN2019072409-appb-000003
可选地,在本实施例中,标志性分可以通过如下方式获取,服务器从客户端上报的运行数据中获取标志性操作的数据,比如:五杀、四杀、三杀、连杀(连续杀人达到7个)等等。并根据获取到的标志性操作计算对应的标识性分,对于多杀(只记录最高杀):五杀+0.5分、四杀+0.3分、三杀+0.1分;对于连杀:连续杀人达到7个+0.3分。
服务器还可以根据接收到的运行数据获取本局游戏的极值类数据,比如:获取本局游戏各个玩家的运行数据(例如:推塔数、击杀数、助攻数、输出伤害数据、承受伤害数据、获得金币数等等),并对在本局游戏中各个操作数据最高的玩家进行加分,例如:推塔最多+0.2分、杀人最多+0.2分、助攻最多+0.2分、输出最多+0.2分、承受伤害最多+0.2分、金币最多+0.2分。
可选地,在本实施例中,胜败分计算方式可以为胜利者+2分、失败者不加分。
标志性分一般都代表在对局中玩家有高光时刻,所以酌情增加玩家的表现分,使得得到的评价分更加符合玩家在本局的表现。
可选地,在本实施例中,对于一局游戏中MVP的评判,胜利方评价分最高的玩家为胜方MVP,失败方评价分最高的玩家为败方MVP。
可选地,在本实施例中,若存在胜利或失败方某方前两名评价分相同,则取金币较多的一个评价分+0.1,以防止出现评价分一样,MVP不同的情 况,减少玩家的误解。对于一局游戏中的逃跑者、挂机者、或存在其他违反游戏规则行为的玩家不计入MVP的评判。
在本实施例中,如图6所示,利用上述计算评价分的方法为一局游戏中的玩家计算得到的评价分与其他运行数据一起显示在各个玩家的客户端结算界面上,评价分的结果贴合玩家感受,评价分的计算,采用了多种数据作为基础,并且根据权重区别了每种数据的占比,计算结果与玩家在游戏中的表现以及预期相符。同时,上述评价分的确定方式能够有方向性的对玩家行为进行引导,在可量化的评价体系下,玩家追求更高的评价分是自然会发生的事情,可以通过利用加减法的公式,使得某些数据(例如:死亡占比)对于分数影响不是那么重要,鼓励玩家积极参与游戏,从而加快游戏节奏。
在一个可选的实施方式中,如图7所示,还提供了一种运行结果的传输系统,该传输系统中包括:客户端client,大区服务器zonesvr、战斗服务器pvpsvr、匹配服务器matchsvr、转发层、大厅服务器lobbysvr、数据存储层等等。
在本可选的实施方式中,如图8所示,在一局游戏运行过程中,包括如下单局时序过程:
大区服务器向战斗服务器发送请求,创建单局游戏,并保存对局信息至数据库。战斗服务器进行对局信息处理。游戏结束后客户端向战斗服务器发送消息,战斗服务器收集结算信息。战斗服务器将结算信息发送给大区服务器,大区服务器进行结算并将结果返回战斗服务器(大区服务器会在此计算评价分和MVP)。大区服务器更新结算信息至数据存储层。战斗服务器将战斗结果反馈给客户端。客户端在结算界面显示评价分和MVP。
其中,大区服务器MVP计算包括:对每个队伍的评价分进行比较,分别取最高为胜方MVP和败方MVP。若存在胜利或失败方某方前两名评价分相同,则取金币较多的一个评价分+0.1,以防止出现评价分一样,MVP不同的情况,减少玩家误解。对于游戏中的逃跑者不计入MVP的计算过 程中。
在本实施例中,还提供了一种评价系统的客户端反作弊方法,在帧同步的技术下,理论上单局结束后所有客户端上传的数据都是一致的,在计算时从数据一致的客户端上传的数据中挑取一份数据进行计算。如果某个客户端与其他客户端数据不一致,则认定该客户端不同步,可以根据实际情况分析是游戏程序实现导致还是作弊导致。
根据本申请实施例的又一个方面,还提供了一种用于实施上述运行结果的传输的电子装置,如图9所示,该电子装置包括:一个或多个(图中仅示出一个)处理器902、存储器904、传感器906、编码器908以及传输装置910,该存储器中存储有计算机程序,该处理器被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子装置可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在目标场景运行结束之后,获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象;
S2,根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
S3,向目标控制对象所在的客户端发送运行结果。
可选地,本领域普通技术人员可以理解,图9所示的结构仅为示意,电子装置也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图9其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图9中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图9所示不同的配置。
其中,存储器902可被设置为存储软件程序以及模块,如本申请实施例中的运行结果的传输方法和装置对应的程序指令/模块,处理器904通过运行存储在存储器902内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的目标组件的控制方法。存储器902可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器902可进一步包括相对于处理器904远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置910被设置为经由一个网络接收或者发送数据。上述的网络实例可包括有线网络及无线网络。在一个实例中,传输装置910包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置910为射频(Radio Frequency,RF)模块,其被设置为通过无线方式与互联网进行通讯。
其中,可选地,存储器902被设置为存储应用程序。
本申请的实施例还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在目标场景运行结束之后,获取在目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与目标场景的运行的对象包括:目标控制对象和第一控制对象;
S2,根据目标运行数据以及目标运行数据与第一运行数据之间的关系,确定出目标控制对象在目标场景的运行过程中的运行结果;
S3,向目标控制对象所在的客户端发送运行结果。
可选地,存储介质还被设置为存储用于执行上述实施例中的方法中所 包括的步骤的计算机程序,本实施例中对此不再赘述。
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (15)

  1. 一种运行结果的传输方法,包括:
    在目标场景运行结束之后,服务器获取在所述目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与所述目标场景的运行的对象包括:所述目标控制对象和所述第一控制对象;
    所述服务器根据所述目标运行数据以及所述目标运行数据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    所述服务器向所述目标控制对象所在的客户端发送所述运行结果。
  2. 根据权利要求1所述的方法,其中,所述第一控制对象包括第二控制对象和第三控制对象,所述第一控制对象产生的第一运行数据包括:所述第二控制对象产生的第二运行数据和所述第三控制对象产生的第三运行数据,其中,所述目标控制对象与所述第二控制对象在所述目标场景的运行过程中属于第一分组,所述第三控制对象在所述目标场景的运行过程中属于第二分组,其中,
    所述服务器根据所述目标运行数据以及所述目标运行数据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果包括以下之一:
    所述服务器根据所述目标运行数据、以及所述目标运行数据与所述第二运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    所述服务器根据所述目标运行数据、以及所述目标运行数据与所述第三运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    所述服务器根据所述目标运行数据、以及所述目标运行数据与所述第二运行数据和所述第三运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果。
  3. 根据权利要求1所述的方法,其中,所述服务器根据所述目标运行数据以及所述目标运行数据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果包括:
    所述服务器从所述目标运行数据中获取第一维度数据,并根据所述第一维度数据确定第一维度运行结果,其中,所述第一维度数据用于指示在所述目标场景的运行过程中所述目标控制对象出现操作结果的次数、所述目标控制对象使所述目标场景中的第一对象出现所述操作结果的次数以及所述目标场景中的第二对象通过所述目标控制对象使所述目标场景中的第三对象出现所述操作结果的次数;
    所述服务器从所述目标运行数据中获取第二维度数据以及从所述第一运行数据中获取第二维度总数据,并根据所述第二维度数据与所述第二维度总数据的关系确定第二维度运行结果,其中,所述第二维度数据用于指示所述目标控制对象在所述目标场景的运行过程中与所述目标场景中的第四对象执行第一操作时的输出数据,所述第二维度总数据用于指示所述第一控制对象在所述目标场景的运行过程中与所述目标场景中的所述第四对象执行所述第一操作时的输出数据;
    所述服务器从所述运行数据中获取第三维度数据,并根据所述第三维度数据确定第三维度运行结果,其中,所述第三维度数据用于指示所述目标控制对象在所述目标场景的运行过程中所完成的第二操作;
    所述服务器从所述运行数据中获取第四维度数据,并根据所述第四维度数据确定第四维度运行结果,其中,所述第四维度数据用于指示所述目标控制对象在所述目标场景运行结束后得到的目标结果;
    所述服务器将所述第一维度运行结果、所述第二维度运行结果、所述第三维度运行结果与所述第四维度运行结果的和或者加权和确定为所述运行结果。
  4. 根据权利要求3所述的方法,其中,所述服务器根据所述第一维度数据确定第一维度运行结果包括:
    所述服务器获取第一子数据、第二子数据和第三子数据的加权和,其中,所述第一维度数据包括:所述第一子数据、所述第二子数据和所述第三子数据,所述第一子数据用于指示在所述目标场景的运行过程中所述目标控制对象出现所述操作结果的次数,所述第二子数据用于指示所述目标控制对象使所述目标场景中的第一对象出现所述操作结果的次数,所述第三子数据用于所述目标场景中的第二对象通过所述目标控制对象使所述目标场景中的第三对象出现所述操作结果的次数;
    所述服务器根据所述加权和所落入的目标阈值范围确定所述第一维度运行结果。
  5. 根据权利要求4所述的方法,其中,所述服务器根据所述加权和所落入的目标阈值范围确定所述第一维度运行结果包括:
    在所述加权和大于或者等于第一阈值的情况下,所述服务器确定所述第一维度运行结果为第一目标值;
    在所述加权和小于所述第一阈值且大于第二阈值的情况下,所述服务器将所述加权和输入第一正弦函数中得到第一输出结果,并确定所述第一输出结果为所述第一维度运行结果;
    在所述加权和等于所述第二阈值的情况下,所述服务器确定所述第一维度运行结果为第二目标值;
    在所述加权和小于所述第二阈值且大于第三阈值的情况下,所述服务器将所述加权和输入第二正弦函数中得到第二输出结果,并确定 所述第二输出结果为所述第一维度运行结果;
    在所述加权和等于所述第三阈值的情况下,所述服务器确定所述第一维度运行结果为第三目标值。
  6. 根据权利要求3所述的方法,其中,所述第二维度数据包括:第一数据和第二数据,所述第一数据用于指示所述目标控制对象在所述目标场景的运行过程中对所述第四对象执行所述第一操作时的输出数据,所述第二数据用于指示所述第四对象在所述目标场景的运行过程中对所述目标控制对象执行所述第一操作时的输出数据,所述第二维度总数据包括:第一总数据和第二总数据,所述第一总数据用于指示所述第一控制对象在所述目标场景的运行过程中对所述第四对象执行所述第一操作时的总输出数据,所述第二总数据用于指示所述第四对象在所述目标场景的运行过程中对所述第一控制对象执行所述第一操作时的总输出数据,其中,所述服务器根据所述第二维度数据与所述第二维度总数据的关系确定第二维度运行结果包括:
    所述服务器根据所述第一数据在所述第一总数据中所占的比例确定第一属性值,并根据所述第二数据在所述第二总数据中所占的比例确定第二属性值;
    所述服务器将所述第一属性值与所述第二属性值的和或者加权和确定为所述第二维度运行结果。
  7. 根据权利要求3所述的方法,其中,所述服务器根据所述第三维度数据确定第三维度运行结果包括:
    所述服务器确定所述第二操作的目标操作类型;
    所述服务器从具有对应关系的操作类型与属性值中获取所述目标操作类型对应的目标属性值,并将所述目标属性值确定为所述第三维度运行结果。
  8. 根据权利要求3所述的方法,其中,所述服务器根据所述第四维度数据确定所述第四维度运行结果包括:
    在所述第四维度数据所指示的所述目标结果为第一结果的情况下,所述服务器确定所述第四维度运行结果为第一数值;
    在所述第四维度数据所指示的所述目标结果为第二结果的情况下,所述服务器确定所述第四维度运行结果为第二数值。
  9. 根据权利要求1至7中任一项所述的方法,其中,在向所述目标控制对象所在的客户端发送所述运行结果之后,所述方法还包括:
    所述客户端显示所述运行结果。
  10. 一种运行结果的传输装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:
    获取模块,被设置为在目标场景运行结束之后,获取在所述目标场景的运行过程中目标控制对象产生的目标运行数据以及第一控制对象产生的第一运行数据,其中,参与所述目标场景的运行的对象包括:所述目标控制对象和所述第一控制对象;
    确定模块,被设置为根据所述目标运行数据以及所述目标运行数据与所述第一运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    发送模块,被设置为向所述目标控制对象所在的客户端发送所述运行结果。
  11. 根据权利要求10所述的装置,其中,所述第一控制对象包括第二控制对象和第三控制对象,所述第一控制对象产生的第一运行数据包括:所述第二控制对象产生的第二运行数据和所述第三控制对象产生的第三运行数据,其中,所述目标控制对象与所述第二控制对象在所述目标场景的运行过程中属于第一分组,所述第三控制对象在所述目标场景的运行过程中属于第二分组,其中,
    所述确定模块包括以下之一:
    第一确定单元,被设置为根据所述目标运行数据、以及所述目标 运行数据与所述第二运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    第二确定单元,被设置为根据所述目标运行数据、以及所述目标运行数据与所述第三运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果;
    第三确定单元,被设置为根据所述目标运行数据、以及所述目标运行数据与所述第二运行数据和所述第三运行数据之间的关系,确定出所述目标控制对象在所述目标场景的运行过程中的运行结果。
  12. 根据权利要求10所述的装置,其中,所述确定模块包括:
    第一处理单元,被设置为从所述目标运行数据中获取第一维度数据,并根据所述第一维度数据确定第一维度运行结果,其中,所述第一维度数据用于指示在所述目标场景的运行过程中所述目标控制对象出现操作结果的次数、所述目标控制对象使所述目标场景中的第一对象出现所述操作结果的次数以及所述目标场景中的第二对象通过所述目标控制对象使所述目标场景中的第三对象出现所述操作结果的次数;
    第二处理单元,被设置为从所述目标运行数据中获取第二维度数据以及从所述第一运行数据中获取第二维度总数据,并根据所述第二维度数据与所述第二维度总数据的关系确定第二维度运行结果,其中,所述第二维度数据用于指示所述目标控制对象在所述目标场景的运行过程中与所述目标场景中的第四对象执行第一操作时的输出数据,所述第二维度总数据用于指示所述第一控制对象在所述目标场景的运行过程中与所述目标场景中的所述第四对象执行所述第一操作时的输出数据;
    第三处理单元,被设置为从所述运行数据中获取第三维度数据,并根据所述第三维度数据确定第三维度运行结果,其中,所述第三维 度数据用于指示所述目标控制对象在所述目标场景的运行过程中所完成的第二操作;
    第四处理单元,被设置为从所述运行数据中获取第四维度数据,并根据所述第四维度数据确定第四维度运行结果,其中,所述第四维度数据用于指示所述目标控制对象在所述目标场景运行结束后得到的目标结果;
    第四确定单元,被设置为将所述第一维度运行结果、所述第二维度运行结果、所述第三维度运行结果与所述第四维度运行结果的和或者加权和确定为所述运行结果。
  13. 根据权利要求12所述的装置,其中,所述第一处理单元包括:
    第一获取子单元,被设置为获取第一子数据、第二子数据和第三子数据的加权和,其中,所述第一维度数据包括:所述第一子数据、所述第二子数据和所述第三子数据,所述第一子数据用于指示在所述目标场景的运行过程中所述目标控制对象出现所述操作结果的次数,所述第二子数据用于指示所述目标控制对象使所述目标场景中的第一对象出现所述操作结果的次数,所述第三子数据用于所述目标场景中的第二对象通过所述目标控制对象使所述目标场景中的第三对象出现所述操作结果的次数;
    第一确定子单元,被设置为根据所述加权和所落入的目标阈值范围确定所述第一维度运行结果。
  14. 一种存储介质,所述存储介质中存储有计算机程序,其中,所述计算机程序被设置为运行时执行所述权利要求1至9任一项中所述的方法。
  15. 一种电子装置,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至9任一项中所述的方法。
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