WO2021163854A1 - 信息推送方法、装置、服务器及存储介质 - Google Patents

信息推送方法、装置、服务器及存储介质 Download PDF

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Publication number
WO2021163854A1
WO2021163854A1 PCT/CN2020/075588 CN2020075588W WO2021163854A1 WO 2021163854 A1 WO2021163854 A1 WO 2021163854A1 CN 2020075588 W CN2020075588 W CN 2020075588W WO 2021163854 A1 WO2021163854 A1 WO 2021163854A1
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WIPO (PCT)
Prior art keywords
player
game
target
tag
data
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PCT/CN2020/075588
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English (en)
French (fr)
Inventor
郭子亮
Original Assignee
深圳市欢太科技有限公司
Oppo广东移动通信有限公司
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Application filed by 深圳市欢太科技有限公司, Oppo广东移动通信有限公司 filed Critical 深圳市欢太科技有限公司
Priority to PCT/CN2020/075588 priority Critical patent/WO2021163854A1/zh
Priority to CN202080084180.XA priority patent/CN114828974A/zh
Publication of WO2021163854A1 publication Critical patent/WO2021163854A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list

Definitions

  • This application relates to the field of information technology, and more specifically, to an information push method, device, server, and storage medium.
  • this application proposes an information push method, device, server, and storage medium.
  • an embodiment of the present application provides an information push method, the method includes: obtaining a first game tag of a target player and a second game tag of a reference player, the first game tag is used to characterize the target The player characteristics of the player, and the second game tag is used to characterize the player characteristics of the reference player; according to the first game tag and the second game tag, the information about the target player is obtained from the reference player At least one player whose player characteristics match; push the player information of the at least one player to the target player.
  • an embodiment of the present application provides an information push device, the device includes: a tag acquisition module, a player matching module, and a player push module, wherein the tag acquisition module is used to acquire the first game tag of the target player And a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the player characteristics of the reference player; the player matching module is used to According to the first game tag and the second game tag, obtain at least one player matching the player characteristics of the target player from the reference player; The player information is pushed to the target player.
  • an embodiment of the present application provides a server, including: one or more processors; a memory; one or more application programs, wherein the one or more application programs are stored in the memory and are It is configured to be executed by the one or more processors, and the one or more programs are configured to execute the information pushing method provided in the above-mentioned first aspect.
  • an embodiment of the present application provides a computer-readable storage medium.
  • the computer-readable storage medium stores program code, and the program code can be invoked by a processor to execute the information provided in the first aspect. Push method.
  • the solution provided by this application obtains the first game tag of the target player and the second game tag of the reference player.
  • the first game tag is used to characterize the player characteristics of the target player
  • the second game tag is used to characterize the player characteristics of the reference player.
  • the first game tag and the second game tag at least one player matching the player characteristics of the target player is obtained from the reference player, and finally the player information of the at least one player is pushed to the target player. In this way, it is possible to push the players matching the player characteristics according to the game tags that characterize the player characteristics of the players, so as to improve the accuracy of the player push.
  • Fig. 1 shows a flowchart of an information pushing method according to an embodiment of the present application.
  • Fig. 2 shows a flowchart of an information pushing method according to another embodiment of the present application.
  • FIG. 3 shows a flowchart of step S220 in the information pushing method provided by another embodiment of the present application.
  • Fig. 4 shows a flowchart of an information pushing method according to another embodiment of the present application.
  • Fig. 5 shows a flowchart of an information pushing method according to still another embodiment of the present application.
  • Fig. 6 shows a flowchart of an information pushing method according to still another embodiment of the present application.
  • FIG. 7 shows a flowchart of step S550 in the information pushing method provided by still another embodiment of the present application.
  • Fig. 8 shows a block diagram of an information pushing device according to an embodiment of the present application.
  • FIG. 9 is a block diagram of a server for executing the information pushing method according to an embodiment of the present application according to an embodiment of the present application.
  • FIG. 10 is a storage unit for storing or carrying program code for implementing the information pushing method according to the embodiment of the present application according to an embodiment of the present application.
  • the social part is an important part of the game, and the social part is mainly composed of game friends.
  • the user usually manually enters the player's nickname, account and other information to add game friends.
  • this is based on the fact that the user knows the information of the other party before adding game friends.
  • players who have been on the same team recently are recommended to users, but for players who are recommended to users through this recommendation method, users may not add these players as friends most of the time.
  • the inventor found that in the traditional game friend addition scheme, the friends pushed to the user usually cannot match the user’s game level, habits, etc., which makes the accuracy of the pushed friends insufficient and the user’s game experience It is difficult to get promotion.
  • the inventor proposed the information push method, device, server, and storage medium provided by the embodiments of the present application.
  • the game tag that characterizes the player’s player characteristics the player who matches the player’s characteristics is pushed to improve the accuracy of the player’s push. . .
  • the specific information pushing method will be described in detail in the subsequent embodiments.
  • FIG. 1 shows a schematic flowchart of an information pushing method provided by an embodiment of the present application.
  • the information pushing method is applied to the information pushing device 400 shown in FIG. 8 and the server 100 configured with the information pushing device 400 (FIG. 9).
  • the following will take a server as an example to describe the specific process of this embodiment.
  • the server applied in this embodiment may be a traditional server, a cloud server, etc., which is not limited here.
  • the following will elaborate on the process shown in FIG. 1, and the information pushing method may specifically include the following steps:
  • Step S110 Obtain a first game tag of the target player and a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the reference player Player characteristics.
  • the server may obtain the first game tag of the target player and the second game tag of the reference player when pushing the game friends of the target player.
  • the reference player may be other players among the game players other than the target player, or may be some players among the other players.
  • the server may obtain players other than the target player from among game players with player data. Then the server can select some players from other players as reference players. As a way, the server may select some players from other players according to the number of times that other players have been pushed. Specifically, the server may select players whose push times are less than the set number of times as reference players. As another way, the server may also select some players from other players according to the number of friends of the players among other players. Specifically, the server may select players with less than a set number of friends as the reference player. Understandably, the fewer the number of pushes, or the fewer the number of friends, it means that the player has not many friends, that is, there are not many friends playing games with them. When such a player is subsequently pushed to the target player, It can increase the probability that the target player can successfully add friends.
  • the first game label is used to characterize the player characteristics of the target player
  • the second game label is used to characterize the player characteristics of the reference player.
  • the player characteristics may be characteristics related to the player's game level, game ability, game setting preferences, game preferences, and the like.
  • Both the first game tag and the second game tag can be generated based on the player’s historical game data.
  • the historical game data can include data related to the player’s game level, game ability, game setting preferences, game preferences, etc. After quantifying the data
  • the game tag of the player can be generated.
  • the first game tag of the target player and the second game tag of the reference player may be generated in advance and stored in the server.
  • the server may directly read the first game tag of the target player and the second game tag of the reference player when pushing the game friends of the target player.
  • the player's game tag can also be stored in other cloud platforms, and the server can obtain the player's game tag from the cloud platform every time a friend pushes.
  • the player’s game tag is generated in advance and stored, which can improve the efficiency of the server when pushing friends. And when new game data of the player is obtained, the game tag of the player can be continuously updated, so that the game tag can accurately reflect the player characteristics of the player.
  • the server can also regenerate game tags in real time based on the player's game data when pushing game friends.
  • Step S120 According to the first game tag and the second game tag, obtain at least one player matching the player characteristics of the target player from the reference player.
  • the server obtains the first game tag of the target player and the second game tag of the reference player, since both the first game tag and the second game tag can display the player characteristics of various corresponding players, Therefore, the game player for pushing to the target player can be determined from the reference players according to the first game tag and the second game tag.
  • the server may match the first game tag with the second game tag of each of the reference players to obtain the similarity between the first game tag and each second game tag.
  • the first game tag and the second game tag may include multiple types of tag data, such as winning percentage, equipment level, character level, account level, honor, reward and other types of tag data, which can target the same type of tags. Calculate the similarity of the data, and then perform a weighted summation based on the similarity of each type of label data and the weight of each type of label data to obtain the similarity between game tags.
  • the distance between the vectors can be calculated to obtain the similarity between the game tags.
  • the server After the server obtains the similarity between the first game tag and the second game tag of each reference player, it can obtain the second game tag whose similarity with the first game tag is greater than the set threshold, and compare the determined second game tag
  • the corresponding reference player is the player that matches the player characteristics of the target player. It is understandable that both the first game tag and the second game tag can display the player characteristics of various corresponding players. Therefore, by calculating the similarity between the game tags, the matching of the player characteristics between the players can be reflected.
  • Step S130 Push the player information of the at least one player to the target player.
  • the server may obtain the player information of the at least one player, and push the player information of the at least one player to Target player.
  • the player information may include various information about the player.
  • it may include various information such as game record, equipment, role used, game level, etc., so that after the player information is pushed to the electronic device of the target player, it is convenient to The target player can view the player information of these players, so that the target player can understand the game level of the pushed player, etc., and improve the probability of the player pushing successfully.
  • the information push method obtaineds the game tags of the target player and the reference player that are used to characterize their player characteristics, and then obtains at least one player matching the player characteristics of the target player from the reference player according to the game tag, Then push the player information of the at least one player to the target player. Since the determined player characteristics of at least one player match the player characteristics of the target player, the game level, preferences, etc. of the player pushed to the target player are also matched with the target player, so as to better meet the needs of the target player and promote friends The accuracy of the push and the probability of a successful push from a friend.
  • FIG. 2 shows a schematic flowchart of an information pushing method provided by another embodiment of the present application.
  • This information pushing method can be applied to the above-mentioned server. The following will elaborate on the process shown in FIG. 2.
  • the information pushing method may specifically include the following steps:
  • Step S210 Obtain the first historical game data of the target player and the second historical game data of the reference player.
  • the server may pre-generate the game tags of the target player and the reference player. First, the server may obtain the first historical game data of the target player and the second historical game data of the reference player to generate a game tag.
  • the server may obtain historical game data of the target player and the reference player from servers of different game manufacturers, so that historical game data of multiple games of the target player may be obtained as the first historical game data of the target player , And acquiring historical game data of multiple games of the reference player as the second historical game data of the reference player.
  • the server may also obtain the first historical game data of the target player and the second historical game data of the reference player from a third-party platform responsible for collecting historical game data of the player.
  • the first historical game data and the second historical game data may include: historical games, game settings, game time, game location, game winning rate in each game, game level, acquired game equipment, games Various types of game data such as levels, game items used in history, game characters, game modes played in history, game honors obtained, and game rewards obtained.
  • historical game data is not limited to the above types of game data.
  • the game data of the player may be the above multiple types of game data pre-embedded when the player’s electronic device is running the game, and reported by calling the Software Development Kit (SDK) To the server, or report to the platform responsible for collecting the player’s historical game data.
  • SDK Software Development Kit
  • Step S220 Generate a first game tag of the target player according to the first historical game data.
  • the server after the server obtains the first historical game data, it can extract the player characteristics according to the first historical game data, and form the first game tag of the target player. Specifically, the server may respectively quantify different types of game data in the first historical game data, and finally form a game tag.
  • the server may also obtain game data of a specified type from the first historical game data to generate game tags that can characterize the corresponding player characteristics of the target player.
  • the server may obtain game data related to the game level and game ability, and then process and process the game data to form a game tag that can characterize the user's game level and game ability.
  • step S220 may include:
  • Step S221 Obtain first designated data of the target player from the first historical game data.
  • the server may obtain the first designated data related to the game level of the target player from the first historical game data of the target player.
  • the first designated data may include one of winning games, game winning rate, game equipment obtained, game level, game props used in history, game characters, game modes played in history, game honors obtained, and game rewards obtained. Or multiple types of game data.
  • the first designated data is not limited to the above data. Therefore, when the subsequent server generates the game tag of the target player, it can generate a game tag that can be used to characterize the game level of the target player.
  • the server may also obtain game data of a corresponding type of the target player from the game data related to the game level of the target player, so that the generated game tag can more accurately reflect the characteristics of the user's game level .
  • step S221 may include: obtaining game types of all games of the target player according to the first historical game data; determining the first target type among the multiple types according to the game type ; From the first historical game data, obtain the game data of the first target type as the first designated data of the target player.
  • the server may determine the game types of all games of the target player based on the games played by the target player in the first historical game data.
  • Game types can include: action, competition, simulation, role-playing, chess and cards, etc. Of course, the specific game type may not be limited.
  • the server may determine the first target type according to all game types.
  • the first target type can be a game type that can experience the level of the game more, such as action, competition, chess and cards, etc., so that the subsequently generated game tag can more reflect the game level of the target user; the first target type can also be the target player The game type that is played the most in the game in progress, so that the subsequently generated game tag can better reflect the game level of the game that the user often plays.
  • the specific first target type may not be used as a limitation.
  • step S221 may include: acquiring, according to the first historical game data, a game with a game frequency greater than a specified frequency among all games of the target player as the first target game, and/or acquiring the Among all the games of the target player, the game whose game duration is longer than the specified duration is regarded as the first target game; according to the multiple game types corresponding to the games in the first target game, the second target type of the multiple game types is determined; In the first historical game data, the game data of the second target type is acquired as the first designated data of the target player.
  • the server may determine all the games played by the target player in the history, that is, all the games played by the target player, from the first historical game data. Then determine the games frequently played by the target player from all games. Specifically, the server can obtain games with a game frequency greater than a specified frequency and/or games with a game duration greater than a specified duration as the first target game, where the specified frequency and the specified
  • the specific value of the duration is not limited.
  • the designated frequency can be 1 day/time, and the designated duration can be 50 hours.
  • the server determines the first target game that the target player often plays, it can determine the second target type according to all game types in the first target game, where the second target type may be a game type that can experience the level of the game more.
  • the server determines the second target type, it can filter the game data of the second target type game from the first historical game data.
  • the subsequently generated game tags can be made to better reflect the game level of the game that the user often plays.
  • Step S222 According to the first designated data, a first game tag of the target player is generated.
  • step S222 may include: inputting the first designated data into a pre-trained data classification model, the data classification model being pre-trained to classify the input data; according to the classification output by the data classification model As a result, a game tag corresponding to each category in the classification result is generated to obtain game tags of multiple dimensions, and the game tags of the multiple dimensions are used as the first game tag, wherein each dimension corresponds to A classification.
  • the preset model can be stored locally in the mobile terminal, and the mobile terminal can directly read the preset model locally; the preset model can also be stored in the server.
  • the mobile terminal needs to classify game data, it can Send a request to the server to call the preset model.
  • the preset model can be obtained by training a large number of training samples. Training samples can include historical game data and labeled data types. In some embodiments, the preset model may be obtained from the above-mentioned training samples using machine learning algorithm training.
  • the machine learning algorithm can be neural network, Long Short-Term Memory (LSTM) network, threshold cycle unit, simple cycle unit, autoencoder, decision tree (DT), random forest, feature mean Classification, classification regression tree, hidden Markov, K-Nearest Neighbor (KNN) algorithm, logistic regression model, Naive Bayes (NB), Support Vector Machine (SVM), Gaussian Model and KL divergence (Kullback–Leibler divergence), etc.
  • the specific machine learning algorithm is not limited.
  • different categories correspond to different dimensions of game tags, that is, each data type corresponds to a dimension.
  • the server can generate game tags of the dimension corresponding to the data type by using historical game data corresponding to each data type according to different data types in the classification result, so as to obtain game tags of multiple dimensions.
  • the generated game tags of multiple dimensions can be used as the first game tag of the target player. In this way, multiple dimensions of game tags of the target player can be generated, thereby reflecting the user's game level from different dimensions, and furthermore, when the game tags are used for player push, the push information can be made more accurate.
  • Step S230 Generate a second game tag of the target player according to the second historical game data.
  • step S230 may include: acquiring second designated data of the target player from the second historical game data, the second designated data including winning games, game winning percentage, acquired game equipment, One or more types of game data among game levels, game props used in history, game characters, game modes played in history, game honors obtained, and game rewards obtained; according to the second designated data, the said Refer to the player's second game tag.
  • the generation method of the second game tag may be consistent with the generation method of the first game tag, so as to be used for game tag matching when the player pushes.
  • Step S240 Obtain a first game tag of the target player and a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the reference player Player characteristics.
  • Step S250 According to the first game tag and the second game tag, obtain at least one player matching the player characteristics of the target player from the reference player.
  • Step S260 Push the player information of the at least one player to the target player.
  • steps S240 to S260 can refer to the content of the foregoing embodiment, which will not be repeated here.
  • the server obtains the first historical game data of the target player and the second historical game data of the reference player in advance, and then generates the first specified data of the target player according to the first specified data in the first historical game data.
  • a game tag based on the second designated data in the second historical game data, generates a second game tag of the reference player, so that a game tag that can more accurately characterize the characteristics of the player's game level can be generated.
  • the game tags of the target player and the reference player that are used to characterize their player characteristics by acquiring the game tags of the target player and the reference player that are used to characterize their player characteristics, then according to the game tag, at least one player matching the player characteristics of the target player is acquired from the reference player, and then the at least one player The player information of a player is pushed to the target player. Since the determined characteristics of the game level of at least one player match the characteristics of the target player's game level, the game level of the player pushed to the target player is also matched with the target player, which can better meet the needs of the target player and promote friends The accuracy of the push and the probability of a successful push from a friend.
  • FIG. 4 shows a schematic flowchart of an information pushing method provided by another embodiment of the present application.
  • This information pushing method can be applied to the above-mentioned server. The following will elaborate on the process shown in FIG. 4.
  • the information pushing method may specifically include the following steps:
  • Step S310 Obtain a first game tag of the target player and a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the reference player Player characteristics.
  • the first game tag and the second game tag may both include game tags of multiple dimensions, where the game tags of multiple dimensions may be game tags formed by different types of game data, that is, , Each dimension corresponds to a type of game data.
  • multiple dimensions may include: game winning percentage, equipment level, role level, account level, honor, reward, game type, game duration, game frequency And so on, of course, the specific dimension may not be a limitation.
  • Step S320 Obtain the game tag of the target dimension in the first game tag as the first goal tag, and acquire the game tag of the target dimension in the second game tag as the second goal tag.
  • the server may obtain the game tag of the target dimension from the game tags of multiple dimensions of the first game tag, and obtain the game tag of the target dimension from the game tags of multiple dimensions of the second game tag.
  • the target dimension may be a preset dimension, or a dimension that can reflect the game level of the game frequently played by the target player, or a dimension shared between the first game tag and the second game tag.
  • multiple dimensions corresponding to the first game tag are acquired as the first dimension
  • multiple dimensions corresponding to the second game tag are acquired as the second dimension
  • the same dimension of the second dimension is used as the target dimension
  • the game label of the target dimension is obtained from the game labels of the multiple dimensions in the first game label as the first target label.
  • the server may obtain the same dimension between the first game tag and the second game tag, use the same dimension as the target dimension, and then take the game tag of the target dimension in the first game tag as the first target tag.
  • the label of the target dimension in the second game label can be obtained in the above manner as the second target label.
  • Step S330 Acquire at least one player matching the player characteristics of the target player from the reference player according to the first target tag and the second target tag.
  • the server may match the first target tag with the second target tag to obtain the game level match of the target player from the reference player At least one player from. Specifically, the server may also calculate the similarity between the game tags of the same dimension in the first target tag and the second target tag, and then determine the difference between the first target tag and the second target tag according to the multiple calculated similarities. The degree of similarity, according to the degree of similarity between the first target tag and the second target tag, determines at least one player with player characteristics as the player to be pushed to the target player.
  • Step S340 Push the player information of the at least one player to the target player.
  • step S340 can refer to the content of the foregoing embodiment, and will not be repeated here.
  • the information push method obtaineds the game tags of the target player and the reference player that are used to characterize their player characteristics, and then filters out the game tags of the target dimension from the first game tag and the second game tag, and then Match the selected game tags, obtain at least one player matching the player characteristics of the target player from the reference player, and then push the player information of the at least one player to the target player. Since the determined player characteristics of at least one player match the player characteristics of the target player, the game level, preferences, etc. of the player pushed to the target player are also matched with the target player, so as to better meet the needs of the target player and promote friends The accuracy of the push and the probability of a successful push from a friend. And it can also match the game tags of the demand dimension, reduce the amount of calculation, and improve the calculation speed of the server.
  • FIG. 5 shows a schematic flowchart of an information pushing method provided by still another embodiment of the present application.
  • This information pushing method can be applied to the above-mentioned server. The following will describe the process shown in Fig. 5 in detail.
  • the information pushing method may specifically include the following steps:
  • Step S410 Obtain a first game tag of the target player and a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the reference player Player characteristics.
  • Step S420 According to the first game tag and the second game tag, obtain at least one player matching the player characteristics of the target player from the reference player.
  • step S410 and step S420 can refer to the content of the foregoing embodiment, which will not be repeated here.
  • Step S430 Obtain display data used to display the player characteristics of the at least one player.
  • the server when the server pushes the player, it can obtain the display data and send the display data to the electronic device of the target player.
  • the display data is used to display and push the player characteristics of the player on the electronic device of the target player.
  • the server may generate multiple types of ability value data according to the third historical game data of the above at least one player to be pushed.
  • the third historical game data is historical game data of the at least one player.
  • the server may filter out various types of game data related to the player's game level according to the third historical game data, and then quantify the various types of game data to form ability value data. For example, the winning percentage, equipment level, character level, etc. can be divided into 100 component numbers according to the perfect score to form ability value data.
  • the server can also obtain the tag data of the second game tag of at least one of the above players for use Display data for displaying player characteristics of at least one player.
  • Step S440 Push the display data to the electronic device.
  • the ability value data when the display data generated by the server is the aforementioned ability value data, the ability value data can be pushed to the electronic device of the target player, and the ability value data is used for the electronic device to display in the ability radar chart. It is understandable that the radar chart can more intuitively reflect the player's game level and game ability. Therefore, when the pushed player information is displayed in the form of a radar chart, the target player can clearly understand the player level of the pushed game player And ability to improve the push success rate.
  • the display data generated by the server is label data
  • the server can directly send the label data to the electronic device of the target player. It is understandable that the label data can also be displayed on the electronic device in the form of charts and other forms, which can also be convenient for the target player. Clearly understand the player level and abilities of the pushed game players, and then improve the push success rate.
  • the information push method obtaineds the game tags of the target player and the reference player that are used to characterize their player characteristics, and then obtains at least one player matching the player characteristics of the target player from the reference player according to the game tag, Then obtain the display data corresponding to the at least one player, and send the display data to the electronic device of the target player. Since the determined player characteristics of at least one player match the player characteristics of the target player, the game level, preferences, etc. of the player pushed to the target player are also matched with the target player, so as to better meet the needs of the target player and promote friends The accuracy of the push and the probability of a successful push from a friend. And display data can make the target player clearly understand the player level and ability of the pushed game player, thereby improving the push success rate.
  • FIG. 6 shows a schematic flowchart of an information pushing method provided by yet another embodiment of the present application.
  • the information pushing method can be applied to the above-mentioned server. The process shown in FIG. 6 will be described in detail below.
  • the information pushing method may specifically include the following steps:
  • Step S510 Obtain a first game tag of the target player and a second game tag of the reference player, where the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to characterize the reference player Player characteristics.
  • step S510 can refer to the content of the foregoing embodiment, and will not be repeated here.
  • Step S520 cluster the reference players according to the second game tags of the reference players to obtain one or more player groups.
  • the server may cluster all the reference players according to the second game tag of the reference player, thereby obtaining multiple clustering results, and each clustering result may include one or more reference players, each A clustering result can be regarded as a player group.
  • the server may cluster different reference players according to the second game tag, so as to cluster the reference players with the same and similar player characteristics into the same category to obtain the player group.
  • the server may use preset rules for grouping players to group different reference players according to the second game tag, so as to classify reference players with the same and similar player characteristics into the same player. group.
  • Step S530 According to the second game tag of the reference player, a group tag of each player group is generated, and the group tag is used to characterize the player group characteristics of the player group.
  • the server may generate a group label corresponding to each player group for each player group respectively.
  • step S530 may include: obtaining the second game tags of all reference players in each player group according to the second game tags of all reference players; according to all the second game tags corresponding to each player group, Generate a group label for each player group.
  • the server can construct the group label of each player group according to the group label of the user in each player group. That is to say, the group label of the constructed player group can include all the players in the player group. The second game label.
  • Step S540 Obtain a target player group matching the player characteristics of the target player according to the first game tag and the group tag.
  • the server may obtain the target player group matching the player characteristics of the target player according to the first game tag and the group tag, that is, the obtained target player group tag matches the first game tag, then The player characteristics of the reference player in the target player group match the player characteristics of the target player.
  • step S540 may include: obtaining the first game tag, which is similar to the group tag of each player group; obtaining the player group whose similarity meets a specified numerical condition, as a target to match the player characteristics of the target player Player groups.
  • the specified numerical condition may be that the similarity is the highest, or it may be that the similarity is greater than the similarity threshold, etc., which is not limited here.
  • Step S550 Obtain at least one player from the target player group as a player matching the player characteristics of the target player.
  • the server may determine at least one player matching the game level of the target player according to the players in the target player group.
  • step S550 may include:
  • Step S551 Obtain first habit data of the target player for characterizing game habits, and second habit data of each player in the target player group.
  • the first habit data and the second habit data are at least Including the player's historical game time and historical game location;
  • Step S552 According to the habit data, determine a player matching the game habit of the target player as a player matching the player characteristics of the target player.
  • the server may also determine the player's habit data based on the player's historical game data, so that the first habit data of the target player and the second habit data of the reference player can be obtained.
  • the above habit data includes historical game time and historical game location. Therefore, the server can determine a player who matches the game habit of the target player from the target player group according to the habit data, as the player to be finally pushed. In this way, not only can players who match the characteristics of the player's game level and other characteristics can be obtained, but also players who have the same habits when playing games can be determined. For example, for target players who mainly play competitive games, the recommended gamers to the target players can not only match the game level better, but also make the player's game location and game time that can be pushed to match the target player, which is convenient for offline players. Turn on black to increase the probability of successful player push.
  • the information pushing method may further include: according to the first game tag, The group tag of the target player group is updated. It is understandable that the server may also update the group tag of the target player group according to the first game tag of the target player, and the updated group tag may include at least part of the tag data in the first game tag of the target player.
  • the server may obtain label data of dimensions in which the group label in the first game label does not exist, as target label data; and then add the target label data to the group label.
  • the server obtains at least one player from the target player group as a player matching the player characteristics of the target player, which may also include: obtaining a copy game played by the target player's history; and determining a role matching method according to the copy game; According to the way of character matching, the player of the corresponding character is obtained from the target player group as the player who matches the player characteristics of the target player. Understandably, if the target player's main game is a copy game, and the copy game usually requires role matching, through the corresponding role matching scheme, the player with the corresponding role is selected from the target player group as the final player to push the target. Players can accept the push and add players who are pushed, thereby increasing the probability of a successful push.
  • the server obtains at least one player from the target player group, as a player that matches the player characteristics of the target player, and may also include: obtaining the position of the role of the target player in the history of the match game; The position, and the position matching method in the match game, obtain the player of the corresponding role from the target player group as the player who matches the player characteristics of the target player.
  • the target player's main game is a match-up game
  • the role position is usually divided in the match-up game
  • team PK is performed, and the corresponding role position matching scheme is used to select from the target player group
  • the player of the corresponding role as the player who is finally pushed, can enable the target player to accept the push and add the pushed players, thereby increasing the probability of the player pushing successfully.
  • Step S560 Push the player information of the at least one player to the target player.
  • step S560 can refer to the content of the foregoing embodiment, which will not be repeated here.
  • the information push method obtaineds game tags of target players and reference players for characterizing their player characteristics, and then clusters the reference players according to the game tags, and forms a group tag for each player group. Then match the game tag of the target player with each group tag to obtain the target player group to which the target player belongs, and then determine at least one player from the target player group to push as the pushing player. Since the determined player characteristics of at least one player match the player characteristics of the target player, the game level, preferences, etc. of the player pushed to the target player are also matched with the target player, so as to better meet the needs of the target player and promote friends The accuracy of the push and the probability of a successful push from a friend.
  • FIG. 8 shows a structural block diagram of an information pushing device 400 provided by an embodiment of the present application.
  • the information pushing device 400 uses the aforementioned server, and the information pushing device 400 includes a tag acquisition module 410, a player matching module 420, and a player pushing module 430.
  • the tag acquisition module 410 is used to acquire the first game tag of the target player and the second game tag of the reference player, the first game tag is used to characterize the player characteristics of the target player, and the second game tag is used to Characterizing the player characteristics of the reference player;
  • the player matching module 420 is configured to obtain at least one player matching the player characteristics of the target player from the reference player according to the first game tag and the second game tag.
  • the player push module 430 is used to push the player information of the at least one player to the target player.
  • the information pushing device 400 may further include: a data acquisition module, a first label generation module, and a second label generation module.
  • the data acquisition module is used to acquire the first historical game data of the target player and the second historical game data of the reference player;
  • the first label generation module is used to generate the first game label of the target player according to the first historical game data ;
  • the second tag generation module is used to generate a second game tag of the target player according to the second historical game data.
  • the first label generating module may include: a first screening unit and a first generating unit.
  • the first screening unit is configured to obtain first designated data of the target player from the first historical game data, where the first designated data includes winning games, game winning rate, acquired game equipment, game level, and historical usage One or more types of game data among game props, game characters, historical game modes, game honors obtained, and game rewards obtained; the first generating unit is used to generate all game data according to the first designated data The first game tag of the target player.
  • the first generating unit may include: a classification sub-unit and a generating sub-unit.
  • the classification subunit is used to input the first designated data into a pre-trained data classification model, the data classification model is pre-trained to classify the input data; the generation subunit is used to output according to the data classification model Generate a game label corresponding to each category in the classification result to obtain game labels of multiple dimensions, and use the game labels of multiple dimensions as the first game label, wherein each The dimension corresponds to a category.
  • the first screening subunit may be specifically configured to: obtain the game types of all games of the target player according to the first historical game data; determine among the multiple types according to the game type The first goal type of; from the first historical game data, the game data of the first goal type is obtained as the first designated data of the target player.
  • the first screening subunit may also be specifically configured to: obtain, according to the first historical game data, games with a game frequency greater than a specified frequency among all games of the target player as the first target game, and /Or, acquiring games with a game duration greater than a specified duration in all games of the target player as the first target game; determining which of the multiple game types corresponds to multiple game types corresponding to the games in the first target game A second target type; from the first historical game data, the game data of the second target type is obtained as the first designated data of the target player.
  • the second label generating module includes: a second screening subunit and a second generating subunit.
  • the second screening subunit is used to obtain second designated data of the target player from the second historical game data, where the second designated data includes winning games, game winning percentage, acquired game equipment, game level, and history One or more types of game data among the used game props, game characters, historical game modes, game honors obtained, and game rewards obtained; the second generation subunit is used for according to the second designated data, A second game tag of the reference player is generated.
  • both the first game tag and the second game tag include game tags of multiple dimensions.
  • the player matching module 420 may include a tag screening unit and a tag matching unit.
  • the tag screening unit is configured to obtain the game tag of the target dimension in the first game tag as the first goal tag, and obtain the game tag of the target dimension in the second game tag as the second goal tag;
  • the tag matching unit is configured to obtain at least one player matching the player characteristics of the target player from the reference player according to the first target tag and the second target tag.
  • the label screening unit may include: a first dimension obtaining subunit, a second dimension obtaining subunit, and a screening subunit.
  • the first dimension acquiring subunit is used to acquire multiple dimensions corresponding to the first game tag as the first dimension, and multiple dimensions corresponding to the second game tag as the second dimension;
  • the second dimension acquiring subunit Used to obtain the same dimension in the first dimension as the second dimension as the target dimension;
  • the screening subunit is used to obtain the game of the target dimension from the game tags of multiple dimensions in the first game tag Label, as the first target label.
  • the player push module 430 includes: a display data acquisition unit and a data push unit.
  • the display data acquisition unit is used to acquire display data used to display the player characteristics of the at least one player; the data push unit is used to push the display data to the electronic device.
  • the display data obtaining unit may be specifically configured to generate multiple types of ability value data according to the third historical game data of the at least one player.
  • the data pushing unit may be specifically configured to push the capability value data to the electronic device, and the capability value data is used for the electronic device to display in the capability radar chart.
  • the display data obtaining unit may also be specifically configured to obtain the tag data of the second game tag of the at least one player as display data for displaying the player characteristics of the at least one player.
  • the player matching module 420 may include: a player clustering unit, a group tag generation unit, a group acquisition unit, and a player acquisition unit.
  • the player clustering unit is configured to cluster the reference players based on the second game tags of the reference players to obtain one or more player groups;
  • the group tag generation unit is configured to cluster the reference players based on the second game tags of the reference players , Generating a group label of each player group, the group label is used to characterize the characteristics of the player group of the player group;
  • a target player group matching the player characteristics; the player acquiring unit is configured to acquire at least one player from the target player group as a player matching the player characteristics of the target player.
  • the player acquiring unit may be specifically configured to acquire first habit data of the target player for characterizing game habits, and second habit data of each player in the target player group.
  • a habit data and the second habit data include at least the player’s historical game time and historical game location; according to the habit data, a player who matches the game habit of the target player is determined as a player characteristic of the target player Matched players.
  • the information pushing device 400 may further include a group tag update module.
  • the group tag update module is configured to update the group tag of the target player group according to the first game tag after obtaining the target player group matching the game level of the target player according to the first game tag .
  • the player acquisition unit may be specifically configured to: acquire a copy game played by the target player in the history; determine a character matching method according to the copy game; and obtain from the target player group according to the character matching method
  • the player of the corresponding role serves as the player that matches the player characteristics of the target player.
  • the player acquisition unit may also be specifically configured to: acquire the character position of the target player in the history of the match game; according to the character position and the position matching method in the match game, from the A player who acquires a corresponding role in the target player group is regarded as a player matching the player characteristics of the target player.
  • the coupling between the modules may be electrical, mechanical or other forms of coupling.
  • the functional modules in the various embodiments of the present application may be integrated into one processing module, or each module may exist alone physically, or two or more modules may be integrated into one module.
  • the above-mentioned integrated modules can be implemented in the form of hardware or software functional modules.
  • the solution provided by this application obtains the first game tag of the target player and the second game tag of the reference player.
  • the first game tag is used to characterize the player characteristics of the target player
  • the second game tag is used to characterize the reference.
  • the player characteristics of the player obtain at least one player matching the player characteristics of the target player from the reference player according to the first game tag and the second game tag, and finally push the player information of the at least one player to the target player.
  • the server 100 may be a server capable of running application programs, such as a traditional server or a cloud server.
  • the server 100 in this application may include one or more of the following components: a processor 110, a memory 120, a touch screen 130, and one or more application programs, where one or more application programs may be stored in the memory 120 and configured as Executed by one or more processors 110, one or more programs are configured to execute the methods described in the foregoing method embodiments.
  • the processor 110 may include one or more processing cores.
  • the processor 110 uses various interfaces and lines to connect various parts of the entire server 100, and executes the server by running or executing instructions, programs, code sets, or instruction sets stored in the memory 120, and calling data stored in the memory 120. 100's various functions and processing data.
  • the processor 110 may adopt at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA).
  • DSP Digital Signal Processing
  • FPGA Field-Programmable Gate Array
  • PDA Programmable Logic Array
  • the processor 110 may be integrated with one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), a modem, and the like.
  • the CPU mainly processes the operating system, user interface, and application programs; the GPU is used for rendering and drawing of display content; the modem is used for processing wireless communication. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented by a communication chip alone.
  • the memory 120 may include random access memory (RAM) or read-only memory (Read-Only Memory).
  • the memory 120 may be used to store instructions, programs, codes, code sets or instruction sets.
  • the memory 120 may include a program storage area and a data storage area, where the program storage area may store instructions for implementing the operating system and instructions for implementing at least one function (such as touch function, sound playback function, image playback function, etc.) , Instructions used to implement the following various method embodiments, etc.
  • the storage data area can also store data (such as phone book, audio and video data, chat record data) created by the server 100 during use.
  • FIG. 10 shows a structural block diagram of a computer-readable storage medium provided by an embodiment of the present application.
  • the computer-readable medium 800 stores program code, and the program code can be invoked by a processor to execute the method described in the foregoing method embodiment.
  • the computer-readable storage medium 800 may be an electronic memory such as flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), EPROM, hard disk, or ROM.
  • the computer-readable storage medium 800 includes a non-transitory computer-readable storage medium.
  • the computer-readable storage medium 800 has storage space for the program code 810 for executing any method steps in the above-mentioned methods. These program codes can be read from or written into one or more computer program products.
  • the program code 810 may be compressed in a suitable form, for example.

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Abstract

本申请公开了一种信息推送方法、装置、服务器及存储介质,该信息推送方法包括:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;将所述至少一个玩家的玩家信息推送至所述目标玩家。本方法可以提升游戏玩家推送的准确性。

Description

信息推送方法、装置、服务器及存储介质 技术领域
本申请涉及信息技术领域,更具体地,涉及一种信息推送方法、装置、服务器及存储介质。
背景技术
随着科技水平和生活水平的快速发展,越来越多的人开始使用电脑或者手机等电子设备进行游戏,以消遣闲暇时间。无论是电脑游戏,还是手机游戏,玩家在游戏中的好友是玩家提升游戏体验的关键之一。
发明内容
鉴于上述问题,本申请提出了一种信息推送方法、装置、服务器及存储介质。
第一方面,本申请实施例提供了一种信息推送方法,所述方法包括:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;将所述至少一个玩家的玩家信息推送至所述目标玩家。
第二方面,本申请实施例提供了一种信息推送装置,所述装置包括:标签获取模块、玩家匹配模块以及玩家推送模块,其中,所述标签获取模块用于获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;所述玩家匹配模块用于根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;所述玩家推送模块用于将所述至少一个玩家的玩家信息推送至所述目标玩家。
第三方面,本申请实施例提供了一种服务器,包括:一个或多个处理器;存储器;一个或多个应用程序,其中所述一个或多个应用程序被存储在所述存储器中并被配置为由所述一个或多个处理器执行,所述一个或多个程序配置用于执行上述第一方面提供的信息推送方法。
第四方面,本申请实施例提供了一种计算机可读取存储介质,所述计算机可读取存储介质中存储有程序代码,所述程序代码可被处理器调用执行上述第一方面提供的信息推送方法。
本申请提供的方案,通过获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,第一游戏标签用于表征目标玩家的玩家特征,第二游戏标签用于表征参考玩家的玩家特征,根据第一游戏标签以及第二游戏标签,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,最后将该至少一个玩家的玩家信息推送至目标玩家。从而可以实现根据表征玩家的玩家特征的游戏标签,对玩家特征匹配的玩家进行推送,提升玩家推送的准确性。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1示出了根据本申请一个实施例的信息推送方法流程图。
图2示出了根据本申请另一个实施例的信息推送方法流程图。
图3示出了本申请另一个实施例提供的信息推送方法中步骤S220的流程图。
图4示出了根据本申请又一个实施例的信息推送方法流程图。
图5示出了根据本申请再一个实施例的信息推送方法流程图。
图6示出了根据本申请又再一个实施例的信息推送方法流程图。
图7示出了本申请又再一个实施例提供的信息推送方法中步骤S550的流程图。
图8示出了根据本申请一个实施例的信息推送装置的一种框图。
图9是本申请实施例的用于执行根据本申请实施例的信息推送方法的服务器的框图。
图10是本申请实施例的用于保存或者携带实现根据本申请实施例的信息推送方法的程序代码的存储单元。
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。
目前的游戏通常存在单机游戏和网络游戏,由于网络游戏的持续性、操作性更强,因此深受游戏玩家的青睐。随着科技和生活水平的提升,越来越多的用户使用电子设备进行网络游戏。
在网络游戏中,社交部分是游戏中的重要组成部分,社交部分主要由游戏好友构成。在网络游戏中,可以通过添加游戏好友,而与游戏好友一起进行对局、刷图等。
目前在游戏中,用户通常通过手动的输入玩家的昵称、帐号等信息,以添加游戏好友。当然,这是基于用户知晓对方的信息情况下,才能进行游戏好友的添加。当然,一些游戏中也会将最近同队过的玩家推荐至用户,但是通过这种推荐方式推荐至用户的玩家,用户大多时候可能并不会去添加这些玩家作为好友。
发明人经过长期研究发现,在传统的游戏好友的添加方案中,推送至用户的好友通常无法与用户的游戏水平、习惯等相匹配,这就使得推送的好友的准确性不足,用户的游戏体验难以获得提升。
针对上述问题,发明人提出了本申请实施例提供的信息推送方法、装置、服务器以及存储介质,通过表征玩家的玩家特征的游戏标签,对玩家特征匹配的玩家进行推送,提升玩家推送的准确性。。其中,具体的信息推送方法在后续的实施例中进行详细的说明。
请参阅图1,图1示出了本申请一个实施例提供的信息推送方法的流程示意图。在具体的实施例中,所述信息推送方法应用于如图8所示的信息推送装置400以及配置有所述信息推送装置400的服务器100(图9)。下面将以服务器为例,说明本实施例的具体流程,当然,可以理解的,本实施例所应用的服务器可以为传统服务器、云服务器等,在此不做限定。下面将针对图1所示的流程进行详细的阐述,所述信息推送方法具体可以包括以下步骤:
步骤S110:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征。
在本申请实施例中,服务器在进行目标玩家的游戏好友的推送时,可以获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签。其中,参考玩家可以为游戏玩家中除了目标玩家以外的其他玩家,也可以是该其他玩家中的部分玩家。
在一些实施方式中,服务器可以从存在玩家数据的游戏玩家中,获取除目标玩家以外的其他玩家。然后服务器可以从其他玩家中,选取部分玩家作为参考玩家。作为 一种方式,服务器可以根据其他玩家中玩家被推送的次数,从其他玩家中选取部分玩家,具体地,服务器可以选取推送次数小于设定次数的玩家,作为参考玩家。作为另一种方式,服务器也可以根据其他玩家中玩家的好友数量,从其他玩家中选取部分玩家,具体地,服务器可以选取好友数量小于设定数量的玩家,作为参考玩家。可以理解的,推送次数越少,或者好友数量越少,则表示该玩家的好友数不多,也就是与之玩游戏的好友不多,这样的玩家在后续作为推送给目标玩家的玩家时,可以增加目标玩家添加好友成功的可能性。
在本申请实施例中,第一游戏标签用于表征目标玩家的玩家特征,第二游戏标签用于表征参考玩家的玩家特征。其中,玩家特征可以为与玩家的游戏水平、游戏能力、游戏设置偏好、游戏喜好等有关的特征。第一游戏标签以及第二游戏标签均可以根据玩家的历史游戏数据生成,历史游戏数据中可以包括与玩家的游戏水平、游戏能力、游戏设置偏好、游戏喜好等有关的数据,将数据进行量化后即可生成玩家的游戏标签。
在一些实施方式中,目标玩家的第一游戏标签以及参考玩家的第二游戏标签可以预先生成并存储于服务器中。服务器可以在进行目标玩家的游戏好友的推送时,直接读取目标玩家的第一游戏标签以及参考玩家的第二游戏标签。当然,玩家的游戏标签也可以存储于其他云平台中,服务器可以在每次进行好友推送时,从云平台获取玩家的游戏标签。
该实施方式中,玩家的游戏标签预先进行生成,并进行存储的方式,可以提升服务器进行好友推送时的效率。并且当获得玩家的新的游戏数据时,可以不断对玩家的游戏标签进行更新,以使游戏标签能准确的反映玩家的玩家特征。当然,服务器也可以在进行游戏好友推送时,也可以重新根据玩家的游戏数据实时生成游戏标签。
步骤S120:根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
在本申请实施例中,服务器在得到目标玩家的第一游戏标签以及参考玩家的第二游戏标签之后,由于第一游戏标签以及第二游戏标签均能放映其各种对应的玩家的玩家特征,因此可以根据第一游戏标签以及第二游戏标签,从参考玩家中确定用于推送给目标玩家的游戏玩家。
在一些实施方式中,服务器可以将第一游戏标签与参考玩家中每个玩家的第二游戏标签进行匹配,获得第一游戏标签与每个第二游戏标签之间的相似度。其中,第一游戏标签以及第二游戏标签中可以包括多种类型的标签数据,例如可以包括胜率、装备等级、角色等级、帐号等级、荣誉、奖励等类型的标签数据,可以针对相同类型的标签数据计算相似度,然后根据每个类型的标签数据的相似度,以及每个类型的标签数据的权重,进行加权求和,从而获得游戏标签之间的相似度。当然,如果游戏标签中将各种数据量化为向量,则可以计算向量之间的距离,以获取游戏标签之间的相似度。
服务器在获得第一游戏标签与每个参考玩家的第二游戏标签的相似度之后,可以获取与第一游戏标签的相似度大设定阈值的第二游戏标签,并将确定的第二游戏标签所对应的参考玩家作为与目标玩家的玩家特征匹配的玩家。可以理解的,第一游戏标签以及第二游戏标签均能放映其各种对应的玩家的玩家特征,因此通过计算游戏标签之间的相似度,能反映玩家之间的玩家特征的匹配情况。
步骤S130:将所述至少一个玩家的玩家信息推送至所述目标玩家。
在本申请实施例中,服务器在从参考玩家中获取到与目标玩家的玩家特征匹配的至少一个玩家之后,则可以获取该至少一个玩家的玩家信息,并将该至少一个玩家的玩家信息推送至目标玩家。
在一些实施方式中,玩家信息可以包括玩家的多种信息,例如,可以包括游戏战绩、装备、使用角色、游戏级别等各种信息,从而在将玩家信息推送至目标玩家的电 子设备之后,便于目标玩家查看这些玩家的玩家信息,方便目标玩家了解推送的玩家的游戏水平等,提升玩家推送成功的概率。
本申请实施例提供的信息推送方法,通过获取目标玩家以及参考玩家的用于表征其玩家特征的游戏标签,然后根据游戏标签,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,然后将该至少一个玩家的玩家信息推送至目标玩家。由于确定出的至少一个玩家的玩家特征与目标玩家的玩家特征匹配,因此,推送至目标玩家的玩家的游戏水平、喜好等也与目标玩家匹配,从而更能符合目标玩家的需求,进而提升好友推送的准确率以及好友推送成功的概率。
请参阅图2,图2示出了本申请另一个实施例提供的信息推送方法的流程示意图。该信息推送方法可应用于上述服务器,下面将针对图2所示的流程进行详细的阐述,所述信息推送方法具体可以包括以下步骤:
步骤S210:获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据。
在本申请实施例中,服务器可以预先生成目标玩家以及参考玩家的游戏标签。首先,服务器可以获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据,以生成游戏标签。
在一些实施方式中,服务器可以从不同游戏厂商的服务器,获取目标玩家以及参考玩家的历史游戏数据,从而可以获取到目标玩家的多个游戏的历史游戏数据,作为目标玩家的第一历史游戏数据,以及获取到参考玩家的多个游戏的历史游戏数据,作为参考玩家的第二历史游戏数据。当然,服务器也可以从负责搜集玩家的历史游戏数据的第三方平台,获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据。
在一些实施方式中,第一历史游戏数据以及第二历史游戏数据可以包括:历史进行的游戏、游戏设置、游戏时间、游戏地点、各个游戏中的游戏胜率、游戏等级、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励等多种类型的游戏数据。当然,历史游戏数据并不局限于以上类型的游戏数据。
在本申请实施例中,玩家的游戏数据可以是玩家的电子设备在运行游戏时,将预先进行埋点的以上多种类型的游戏数据,通过调用软件开发工具包(SDK,Software Development Kit)上报至服务器,或者上报至负责搜集玩家的历史游戏数据的平台。
步骤S220:根据所述第一历史游戏数据,生成所述目标玩家的第一游戏标签。
在本申请实施例中,服务器获得第一历史游戏数据后,可以根据第一历史游戏数据,提取玩家特征,并形成目标玩家的第一游戏标签。具体地,服务器可以根据第一历史游戏数据中不同类型的游戏数据,分别进行量化,最终形成游戏标签。
在一些实施方式中,服务器还可以从第一历史游戏数据中获取指定类型的游戏数据,以生成能表征目标玩家的相应玩家特征的游戏标签。例如,服务器可以获取与游戏水平和游戏能力相关的类型的游戏数据,然后对这些游戏数据进行加工和处理,从而形成能表征用户的游戏水平和游戏能力的游戏标签。在该方式中,请参阅图3,步骤S220可以包括:
步骤S221:从所述第一历史游戏数据中,获取所述目标玩家的第一指定数据。
在一些实施方式中,服务器可以从目标玩家的第一历史游戏数据中获取与目标玩家的游戏水平相关的第一指定数据。其中,第一指定数据可以包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据。当然,第一指定数据并不局限于以上数据。从而,后续服务器在生成目标玩家的游戏标签时,可以生成可以用于表征目标玩家的游戏水平的特征的游戏标签。
在一些实施方式中,服务器还可以从与目标玩家的游戏水平相关的游戏数据中, 获取目标玩家的相应类型的游戏数据,以使得生成的游戏标签能更为准确的反映用户的游戏水平的特征。
作为一种实施方式,步骤S221可以包括:根据所述第一历史游戏数据,获取所述目标玩家的所有游戏的游戏类型;根据所述游戏类型,确定所述多种类型中的第一目标类型;从所述第一历史游戏数据中,获取所述第一目标类型的游戏数据,作为所述目标玩家的第一指定数据。
在该实施方式中,服务器可以根据第一历史游戏数据中目标玩家历史进行过的游戏,确定目标玩家的所有游戏的游戏类型。游戏类型可以包括:动作、竞技、模拟、角色扮演、棋牌等多种类型,当然具体的游戏类型可以不作为限定。服务器在确定出目标玩家进行过的游戏类型之后,可以根据所有游戏类型,确定第一目标类型。其中,第一目标类型可以为更能体验游戏水平的游戏类型,例如动作、竞技、棋牌等,从而后续生成的游戏标签能更为反应目标用户的游戏水平;第一目标类型也可以为目标玩家进行的游戏中玩的最多的游戏类型,从而后续生成的游戏标签能更为体现用户常玩游戏的游戏水平。当然,具体的第一目标类型可以不作为限定。
作为另一种实施方式,步骤S221可以包括:根据所述第一历史游戏数据,获取所述目标玩家的所有游戏中游戏频率大于指定频率的游戏作为第一目标游戏,和/或,获取所述目标玩家的所有游戏中游戏时长大于指定时长的游戏作为第一目标游戏;根据所述第一目标游戏中游戏对应的多种游戏类型,确定所述多种游戏类型中的第二目标类型;从所述第一历史游戏数据中,获取所述第二目标类型的游戏数据,作为所述目标玩家的第一指定数据。
在该实施方式中,服务器可以从第一历史游戏数据中,确定目标玩家历史进行过的所有游戏,也就是目标玩家玩的所有游戏。然后从所有游戏中确定目标玩家常玩的游戏,具体地,服务器可以获取游戏频率大于指定频率的游戏,和/或游戏时长大于指定时长的游戏,作为第一目标游戏,其中,指定频率以及指定时长的具体数值可以不作为限定,例如指定频率可以为1天/次,指定时长可以为50小时。服务器在确定出目标玩家常玩的第一目标游戏之后,则可以根据第一目标游戏中所有游戏类型,确定第二目标类型,其中,第二目标类型可以为更能体验游戏水平的游戏类型,例如动作、竞技、棋牌等,服务器在确定出第二目标类型之后,则可以从第一历史游戏数据中筛选第二目标类型的游戏的游戏数据。通过该实施方式,可以使后续生成的游戏标签更为体现用户常玩游戏的游戏水平。
步骤S222:根据所述第一指定数据,生成所述目标玩家的第一游戏标签。
在一些实施方式中,服务器在获得第一指定数据之后,则可以生成目标玩家的第一游戏标签。具体地,步骤S222可以包括:将所述第一指定数据输入至预先训练的数据分类模型,所述数据分类模型被预先训练,以对输入的数据进行分类;根据所述数据分类模型输出的分类结果,生成与所述分类结果中每个分类所对应的游戏标签,得到多个维度的游戏标签,并将所述多个维度的游戏标签作为所述第一游戏标签,其中,每个维度对应一个分类。
在该实施方式中,预设模型可以存储于移动终端的本地,移动终端可以直接从本地读取预设模型;预设模型也可以存储于服务器,移动终端在需要进行游戏数据的分类时,可以发送请求至服务器,以对预设模型进行调用。
其中,预设模型可以由大量训练样本训练获得。训练样本可以包括历史游戏数据以及被标注的数据类型。在一些实施方式中,预设模型可以由上述训练样本,采用机器学习算法训练获得。其中,机器学习算法可以为神经网络、长短期记忆(Long Short-Term Memory,LSTM)网络、门限循环单元、简单循环单元、自动编码器、决策树(Decision Tree,DT)、随机森林、特征均值分类、分类回归树、隐马尔科夫、K最近邻(k-NearestNeighbor,KNN)算法、逻辑回归模型、朴素贝叶斯(Naive Bayes, NB)、支持向量机(Support Vector Machine,SVM)、高斯模型以及KL散度(Kullback–Leibler divergence)等。当然,具体的机器学习算法可以不作为限定。
在该实施方式中,不同的分类对应不同的游戏标签的维度,也就是说每个数据类型都对应一个维度。服务器可以根据分类结果中不同的数据类型,利用每个数据类型对应历史游戏数据,生成该数据类型对应的维度的游戏标签,从而可以获得多个维度的游戏标签。生成的多个维度的游戏标签,可以作为目标玩家的第一游戏标签。通过该方式,可以生成目标玩家的多个维度的游戏标签,从而从不同维度反映用户的游戏水平,进而在将游戏标签用于玩家推送时,能使推送信息更为准确。
步骤S230:根据所述第二历史游戏数据,生成所述目标玩家的第二游戏标签。
在一些实施方式中,步骤S230可以包括:从所述第二历史游戏数据中,获取所述目标玩家的第二指定数据,所述第二指定数据包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据;根据所述第二指定数据,生成所述参考玩家的第二游戏标签。
在该实施方式的具体内容可以参阅步骤S220中的内容,可以理解的,第二游戏标签的生成方式可以与第一游戏标签的生成方式一致,以便用于玩家推送时,进行游戏标签的匹配。
步骤S240:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征。
步骤S250:根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
步骤S260:将所述至少一个玩家的玩家信息推送至所述目标玩家。
在本申请实施例中,步骤S240至步骤S260可以参阅前述实施例的内容,在此不再赘述。
本申请实施例提供的信息推送方法,服务器预先获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据,然后根据第一历史游戏数据中的第一指定数据,生成目标玩家的第一游戏标签,根据第二历史游戏数据中的第二指定数据,生成参考玩家的第二游戏标签,从而能生成可以较为准确表征玩家的游戏水平的特征的游戏标签。在进行玩家推送时,通过获取目标玩家以及参考玩家的用于表征其玩家特征的游戏标签,然后根据游戏标签,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,然后将该至少一个玩家的玩家信息推送至目标玩家。由于确定出的至少一个玩家的游戏水平的特征与目标玩家的游戏水平的特征匹配,因此,推送至目标玩家的玩家游戏水平也与目标玩家匹配,从而更能符合目标玩家的需求,进而提升好友推送的准确率以及好友推送成功的概率。
请参阅图4,图4示出了本申请又一个实施例提供的信息推送方法的流程示意图。该信息推送方法可应用于上述服务器,下面将针对图4所示的流程进行详细的阐述,所述信息推送方法具体可以包括以下步骤:
步骤S310:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征。
在本申请实施例中,第一游戏标签以及第二游戏标签可以均包括多个维度的游戏标签,其中,多个维度的游戏标签可以为不同类型的游戏数据所形成的游戏标签,也就是说,每个维度对应一种游戏数据的类型。例如,多个维度可以包括:游戏胜率的维度、装备等级的维度、角色等级的维度、帐号级别的维度、荣誉维度、获得奖励的 维度、游戏类型的维度、游戏时长的维度、游戏频率的维度等,当然,具体的维度可以不作为限定。
步骤S320:获取所述第一游戏标签中的目标维度的游戏标签,作为第一目标标签,以及获取所述第二游戏标签中的所述目标维度的游戏标签,作为第二目标标签。
在本申请实施例中,服务器可以从第一游戏标签的多个维度的游戏标签中,获取目标维度的游戏标签,以及从第二游戏标签的多个维度的游戏标签中,获取目标维度的游戏标签。其中,目标维度可以为预先设定的维度,也可以为能反映目标玩家常玩游戏的游戏水平的维度,也可以为第一游戏标签与第二游戏标签之间共有的维度。
在一些实施方式中,获取所述第一游戏标签所对应的多个维度作为第一维度,以及所述第二游戏标签所对应的多个维度作为第二维度;获取第一维度中与所述第二维度的相同维度,作为目标维度;从所述第一游戏标签中的多个维度的游戏标签中,获取所述目标维度的游戏标签,作为第一目标标签。
在该实施方式中,服务器可以获取第一游戏标签以及第二游戏标签之间的相同维度,将该相同维度作为目标维度,然后取第一游戏标签中目标维度的游戏标签作为第一目标标签。
同样的,可以按照以上方式获取第二游戏标签中的目标维度的标签,作为第二目标标签。
步骤S330:根据所述第一目标标签以及所述第二目标标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
在本申请实施例中,服务器可以在获取第一目标标签以及第二目标标签之后,则可以将第一目标标签与第二目标标签进行匹配,以从参考玩家中获取与目标玩家的游戏水平匹配的至少一个玩家。具体地,服务器也可以计算第一目标标签与第二目标标签中相同维度的游戏标签之间的相似度,然后根据计算的多个相似度,确定第一目标标签与第二目标标签之间的相似度,再根据第一目标标签与第二目标标签之间的相似度,确定玩家特征的至少一个玩家,作为待推送至目标玩家的玩家。
通过先从第一游戏标签以及第二游戏标签中先筛选出目标维度的游戏标签,不仅可以对需求维度的游戏标签进行匹配,也能减少计算量,提升计算速度。
步骤S340:将所述至少一个玩家的玩家信息推送至所述目标玩家。
在本申请实施例中,步骤S340可以参阅前述实施例的内容,在此不再赘述。
本申请实施例提供的信息推送方法,通过获取目标玩家以及参考玩家的用于表征其玩家特征的游戏标签,然后从第一游戏标签以及第二游戏标签中先筛选出目标维度的游戏标签,再将筛选出的游戏标签进行匹配,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,然后将该至少一个玩家的玩家信息推送至目标玩家。由于确定出的至少一个玩家的玩家特征与目标玩家的玩家特征匹配,因此,推送至目标玩家的玩家的游戏水平、喜好等也与目标玩家匹配,从而更能符合目标玩家的需求,进而提升好友推送的准确率以及好友推送成功的概率。并且还可以对需求维度的游戏标签进行匹配,减少计算量,提升服务器的计算速度。
请参阅图5,图5示出了本申请再一个实施例提供的信息推送方法的流程示意图。该信息推送方法可应用于上述服务器,下面将针对图5所示的流程进行详细的阐述,所述信息推送方法具体可以包括以下步骤:
步骤S410:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征。
步骤S420:根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
在本申请实施例中,步骤S410以及步骤S420可以参阅前述实施例的内容,在此 不再赘述。
步骤S430:获取用于展示所述至少一个玩家的玩家特征的展示数据。
在本申请实施例中,服务器在进行玩家的推送时,可以获取展示数据,并将展示数据发送至目标玩家的电子设备。该展示数据用于在目标玩家的电子设备上进行展示推送的玩家的玩家特征。
在一些实施方式中,服务器可以根据待推送的以上至少一个玩家的第三历史游戏数据,生成多个类型的能力值数据。其中,第三历史游戏数据为该至少一个玩家的历史游戏数据。服务器可以根据第三历史游戏数据,筛选出与玩家的游戏水平相关的各个类型的游戏数据,然后对各个类型的游戏数据进行量化,形成能力值数据。例如,胜率、装备等级、角色等级等可以按照满分为100分量化成分数,形成能力值数据。
在一些实施方式中,由于玩家的游戏标签也是根据玩家的历史游戏数据,生成的各个标签数据而形成的游戏标签,因此服务器也可以获取以上至少一个玩家的第二游戏标签的标签数据,作为用于展示至少一个玩家的玩家特征的展示数据。
步骤S440:将所述展示数据推送至电子设备。
在本申请实施例中,服务器生成的展示数据为上述能力值数据的情况下,可以将能力值数据推送至目标玩家的电子设备,能力值数据用于电子设备于能力雷达图中进行展示。可以理解的,雷达图能较为直观地反映玩家的游戏水平和游戏能力,因此在推送的玩家信息以雷达图的方式进行展示的情况下,可以使目标玩家清楚地了解推送的游戏玩家的玩家水平和能力,进而提升推送成功率。在服务器生成的展示数据为标签数据的情况下,服务器可以直接将标签数据发送至目标玩家的电子设备,可以理解的,标签数据也可以以图表等形式于电子设备进行展示,同样可以方便目标玩家清楚地了解推送的游戏玩家的玩家水平和能力,进而提升推送成功率。
本申请实施例提供的信息推送方法,通过获取目标玩家以及参考玩家的用于表征其玩家特征的游戏标签,然后根据游戏标签,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,然后获取该至少一个玩家所对应的展示数据,将展示数据发送至目标玩家的电子设备。由于确定出的至少一个玩家的玩家特征与目标玩家的玩家特征匹配,因此,推送至目标玩家的玩家的游戏水平、喜好等也与目标玩家匹配,从而更能符合目标玩家的需求,进而提升好友推送的准确率以及好友推送成功的概率。并且展示数据可以使目标玩家清楚地了解推送的游戏玩家的玩家水平和能力,进而提升推送成功率。
请参阅图6,图6示出了本申请又再一个实施例提供的信息推送方法的流程示意图。该信息推送方法可应用于上述服务器,下面将针对图6所示的流程进行详细的阐述,所述信息推送方法具体可以包括以下步骤:
步骤S510:获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征。
在本申请实施例中,步骤S510可以参阅前述实施例的内容,在此不再赘述。
步骤S520:根据所述参考玩家的第二游戏标签,对所述参考玩家进行聚类,获得一个或多个玩家群体。
在本申请实施例中,服务器可以根据参考玩家的第二游戏标签,对所有参考玩家进行聚类,从而获得多个聚类结果,每个聚类结果中可以包括一个或多个参考玩家,每个聚类结果即可作为一个玩家群体。
作为一种实施方式,服务器可以根据第二游戏标签,对不同的参考玩家进行聚类,以将相同和相似的玩家特征的参考玩家聚类为同一类,获得玩家群体。作为另一种实施方式,服务器可以利用预先设定的玩家分群的设定规则,根据第二游戏标签,对不同的参考玩家进行分群,以将相同和相似的玩家特征的参考玩家分为同一玩家群体。
当然,具体对多个用户进行分群的方式可以不作为限定。
步骤S530:根据所述参考玩家的第二游戏标签,生成每个玩家群体的群体标签,所述群体标签用于表征该玩家群体的玩家群体特征。
在本申请实施例中,服务器在对多个参考玩家进行分群之后,则可以分别对于每个玩家群体,生成每个玩家群体所对应的群体标签。
在一些实施方式中,步骤S530可以包括:根据所有参考玩家的第二游戏标签,获取每个玩家群体中所有参考玩家的第二游戏标签;根据每个玩家群体所对应的所有第二游戏标签,生成每个玩家群体的群体标签。在该实施方式中,服务器根据每个玩家群体中用户的群体标签,即可构建出每个玩家群体的群体标签,也就是说,构建出的玩家群体的群体标签可以包括该玩家群体中所有玩家的第二游戏标签。
步骤S540:根据所述第一游戏标签以及所述群体标签,获取与所述目标玩家的玩家特征匹配的目标玩家群体。
在本申请实施例中,服务器可以根据第一游戏标签以及群体标签,获取与目标玩家的玩家特征匹配的目标玩家群体,也就是说,获取到的目标玩家群体标签与第一游戏标签匹配,则该目标玩家群体中的参考玩家的玩家特征与目标玩家的玩家特征匹配。
在一些实施方式中,步骤S540可以包括:获取第一游戏标签,与每个玩家群体的群体标签的相似度;获取相似度满足指定数值条件的玩家群体,作为与目标玩家的玩家特征匹配的目标玩家群体。
其中,指定数值条件可以为相似度最高,也可以为相似度大于相似度阈值等,在此不做限定。
步骤S550:从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家。
服务器在确定出与目标玩家的玩家特征匹配的目标玩家群体之后,则可以根据目标玩家群体中的玩家,确定至少一个与目标玩家的游戏水平匹配的玩家。
在本申请实施例中,请参阅图7,步骤S550可以包括:
步骤S551:获取所述目标玩家的用于表征游戏习惯的第一习惯数据,以及所述目标玩家群体中每个玩家的第二习惯数据,所述第一习惯数据以及所述第二习惯数据至少包括玩家的历史游戏时间以及历史游戏地点;
步骤S552:根据所述习惯数据,确定与所述目标玩家的游戏习惯匹配的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
在一些实施方式中,服务器还可以根据玩家的历史游戏数据,确定玩家的习惯数据,从而可以获得目标玩家的第一习惯数据以及参考玩家的第二习惯数据。
在一些实施方式中,以上习惯数据中包括历史游戏时间和历史游戏地点。从而服务器可以根据习惯数据从目标玩家群体中,可以确定与目标玩家的游戏习惯匹配的玩家,作为最终待推送的玩家。从而不仅可以获得与玩家的游戏水平等特征所匹配的玩家,更能确定出玩游戏时习惯相同的玩家。例如,对于主要玩竞技类游戏的目标玩家,推荐至目标玩家的游戏玩家不仅游戏水平能更加匹配,也使得能推送的玩家的游戏地点、游戏时间能与目标玩家匹配,方便玩家之间线下开黑,进而提升玩家推送成功的概率。
在一些实施方式中,在根据所述第一游戏标签,获取与所述目标玩家的游戏水平匹配的目标玩家群体之后,该信息推送方法还可以包括:根据所述第一游戏标签,对所述目标玩家群体的群体标签进行更新。可以理解的,服务器还可以根据目标玩家的第一游戏标签,对目标玩家群体的群体标签进行更新,更新后的群体标签可以包括该目标玩家的第一游戏标签中的至少部分标签数据。
在一些实施方式中,服务器可以获取第一游戏标签中的群体标签不存在的维度的标签数据,作为目标标签数据;然后将目标标签数据添加至所述群体标签中。
在一些实施方式中,服务器从目标玩家群体中获取至少一个玩家,作为与目标玩家的玩家特征匹配的玩家,也可以包括:获取目标玩家历史进行的副本游戏;根据副本游戏,确定角色搭配方式;根据角色搭配方式,从目标玩家群体中获取相应角色的玩家,作为与目标玩家的玩家特征匹配的玩家。可以理解的,如果目标玩家主要玩的游戏为副本游戏,而副本游戏通常需要角色搭配,通过相应的角色搭配方案,从目标玩家群体中选取相应角色的玩家,作为最终推送的玩家,能使目标玩家能够接受推送,而添加被推送的玩家,从而提升玩家推送成功的概率。
在一些实施方式中,服务器从目标玩家群体中获取至少一个玩家,作为与目标玩家的玩家特征匹配的玩家,也可以包括:获取所述目标玩家历史进行对局游戏的角色位置;根据所述角色位置,以及所述对局游戏中的位置搭配方式,从所述目标玩家群体中获取相应角色的玩家,作为与所述目标玩家的玩家特征匹配的玩家。可以理解的,如果目标玩家主要玩的游戏为对局游戏,而对局游戏中通常对角色位置进行了划分,然后进行组队PK,通过相应的角色的位置搭配方案,从目标玩家群体中选取相应角色的玩家,作为最终推送的玩家,能使目标玩家能够接受推送,而添加被推送的玩家,从而提升玩家推送成功的概率。
步骤S560:将所述至少一个玩家的玩家信息推送至所述目标玩家。
在本申请实施例中,步骤S560可以参阅前述实施例的内容,在此不再赘述。
本申请实施例提供的信息推送方法,通过获取目标玩家以及参考玩家的用于表征其玩家特征的游戏标签,然后根据游戏标签,对参考玩家进行聚类,并形成每个玩家群体的群体标签,再将目标玩家的游戏标签与每个群体标签进行匹配,获得目标玩家所属的目标玩家群体,然后从目标玩家群体中确定至少一个玩家作为推送的玩家进行推送。由于确定出的至少一个玩家的玩家特征与目标玩家的玩家特征匹配,因此,推送至目标玩家的玩家的游戏水平、喜好等也与目标玩家匹配,从而更能符合目标玩家的需求,进而提升好友推送的准确率以及好友推送成功的概率。
请参阅图8,其示出了本申请实施例提供的一种信息推送装置400的结构框图。该信息推送装置400应用上述的服务器,该信息推送装置400包括:标签获取模块410、玩家匹配模块420以及玩家推送模块430。其中,标签获取模块410用于获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;玩家匹配模块420用于根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;玩家推送模块430用于将所述至少一个玩家的玩家信息推送至所述目标玩家。
在一些实施方式中,该信息推送装置400还可以包括:数据获取模块、第一标签生成模块以及第二标签生成模块。数据获取模块用于获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据;第一标签生成模块用于根据所述第一历史游戏数据,生成所述目标玩家的第一游戏标签;第二标签生成模块用于根据所述第二历史游戏数据,生成所述目标玩家的第二游戏标签。
在该实施方式中,第一标签生成模块可以包括:第一筛选单元以及第一生成单元。第一筛选单元用于从所述第一历史游戏数据中,获取所述目标玩家的第一指定数据,所述第一指定数据包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据;第一生成单元用于根据所述第一指定数据,生成所述目标玩家的第一游戏标签。
进一步地,第一生成单元可以包括:分类子单元以及生成子单元。分类子单元用于将所述第一指定数据输入至预先训练的数据分类模型,所述数据分类模型被预先训练,以对输入的数据进行分类;生成子单元用于根据所述数据分类模型输出的分类结 果,生成与所述分类结果中每个分类所对应的游戏标签,得到多个维度的游戏标签,并将所述多个维度的游戏标签作为所述第一游戏标签,其中,每个维度对应一个分类。
作为一种实施方式,第一筛选子单元可以具体用于:根据所述第一历史游戏数据,获取所述目标玩家的所有游戏的游戏类型;根据所述游戏类型,确定所述多种类型中的第一目标类型;从所述第一历史游戏数据中,获取所述第一目标类型的游戏数据,作为所述目标玩家的第一指定数据。
作为另一种实施方式,第一筛选子单元也可以具体用于:根据所述第一历史游戏数据,获取所述目标玩家的所有游戏中游戏频率大于指定频率的游戏作为第一目标游戏,和/或,获取所述目标玩家的所有游戏中游戏时长大于指定时长的游戏作为第一目标游戏;根据所述第一目标游戏中游戏对应的多种游戏类型,确定所述多种游戏类型中的第二目标类型;从所述第一历史游戏数据中,获取所述第二目标类型的游戏数据,作为所述目标玩家的第一指定数据。
在一些实施方式中,第二标签生成模块包括:第二筛选子单元以及第二生成子单元。第二筛选子单元用于从所述第二历史游戏数据中,获取所述目标玩家的第二指定数据,所述第二指定数据包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据;第二生成子单元用于根据所述第二指定数据,生成所述参考玩家的第二游戏标签。
在一些实施方式中,所述第一游戏标签以及所述第二游戏标签均包括多个维度的游戏标签。玩家匹配模块420可以包括标签筛选单元以及标签匹配单元。标签筛选单元用于获取所述第一游戏标签中的目标维度的游戏标签,作为第一目标标签,以及获取所述第二游戏标签中的所述目标维度的游戏标签,作为第二目标标签;标签匹配单元用于根据所述第一目标标签以及所述第二目标标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
在该实施方式中,标签筛选单元可以包括:第一维度获取子单元、第二维度获取子单元以及筛选子单元。第一维度获取子单元用于获取所述第一游戏标签所对应的多个维度作为第一维度,以及所述第二游戏标签所对应的多个维度作为第二维度;第二维度获取子单元用于获取第一维度中与所述第二维度的相同维度,作为目标维度;筛选子单元用于从所述第一游戏标签中的多个维度的游戏标签中,获取所述目标维度的游戏标签,作为第一目标标签。
在一些实施方式中,玩家推送模块430包括:展示数据获取单元以及数据推送单元。展示数据获取单元用于获取用于展示所述至少一个玩家的玩家特征的展示数据;数据推送单元用于将所述展示数据推送至电子设备。
作为一种方式,展示数据获取单元可以具体用于:根据所述至少一个玩家的第三历史游戏数据,生成多个类型的能力值数据。在该方式下,数据推送单元可以具体用于:将所述能力值数据推送至所述电子设备,所述能力值数据用于所述电子设备于能力雷达图中进行展示。
作为另一种方式,展示数据获取单元也可以具体用于:获取所述至少一个玩家的所述第二游戏标签的标签数据,作为用于展示所述至少一个玩家的玩家特征的展示数据。
在一些实施方式中,玩家匹配模块420可以包括:玩家聚类单元、群体标签生成单元、群体获取单元以及玩家获取单元。玩家聚类单元用于根据所述参考玩家的第二游戏标签,对所述参考玩家进行聚类,获得一个或多个玩家群体;群体标签生成单元用于根据所述参考玩家的第二游戏标签,生成每个玩家群体的群体标签,所述群体标签用于表征该玩家群体的玩家群体特征;群体获取单元用于根据所述第一游戏标签以及所述群体标签,获取与所述目标玩家的玩家特征匹配的目标玩家群体;玩家获取单 元用于从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家。
在该实施方式中,玩家获取单元可以具体用于:获取所述目标玩家的用于表征游戏习惯的第一习惯数据,以及所述目标玩家群体中每个玩家的第二习惯数据,所述第一习惯数据以及所述第二习惯数据至少包括玩家的历史游戏时间以及历史游戏地点;根据所述习惯数据,确定与所述目标玩家的游戏习惯匹配的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
在一些实施方式中,该信息推送装置400还可以包括群体标签更新模块。群体标签更新模块用于在根据所述第一游戏标签,获取与所述目标玩家的游戏水平匹配的目标玩家群体之后,根据所述第一游戏标签,对所述目标玩家群体的群体标签进行更新。
作为一种方式,玩家获取单元可以具体用于:获取所述目标玩家历史进行的副本游戏;根据所述副本游戏,确定角色搭配方式;根据所述角色搭配方式,从所述目标玩家群体中获取相应角色的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
作为另一种方式,玩家获取单元也可以具体用于:获取所述目标玩家历史进行对局游戏的角色位置;根据所述角色位置,以及所述对局游戏中的位置搭配方式,从所述目标玩家群体中获取相应角色的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述装置和模块的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,模块相互之间的耦合可以是电性,机械或其它形式的耦合。
另外,在本申请各个实施例中的各功能模块可以集成在一个处理模块中,也可以是各个模块单独物理存在,也可以两个或两个以上模块集成在一个模块中。上述集成的模块既可以采用硬件的形式实现,也可以采用软件功能模块的形式实现。
综上所述,本申请提供的方案,通过获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,第一游戏标签用于表征目标玩家的玩家特征,第二游戏标签用于表征参考玩家的玩家特征,根据第一游戏标签以及第二游戏标签,从参考玩家中获取与目标玩家的玩家特征匹配的至少一个玩家,最后将该至少一个玩家的玩家信息推送至目标玩家。从而可以实现根据表征玩家的玩家特征的游戏标签,对玩家特征匹配的玩家进行推送,提升玩家推送的准确性。
请参考图9,其示出了本申请实施例提供的一种服务器的结构框图。该服务器100可以是传统服务器、云服务器等能够运行应用程序的服务器。本申请中的服务器100可以包括一个或多个如下部件:处理器110、存储器120、触摸屏130以及一个或多个应用程序,其中一个或多个应用程序可以被存储在存储器120中并被配置为由一个或多个处理器110执行,一个或多个程序配置用于执行如前述方法实施例所描述的方法。
处理器110可以包括一个或者多个处理核。处理器110利用各种接口和线路连接整个服务器100内的各个部分,通过运行或执行存储在存储器120内的指令、程序、代码集或指令集,以及调用存储在存储器120内的数据,执行服务器100的各种功能和处理数据。可选地,处理器110可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器110可集成中央处理器(Central Processing Unit,CPU)、图像处理器(Graphics Processing Unit,GPU)和调制解调器等中的一种或几种的组合。其中,CPU主要处理操作系统、用户界面和应用程序等;GPU用于负责显示内容的渲染和绘制;调制解调器用于处理无线通信。可以理解的是,上述调制解调器也可以不集成到处理器110中,单独通过一块通信芯片进行实现。
存储器120可以包括随机存储器(Random Access Memory,RAM),也可以包括 只读存储器(Read-Only Memory)。存储器120可用于存储指令、程序、代码、代码集或指令集。存储器120可包括存储程序区和存储数据区,其中,存储程序区可存储用于实现操作系统的指令、用于实现至少一个功能的指令(比如触控功能、声音播放功能、图像播放功能等)、用于实现下述各个方法实施例的指令等。存储数据区还可以存储服务器100在使用中所创建的数据(比如电话本、音视频数据、聊天记录数据)等。
请参考图10,其示出了本申请实施例提供的一种计算机可读存储介质的结构框图。该计算机可读介质800中存储有程序代码,所述程序代码可被处理器调用执行上述方法实施例中所描述的方法。
计算机可读存储介质800可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类的电子存储器。可选地,计算机可读存储介质800包括非易失性计算机可读介质(non-transitory computer-readable storage medium)。计算机可读存储介质800具有执行上述方法中的任何方法步骤的程序代码810的存储空间。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。程序代码810可以例如以适当形式进行压缩。
最后应说明的是:以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不驱使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。

Claims (20)

  1. 一种信息推送方法,其特征在于,所述方法包括:
    获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;
    根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;
    将所述至少一个玩家的玩家信息推送至所述目标玩家。
  2. 根据权利要求1所述的方法,其特征在于,在所述获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签之前,所述方法还包括:
    获取目标玩家的第一历史游戏数据以及参考玩家的第二历史游戏数据;
    根据所述第一历史游戏数据,生成所述目标玩家的第一游戏标签;
    根据所述第二历史游戏数据,生成所述目标玩家的第二游戏标签。
  3. 根据权利要求2所述的方法,其特征在于,所述根据所述第一历史游戏数据,生成所述目标玩家的第一游戏标签,包括:
    从所述第一历史游戏数据中,获取所述目标玩家的第一指定数据,所述第一指定数据包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据;
    根据所述第一指定数据,生成所述目标玩家的第一游戏标签。
  4. 根据权利要求3所述的方法,其特征在于,所述根据所述第一指定数据,生成所述目标玩家的第一游戏标签,包括:
    将所述第一指定数据输入至预先训练的数据分类模型,所述数据分类模型被预先训练,以对输入的数据进行分类;
    根据所述数据分类模型输出的分类结果,生成与所述分类结果中每个分类所对应的游戏标签,得到多个维度的游戏标签,并将所述多个维度的游戏标签作为所述第一游戏标签,其中,每个维度对应一个分类。
  5. 根据权利要求3或4所述的方法,其特征在于,所述从所述第一历史游戏数据中,获取所述目标玩家的第一指定数据,包括:
    根据所述第一历史游戏数据,获取所述目标玩家的所有游戏的游戏类型;
    根据所述游戏类型,确定所述多种类型中的第一目标类型;
    从所述第一历史游戏数据中,获取所述第一目标类型的游戏数据,作为所述目标玩家的第一指定数据。
  6. 根据权利要求3或4所述的方法,其特征在于,所述从所述第一历史游戏数据中,获取所述目标玩家的第一指定数据,包括:
    根据所述第一历史游戏数据,获取所述目标玩家的所有游戏中游戏频率大于指定频率的游戏作为第一目标游戏,和/或,获取所述目标玩家的所有游戏中游戏时长大于指定时长的游戏作为第一目标游戏;
    根据所述第一目标游戏中游戏对应的多种游戏类型,确定所述多种游戏类型中的第二目标类型;
    从所述第一历史游戏数据中,获取所述第二目标类型的游戏数据,作为所述目标玩家的第一指定数据。
  7. 根据权利要求2-6任一项所述的方法,其特征在于,所述根据所述第二历史游戏 数据,生成所述目标玩家的第二游戏标签,包括:
    从所述第二历史游戏数据中,获取所述目标玩家的第二指定数据,所述第二指定数据包括获胜场次、游戏胜率、获得的游戏装备、游戏级别、历史使用的游戏道具、游戏角色、历史进行的游戏模式、获得的游戏荣誉以及获得的游戏奖励中的一种或多种类型的游戏数据;
    根据所述第二指定数据,生成所述参考玩家的第二游戏标签。
  8. 根据权利要求1-7任一项所述的方法,其特征在于,所述第一游戏标签以及所述第二游戏标签均包括多个维度的游戏标签,所述根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家,包括:
    获取所述第一游戏标签中的目标维度的游戏标签,作为第一目标标签,以及获取所述第二游戏标签中的所述目标维度的游戏标签,作为第二目标标签;
    根据所述第一目标标签以及所述第二目标标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家。
  9. 根据权利要求8所述的方法,其特征在于,所述获取所述第一游戏标签中的目标维度的游戏标签,作为第一目标标签,包括:
    获取所述第一游戏标签所对应的多个维度作为第一维度,以及所述第二游戏标签所对应的多个维度作为第二维度;
    获取第一维度中与所述第二维度的相同维度,作为目标维度;
    从所述第一游戏标签中的多个维度的游戏标签中,获取所述目标维度的游戏标签,作为第一目标标签。
  10. 根据权利要求1-9任一项所述的方法,其特征在于,所述将所述至少一个玩家的玩家信息推送至所述目标玩家,包括:
    获取用于展示所述至少一个玩家的玩家特征的展示数据;
    将所述展示数据推送至电子设备。
  11. 根据权利要求10所述的方法,其特征在于,所述获取用于展示所述至少一个玩家的玩家特征的展示数据,包括:
    根据所述至少一个玩家的第三历史游戏数据,生成多个类型的能力值数据;
    所述将所述展示数据推送至电子设备,包括:
    将所述能力值数据推送至所述电子设备,所述能力值数据用于所述电子设备于能力雷达图中进行展示。
  12. 根据权利要求10所述的方法,其特征在于,所述获取用于展示所述至少一个玩家的玩家特征的展示数据,包括:
    获取所述至少一个玩家的所述第二游戏标签的标签数据,作为用于展示所述至少一个玩家的玩家特征的展示数据。
  13. 根据权利要求1-12任一项所述的方法,其特征在于,所述根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家,包括:
    根据所述参考玩家的第二游戏标签,对所述参考玩家进行聚类,获得一个或多个玩家群体;
    根据所述参考玩家的第二游戏标签,生成每个玩家群体的群体标签,所述群体标签用于表征该玩家群体的玩家群体特征;
    根据所述第一游戏标签以及所述群体标签,获取与所述目标玩家的玩家特征匹配的目标玩家群体;
    从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家。
  14. 根据权利要求13所述的方法,其特征在于,所述从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家,包括:
    获取所述目标玩家的用于表征游戏习惯的第一习惯数据,以及所述目标玩家群体中每个玩家的第二习惯数据,所述第一习惯数据以及所述第二习惯数据至少包括玩家的历史游戏时间以及历史游戏地点;
    根据所述习惯数据,确定与所述目标玩家的游戏习惯匹配的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
  15. 根据权利要求13或14所述的方法,其特征在于,在根据所述第一游戏标签,获取与所述目标玩家的玩家特征匹配的目标玩家群体之后,所述方法还包括:
    根据所述第一游戏标签,对所述目标玩家群体的群体标签进行更新。
  16. 根据权利要求13-15任一项所述的方法,其特征在于,所述从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家,包括:
    获取所述目标玩家历史进行的副本游戏;
    根据所述副本游戏,确定角色搭配方式;
    根据所述角色搭配方式,从所述目标玩家群体中获取相应角色的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
  17. 根据权利要求13-15任一项所述的方法,其特征在于,所述从所述目标玩家群体中获取至少一个玩家,作为与所述目标玩家的玩家特征匹配的玩家,包括:
    获取所述目标玩家历史进行对局游戏的角色位置;
    根据所述角色位置,以及所述对局游戏中的位置搭配方式,从所述目标玩家群体中获取相应角色的玩家,作为与所述目标玩家的玩家特征匹配的玩家。
  18. 一种信息推送装置,其特征在于,所述装置包括:标签获取模块、玩家匹配模块以及玩家推送模块,其中,
    所述标签获取模块用于获取目标玩家的第一游戏标签以及参考玩家的第二游戏标签,所述第一游戏标签用于表征所述目标玩家的玩家特征,所述第二游戏标签用于表征所述参考玩家的玩家特征;
    所述玩家匹配模块用于根据所述第一游戏标签以及所述第二游戏标签,从所述参考玩家中获取与所述目标玩家的玩家特征匹配的至少一个玩家;
    所述玩家推送模块用于将所述至少一个玩家的玩家信息推送至所述目标玩家。
  19. 一种服务器,其特征在于,包括:
    一个或多个处理器;
    存储器;
    一个或多个应用程序,其中所述一个或多个应用程序被存储在所述存储器中并被配置为由所述一个或多个处理器执行,所述一个或多个程序配置用于执行如权利要求1-17任一项所述的方法。
  20. 一种计算机可读取存储介质,其特征在于,所述计算机可读取存储介质中存储有程序代码,所述程序代码可被处理器调用执行如权利要求1-17任一项所述的方法。
PCT/CN2020/075588 2020-02-17 2020-02-17 信息推送方法、装置、服务器及存储介质 WO2021163854A1 (zh)

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