WO2022217846A1 - 游戏互动方法、系统、服务器及存储介质 - Google Patents
游戏互动方法、系统、服务器及存储介质 Download PDFInfo
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- WO2022217846A1 WO2022217846A1 PCT/CN2021/120554 CN2021120554W WO2022217846A1 WO 2022217846 A1 WO2022217846 A1 WO 2022217846A1 CN 2021120554 W CN2021120554 W CN 2021120554W WO 2022217846 A1 WO2022217846 A1 WO 2022217846A1
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- game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
Definitions
- the present invention relates to the field of computer technology, and in particular, to a game interaction method, system, server and storage medium.
- the present invention provides a game interaction method, system, server and storage medium, so as to interact the virtual and reality of the game and enhance the real interaction of the game.
- the present invention provides a game interaction method, the method comprising:
- real interaction data of multiple users in the same game team includes at least one of close contact data, real image data and positioning data;
- a corresponding game event is determined based on the real interaction data, so as to promote the game progress based on the game event.
- the present invention provides a game interaction system, including:
- the matching request obtaining module is used to obtain the user's game matching request
- a matching module for matching a game team for a user based on the game matching request
- an interactive data acquisition module configured to acquire real interactive data of multiple users in the same game team, where the real interactive data includes at least one of close contact data, real image data and positioning data;
- a game promotion module configured to determine a corresponding game event based on the real interaction data, so as to promote a game process based on the game event.
- the present invention provides a server, including:
- processors one or more processors
- a storage system for storing one or more programs
- the one or more processors can implement the game interaction method provided by any embodiment of the present invention.
- the present invention provides a computer-readable storage medium, where the storage medium stores a computer program, the computer program includes program instructions, and the program instructions, when executed, implement any one of the embodiments of the present invention. game interaction method.
- the game interaction method provided by the present invention first obtains the user's game matching request, then matches the user with a game team according to the user's game matching request, then obtains the real interaction data of multiple users in the same game team, and finally determines the corresponding game based on the real interaction data.
- the game event is based on the game event, so as to promote the game process based on the game event, this embodiment uses the real interaction data as the determination data of the game event, can obtain the virtual response corresponding to the reality in the game, interacts the virtual and reality of the game, and enhances the The realistic interactivity of the game can guide the user to perform real activities, thereby reducing the addiction to the virtual world, and at the same time enhancing the playability of the game.
- FIG. 1 is a flowchart of a game interaction method according to Embodiment 1 of the present invention.
- FIG. 2 is a sub-flow chart of a game interaction method provided in Embodiment 2 of the present invention.
- Embodiment 3 is a sub-flow diagram of a game interaction method provided in Embodiment 2 of the present invention.
- FIG. 4 is a sub-flow diagram of a game interaction method provided in Embodiment 2 of the present invention.
- FIG. 5 is a schematic structural diagram of a game interaction system according to Embodiment 3 of the present invention.
- FIG. 6 is a schematic structural diagram of a server according to Embodiment 4 of the present invention.
- first,” “second,” etc. may be used herein to describe various directions, acts, steps or elements, etc., but are not limited by these terms. These terms are only used to distinguish a first direction, act, step or element from another direction, act, step or element.
- a first region could be termed a second region, and, similarly, a second region could be termed a first region, without departing from the scope of the present disclosure. Both the first region and the second region are regions, but they are not the same region.
- the terms “first”, “second” and the like should not be understood as indicating or implying relative importance or implying the number of technical features indicated.
- a feature defined as “first” or “second” may expressly or implicitly include one or more of that feature.
- plural means at least two, such as two, three, etc., unless otherwise expressly and specifically defined. It should be noted that when a part is referred to as being “fixed to” another part, it can be directly on the other part or there may be a central part. When one part is said to be “connected” to another part, it may be directly connected to the other part or there may be an intervening part at the same time.
- the terms “vertical”, “horizontal”, “left”, “right” and similar expressions used herein are for the purpose of illustration only and do not represent the only embodiment.
- This embodiment provides a game interaction method, which is implemented by software and/or hardware, and is applied to various online games. It can be implemented based on a terminal or a server, or can be implemented through interaction between a terminal and a server.
- the game server is used as an example to illustrate. Referring to Figure 1, the method includes the following steps:
- the matching request is sent by the user based on the game client to notify the server that the user needs to start the game, so that the server can add the user to the game.
- the game matching request includes a variety of data, such as user identification (user ID), user geographic location, request time, etc., which are not listed here.
- the server can obtain the data sent by the game client in a wired or wireless manner.
- the user When the user needs to play a game, the user performs corresponding operations based on the game client to make the game client
- the game requirements of the user are determined, and the game client generates a game matching request according to the user's operation, so that the server receives the game matching request from the game client.
- the game team is composed of multiple users, and is used to represent all players (ie, users) who play the same game.
- the game in this embodiment requires multiple people to participate, so the users who have sent the game matching request will be matched, and multiple users will be selected to form a game team according to certain rules.
- matching rules such as matching rules based on adjacent request times and similar user strength, which are not listed here.
- the server is provided with a matching algorithm for matching users, which can analyze the specific situation of the user according to the game matching request, and perform matching according to certain rules according to the specific situation of the user, and the matched user is the Belonging to the same game team, it should be noted that the same game team referred to here does not refer to the friendly relationship, but refers to the user in the same game match (that is, there are interactive game events between users), the relationship between users Can be friendly or enemy.
- Real interaction data includes relevant data obtained based on the user's real behavior and that can affect the game.
- the real interaction data includes at least one of real image data, close connection data and positioning data uploaded by the user through the game client, wherein: the close connection data includes the Bluetooth connection data between the game clients; the real image data includes the user through The image or video shot by the game client; the positioning data includes the GPS (Global Positioning System, global positioning system) data of the game client.
- the close connection data includes the Bluetooth connection data between the game clients;
- the real image data includes the user through The image or video shot by the game client;
- the positioning data includes the GPS (Global Positioning System, global positioning system) data of the game client.
- the server After matching a game team for the user, the server will obtain game-related data sent by the game client terminals of all users in the same team, that is, the real interaction data, for playing the game.
- S140 Determine a corresponding game event based on the real interaction data, so as to promote a game process based on the game event.
- Game events represent game content used to advance the game process, such as acquiring props, completing communication, etc. Different game events have different effects on the game process.
- the server is provided with an interaction algorithm that performs game correlation analysis on real interaction data to display game events corresponding to the interaction data according to the analysis, so as to push game progress according to different game events, so as to implement games between users.
- the real interaction data includes at least one of close contact data, real image data, and positioning data.
- the above three types of real interaction data determine corresponding game events in different ways, specifically including: : if the real interaction data includes contact data, determine the user contact situation according to the contact data, and determine the corresponding game event according to the user contact situation;
- the real interaction data includes real image data, perform identification according to the real image data to determine whether the game rules are met according to the identification result, and if so, determine the corresponding game event according to the identification result;
- the user's position information is determined according to the positioning data, and the corresponding game event is determined according to the position information.
- the game client is used as a terminal device such as a smart phone as a specific example to illustrate the use process of the above three kinds of real interactive data:
- the Android operating system of the smart phone provides a Bluetooth function interface, which is integrated in the android.bluetooth package, and can be used by developers to develop applications using the Bluetooth technology.
- the close connection system is used in the background of the application to continuously scan for external Bluetooth devices.
- the two smartphones After the connection is established, the two smartphones will exchange the device MAC code, user ID, time address information and forward it to the server. The form of the event is returned to the client.
- the game client uses computer vision (CV) technology to obtain and display image data.
- the computer vision technology is exemplified by Python+ImageAI.
- ImageAI is an open-source computer intelligent vision library that currently supports the use of ImageNet-1000 data. 4 different machine learning algorithms trained on the set for image prediction and training. ImageAI also supports object detection, video detection and object tracking using RetinaNet, YOLOv3 and TinyYOLOv3 trained on the COCO dataset.
- mobile phone chips are also gradually providing potential acceleration for third-party artificial intelligence applications, such as the Kirin 970, which makes it possible for AI algorithms to run on mobile phones.
- the following two specific examples illustrate the process of determining game events based on real image data: the player uses the mobile phone camera to take a picture, and the intelligent algorithm detects the object in the picture and returns the recognition result; the player turns on the mobile phone camera to aim at the object, because ImageAI currently Real-time video detection with support for camera input, using OpenCV's VideoCapture() function, an application can load a live video stream from a device camera, a camera connected via a cable or an IP camera, and parse it into ImageAI's DetectObjectsFromVideo() and DetectCustomObjectsFromVideo
- the () function performs object recognition and returns the recognition result.
- the server makes a judgment according to the identification result, and if the identification result conforms to the game regulations, the corresponding game event can be obtained.
- the Android mobile phone system has its own GPS positioning service and is integrated in the android.location package.
- the Android built-in API By using the Android built-in API to obtain the geographic location information corresponding to the player's GPS, positioning is performed every 1 second and is in XML file format. It is stored in the mobile phone's own database, and the data is sent to the server for further processing after real-time positioning of the mobile phone.
- the game system ie the server itself will also respond to certain game events according to the player's position information at the moment.
- close connection data is generated by the connection of the user's game client, and the connection between users not in the same game team will cause interference and pressure on data processing. Therefore, optional , in some embodiments, after step S120, it further includes step S150 (not shown in the figure):
- the built-in BluetoothDevice class of the Android system (used to request a Bluetooth connection) contains the MAC address of the current device, and our player has already sent the MAC address of his device to the server when matching, so we can
- the local machine can only connect and transmit data with the local machine to which the MAC address recorded in the same team on the server belongs, which greatly reduces the connection interference to a certain extent. More specifically, in some embodiments, in order to prevent the occurrence of continuous close contact events in a short period of time, in the design of the close contact system, after the first close contact occurs, the thread of the local Bluetooth scanning will be put into a deep sleep for 5 seconds. After waking up again, the local Bluetooth device does not interact with the external Bluetooth device during the sleeping process.
- This embodiment provides a game interaction method, which first obtains a user's game matching request, then matches the user with a game team according to the user's game matching request, and then obtains the real interaction data of multiple users in the same game team, and finally based on the real interaction
- the data determines the corresponding game event, so as to promote the game process based on the game event.
- the real interaction data is used as the determination data of the game event, and the virtual reaction corresponding to the reality can be obtained in the game, and the virtual interaction of the game and the reality can be obtained.
- the real interaction data which enhances the real interaction of the game, can guide users to perform real activities, thereby reducing the addiction to the virtual world, and at the same time enhancing the playability of the game.
- This embodiment further explains and exemplifies some of the processes in the game interaction method on the basis of Embodiment 1. For example, according to the user ID in the game matching request, the user's geographic location and the request time, the user is matched with a game team, which specifically includes: :
- Step S120 is to match the user with a game team based on the game matching request, including:
- the geographic location is the actual location where the game client sends the game matching request
- the matching pool is the set of users who may be matched to the same game team.
- the game interaction method provided in this embodiment is to enhance the real interaction between users. Therefore, it is necessary to match users with higher real interaction possibilities to the same game as much as possible.
- the users who request to play the game are distinguished, and the adjacent users are divided into a matching pool, so that when the game is played, the users of the same team are actually close to each other.
- step S121 includes steps S1211-1213:
- the traditional K-means algorithm is a partition-based clustering method. It uses the Euler distance measurement method and is suitable for clustering location information. However, it is sensitive to outliers and is sensitive to the selection of initial cluster centers Sensitive shortcomings, however, in the implementation of our game matching mechanism design, the occurrence of outliers is a common situation.
- the more representative ones are the improvements of Forgy and MacQueen. Forgy's improved method is to randomly assign each point to k clusters, and then calculate the cluster centers according to the resulting clusters, but this does not avoid the impact of outliers on the overall dataset.
- MacQueen's method randomly selects k initial cluster center points from the data set, based on the fact that points in high-density areas are more likely to be selected, but this also brings about the problem that points in high-density areas are more likely to be selected.
- the distance matrix of the data set is calculated first, and the distance values within a certain range are selected based on the distance evidence to obtain the mean value, "using the mean value as the radius, the distance in the radius area is calculated. point as the density value, and at the same time calculate the mean distance from each sample point to other points, and divide the density value by the mean distance value as the evaluation index. After such processing, the density value of outliers will be very low, and The average distance between outliers and other points is relatively large, and the value after quotient is very small, which will help to shield outliers in the process of selecting the initial cluster center point, so as to eliminate the influence of outliers on subsequent algorithms.
- the silhouette coefficient (SC) we use the silhouette coefficient (SC) to determine the selection of K. For each point x i , its silhouette coefficient si and the average silhouette coefficient value of all points can be calculated by the following formula (1) and Formula (2) is used to calculate:
- ⁇ out min ( xi ) represents the drawn Euler distance from point xi to points in the same cluster
- ⁇ in ( xi ) yields all the distances from point xi to its nearest cluster Average distance of points.
- the final calculation result will take the x-axis coordinate corresponding to the highest value of SC as the optimal K value.
- S122 perform same-pool matching on users in the same matching pool based on the user identity and the request time to obtain at least one game team.
- Same-pool matching means that users are matched within the same matching pool, rather than across matching pools.
- the game team is a collection of users who play the same game.
- matching is performed in combination with the user's game strength to ensure that users with similar strengths enter the same game team. .
- step S122 includes steps S1221-1224:
- the user ID can be the user's game account.
- the user's historical game records can be determined, thereby determining the user's game strength.
- this is only an example, and can be set according to the specific situation of different games. .
- S1222 Match the users whose game strength difference is smaller than the first preset difference into a unified game team according to the game strength.
- S1223. Determine, according to the request time, whether there is a first remaining user whose matching duration exceeds the first preset time.
- Steps S1223-1224 are to prevent users from being unable to match other users with similar strengths to start the game for a long time when there are few users.
- the requirements for strengths can be appropriately relaxed, that is, the second preset difference with a larger value is used to screen the players with similar strengths.
- the user that is, the second preset difference value is greater than the first preset difference value.
- the ELO algorithm is used to perform the same pool matching.
- the ELO algorithm is an evaluation method created by the Hungarian-American physicist Arpad Elo to measure the level of various game activities. It is a recognized authoritative method for evaluating game levels today.
- the ELO algorithm is based on the assumption that a player's current strength will fluctuate within a certain range due to various factors, and the function used to describe his strength at a certain time should conform to a normal distribution:
- D is the score difference between the two competing players.
- Rn is the player's new score after the game
- Ro is the player's ranking score before the game
- K is a bonus coefficient, determined by the player's current score level (the higher the score, the smaller the K)
- P(D) is the expected win rate.
- the further improved ELO algorithm introduces the winning streak and losing streak threshold N and the winning streak reward (penalty) M.
- the new scoring formula is as follows (when the winning streak or losing streak is greater than N):
- T is the direction coefficient (1 for winning streak and -1 for losing streak)
- step S1225 (not shown) is further included:
- S1225 Determine whether there is a second remaining user whose matching duration exceeds the second preset time according to the request time, and if so, add a virtual player according to the second remaining user.
- the ELO algorithm will give priority to match the opponent whose score is [X- ⁇ 1 , X+ ⁇ 1 ] for player A with a score of X, so that the winning rate of player A is about 50%. . If there are no opponents who meet the priority matching conditions within a certain period of time, the system will relax the matching conditions, and the matching score segment will be within [X- ⁇ 2 , X+ ⁇ 2 ]. Player A will win 40%-60% between, and so on. When Player A still has no suitable opponent when the winning rate is in the range of 30%-70%, the system will automatically add a virtual player to him.
- the game interaction method provided in this embodiment further provides a specific process for matching game teams according to the game matching request, and divides users with similar distances into the same matching pool according to the user's geographic location. It improves the possibility of real interaction for users when generating real interaction data, further improves the combination of reality and virtuality, and comprehensively determines the game team through game strength and matching time, which can ensure the game experience and reduce the waiting time for matching.
- FIG. 5 is a schematic structural diagram of a game interaction system according to Embodiment 3 of the present invention. As shown in FIG. 5 , the system includes: a matching request obtaining module 310 for obtaining a user's game matching request;
- a matching module 320 configured to match a game team for the user based on the game matching request
- the interactive data acquisition module 330 is configured to acquire real interactive data of multiple users in the same game team, the real interactive data includes at least one of close contact data, real image data and positioning data;
- the game advancement module 340 is configured to determine a corresponding game event based on the real interaction data, so as to promote the game progress based on the game event.
- the game matching request includes user identification, user geographic location, and request time
- the matching module includes a matching pool dividing unit and a game team dividing unit:
- a matching pool dividing unit configured to divide the user into multiple matching pools based on the geographic location of the user
- a game team dividing unit configured to perform same-pool matching for users in the same matching pool based on the user identification and the request time to obtain at least one game team.
- the matching pool dividing unit is specifically used for:
- a plurality of matching pools are determined by the K-means algorithm based on the initial center point set.
- the game team dividing unit is specifically configured to: determine the game strength of the user according to the user identification;
- the users whose game strength difference is less than the first preset difference are matched into the unified game team;
- the game team dividing unit is further configured to: according to the game strength, after matching users whose game strength difference is less than the second preset difference to the same game team, according to the request time It is judged whether there is a second remaining user whose matching duration exceeds the second preset time, and if so, a virtual player is added according to the second remaining user.
- the game matching request includes a device address
- the matching module is further configured to: send the device addresses of all users in the same game team to all users in the same game team, so as to The users in the same game team are connected to the same team according to the device addresses of all users in the same game team.
- the game advancement module is specifically used to:
- the real interaction data includes contact data, determine the user contact situation according to the contact data, and determine the corresponding game event according to the user contact situation;
- the real interaction data includes real image data, perform identification according to the real image data to determine whether the game rules are met according to the identification result, and if so, determine the corresponding game event according to the identification result;
- the user's position information is determined according to the positioning data, and the corresponding game event is determined according to the position information.
- This embodiment provides a game interaction system, which first obtains a user's game matching request, then matches the user with a game team according to the user's game matching request, and then obtains the real interaction data of multiple users in the same game team, and finally based on the real interaction
- the data determines the corresponding game event, so as to promote the game process based on the game event.
- the real interaction data is used as the determination data of the game event, and the virtual reaction corresponding to the reality can be obtained in the game, and the virtual interaction of the game and the reality can be obtained.
- the real interaction data which enhances the real interaction of the game, can guide users to perform real activities, thereby reducing the addiction to the virtual world, and at the same time enhancing the playability of the game.
- FIG. 6 is a schematic structural diagram of a server 400 according to Embodiment 4 of the present invention.
- the server includes a memory 410 and a processor 420.
- the number of processors 420 in the server may be one or more.
- a processor 420 is taken as an example in FIG. 6 ; the memory 410 and the processor 420 in the server may be connected by a bus or in other ways, and the connection by a bus is taken as an example in FIG. 6 .
- the memory 410 can be used to store software programs, computer-executable programs, and modules, such as program instructions/modules corresponding to the game interaction method in this embodiment of the present invention (for example, a matching request in a game interaction system).
- the processor 420 executes various functional applications and data processing of the server by running the software programs, instructions and modules stored in the memory 410, ie, implements the above-mentioned game interaction method.
- the processor 420 is configured to run the computer-executable program stored in the memory 410 to implement the following steps: step S110, acquiring a user's game matching request; step S120, matching a game team for the user based on the game matching request ; Step S130, obtain the real interaction data of multiple users in the same game team, the real interaction data includes at least one of close contact data, real image data and positioning data; Step S140, based on the real interaction data Determine the corresponding Game events to advance game progress based on the game events.
- server provided by the embodiment of the present invention is not limited to the above method operations, and can also perform related operations in the game interaction method provided by any embodiment of the present invention.
- the memory 410 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to the use of the terminal, and the like. Additionally, memory 410 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid-state storage device. In some instances, memory 410 may further include memory located remotely from processor 420, which may be connected to a server through a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
- This embodiment provides a server that first obtains a user's game matching request, then matches the user with a game team according to the user's game matching request, then obtains the real interaction data of multiple users in the same game team, and finally determines based on the real interaction data
- the corresponding game event is used to promote the game process based on the game event.
- the real interaction data is used as the determination data of the game event, and the virtual response corresponding to the reality can be obtained in the game, and the virtual interaction of the game and the reality can be enhanced. It improves the realistic interactivity of the game, and can guide the user to perform real activities, thereby reducing the addiction to the virtual world, and at the same time enhancing the playability of the game.
- Embodiment 5 of the present invention further provides a storage medium containing computer-executable instructions, where the computer-executable instructions are used to execute a game interaction method when executed by a computer processor, and the game interaction method includes:
- real interaction data of multiple users in the same game team includes at least one of close contact data, real image data and positioning data;
- a corresponding game event is determined based on the real interaction data, so as to promote the game progress based on the game event.
- a storage medium containing computer-executable instructions provided by an embodiment of the present invention is not limited to the above-mentioned method operations, and the computer-executable instructions can also execute any of the game interaction methods provided by any embodiment of the present invention. related operations.
- the present invention can be implemented by software and necessary general-purpose hardware, and of course can also be implemented by hardware, but in many cases the former is a better implementation Way.
- the technical solutions of the present invention can be embodied in the form of software products in essence or the parts that make contributions to the prior art, and the computer software products can be stored in a computer-readable storage medium, such as a floppy disk of a computer , read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), flash memory (FLASH), hard disk or optical disk, etc., including several instructions to make a computer server (which can be a personal computer , server, or network server, etc.) to execute the methods described in the various embodiments of the present invention.
- a computer server which can be a personal computer , server, or network server, etc.
- the units and modules included are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized;
- the specific names of the functional units are only for the convenience of distinguishing from each other, and are not used to limit the protection scope of the present invention.
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Claims (10)
- 一种游戏互动方法,其特征在于,包括:获取用户的游戏匹配请求;基于所述游戏匹配请求为用户匹配游戏队伍;获取同一游戏队伍内多个用户的现实互动数据,所述现实互动数据包括密接数据、现实图像数据和定位数据中的至少一种;基于所述现实互动数据确定对应的游戏事件,以基于所述游戏事件推动游戏进程。
- 根据权利要求1所述的游戏互动方法,其特征在于,所述游戏匹配请求包括用户身份标识、用户地理位置、请求时间,所述基于所述游戏匹配请求为用户匹配游戏队伍包括:基于所述用户地理位置将用户划分至多个匹配池;基于所述用户身份标识和请求时间对同一匹配池内的用户进行同池匹配,以得到至少一个游戏队伍。
- 根据权利要求2所述的游戏互动方法,其特征在于,所述基于所述用户地理位置将用户划分至多个匹配池包括:根据所述用户地理位置得到距离矩阵;基于所述距离矩阵确定初始中心点集;基于所述初始中心点集通过K-means算法确定多个匹配池。
- 根据权利要求2所述的游戏互动方法,其特征在于,所述基于所述用户身份标识和请求时间对同一匹配池内的用户进行同池匹配包括:根据所述用户身份标识确定用户的游戏实力;根据所述游戏实力将游戏实力差距小于第一预设差值的用户的匹配进统一游戏队伍;根据所述请求时间判断是否存在匹配时长超过第一预设时间的第一剩余用户;若是,则根据所述游戏实力将游戏实力差距小于第二预设差值的用户匹配至同一游戏队伍。
- 根据权利要求4所述的游戏互动方法,其特征在于,根据所述游戏实力将游戏实力差距小于第二预设差值的用户匹配至同一游戏队伍之后,还包括:根据所述请求时间判断是否存在匹配时长超过第二预设时间的第二剩余用户,若是,则根据所述第二剩余用户添加虚拟玩家。
- 根据权利要求1所述的游戏互动方法,其特征在于,所述游戏匹配请求包括设备地址,所述基于所述游戏匹配请求为用户匹配游戏队伍之后,还包括:将所述同一游戏队伍内所有用户的设备地址发送给所述同一游戏队伍内的所有用户,以使所述同一游戏队伍内的用户根据所述同一游戏队伍内所有用户的设备地址进行同队密接。
- 根据权利要求1所述的游戏互动方法,其特征在于,所述基于所述现实互动数据确定对应的游戏事件包括:若所述现实互动数据包括密接数据,根据所述密接数据判断用户接触情况,根据所述用户接触情况确定对应的游戏事件;若所述现实互动数据包括现实图像数据,根据所述现实图像数据进行识别,以根据识别结果判断是否符合游戏规则,若符合则根据识别结果确定对应的游戏事件;若现实互动数据包括定位数据,根据所述定位数据确定用户的位置信息,根据所述位置信息确定对应的游戏事件。
- 一种游戏互动系统,其特征在于,包括:匹配请求获取模块,用于获取用户的游戏匹配请求;匹配模块,用于基于所述游戏匹配请求为用户匹配游戏队伍;互动数据获取模块,用于获取同一游戏队伍内多个用户的现实互动数据,所述现实互动数据包括密接数据、现实图像数据和定位数据中的至少一种;游戏推进模块,用于基于所述现实互动数据确定对应的游戏事件,以基于所述游戏事件推动游戏进程。
- 一种服务器,其特征在于,包括:一个或多个处理器;存储系统,用于存储一个或多个程序;当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处理器能够实现如权利要求1-8中任一项所述的游戏互动方法。
- 一种计算机可读存储介质,其上存储有计算机程序,其特征在于,该程序被处理器执行时实现如权利要求1-8中任一项所述的游戏互动方法。
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| CN107920122A (zh) * | 2017-11-23 | 2018-04-17 | 杭州电魂网络科技股份有限公司 | 游戏玩家匹配方法、装置、匹配服务器及可读存储介质 |
| CN111111215A (zh) * | 2019-12-24 | 2020-05-08 | 北京像素软件科技股份有限公司 | 游戏匹配方法、装置、服务器及可读存储介质 |
| CN112604303A (zh) * | 2020-12-24 | 2021-04-06 | 南方科技大学 | 一种游戏玩家的匹配方法、装置、设备及存储介质 |
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| US9545565B1 (en) * | 2013-10-31 | 2017-01-17 | Niantic, Inc. | Regulating and scoring player interactions within a virtual world associated with a location-based parallel reality game |
| CN107920122A (zh) * | 2017-11-23 | 2018-04-17 | 杭州电魂网络科技股份有限公司 | 游戏玩家匹配方法、装置、匹配服务器及可读存储介质 |
| CN111111215A (zh) * | 2019-12-24 | 2020-05-08 | 北京像素软件科技股份有限公司 | 游戏匹配方法、装置、服务器及可读存储介质 |
| CN112604303A (zh) * | 2020-12-24 | 2021-04-06 | 南方科技大学 | 一种游戏玩家的匹配方法、装置、设备及存储介质 |
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