WO2022217846A1 - Game interaction method and system, and server and storage medium - Google Patents

Game interaction method and system, and server and storage medium Download PDF

Info

Publication number
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
Authority
WO
WIPO (PCT)
Prior art keywords
game
user
matching
data
team
Prior art date
Application number
PCT/CN2021/120554
Other languages
French (fr)
Chinese (zh)
Inventor
宋轩
陈纪元
张浩然
江宇辰
黄文杰
谢洪彬
Original Assignee
南方科技大学
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 南方科技大学 filed Critical 南方科技大学
Publication of WO2022217846A1 publication Critical patent/WO2022217846A1/en

Links

Images

Classifications

    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details 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

Abstract

A game interaction method and system, and a server and a storage medium. The method comprises: obtaining a game matching request of a user (S110); matching a game team for the user on the basis of the game matching request (S120); obtaining reality interaction data of a plurality of users in a same game team, the reality interaction data comprising at least one of close connection data, reality image data, and positioning data (S130); and determining a corresponding game event on the basis of the reality interaction data so as to push a game process on the basis of the game event (S140). In the method, the reality interaction data is used as determination data of the game event, a virtual response corresponding to the reality can be obtained in a game, the virtuality of the game is interacted with the reality, the reality interactivity of the game is enhanced, the user can be guided to carry out a reality activity such that the addiction to a virtual world is reduced, and meanwhile, the playability of the game is enhanced.

Description

游戏互动方法、系统、服务器及存储介质Game interaction method, system, server and storage medium 技术领域technical field
本发明涉及计算机技术领域,尤其涉及一种游戏互动方法、系统、服务器及存储介质。The present invention relates to the field of computer technology, and in particular, to a game interaction method, system, server and storage medium.
背景技术Background technique
随着生活质量水平的不断提高,人们对于娱乐方式的追求有了更高的标准,更多精神层面的追求需要被满足。在此期间,丰富多彩,各具特色的手机游戏成为了绝大多数人消遣娱乐的方式。然而研究指出,手机游戏虽然主要功能是娱乐生活,但在很大部分情况下,它也充当了用户之间娱乐沟通的社交媒介,并且不少的玩家甚至将游戏社交视为刚性需求。但是就目前状况来看,绝大多数关于手机游戏互动性的研究都是基于互联网层面,这在一定程度上其实限制了玩家之间社交的联动性。同时,沉迷网游缺乏运动对玩家的身体也造极大的伤害。因此,如何更多的关注游戏线上线下相结合方式,将虚拟与现实结合起来,鼓励玩家更多的将游戏代入现实将成为下一代网络游戏的主要研究方向。With the continuous improvement of the quality of life, people have higher standards for the pursuit of entertainment, and more spiritual pursuits need to be satisfied. During this period, colorful and distinctive mobile games have become the way of entertainment for the vast majority of people. However, the study pointed out that although the main function of mobile games is to entertain life, in most cases, it also acts as a social media for entertainment communication between users, and many players even regard game socialization as a rigid demand. However, as far as the current situation is concerned, most of the research on the interactivity of mobile games is based on the Internet level, which actually limits the social interaction between players to a certain extent. At the same time, being addicted to online games and lack of exercise also causes great harm to the player's body. Therefore, how to pay more attention to the combination of online and offline games, combine virtual and reality, and encourage players to substitute games into reality will become the main research direction of the next generation of online games.
技术问题technical problem
有鉴于此,本发明提供了一种游戏互动方法、系统、服务器及存储介质,以将游戏的虚拟与现实交互,增强了游戏的现实互动性。In view of this, 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.
技术解决方案technical solutions
第一方面,本发明提供了一种游戏互动方法,该方法包括:In a first aspect, the present invention provides a game interaction method, the method comprising:
获取用户的游戏匹配请求;Get the user's game matching request;
基于所述游戏匹配请求为用户匹配游戏队伍;Matching a game team for the user based on the game matching request;
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;Acquiring real interaction data of multiple users in the same game team, where the real interaction data includes at least one of close contact data, real image data and positioning data;
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。A corresponding game event is determined based on the real interaction data, so as to promote the game progress based on the game event.
第二方面,本发明提供了一种游戏互动系统,包括:In a second aspect, the present invention provides a game interaction system, including:
匹配请求获取模块,用于获取用户的游戏匹配请求;The matching request obtaining module is used to obtain the user's game matching request;
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;a matching module for matching a game team for a user based on the game matching request;
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;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;
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。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.
第三方面,本发明提供了一种服务器,包括:In a third aspect, the present invention provides a server, including:
一个或多个处理器;one or more processors;
存储系统,用于存储一个或多个程序;a storage system for storing one or more programs;
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本发明任一实施例所提供的游戏互动方法。When the one or more programs are executed by the one or more processors, the one or more processors can implement the game interaction method provided by any embodiment of the present invention.
第四方面,本发明提供了一种计算机可读存储介质,所述存储介质存储有计算机程序,所述计算机程序包括程序指令,所述程序指令当被执行时实现本发明任一实施例所提供的游戏互动方法。In a fourth aspect, 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.
有益效果beneficial effect
本发明提供的游戏互动方法,先获取用户的游戏匹配请求,再根据用户的游戏匹配请求为用户匹配游戏队伍,进而获取同一游戏队伍内多个用户的现实互动数据,最终基于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,本实施例采用现实互动数据作为游戏事件的确定数据,能够在游戏中获取与现实对应的虚拟反应,将游戏的虚拟与现实交互,增强了游戏的现实互动性,能够引导用户进行现实活动从而降低对虚拟世界的沉迷,同时增强了游戏的可玩性。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.
附图说明Description of drawings
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单的介绍,显而易见的,下面描述中的附图仅仅是本申请的部分实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the accompanying drawings used in the description of the embodiments or the prior art. Obviously, the drawings in the following description are only These are some of the embodiments of the present application. For those of ordinary skill in the art, other drawings can also be obtained according to the provided drawings without any creative effort.
图1是本发明实施例一提供的一种游戏互动方法的流程图;FIG. 1 is a flowchart of a game interaction method according to Embodiment 1 of the present invention;
图2是本发明实施例二提供的一种游戏互动方法的子流程图;FIG. 2 is a sub-flow chart of a game interaction method provided in Embodiment 2 of the present invention;
图3是本发明实施例二提供的一种游戏互动方法的子流程图;3 is a sub-flow diagram of a game interaction method provided in Embodiment 2 of the present invention;
图4是本发明实施例二提供的一种游戏互动方法的子流程图;4 is a sub-flow diagram of a game interaction method provided in Embodiment 2 of the present invention;
图5是本发明实施例三提供的一种游戏互动系统的结构示意图;5 is a schematic structural diagram of a game interaction system according to Embodiment 3 of the present invention;
图6是本发明实施例四提供的一种服务器的结构示意图。FIG. 6 is a schematic structural diagram of a server according to Embodiment 4 of the present invention.
本发明的实施方式Embodiments of the present invention
下面结合本申请实施例中的附图,对本申请实施中的技术方案进行清楚、完整的描述。可以理解的是,此处所描述的具体实施例仅仅是本申请一部分实施例,而不是全部的实施例,仅用于解释本申请,而非对本申请的限定。另外还需要说明的是,基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。The technical solutions in the implementation of the present application will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that, the specific embodiments described herein are only a part of the embodiments of the present application, rather than all the embodiments, and are only used to explain the present application rather than limit the present application. In addition, it should be noted that, based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative work fall within the protection scope of the present application.
除非另有定义,本文所使用的所有的技术和科学术语与属于本发明的技术领域的技术人员通常理解的含义相同。本文中在本发明的说明书中使用的术语只是为了描述具体的实施方式的目的,不是旨在于限制本发明。本文所使用的术语“和/或”包括一个或多个相关的所列项目的任意的和所有的组合。Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The terms used herein in the description of the present invention are for the purpose of describing specific embodiments only, and are not intended to limit the present invention. As used herein, the term "and/or" includes any and all combinations of one or more of the associated listed items.
此外,术语“第一”、“第二”等可在本文中用于描述各种方向、动作、步骤或元件等,但这些方向、动作、步骤或元件不受这些术语限制。这些术语仅用于将第一个方向、动作、步骤或元件与另一个方向、动作、步骤或元件区分。举例来说,在不脱离本发明的范围的情况下,可以将第一区域称为第二区域,且类似地,可将第二区域称为第一区域。第一区域和第二区域两者都是区域,但其不是同一区域。术语“第一”、“第二”等而不能理解为指示或暗示相对重要性或者隐含指明所指示的技术特征的数量。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括一个或者更多个该特征。在本发明的描述中,“多个”的含义是至少两个,例如两个,三个等,除非另有明确具体的限定。需要说明的是,当一个部被称为“固定于”另一个部,它可以直接在另一个部上也可以存在居中的部。当一个部被认为是“连接”到另一个部,它可以是直接连接到另一个部或者可能同时存在居中部。本文所使用的术语“垂直的”、“水平的”、“左”、“右”以及类似的表述,只是为了说明的目的,并不表示是唯一的实施方式。Furthermore, the terms "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. For example, 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. Thus, a feature defined as "first" or "second" may expressly or implicitly include one or more of that feature. In the description of the present invention, "plurality" 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.
在更加详细地讨论示例性实施例之前应当提到的是,一些示例性实施例被描述成作为流程图描绘的处理或方法。虽然流程图将各步骤描述成顺序的处理,但是其中的许多步骤可以被并行地、并发地或者同时实施。此外,各步骤的顺序可以被重新安排。当其操作完成时处理可 以被终止,但是还可以具有未包括在附图中的附加步骤。处理可以对应于方法、函数、规程、子例程、子程序等等。Before discussing the exemplary embodiments in greater detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowchart depicts the steps as a sequential process, many of the steps may be performed in parallel, concurrently, or concurrently. Furthermore, the order of the steps can be rearranged. The process may be terminated when its operation is complete, but may also have additional steps not included in the figures. A process may correspond to a method, function, procedure, subroutine, subroutine, or the like.
实施例一Example 1
本实施例提供了一种游戏互动方法,由软件和/或硬件的方式来实现,应用于各种网络游戏,可以基于终端或服务器实现,也可以通过终端和服务器的交互实现,本实施例以游戏的服务器为例进行说明。参见图1,该方法包括以下步骤: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:
S110、获取用户的游戏匹配请求。S110. Acquire a game matching request of the user.
匹配请求由用户基于游戏客户端发出,用于通知服务器用户需要开始进行游戏,以使服务器将用户加入游戏对局。具体的,游戏匹配请求中包括多种数据,例如用户身份标识(用户ID)、用户地理位置、请求时间等,此处不一一举例。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. Specifically, 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.
具体的,游戏客户端与服务器之间通信连接,服务器可以通过有线或无线的方式获取游戏客户端发送的数据,当用户需要进行游戏时,用户基于游戏客户端执行相应的操作以使游戏客户端确定用户的游戏需求,游戏客户端根据用户的操作生成游戏匹配请求,以使服务器接收到来自游戏客户端的游戏配请求。Specifically, there is a communication connection between the game client and the server, and the server can obtain the data sent by the game client in a wired or wireless manner. 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.
S120、基于所述游戏匹配请求为用户匹配游戏队伍。S120. Match a game team for the user based on the game matching request.
游戏队伍由多个用户组成,用于表示进行同一场游戏的全部玩家(也即用户)。本实施例中的游戏需要多人参与,因此会将发送了游戏匹配请求的用户进行匹配,按照一定的规则选择多个用户组成游戏队伍。具体的,匹配规则有多种,如以请求时间相邻、用户实力相近为标准的匹配规则,此处不一一举例。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. Specifically, there are many kinds of matching rules, such as matching rules based on adjacent request times and similar user strength, which are not listed here.
具体的,本实施例中,服务器中设置有用于对用户进行匹配的匹配算法,能够根据游戏匹配请求分析用户的具体情况,并根据用户的具体情况按照一定的规则进行匹配,匹配到的用户即属于同一游戏队伍,需要说明的是此处所指的同一游戏队伍并非指友方关系,而是指用户处于同一场游戏对局(即用户间存在互动性的游戏事件),用户之间的关系可以是友方或敌方。Specifically, in this embodiment, 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.
S130、获取所述同一游戏队伍的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。S130. Acquire real interaction data of multiple users of the same game team, where the real interaction data includes at least one of close contact data, real image data, and positioning data.
现实互动数据包括基于用户现实行为获取的且能够对游戏产生影响的相关数据。具体的,现实互动数据包括用户通过游戏客户端上传的现实图像数据、密接数据和定位数据中的至少一种,其中:密接数据包括游戏客户端之间的蓝牙连接数据;现实图像数据包括用户通过游戏客户端拍摄的图像或视频;定位数据包括游戏客户端的GPS(Global Positioning System,全球定位系统)数据。Real interaction data includes relevant data obtained based on the user's real behavior and that can affect the game. Specifically, 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.
具体的,服务器在为用户匹配了游戏队伍之后,会获取同一队伍中所有用户的游戏用户端发送的游戏相关数据,也即现实互动数据,用于进行游戏。Specifically, 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、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。游戏事件表示用于推进游戏进程的游戏内容,例如获取道具、完成交流等,不同的游戏事件对游戏进程有不同的影响。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.
具体的,服务器中设置有对现实互动数据进行游戏关联分析的互动算法,以根据分析显示互动数据对应的游戏事件,以根据不同的游戏事件推送游戏进程,从而实现在用户间进行游戏。具体的,前文已经提到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,在一些实施例中,上述三种现实互动数据通过不同的方式确定对应的游戏事件,具体包括: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;Specifically, 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. Specifically, as mentioned above, the real interaction data includes at least one of close contact data, real image data, and positioning data. In some embodiments, 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;
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;If 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;
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。If the real interaction data includes positioning data, the user's position information is determined according to the positioning data, and the corresponding game event is determined according to the position information.
为了便于理解,以游戏客户端为终端设备如智能手机作为具体示例,说明上述三种现实互动数据的使用过程:In order to facilitate understanding, 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:
在一些实施例中,智能手机的Android操作系统中提供了蓝牙功能的接口,集成在android.bluetooth包内部,可以供开发者开发使用到蓝牙技术的应用。在游戏进行的过程中,在应用后台使用密接系统持续进行着外部蓝牙设备的扫描。In some embodiments, 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. During the process of the game, the close connection system is used in the background of the application to continuously scan for external Bluetooth devices.
在建立连接之后,两台智能手机之间将会相互交换设备MAC码,用户ID,时间地址信息并转发到服务器端上,服务器根据交换的数据进行逻辑判断并将玩家之间的密接结果以游戏事件的形式返回到客户端。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.
在一些实施例中,游戏客户端以计算机视觉(CV)技术获取显示图像数据,计算机视觉技术示例性的为Python+ImageAI,ImageAI是一个开源的计算机智能视觉库,目前支持使用在ImageNet-1000数据集上训练的4种不同机器学习算法进行图像预测和训练。ImageAI还支持使用在COCO数据集上训练的RetinaNet,YOLOv3和TinyYOLOv3进行对象检测,视频检测和对象跟踪。同时,目前手机芯片也在逐步为第三方人工智能应用程序提供潜在加速,如麒麟970,这给AI算法在手机上运行提供了可能。下面以两个具体示例说明基于现实图像数据确定游戏事件的过程:玩家使用手机摄像头拍下图片,转由智能算法对图片进行物体检测并返回识别结果;玩家打开手机摄像头对准物体,由于ImageAI目前支持摄像机输入的情况下进行实时视频检测,使用OpenCV的VideoCapture()函数,应用可以从设备摄像机、通过电缆或IP摄像机连接的摄像机加载实时视频流,并将其解析为ImageAI的DetectObjectsFromVideo()和DetectCustomObjectsFromVideo()函数进行物体识别,返回识别结果。服务器根据识别结果进行判定,如果识别结果符合游戏规定,则可以得到对应的游戏事件。In some embodiments, 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. At the same time, 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.
在一些实施例中,Android手机系统自带GPS定位服务并集合在android.location包内部,通过使用Android内置API获取玩家GPS对应的地理位置信息,每间隔1秒钟进行一次定位并以XML文件格式保存在手机自身数据库中,对手机进行实时定位后将数据发送到服务器进行更多进一步的处理。游戏系统(即服务器)本身也会根据此刻玩家的位置信息进行一定的游戏事件响应。In some embodiments, the Android mobile phone system has its own GPS positioning service and is integrated in the android.location package. 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.
根据上述密接数据示例可知,密接数据是需要用户的游戏客户端进行连接产生,而非同一游戏队伍内的用户之间的连接会产生干扰,也会给数据处理带来压力,因此,可选的,在一些实施例中,步骤S120之后,还包括步骤S150(图未示):According to the above example of close connection data, 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):
S150、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。S150. Send the device addresses of all users in the same game team to all users in the same game team, so that the users in the same game team perform the same process according to the device addresses of all users in the same game team. Team close.
示例性的,在Android系统内置的BluetoothDevice类(用于请求蓝牙连接)中包含了当前设备的MAC地址,而我们的玩家在匹配时就已经将自己设备的MAC地址发送到服务器中,因此我们可以做到本机只与在服务器上同一个小队中有记录的MAC地址所属的本机进行连接并且传输数据,这在一定程度上大大减少了连接干扰。更具体的,在一些实施例中,为了防止短时间内连续密接事件的发生,在密接系统的设计中,发生第一次密接之后将会将本机蓝牙扫描的线程进行5秒钟的沉睡之后再唤醒,沉睡过程中本机蓝牙设备不与外界蓝牙设备发生交互连接。Exemplarily, 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.
本实施例提供了一种游戏互动方法,先获取用户的游戏匹配请求,再根据用户的游戏匹配请求为用户匹配游戏队伍,进而获取同一游戏队伍内多个用户的现实互动数据,最终基于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,本实施例采用现实互动 数据作为游戏事件的确定数据,能够在游戏中获取与现实对应的虚拟反应,将游戏的虚拟与现实交互,增强了游戏的现实互动性,能够引导用户进行现实活动从而降低对虚拟世界的沉迷,同时增强了游戏的可玩性。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. In this embodiment, 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. , 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.
实施例二Embodiment 2
本实施例在实施例一的基础上对游戏互动方法中部分流程进行了进一步的解释和举例,例如根据游戏匹配请求中的用户身份标识、用户地理位置和请求时间为用户匹配游戏队伍,具体包括: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: :
具体的,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,步骤S120也即基于所述游戏匹配请求为用户匹配游戏队伍,包括:Specifically, the game matching request includes the user ID, the user's geographic location, and the request time. Step S120 is to match the user with a game team based on the game matching request, including:
S121、基于所述用户地理位置将用户划分至多个匹配池。S121. Divide the user into multiple matching pools based on the geographic location of the user.
地理位置即游戏客户端发出游戏匹配请求时所处的现实位置,匹配池为可能会被匹配到同一游戏队伍的用户集合。本实施例提供的游戏互动方法是为了增强用户间的现实互动性,因此需要尽可能的将现实中互动可能性更高的用户匹配到同一场游戏中,因此本实施例以地理位置为依据对请求进行游戏的用户进行区分,将相邻的用户划分到一个匹配池中,这样在进行游戏时,同一队伍的用户现实是距离接近的。The geographic location is the actual location where the game client sends the game matching request, and 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.
更具体的,在一些实施例中,如图3所示,步骤S121包括步骤S1211-1213:More specifically, in some embodiments, as shown in FIG. 3 , step S121 includes steps S1211-1213:
S1211、根据所述用户地理位置得到距离矩阵。S1211. Obtain a distance matrix according to the geographic location of the user.
S1212、基于所述距离矩阵确定初始中心点集。S1212. Determine an initial center point set based on the distance matrix.
S1213、基于所述初始中心点集通过K-means算法确定多个匹配池。S1213. Determine multiple matching pools by using the K-means algorithm based on the initial center point set.
传统的K-means算法是一种基于划分的聚类方法,采用欧拉距离的度量方式,适合用于对地点信息的聚类,但是它却有着对离群点敏感,对初始聚类中心选择敏感的缺点,然而在我们的游戏匹配机制设计的实现中,出现离群点是属于常见的情况。目前对传统K-means算法的改进中,比较有代表性的是Forgy,MacQueen的改进。Forgy的改进方法是将每个点随机分配给k个聚簇,再根据由此产生的聚簇计算聚类中心,但是这并不能避免离群点对总体数据集的影响。而MacQueen的方法则是从数据集中随机选取k个初始聚类中心点,依据是高密度区域的点更有可能被选中,但这样也会带来高密度区域点更容易被选中的问题。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. Among the current improvements to the traditional K-means algorithm, 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.
在对K-means算法的改进中,对于离群点,先计算数据集的距离矩阵,以该距离举证为依据选取一定范围内的距离值求均值,“以该均值作为半径,在半径区域的点作为密度值,同时计算每个样本点到其他点的距离均值,将密度值除以距离均值得到的值作为评价指标,经过这样的处理,由于离群点的密度值将会非常低,而且离群点到其他点的距离均值比较大,作商后的值非常小,这将有利于在选取初始聚类中心点过程中屏蔽离群点,从而能够消除离群点对后续算法的影响”在K值的选定中,我们使用轮廓系数(SC)来确定K的选取,对于每一个点x i,它的轮廓系数s i和所有点的平均轮廓系数值可以由以下算式(1)和算式(2)进行计算: In the improvement of the K-means algorithm, for outliers, 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. In the selection of the K value, 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:
Figure PCTCN2021120554-appb-000001
Figure PCTCN2021120554-appb-000001
Figure PCTCN2021120554-appb-000002
Figure PCTCN2021120554-appb-000002
其中,μ out min(x i)代表的是点x i到与它同一个簇的点的平局欧拉距离,μ in(x i)得出的是点x i到离它最近的簇的所有点的平均距离。最终计算结果将取SC最高值所对应的x轴坐标为最优的K值。 Among them, μ out min ( xi ) represents the drawn Euler distance from point xi to points in the same cluster, and μ 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、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。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.
同池匹配表示在同一个匹配池内进行用户匹配,而非跨匹配池匹配,游戏队伍为进行同一场游戏的用户集合。步骤S122为确定了匹配池只有基于匹配池进行游戏队伍划分的过程,本实施例中为了提高游戏的可玩性,会结合用户的游戏实力进行匹配,以保证实力相近的用户进入同一个游戏队伍。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. In step S122, it is determined that the matching pool is only a process of dividing game teams based on the matching pool. In this embodiment, in order to improve the playability of the game, matching is performed in combination with the user's game strength to ensure that users with similar strengths enter the same game team. .
更具体的,在一些实施例中,如图4所示,步骤S122包括步骤S1221-1224:More specifically, in some embodiments, as shown in FIG. 4 , step S122 includes steps S1221-1224:
S1221、根据所述用户身份标识确定用户的游戏实力。S1221. Determine the game strength of the user according to the user identification.
示例性的,用户身份标识可以是用户的游戏账号,根据用户的游戏账号可以确定用户的历史游戏记录,从而确定用户的游戏实力,当然此处仅为示例,根据不同的游戏具体情况可以自行设置。Exemplarily, the user ID can be the user's game account. According to the user's game account, the user's historical game records can be determined, thereby determining the user's game strength. Of course, this is only an example, and can be set according to the specific situation of different games. .
S1222、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。为了保证游戏实力相近的用户一起游戏,以免实力相差过大导致游戏体验差,预先设置两个用户实力差距达到或超过一定值(即第一预设差值)时不会匹配到同一个游戏队伍中。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. In order to ensure that users with similar game strengths can play together, so as not to cause a poor game experience due to a large difference in strength, it is preset that when the strength difference between two users reaches or exceeds a certain value (ie, the first preset difference), they will not be matched to the same game team. middle.
S1223、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。S1223. Determine, according to the request time, whether there is a first remaining user whose matching duration exceeds the first preset time.
S1224、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。S1224: If yes, match the users whose game strength difference is less than the second preset difference to the same game team according to the game strength.
步骤S1223-1224是为了避免用户较少时,用户长期无法匹配到实力相近的其他用户以开始游戏,可以适当放宽对实力的要求,即以数值更大的第二预设差值筛选实力相近的用户,也即第二预设差值大于第一预设差值。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.
具体的,本实施例中以ELO算法进行同池匹配。ELO算法是匈牙利裔美国物理学家阿帕德·埃洛创建的一个衡量各类对弈活动水平的评价方法,是当今对弈水平评估的公认的权威方法。ELO算法基于这样一种假设:一名选手的当前实力受各种因素的影响会在一定范围内波动,某个时刻的用来描述其实力的函数应当符合正态分布:Specifically, in this embodiment, 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:
Figure PCTCN2021120554-appb-000003
Figure PCTCN2021120554-appb-000003
其中U代表选手的实力平均水平,δ代表实力的稳定性。经过计算,可以得出两名选手进行对战时的预期胜率:Among them, U represents the average level of the player's strength, and δ represents the stability of the strength. After calculation, the expected win rate of the two players in the battle can be obtained:
Figure PCTCN2021120554-appb-000004
Figure PCTCN2021120554-appb-000004
D为两个对战玩家的分差。D is the score difference between the two competing players.
上述利用了最小二乘法,我们可以得到与它的函数图向相近的另外的一个函数,这也是我们实际运时更常用的函数:The above uses the least squares method, we can get another function similar to its function graph, which is also the more commonly used function in our actual operation:
Figure PCTCN2021120554-appb-000005
Figure PCTCN2021120554-appb-000005
因此我们可以得到,当玩家A和玩家B分数相差为D时,玩家A对玩家B的期望胜率为P(D)。当去判断一个玩家的真实分数水平的时候,我们通过玩家与大量不同玩家的比赛结果对其分数水平进行不断的加速修正,直到其收敛到近似其真实水平的程度。下面是玩家在进行了一次对局之后分数的加减情况:Therefore, we can get that when the difference between the scores of player A and player B is D, the expected winning ratio of player A to player B is P(D). When judging a player's true score level, we continuously accelerate the correction of the score level through the results of the game between the player and a large number of different players, until it converges to a level close to its true level. The following is the addition and subtraction of points after a player has played a game:
Rn=Ro+K*(W-P(D))     (6)Rn=Ro+K*(W-P(D)) (6)
其中,Rn是玩家比赛结束后的新的分数值,Ro是比赛前玩家的排位分,K是一个加成系数,由玩家当前分值水平决定(分值越高K越小),W是玩家实际对局结果得分(赢=1,输=0),P(D)是预期胜率。Among them, 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), W is The player's actual game result score (win=1, lose=0), and P(D) is the expected win rate.
当玩家胜于一个分数比自己少700分的对手时,它的分数总数基本不变,而当他胜于一个分数比自己多700分的对手时,其加分的程度大于胜于一个分数和他差不多的对手,失败的情况同理。因此经过不断的收敛,我们将会得到一个比较接近该玩家的分数值。对于新玩家,我们将会给予他目前玩家的分数的均分。When a player beats an opponent whose score is 700 points less than himself, his total number of points is basically the same, and when he beats an opponent whose score is 700 points more than himself, the degree of bonus points is greater than that of winning a score and The same is true for his opponents who are similar to him. Therefore, after continuous convergence, we will get a score value that is relatively close to the player. For a new player, we will give him an average score of the current player's score.
然而,现有ELO算法在没有足够比赛场数之前还是难以真正衡量一个玩家的分数水平,为了让计分函数能够以更快的速度收敛,我们还需要引入连胜与连败机制。However, the existing ELO algorithm is still difficult to measure a player's score level before there are enough games. In order to make the scoring function converge faster, we also need to introduce a winning streak and a losing streak mechanism.
进一步改进后的ELO算法引入了连胜连败阈值N和连胜连败奖励(惩罚)M,新的计分公式如下所示(连胜或连败场数大于N的情况下):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):
Rn=Ro+K*(W-P(D))+T*M     (7)Rn=Ro+K*(W-P(D))+T*M (7)
其中T是方向系数(连胜为1,连败为-1)where T is the direction coefficient (1 for winning streak and -1 for losing streak)
例如:当某位选手连胜场数达到阈值例如N=5的时候,该选手之后每一都For example: when a certain player's winning streak reaches a threshold such as N=5, every subsequent
会获得额外的附加分例如M=100,一旦该选手失败,则连胜场数清零。连败惩罚同理。若连胜/连败并未达到阈值N,则计分公式仍同算式(6)Additional extra points such as M=100 will be obtained. Once the player loses, the winning streak will be reset to zero. The penalty for losing streak is the same. If the winning streak/loss streak does not reach the threshold N, the scoring formula is still the same as formula (6)
可选的,在一些实施例中,步骤S1224之后,还包括步骤S1225(图未示):Optionally, in some embodiments, after step S1224, step S1225 (not shown) is further included:
S1225、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。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.
实际可能存在某一时刻请求进行游戏的用户数量过少已经无法开始一局游戏的情况,此时可以为用户提供虚拟玩家,以确保能够开始游戏,并且考虑到用户的游戏体验,需要提供游戏实力与用户相近的虚拟玩家。There may actually be a situation where the number of users requesting the game at a certain moment is too small to start a game. At this time, virtual players can be provided for users to ensure that they can start the game, and considering the user's game experience, it is necessary to provide game strength. Virtual players close to the user.
在匹配中,ELO算法根据上面的理论依据,对于分数为X的玩家A,将会优先匹配分数段在[X-λ 1,X+λ 1]的对手,使玩家A的胜率在50%左右。如果一定时间内没有符合优先匹配条件的对手的话,系统则会放宽匹配条件,匹配分数段在[X-λ 2,X+λ 2]内得选手,使玩家A得胜率在40%-60%之间,以此类推。当玩家A得胜率区间在30%-70%时仍然没有合适对手的情况下,系统将自动为其添加虚拟玩家。 In the matching process, according to the above theoretical basis, the ELO algorithm will give priority to match the opponent whose score is [X-λ 1 , X+λ 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-λ 2 , X+λ 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.
本实施例提供的游戏互动方法在实施例一的基础上,进一步给出了根据游戏匹配请求为用于匹配游戏队伍的具体过程,通过用户地理位置将距离相近的用户划分到同一个匹配池,提高了用户在生成现实互动数据时产生现实交互的可能性,进一步提高了现实与虚拟的结合,通过游戏实力和匹配时间综合进行游戏队伍的确定,能够保证游戏体验同时减少匹配等待时间。On the basis of the first embodiment, 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.
实施例三Embodiment 3
图5为本发明实施例三提供的一种游戏互动系统的结构示意图,如图5所述,该系统包括:匹配请求获取模块310,用于获取用户的游戏匹配请求;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;
匹配模块320,用于基于所述游戏匹配请求为用户匹配游戏队伍;a matching module 320, configured to match a game team for the user based on the game matching request;
互动数据获取模块330,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;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;
游戏推进模块340,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。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.
更具体的,在一个实施例中,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,所述匹配模块包括匹配池划分单元和游戏队伍划分单元:More specifically, in one embodiment, the game matching request includes user identification, user geographic location, and request time, and the matching module includes a matching pool dividing unit and a game team dividing unit:
匹配池划分单元,用于基于所述用户地理位置将用户划分至多个匹配池;a matching pool dividing unit, configured to divide the user into multiple matching pools based on the geographic location of the user;
游戏队伍划分单元,用于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。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.
更具体的,在一个实施例中,所述匹配池划分单元具体用于:More specifically, in one embodiment, the matching pool dividing unit is specifically used for:
根据所述用户地理位置得到距离矩阵;obtaining a distance matrix according to the user's geographic location;
基于所述距离矩阵确定初始中心点集;determining an initial set of center points based on the distance matrix;
基于所述初始中心点集通过K-means算法确定多个匹配池。A plurality of matching pools are determined by the K-means algorithm based on the initial center point set.
更具体的,在一个实施例中,所述游戏队伍划分单元具体用于:根据所述用户身份标识确定用户的游戏实力;More specifically, in one embodiment, the game team dividing unit is specifically configured to: determine the game strength of the user according to the user identification;
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;According to the game strength, the users whose game strength difference is less than the first preset difference are matched into the unified game team;
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;Judging whether there is a first remaining user whose matching duration exceeds the first preset time according to the request time;
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。更具体的,在一个实施例中,所述游戏队伍划分单元还用于: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,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。更具体的,在一个实施例中,所述游戏匹配请求包括设备地址,匹配模块还用于: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。If so, match the users whose game strength difference is smaller than the second preset difference to the same game team according to the game strength. More specifically, in one embodiment, 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. More specifically, in one embodiment, the game matching request includes a device address, and 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.
更具体的,在一个实施例中,游戏推进模块具体用于:More specifically, in one embodiment, the game advancement module is specifically used to:
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;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;
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;If 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;
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。If the real interaction data includes positioning data, the user's position information is determined according to the positioning data, and the corresponding game event is determined according to the position information.
本实施例提供了一种游戏互动系统,先获取用户的游戏匹配请求,再根据用户的游戏匹配请求为用户匹配游戏队伍,进而获取同一游戏队伍内多个用户的现实互动数据,最终基于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,本实施例采用现实互动数据作为游戏事件的确定数据,能够在游戏中获取与现实对应的虚拟反应,将游戏的虚拟与现实交互,增强了游戏的现实互动性,能够引导用户进行现实活动从而降低对虚拟世界的沉迷,同时增强了游戏的可玩性。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. In this embodiment, 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. , 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.
实施例四Embodiment 4
图6为本发明实施例四提供的一种服务器400的结构示意图,如图6所示,该服务器包括存储器410、处理器420,服务器中处理器420的数量可以是一个或多个,图6中以一个处理器420为例;服务器中的存储器410、处理器420可以通过总线或其他方式连接,图6中以通过总线连接为例。FIG. 6 is a schematic structural diagram of a server 400 according to Embodiment 4 of the present invention. As shown in FIG. 6 , 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 .
存储器410作为一种计算机可读存储介质,可用于存储软件程序、计算机可执行程序以及模块,如本发明实施例中的游戏互动方法对应的程序指令/模块(例如,游戏互动系统中的匹配请求获取模块310、匹配模块320、互动数据获取模块330和游戏推进模块340)。处理器420通过运行存储在存储器410中的软件程序、指令以及模块,从而执行服务器的各种功能应用以及数据处理,即实现上述的游戏互动方法。As a computer-readable storage medium, 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). acquisition module 310, matching module 320, interactive data acquisition module 330 and game advancement module 340). 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.
其中,所述处理器420用于运行存储在存储器410中的计算机可执行程序,以实现如下步骤:步骤S110、获取用户的游戏匹配请求;步骤S120、基于所述游戏匹配请求为用户匹配游戏队伍;步骤S130、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;步骤S140、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。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.
当然,本发明实施例所提供的一种服务器,该服务器不限于如上所述的方法操作,还可以执行本发明实施例任意实施例所提供的游戏互动方法中的相关操作。Of course, the 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.
存储器410可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序;存储数据区可存储根据终端的使用所创建的数据等。此外,存储器410可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他非易失性固态存储器件。在一些实例中,存储器410可进一步包括相对于处理器420远程设置的存储器,这些远程存储器可以通过网络连接至服务器。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。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.
本实施例提供了一种服务器,先获取用户的游戏匹配请求,再根据用户的游戏匹配请求为用户匹配游戏队伍,进而获取同一游戏队伍内多个用户的现实互动数据,最终基于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,本实施例采用现实互动数据作为游戏事件的确定数据,能够在游戏中获取与现实对应的虚拟反应,将游戏的虚拟与现实交互,增强了游戏的现实互动性,能够引导用户进行现实活动从而降低对虚拟世界的沉迷,同时增强了游戏的可玩性。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. In this embodiment, 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.
实施例五Embodiment 5
本发明实施例五还提供一种包含计算机可执行指令的存储介质,所述计算机可执行指令在由计算机处理器执行时用于执行一种游戏互动方法,该游戏互动方法包括: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:
获取用户的游戏匹配请求;Get the user's game matching request;
基于所述游戏匹配请求为用户匹配游戏队伍;Matching a game team for the user based on the game matching request;
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;Acquiring real interaction data of multiple users in the same game team, where the real interaction data includes at least one of close contact data, real image data and positioning data;
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。A corresponding game event is determined based on the real interaction data, so as to promote the game progress based on the game event.
当然,本发明实施例所提供的一种包含计算机可执行指令的存储介质,其计算机可执行指令不限于如上所述的方法操作,还可以执行本发明任意实施例所提供的游戏互动方法中的相关操作。Of course, 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.
通过以上关于实施方式的描述,所述领域的技术人员可以清楚地了解到,本发明可借助软件及必需的通用硬件来实现,当然也可以通过硬件实现,但很多情况下前者是更佳的实施方式。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品可以存储在计算机可读存储介质中,如计算机的软盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、闪存(FLASH)、硬盘或光盘等,包括若干指令用以使得一台计算机服务器(可以是个人计算机,服务器,或者网络服务器等)执行本发明各个实施例所述的方法。From the above description of the embodiments, those skilled in the art can clearly understand that 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. Based on such understanding, 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.
值得注意的是,上述游戏互动系统的实施例中,所包括的各个单元和模块只是按照功能逻辑进行划分的,但并不局限于上述的划分,只要能够实现相应的功能即可;另外,各功能单元的具体名称也只是为了便于相互区分,并不用于限制本发明的保护范围。It is worth noting that in the above embodiments of the game interaction system, 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.
注意,上述仅为本发明的较佳实施例及所运用技术原理。本领域技术人员会理解,本发明不限于这里所述的特定实施例,对本领域技术人员来说能够进行各种明显的变化、重新调整和替代而不会脱离本发明的保护范围。因此,虽然通过以上实施例对本发明进行了较为详细的说明,但是本发明不仅仅限于以上实施例,在不脱离本发明构思的情况下,还可以包括更多其他等效实施例,而本发明的范围由所附的权利要求范围决定。Note that the above are only preferred embodiments of the present invention and applied technical principles. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the protection scope of the present invention. Therefore, although the present invention has been described in detail through the above embodiments, the present invention is not limited to the above embodiments, and can also include more other equivalent embodiments without departing from the concept of the present invention. The scope is determined by the scope of the appended claims.

Claims (10)

  1. 一种游戏互动方法,其特征在于,包括:A game interaction method, comprising:
    获取用户的游戏匹配请求;Get the user's game matching request;
    基于所述游戏匹配请求为用户匹配游戏队伍;Matching a game team for the user based on the game matching request;
    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;Acquiring real interaction data of multiple users in the same game team, where the real interaction data includes at least one of close contact data, real image data and positioning data;
    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。A corresponding game event is determined based on the real interaction data, so as to promote the game progress based on the game event.
  2. 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:The game interaction method according to claim 1, wherein the game matching request includes a user ID, a user geographic location, and a request time, and the matching a game team for the user based on the game matching request includes:
    基于所述用户地理位置将用户划分至多个匹配池;dividing the user into a plurality of matching pools based on the user's geographic location;
    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。The users in the same matching pool are matched with the same pool based on the user identification and the request time to obtain at least one game team.
  3. 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:The game interaction method according to claim 2, wherein the dividing the user into multiple matching pools based on the user's geographic location comprises:
    根据所述用户地理位置得到距离矩阵;obtaining a distance matrix according to the user's geographic location;
    基于所述距离矩阵确定初始中心点集;determining an initial set of center points based on the distance matrix;
    基于所述初始中心点集通过K-means算法确定多个匹配池。A plurality of matching pools are determined by the K-means algorithm based on the initial center point set.
  4. 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:The game interaction method according to claim 2, wherein the performing the same-pool matching on the users in the same matching pool based on the user ID and the request time comprises:
    根据所述用户身份标识确定用户的游戏实力;Determine the game strength of the user according to the user identification;
    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;According to the game strength, the users whose game strength difference is less than the first preset difference are matched into the unified game team;
    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;Judging whether there is a first remaining user whose matching duration exceeds the first preset time according to the request time;
    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。If so, match the users whose game strength difference is smaller than the second preset difference to the same game team according to the game strength.
  5. 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:The game interaction method according to claim 4, wherein after matching the users whose game strength difference is less than the second preset difference to the same game team according to the game strength, the method further comprises:
    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。It is determined according to the request time 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.
  6. 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:The game interaction method according to claim 1, wherein the game matching request includes a device address, and after matching a game team for a user based on the game matching request, the method further comprises:
    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。Sending the device addresses of all users in the same game team to all users in the same game team, so that the users in the same game team perform the same team close connection according to the device addresses of all users in the same game team .
  7. 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:The game interaction method according to claim 1, wherein the determining a corresponding game event based on the actual interaction data comprises:
    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;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;
    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;If 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;
    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。If the real interaction data includes positioning data, the user's position information is determined according to the positioning data, and the corresponding game event is determined according to the position information.
  8. 一种游戏互动系统,其特征在于,包括:A game interaction system, characterized in that it includes:
    匹配请求获取模块,用于获取用户的游戏匹配请求;The matching request obtaining module is used to obtain the user's game matching request;
    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;a matching module for matching a game team for a user based on the game matching request;
    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;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;
    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。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.
  9. 一种服务器,其特征在于,包括:A server, characterized in that it includes:
    一个或多个处理器;one or more processors;
    存储系统,用于存储一个或多个程序;a storage system for storing one or more programs;
    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。When the one or more programs are executed by the one or more processors, the one or more processors can implement the game interaction method according to any one of claims 1-8.
  10. 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。A computer-readable storage medium on which a computer program is stored, characterized in that, when the program is executed by a processor, the game interaction method according to any one of claims 1-8 is implemented.
PCT/CN2021/120554 2021-04-14 2021-09-26 Game interaction method and system, and server and storage medium WO2022217846A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202110402360.4A CN113117343B (en) 2021-04-14 2021-04-14 Game interaction method, game interaction system, server and storage medium
CN202110402360.4 2021-04-14

Publications (1)

Publication Number Publication Date
WO2022217846A1 true WO2022217846A1 (en) 2022-10-20

Family

ID=76776382

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2021/120554 WO2022217846A1 (en) 2021-04-14 2021-09-26 Game interaction method and system, and server and storage medium

Country Status (2)

Country Link
CN (1) CN113117343B (en)
WO (1) WO2022217846A1 (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113117343B (en) * 2021-04-14 2024-04-05 南方科技大学 Game interaction method, game interaction system, server and storage medium
CN113750540B (en) * 2021-09-17 2023-08-18 腾讯科技(成都)有限公司 Game matching method, game matching device, storage medium and computer program product

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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 (en) * 2017-11-23 2018-04-17 杭州电魂网络科技股份有限公司 Game player's matching process, device, match server and readable storage medium storing program for executing
CN111111215A (en) * 2019-12-24 2020-05-08 北京像素软件科技股份有限公司 Game matching method, device, server and readable storage medium
CN112604303A (en) * 2020-12-24 2021-04-06 南方科技大学 Game player matching method, device, equipment and storage medium
CN113117343A (en) * 2021-04-14 2021-07-16 南方科技大学 Game interaction method, system, server and storage medium

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7515734B2 (en) * 2006-03-27 2009-04-07 Eyecue Vision Technologies Ltd. Device, system and method for determining compliance with a positioning instruction by a figure in an image
CN109157841B (en) * 2018-06-28 2021-10-15 努比亚技术有限公司 Game team forming method, terminal, server and computer readable storage medium

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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 (en) * 2017-11-23 2018-04-17 杭州电魂网络科技股份有限公司 Game player's matching process, device, match server and readable storage medium storing program for executing
CN111111215A (en) * 2019-12-24 2020-05-08 北京像素软件科技股份有限公司 Game matching method, device, server and readable storage medium
CN112604303A (en) * 2020-12-24 2021-04-06 南方科技大学 Game player matching method, device, equipment and storage medium
CN113117343A (en) * 2021-04-14 2021-07-16 南方科技大学 Game interaction method, system, server and storage medium

Also Published As

Publication number Publication date
CN113117343B (en) 2024-04-05
CN113117343A (en) 2021-07-16

Similar Documents

Publication Publication Date Title
US11660544B2 (en) Statistical driven tournaments
JP7184913B2 (en) Creating Winner Tournaments with Fandom Influence
WO2022217846A1 (en) Game interaction method and system, and server and storage medium
KR101903821B1 (en) Avatars of friends as non-player-characters
US20180250598A1 (en) System and method for managing online gaming league
US20090325709A1 (en) Game Clan Matchmaking
KR100742129B1 (en) System for providing go-stop game service via on-line and method therefor
US10449457B2 (en) System and method for dynamic matchmaking population herding
US20140370979A1 (en) Using Metadata to Enhance Videogame-Generated Videos
JP2020513921A (en) User analysis system and method
KR20110081400A (en) Apparstus and method of providing replay movie in massively multiplayer online role playing game
US11207600B2 (en) Utilizing social engagement to generate metagaming resources
US11484801B2 (en) Activity-factored team formation in multiplayer online gaming
US20220168653A1 (en) Methods and systems processing co-op gaming using dynamic quests
US20210252406A1 (en) Utilizing Earned GamePlay Resources for Metagaming
WO2022148059A1 (en) User matching method and apparatus, and electronic device and medium
US20220168652A1 (en) Method and systems for dynamic quest generation
JP5636598B1 (en) GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
WO2021168619A1 (en) Information pushing method and apparatus, electronic device, and computer readable medium
WO2023218436A1 (en) System and method for preventing fraud through intelligent matching of players in multiplayer online gaming
WO2022115161A1 (en) Method and systems for dynamic quest generation
EP4363069A1 (en) Automated tournaments

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 21936715

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 21936715

Country of ref document: EP

Kind code of ref document: A1