WO2024051416A1 - Game matching method and apparatus, and computer device and storage medium - Google Patents

Game matching method and apparatus, and computer device and storage medium Download PDF

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Publication number
WO2024051416A1
WO2024051416A1 PCT/CN2023/111293 CN2023111293W WO2024051416A1 WO 2024051416 A1 WO2024051416 A1 WO 2024051416A1 CN 2023111293 W CN2023111293 W CN 2023111293W WO 2024051416 A1 WO2024051416 A1 WO 2024051416A1
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WIPO (PCT)
Prior art keywords
game
value
frustration
score
target
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PCT/CN2023/111293
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French (fr)
Chinese (zh)
Inventor
凃益民
周鑫
陈壁金
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网易(杭州)网络有限公司
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Publication of WO2024051416A1 publication Critical patent/WO2024051416A1/en

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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

Definitions

  • the present disclosure relates to the field of computer technology, and specifically to a game matching method, device, computer equipment and storage medium.
  • Matching systems are designed in some games.
  • the matching system usually needs to match different game players and put the matched players into the same game scene to play.
  • the way to match game players through the matching system is to match players based on their strength scores, that is, by segmenting their strength scores, priority is given to matching players with the same or similar segments to ensure that Players of equal strength will most likely be matched together.
  • strength points only represent the competitive strength between players, and the game mode also includes game types other than competitive. Therefore, matching based on strength points is not applicable in other game types, and may match players with other incompatible games. game players, thus affecting the player’s gaming experience.
  • Embodiments of the present disclosure provide a game matching method, device, computer equipment and storage medium, which can improve game players' gaming experience.
  • embodiments of the present disclosure provide a game matching method, including:
  • Game matchmaking is performed for the target game player based on the frustration score.
  • embodiments of the present disclosure also provide a game matching device, including:
  • the first acquisition unit is used to acquire the change information of the game resources held by the target game player in the target game
  • a first determination unit configured to determine a first frustration representation value of the target game player in the target game based on the change information
  • a second acquisition unit configured to acquire the game behavior performance information of the target game player in the target game
  • a second determination unit configured to determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information
  • a third determination unit configured to determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value
  • a matching unit configured to match game matches for the target game player based on the frustration score.
  • embodiments of the present disclosure also provide a computer device, including a memory, a processor, and a computer program stored on the storage and executable on the processor, wherein the processor executes any one of the embodiments of the present disclosure. game matching method.
  • embodiments of the present disclosure also provide a computer-readable storage medium.
  • the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by the processor to execute the above game matching method.
  • the embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game.
  • the game player calculates the frustration score according to the game
  • the player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
  • Figure 1 is a schematic flowchart of a game matching method provided by one of the embodiments of the present disclosure.
  • FIG. 2 is a schematic flowchart of another game matching method provided by one of the embodiments of the present disclosure.
  • Figure 3 is a structural block diagram of a game matching device provided by one of the embodiments of the present disclosure.
  • FIG. 4 is a schematic structural diagram of a computer device provided by one of the embodiments of the present disclosure.
  • Embodiments of the present disclosure provide a game matching method, device, computer-readable storage medium, and computer equipment.
  • the game matching method of the embodiment of the present disclosure can be executed by a computer device, where the computer device can be a terminal or a server.
  • the terminal can be a terminal device such as a smartphone, a tablet, a laptop, a touch screen, a personal computer (PC, Personal Computer), or a personal digital assistant (Personal Digital Assistant, PDA).
  • the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, and middleware. Cloud servers for basic cloud computing services such as software services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
  • the computer device may be a server, and the server may obtain change information about the game resources held by the target game player in the target game; and determine the first frustration of the target game player in the target game based on the change information.
  • Representation value obtain the game behavior performance information of the target game player in the target game game; determine the second frustration representation value of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information; Based on the first frustration representation value and the second frustration representation value, the frustration score of the target game player is determined; and game matching is performed for the target game player based on the frustration score.
  • embodiments of the present disclosure provide a first game matching method, device, computer equipment and storage medium, which can improve the accuracy of game matching.
  • the embodiment of the present disclosure provides a game matching method, which can be executed by a terminal or a server.
  • the embodiment of the present disclosure takes the game matching method being executed by a server as an example for explanation.
  • FIG. 1 is a schematic flowchart of a game matching method provided by an embodiment of the present disclosure.
  • the specific process of the game matching method can be as follows:
  • the target game session refers to the ended game session in which the target game player participated in the specified game.
  • game resources refer to the virtual wealth held by the target game players in the game.
  • Virtual wealth can include many types, such as game gold coins and game coupons owned by game players, as well as the value of equipment and items owned by game players.
  • the game resources held by the game player during the game match will change. For example, completing tasks can obtain A certain amount of game resources will increase game resources; or purchasing game props will cost a certain amount of game resources, causing a decrease in game resources.
  • the change information includes the change value of the game resources held by the target game player before and after the target game game.
  • the frustration representation value indicates the frustration experience of the game player in the game.
  • the higher the frustration representation value the stronger the frustration experience of the game player.
  • the lower the frustration representation value the greater the frustration experience of the game player.
  • Frustration experience specifically refers to the game player’s experience of frustration in the game, which is a negative gaming experience.
  • the first frustration representation value refers to the frustration experience of the target game player based on the game resources in the target game game.
  • the step "based on the variable "Using information to determine the first frustration representation value of the target game player in the target game” may include the following operations:
  • the first frustration representation value is calculated.
  • the change information includes the change value of the game resources after the game resources held by the target game player in the target game match have changed.
  • the target game player's game resource value when entering the target game is: a
  • the target game player's game resource value at the end of the target game is: b
  • Values can be: b-a.
  • the total value of game resources refers to the total value of game resources currently held by the target game player.
  • the average game resource change value refers to the average value of the target game player's game resource change values in multiple historical game games.
  • Historical game matches refer to game matches that the target game player has participated in.
  • the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc.
  • the game resource change value of the target game player before and after the first historical game game can be: c
  • the game resource change value of the target game player before and after the second historical game game can be: d
  • the target game player's game resource change value before and after the third historical game game can be: d.
  • the change value of game resources before and after historical game matches can be: e
  • the average change value of game resources is: (c+d+e)/3.
  • the step "calculate the first frustration representation value based on the game resource change value, the average game resource change value and the total game resource value” may include the following operations:
  • the sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
  • the first game resource value the preset first resource coefficient * (the game resource change value + the preset game resource correction value) / the average game resource change value;
  • the second game resource value the preset second resource coefficient * (Game resource change value + Default game resource modification value)/Total game resource value.
  • the preset first resource coefficient, the preset second resource coefficient and the preset game resource correction value may be preset values, and the preset game resource correction value may be a negative number.
  • the game behavior performance information refers to the game performance of the target game player in the target game.
  • the game behavior performance information may include the game player's game behavior performance in multiple aspects during the game.
  • the game behavior performance information can be determined according to the game type of the target game.
  • the game behavior performance information of game players in different game types may be different.
  • the game behavior performance information at least includes escape performance information and record performance information, wherein the escape performance information refers to the escape result of the target game player, such as successful escape or failed escape, etc.; the record performance information refers to It is the number of kills, damage, etc. of the target game player in the target game.
  • the game behavior performance information at least includes escape performance information and battle performance information.
  • the second frustration representation value refers to the frustration experience based on the game behavior performance information of the target game player in the target game game.
  • positive performance refers to behaviors that bring a sense of accomplishment to target game players
  • negative performance refers to behaviors that bring frustration to target game players
  • a successful escape can be a positive performance, and a failed escape can be a negative performance; in the performance performance information, killing the enemy and causing high damage can be a positive performance, and being killed or injured by the enemy can be a positive performance. Lower can be a negative performance, etc.
  • the step in order to obtain the target game player's frustration in terms of game behavior information, the step "determines the game player's second frustration in the target game game based on the positive performance and negative performance in the game behavior performance information.”
  • Sense representation value can include the following operations:
  • the second frustration representation value is obtained.
  • the escape performance value refers to the frustration representation value of the target game player's escape performance in the target game game
  • the performance performance value refers to the frustration representation value of the target game player's game behavior in the target game game.
  • the second frustration representation value may at least include an escape performance value and a performance performance value.
  • the step "determining the escape performance value based on the escape result of the target game player in the escape performance information" may include the following process:
  • the escape performance information is also the escape result of the target game player in the target game game.
  • the escape result can be escape success or escape failure.
  • the specified score when the escape result is a successful escape, the specified score can be deducted; when the escape result is a failed escape, the specified score can be increased.
  • the first escape value represents the escape value corresponding to successful escape. If the escape is successful, the first escape value is: the specified score. If the escape fails, the first escape value is: 0.
  • the second escape value represents the escape value corresponding to the escape failure. If the escape fails, the second escape value is: the specified score. If the escape is successful, the second escape value is: 0.
  • the escape performance information indicates that the escape result is escape failure
  • the first escape value is: 0
  • the second escape value is: the specified score
  • the escape performance value the specified score - 0, that is, the escape performance value is the specified score.
  • different escape modes can be set in the game, and the designated points deducted or increased corresponding to successful escape or failed escape in different escape modes may be different.
  • the escape mode may include: a first escape mode and a second escape mode.
  • the designated score deducted or increased corresponding to successful escape or failed escape may be: g; in the second escape mode, escape
  • the designated points deducted or increased corresponding to success or escape failure can be: h.
  • the step "determining the target game player's performance value based on the performance information” may include the following process:
  • the second performance value is determined based on the kill value, average kill value and the preset second performance coefficient
  • the kill value refers to the number of enemies killed by the target game player in the target game.
  • the damage value refers to the damage value of the target game player when attacking in the target game match.
  • the average kill value refers to the average number of enemies killed by the target game player in multiple historical game matches.
  • the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc.
  • the kill value of the target player in the first historical game can be: q
  • the kill value in the second historical game can be: w
  • the kill value in the third historical game can be: e
  • the average kill value (q+w+e)/3.
  • the average damage value refers to the average damage value of the target game player when attacking in multiple historical game games.
  • the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc.
  • the damage value of the target player in the first historical game can be: r
  • the damage value in the second historical game can be: t
  • the damage value in the third historical game can be : y
  • the average kill value (r+t+y)/3.
  • the preset first performance coefficient, the second preset performance coefficient, the third preset performance coefficient, the fourth preset performance coefficient, the preset damage coefficient and the preset kill coefficient can be preset a certain value.
  • the record performance value the first performance value + the second performance value + the third performance value + the fourth performance value. value.
  • the frustration score refers to the comprehensive frustration score of the target game player in the target game.
  • the step "determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value" may include the following operations:
  • the second frustration representation value includes the escape performance value and the combat performance value
  • the frustration score the first frustration representation value + the escape performance value + the combat performance value.
  • game matches are matched based on the player's frustration score. Since the frustration score combines the game player's performance in multiple aspects of the game, it can more accurately match the game player. Suitable teammates or opponents can improve the game player's gaming experience.
  • the step of "matching target game players based on frustration scores” may include the following operations:
  • Each historical frustration score is weighted to obtain a weighted frustration score
  • Game matchmaking is performed for target game players based on weighted frustration scores.
  • the match matching instruction refers to the instruction for game matching triggered by the target game player.
  • the target game player can trigger the match matching instruction by operating the matching control on the game interface, and the terminal receives the match matching instruction. After that, the target game players can be matched with game matches.
  • the target game player's frustration score in the game session is calculated based on the target game player's game data in the game session.
  • the historical game matches that the target game player participated in may include: the first historical game match, The second historical game game, the third historical game game, etc. Obtain the frustration score of the target game player in each historical game game, and obtain multiple historical frustration scores. Including: the first historical frustration score in the first historical game match, the second historical frustration score in the second historical game match, and the third historical frustration score in the third historical game match. .
  • each obtained historical frustration score is weighted to obtain a weighted frustration score.
  • the specific weighting processing method can be as follows:
  • Weighted frustration score first weighted value * first historical frustration score + second weight * second historical frustration score + third weighted value * third historical frustration score.
  • the target game player's frustration score in the last 10 games can be obtained, and then the weighted value of the frustration score in the last 10 games can be calculated, as follows :
  • Weighted frustration score first weighted value * first historical frustration score + second weight * second historical frustration score + third weighted value * third historical frustration score + fourth weighted value * fourth history Frustration score + fifth weighted value * fifth historical frustration score + sixth weighted value * sixth historical frustration score + seventh weighted value * seventh historical frustration score + eighth weighted value * eighth historical frustration Score + ninth weighted value * ninth historical frustration score + tenth weighted value * tenth historical frustration score.
  • the weighted frustration score may be calculated based on the historical frustration scores of the historical game games that the target game player actually participated in.
  • the step "matching target game players based on weighted frustration scores” may include the following operations:
  • the weighted frustration score is normalized to obtain the target frustration score
  • the combat power score can represent the strength score of the game player in the game.
  • the preset combat power score range is also the preset range of the game player's strength score.
  • the preset combat power score The score range can be: the minimum combat power score to the maximum combat power score, which means that the player's combat power score in the game is between the minimum combat power score and the maximum combat power score.
  • the preset frustration score range refers to the preset frustration score range of the game player.
  • the preset frustration score range can be: minimum frustration score ⁇ maximum frustration score, indicating that the game player is in the game. The frustration score in the game is between the minimum frustration score and the maximum frustration score.
  • the weighted frustration score is normalized, that is, the weighted frustration score is converted into a game matching score for game matching by the game matching system. , that is, the target frustration score.
  • the step "normalize the weighted frustration score based on the preset combat power score range and the preset frustration score range to obtain the target frustration score” may include the following operations:
  • the calculation formula for normalizing the weighted frustration score based on the preset combat power score range and the preset frustration score range can be as follows:
  • Target frustration score minimum combat power score + (maximum combat power score - minimum combat power score) * (1 - (weighted frustration score - minimum frustration score) / (maximum frustration score - minimum frustration score)) .
  • a game match is performed for the target game player based on the target frustration score. That is, the frustration score can be filtered out from other game players who currently trigger the game match matching command. Other game players with similar frustration scores to the target game player form a common game match with the target game player.
  • a game match is performed for the target game player based on the target frustration score of the target game player.
  • the round matching method may include: selecting a first preset number of game players to be matched that are close to the target frustration score from the game matching pool, and further selecting a second preset number of target matching game players from the game players to be matched. , based on the target matching players and the target players form a game camp, and the remaining players to be matched are formed into other game camps to complete the game match.
  • the game matching pool may include multiple game players who send game matching requests; the first preset number may be the total number of players required for the game, and the second preset number may be the number of players required by a game camp in the game. required number of players.
  • the game server receives a game matching request from a target game player, obtains the frustration scores of multiple game players in the game matching pool, and sequentially selects the frustration scores from multiple game players based on the difference between the frustration score and the target frustration score. Select a first preset number of players with a smaller difference from the target frustration score to obtain players to be matched. Further, a second preset number of game players may be randomly selected from the first preset number of game players to be matched as target matching game players to form a game camp with the target game players. In this way, game players with similar frustration scores are assigned to the same game to ensure game fairness.
  • the step of "matching game matches for the target game player based on the weighted frustration score” may include the following process:
  • the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
  • the preset threshold can be used to detect the strength of the frustration of the game player in the game.
  • the weighted frustration score of the target game player is greater than the preset threshold, it means that the frustration of the target game player is strong.
  • the weighted frustration score is equal to or less than the preset threshold, it may indicate that the target game player's frustration is weak or average, and in this case, the normal game matching mode can be followed.
  • the method may also include the following steps:
  • Game matches are performed for target game players based on the target's initial frustration score.
  • novice game players refer to game players who have participated in normal game matches less than the preset number.
  • the preset number can be 3, then game players who have participated in normal game matches less than 3 can be called Beginner gamer.
  • novice game games refer to games designed for novice players in the game to facilitate game players to become familiar with game rules and game operations. Novice game matches can allow novice game players to enter the game alone or with other novice players.
  • the game rule familiarity information includes game operation information of novice game players in novice game games. Familiarity with new game rules measures how well novice gamers understand the game, that is, the novice performance score.
  • the step "determining the target game player's novice performance score based on game rule familiarity information” may include the following operations:
  • the novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
  • the game rule familiarity information includes: game resource income value, game item collection familiarity value, and game equipment replacement familiarity value.
  • the game resource income value refers to the game resources obtained by novice game players in novice game games
  • the game item collection familiarity value refers to the number of times novice game players collect equipment or items in novice game games
  • game equipment Replacement familiarity value refers to the number of equipment that novice game players replace low-level equipment with high-level equipment in novice games.
  • the novice performance score of a novice game player's single novice game game resource income value * income coefficient value + game item collection familiarity value * collection coefficient value + game equipment replacement familiarity value * replacement coefficient value.
  • the game resource revenue value can be based on the game resource revenue of novice game players in the novice game game, and different revenue scores can be set according to different segments. Different novice games can set segments and corresponding profit scores.
  • the familiarity value of game item collection can be based on the number of times novice game players collect equipment and items in novice game games, and different familiarity scores can be given according to different segments. Different novice games can set segments and corresponding familiarity scores.
  • the backpack equipment replacement score refers to checking whether there is equipment with higher combat power in the player's backpack during settlement after the novice game is over, and counting the number of parts of equipment with higher combat power that have not been replaced.
  • the backpack equipment replacement score the first default value – the number of unreplaced parts in the backpack * the second default value;
  • the equipment replacement score for picking up equipment refers to whether the player encounters the problem when picking up equipment or items in a novice game. If there is equipment with higher combat power than the equipment on the body and the equipment in the backpack, it will be recorded that the part has not been replaced, and the equipment with the highest combat power when the current part is picked up will be recorded.
  • the combat power of the equipment parts on the body will be judged and compared with the highest combat power when picking it up.
  • the replacement points for picking up equipment the third default value – the number of unreplaced parts in the pickup record * the fourth default value.
  • the novice game player's weighted novice performance score can be calculated based on the novice game player's novice performance score in each novice game game, which is more accurate. Represents the novice gamer's familiarity with the game.
  • the novice game games played by novice game players include: a first novice game game and a second novice game game.
  • the novice performance score in the first novice game is: the first novice performance score
  • the novice performance score in the second novice game is: the second novice performance score.
  • the weighted novice performance score is calculated as follows:
  • Weighted novice performance score first novice performance score * first novice performance coefficient + second novice performance score * second novice performance coefficient.
  • multiple initial frustration scores are preset, that is, multiple preset initial frustration scores.
  • different preset initial frustration scores correspond to different novice performance score ranges.
  • multiple initial frustration scores include: the first initial frustration score, the second initial frustration score, the third initial frustration score and the fourth Initial frustration score.
  • the first initial frustration score corresponds to the first novice performance score range
  • the second initial frustration score corresponds to the first novice performance score range
  • the score corresponds to the second novice performance score range
  • the third initial frustration score corresponds to the third novice performance score range
  • the fourth initial frustration score corresponds to the fourth novice performance score range.
  • the target initial frustration score corresponding to the novice performance score from multiple preset initial frustration scores, you can first determine the target novice performance score range to which the weighted novice performance score belongs, and then determine the target novice performance score range corresponding to the target novice performance score range.
  • Initial Frustration Score resulting in a novice performance score for the identified target game players. Then, the target game player can be matched with a normal game match based on the target game player's novice performance score.
  • An embodiment of the present disclosure discloses a game matching method, which method includes: obtaining change information of game resources held by a target game player in a target game; and determining, based on the change information, the target game player's position in the target game.
  • the first frustration representation value obtain the game behavior performance information of the target game player in the target game game; determine the second frustration of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information feeling representation value; based on the first frustration representation value and the second frustration representation value, determine the frustration score of the target game player; perform game matching for the target game player based on the frustration score, so that according to the game player's performance in the game
  • the comprehensive performance in the game matches players and matches them with suitable teammates or opponents, thereby improving the player's gaming experience.
  • Figure 2 is a schematic flow chart of another game matching method provided by an embodiment of the present disclosure. Taking the game matching method applied to a server as an example, the specific process can be as follows:
  • the server receives the game match request sent by the target player client, and obtains the corresponding frustration points of the target game player associated with the target player client in multiple historical game matches.
  • the target player client refers to the game client of the target game player.
  • historical game matches refer to the game matches in which the target game player participated before the current moment.
  • the game player's frustration points in the game can be calculated based on the game player's performance information in various aspects of the game.
  • the frustration score refers to the score of the player's frustration experience in the game.
  • the higher the frustration score the stronger the player's frustration experience.
  • the lower the frustration score the weaker the player's frustration experience.
  • the single-game frustration points can include single-game wealth points, single-game escape points, and single-game performance points.
  • wealth score is mainly calculated based on the player's wealth change value, average wealth change value, total wealth value and other values.
  • the escape point value is mainly calculated based on the player's escape result in a single game.
  • the specified points will be deducted if the escape is successful, and the specified points will be increased if the escape fails.
  • Performance score A*(number of damage in this round - average number of damage) + B* (number of kills in this round - average number of kills) + C* (number of damage in this round - damage parameters) + D* (kills in this round) number-kill parameter).
  • the frustration points of the target game player in the last 10 historical games can be obtained, including: frustration points in the 1st game, frustration points in the 2nd game, frustration points in the 3rd game, and frustration points in the 4th game. , the frustration points of the 5th inning, the frustration points of the 6th inning, the frustration points of the 7th inning, the frustration points of the 8th inning, the frustration points of the 9th inning and the frustration points of the 10th inning.
  • the server calculates the weighted frustration score of the target game player based on multiple frustration scores.
  • the weighted frustration points of the target game player can be calculated by weighting the points.
  • the server determines whether the weighted frustration score is greater than the preset frustration score.
  • the weighted frustration score can be compared with the preset frustration score.
  • the preset frustration score refers to the warm game score line designed in the embodiment of the present disclosure.
  • the warm game score line is set through online numerical analysis, and the weighted frustration score is compared with the warm game score line.
  • the weighted frustration score is lower than the warm game score line, normal game matching can be performed for the target game player; when the weighted frustration score is higher than
  • the warm round score line is reached, it indicates that the current frustration of the target game player is relatively strong, so that the target game player can be matched with the warm round.
  • the difficulty of a single game is reduced by increasing the loading of robots, thereby reducing the player's frustration. feel.
  • step 204 can be performed; if the weighted frustration score is not greater than the preset frustration score, step 205 can be performed.
  • the server matches special game matches for target game players.
  • the special game round is the warm round set up in this plan.
  • the difficulty of a single game is reduced by increasing the loading of robots.
  • target game players are matched into special game matches.
  • the scheme of controlling entry into warm rounds through frustration points and warm round points effectively ensures that players’ frustration in the game will not be too strong, protects players’ basic income in the game, and improves overall player retention.
  • the server converts the weighted frustration points into game matching points, and divides the target game players into game matching based on the game matching.
  • game matching points minimum ELO points + (maximum ELO points - minimum ELO points) * (1 - (weighted frustration points - minimum frustration points) / (maximum Frustration Points – Minimum Frustration Points)).
  • the minimum ELO score and the maximum ELO score constitute the value range of the game player's ELO score in the game.
  • the minimum ELO score and the maximum ELO score can be preset values; the minimum frustration score and the maximum frustration score constitute the value range of the game player's ELO score in the game.
  • the value range of the frustration points in the game, the minimum frustration points and the maximum frustration points can be preset values.
  • the ELO score can represent the player's strength score in the game.
  • a player whose game matching score is close to the target player is selected from multiple other players based on the game matching score to form a game, and the game is started.
  • the matching algorithm based on frustration points can comprehensively consider the player's situation in the game, including the ability to eliminate opponents, collect supplies, and evacuate, to help players match suitable teammates and opponents and improve the game experience.
  • the novice game player's frustration score may be initialized.
  • the specific implementation steps can be as follows:
  • the novice rule familiarity is divided into the weighted sum of the rule familiarity scores of each game in the novice game, that is, the novice game 1 rule familiarity score * A + the novice game 2 rule familiarity score * B.
  • the formula for calculating the familiarity points for single-game rules is: Familiarity Points for Wealth Gains * C + Familiarity Points for the Number of Opening Boxes to Collect Equipment and Materials * D + Familiarity Points for the Number of Replaced Advanced Equipment Pieces * E.
  • wealth income familiarity is divided into different familiarity scores based on wealth income and given in different segments.
  • Different novice games can set segments and corresponding familiarity scores; the familiarity score can be based on the number of times a box is opened to collect equipment and materials, and different familiarity scores are given according to different segments.
  • the backpack equipment replacement points during settlement, it is detected whether there is equipment with higher combat power in the player's backpack than the player's body, and the number of unreplaced parts of the equipment with higher combat power is counted.
  • the backpack equipment replacement points F - the number of unreplaced parts in the backpack * G ;Pick up equipment replacement points, detect whether the player encounters equipment with higher combat power than the equipment on his body and backpack when picking up. If so, record that the part has not been replaced, and record the equipment with the highest combat power when picking up the current part.
  • the combat power of the equipment parts on the body is judged and compared with the highest combat power when picking it up.
  • Pick-up equipment replacement points H – number of unreplaced parts in the pick-up record * I.
  • the embodiment of the present disclosure discloses a game matching method.
  • the method includes: the server receives a game match request sent by the target player client, and obtains the target game player's corresponding information in multiple historical game matches associated with the target player client. Frustration points, calculate the weighted frustration points of the target game player based on multiple frustration points, and determine whether the weighted frustration points are greater than the preset frustration points. If so, match the target game player with a special game; if not, convert the weighted frustration points Score points for game matching, and divide target game players into game matches based on game matching. In this way, the gaming experience of gamers can be improved.
  • the embodiment of the present disclosure also provides a game matching device based on the above game matching method.
  • the meaning of the nouns is the same as in the above game matching method.
  • Figure 3 is a structural block diagram of a game matching device provided by an embodiment of the present disclosure.
  • the device includes:
  • the first obtaining unit 301 is used to obtain the game information held by the target game player in the target game. Change information of game resources;
  • the first determination unit 302 is configured to determine the first frustration representation value of the target game player in the target game based on the change information
  • the second obtaining unit 303 is used to obtain the game behavior performance information of the target game player in the target game
  • the second determination unit 304 is configured to determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
  • the third determination unit 305 is configured to determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
  • the matching unit 306 is configured to match game matches for the target game player based on the frustration score.
  • the first determining unit 302 may include:
  • a first determination subunit configured to determine the change value of game resources and the total value of game resources of the target game player based on the change information
  • the first acquisition subunit is used to acquire the average game resource change value of the target game player in historical game games
  • the first calculation subunit is used to calculate the first frustration representation value based on the game resource change value, the average game resource change value and the game resource total value.
  • the first computing subunit is specifically used to:
  • the sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
  • the second determining unit 304 may include:
  • a second determination subunit configured to determine an escape performance value based on the escape result of the target game player in the escape performance information
  • the third determination subunit is used to determine the target game player's combat strategy based on the performance information. performance value;
  • the fourth determination subunit is used to obtain the second frustration representation value based on the escape performance value and the achievement performance value.
  • the second determination subunit is specifically used to:
  • the escape result is a first escape value where escape is successful, and the escape result is a second escape value where escape is failed;
  • the difference between the second escape value and the first escape value is calculated to obtain the escape performance value.
  • the third determining subunit is specifically used to:
  • the third determining unit 305 may include:
  • the second calculation subunit is used to calculate the sum of the first frustration characterization value and the second frustration characterization value to obtain the frustration score.
  • matching unit 306 may include:
  • a receiving subunit configured to receive a game matching instruction, and obtain the historical frustration scores corresponding to the target game player in multiple historical game games according to the game matching instruction;
  • the processing subunit is used to weight each historical frustration score to obtain a weighted frustration score
  • the first matching subunit is used to match game matches for the target game player based on the weighted frustration score.
  • the first matching subunit is specifically used for:
  • the weighted setback The defeat score is normalized to obtain the target frustration score
  • Game matchmaking is performed for the target game player based on the target frustration score.
  • the first matching subunit is specifically used for:
  • Game matchmaking is performed for the target game player based on the target frustration score.
  • the first matching subunit is specifically used for:
  • the target game player is matched with a game with a game difficulty lower than the target game player's strength.
  • the device may further include:
  • the third acquisition unit is used to acquire the game rule familiarity information of the target game player in the novice game
  • a fourth determination unit configured to determine the novice performance score of the target game player based on the game rule familiarity information
  • the fifth determination unit is used to determine the target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores.
  • An operating unit configured to perform game matchmaking for the target game player based on the target initial frustration score.
  • the fourth determining unit may include:
  • the fourth determination subunit is used to determine the game resource income familiarity value, the game item collection familiarity value and the game equipment replacement familiarity value of the target game player according to the game rule familiarity information;
  • the fifth determination subunit is used to determine the novice performance score based on the game resource income familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
  • the embodiment of the present disclosure discloses a game matching device that obtains the change information of the game resources held by the target game player in the target game through the first acquisition unit 301; the first determination unit 302, Used to determine the first frustration representation value of the target game player in the target game based on the change information; the second acquisition unit 303 obtains the game of the target game player in the target game. Behavior performance information; the second determination unit 304 determines the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information; the third determination unit 305. Determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value; the matching unit 306 conducts a game match for the target game player based on the frustration score. match. In this way, the gaming experience of gamers can be improved.
  • FIG. 4 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
  • the computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor.
  • the processor 501 is electrically connected to the memory 502.
  • the structure of the computer equipment shown in the figures does not constitute a limitation on the computer equipment, and may include more or fewer components than shown in the figures, or combine certain components, or arrange different components.
  • the processor 501 is the control center of the computer device 500, using various interfaces and lines to connect various parts of the entire computer device 500, by running or loading software programs and/or modules stored in the memory 502, and calling the software programs and/or modules stored in the memory 502. data, perform various functions of the computer device 500 and process data, thereby overall monitoring the computer device 500.
  • the processor 501 in the computer device 500 will follow the following steps to load instructions corresponding to the processes of one or more application programs into the memory 502, and the processor 501 will run the instructions stored in the memory. 502 applications to achieve various functions:
  • determining the first frustration representation value of the target game player in the target game based on the change information includes:
  • the first frustration representation value is calculated.
  • the first frustration representation value is calculated based on the game resource change value, the average game resource change value and the total game resource value, including:
  • the sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
  • the game behavior performance information includes escape performance information and battle performance information
  • the second frustration representation value is obtained.
  • determining the escape performance value according to the escape result of the target game player in the escape performance information includes:
  • determining the target game player's performance value based on the performance information includes:
  • the second performance value is determined based on the kill value, average kill value and the preset second performance coefficient
  • determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value includes:
  • game matching is performed for target game players based on frustration scores, including:
  • Each historical frustration score is weighted to obtain a weighted frustration score
  • Game matchmaking is performed for target game players based on weighted frustration scores.
  • game matching is performed for target game players based on weighted frustration scores, including:
  • the weighted frustration score is normalized to obtain the target frustration score
  • the preset combat power score range includes the maximum combat power score and the minimum combat power score
  • the preset frustration score range includes the maximum frustration score and the minimum frustration score
  • the weighted frustration score is normalized to obtain the target frustration score, including:
  • game matching is performed for target game players based on weighted frustration scores, including:
  • the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
  • the target game players are novice game players; the method further includes:
  • Game matches are performed for target game players based on the target's initial frustration score.
  • determining a target game player's novice performance score based on game rule familiarity information includes:
  • the novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
  • the embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game.
  • the game player calculates the frustration score according to the game
  • the player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
  • the computer device 500 also includes: a touch display screen 503 , a radio frequency circuit 504 , an audio circuit 505 , an input unit 506 and a power supply 507 .
  • the processor 501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506 and the power supply 507 respectively.
  • the structure of the computer equipment shown in FIG. 4 does not constitute a limitation on the computer equipment, and may include more or fewer components than shown in the figure, or combine certain components, or arrange different components.
  • the touch display 503 can be used to display a graphical user interface and receive user actions on the graphical user interface. Operation instructions generated by the interface.
  • the touch display screen 503 may include a display panel and a touch panel.
  • the display panel can be used to display information input by the user or information provided to the user as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, guidance information, icons, videos, and any combination thereof.
  • the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), organic light-emitting diode (OLED, Organic Light-Emitting Diode), etc.
  • LCD liquid crystal display
  • OLED Organic Light-Emitting Diode
  • the touch panel can be used to collect the user's touch operations on or near it (such as the user's operations on or near the touch panel using a finger, stylus, or any suitable object or accessory), and generate corresponding operations. instruction, and the operation instruction executes the corresponding program.
  • the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact point coordinates, and then sends it to the touch controller. to the processor 501, and can receive commands sent by the processor 501 and execute them.
  • the touch panel can cover the display panel.
  • the touch panel When the touch panel detects a touch operation on or near the touch panel, it is sent to the processor 501 to determine the type of the touch event. Then the processor 501 provides information on the display panel according to the type of the touch event. Corresponding visual output.
  • the touch panel and the display panel can be integrated into the touch display 503 to implement input and output functions.
  • the touch panel and the touch panel can be used as two independent components to implement input and output functions. That is, the touch display screen 503 can also be used as a part of the input unit 506 to implement the input function.
  • the radio frequency circuit 504 can be used to send and receive radio frequency signals to establish wireless communication with network equipment or other computer equipment through wireless communication, and to send and receive signals with network equipment or other computer equipment.
  • Audio circuit 505 may be used to provide an audio interface between the user and the computer device through speakers and microphones.
  • the audio circuit 505 can transmit the electrical signal converted from the received audio data to the speaker, which converts it into a sound signal and outputs it; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received and converted by the audio circuit 505
  • the audio data is processed by the audio data output processor 501 and then sent to, for example, another computer device via the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing.
  • Audio circuitry 505 may also include an earphone jack to provide communication of peripheral headphones to the computer device.
  • the input unit 506 can be used to receive input numbers, character information or user characteristic information (such as fingerprints, iris, facial information, etc.), and generate keyboard, mouse and other information related to user settings and function control. mark, joystick, optical or trackball signal input.
  • character information or user characteristic information such as fingerprints, iris, facial information, etc.
  • Power supply 507 is used to power various components of computer equipment 500 .
  • the power supply 507 can be logically connected to the processor 501 through a power management system, so that functions such as charging, discharging, and power consumption management can be implemented through the power management system.
  • Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
  • the computer device 500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described again here.
  • the computer device can obtain the change information of the game resources held by the target game player in the target game match; and determine the first setback of the target game player in the target game match based on the change information.
  • Sensory representation value obtain the game behavior performance information of the target game player in the target game game; determine the second frustration representation value of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information ; Based on the first frustration representation value and the second frustration representation value, determine the frustration score of the target game player; perform game matching for the target game player based on the frustration score.
  • embodiments of the present disclosure provide a computer-readable storage medium in which a plurality of computer programs are stored.
  • the computer programs can be loaded by a processor to execute any of the game matching methods provided by the embodiments of the disclosure.
  • the computer program can perform the following steps:
  • determining the first frustration representation value of the target game player in the target game based on the change information includes:
  • the first frustration representation value is calculated.
  • the first frustration representation value is calculated based on the game resource change value, the average game resource change value and the total game resource value, including:
  • the sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
  • the game behavior performance information includes escape performance information and battle performance information
  • the second frustration representation value is obtained.
  • determining the escape performance value according to the escape result of the target game player in the escape performance information includes:
  • determining the target game player's performance value based on the performance information includes:
  • the second performance value is determined based on the kill value, average kill value and the preset second performance coefficient
  • determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value includes:
  • game matching is performed for target game players based on frustration scores, including:
  • Each historical frustration score is weighted to obtain a weighted frustration score
  • Game matchmaking is performed for target game players based on weighted frustration scores.
  • game matching is performed for target game players based on weighted frustration scores, including:
  • the weighted frustration score is normalized to obtain the target frustration score
  • the preset combat power score range includes the maximum combat power score and the minimum combat power score
  • the preset frustration score range includes the maximum frustration score and the minimum frustration score
  • the weighted frustration score is normalized to obtain the target frustration score, including:
  • game matching is performed for target game players based on weighted frustration scores, including:
  • the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
  • the target game players are novice game players; the method further includes:
  • Game matches are performed for target game players based on the target's initial frustration score.
  • determining a target game player's novice performance score based on game rule familiarity information includes:
  • the novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
  • the embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game.
  • the game player calculates the frustration score according to the game
  • the player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
  • the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.
  • the computer program stored in the computer-readable storage medium can execute the steps in any game matching method provided by the embodiments of the present disclosure, it is possible to implement the steps provided by the embodiments of the present disclosure.
  • the beneficial effects that can be achieved by any game matching method provided are detailed in the previous embodiments and will not be described again here.

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Abstract

The present disclosure provides a game matching method. A frustration score of a game player is calculated according to game resource change information and game behavior performance information of the game player in a game matchup; and when the game player is in matching, a weighted frustration score is calculated according to frustration scores of the game player in multiple matchups, then game matching is performed for the game player according to the weighted frustration score, so that a suitable game matchup is matched for the game player, thereby improving the game experience of game players.

Description

一种游戏匹配方法、装置、计算机设备及存储介质A game matching method, device, computer equipment and storage medium 技术领域Technical field
本公开涉及计算机技术领域,具体涉及一种游戏匹配方法、装置、计算机设备及存储介质。The present disclosure relates to the field of computer technology, and specifically to a game matching method, device, computer equipment and storage medium.
背景技术Background technique
随着计算机技术的发展,网络游戏越来越受到用户欢迎。在一些游戏中设计有匹配系统,匹配系统通常需要将不同的游戏玩家进行匹配,并将匹配到的游戏玩家投放至同一游戏场景进行游戏。With the development of computer technology, online games are becoming more and more popular among users. Matching systems are designed in some games. The matching system usually needs to match different game players and put the matched players into the same game scene to play.
相关技术中,通过匹配系统对游戏玩家进行匹配的方式为:基于游戏玩家的实力分来进行玩家匹配,即通过对实力分进行分段,优先匹配分段相同或相近的玩家进行对局,保证同等实力的玩家大概率会匹配到一起。但是实力分仅代表玩家之间的竞技实力,而且游戏模式还包括有竞技类以外的游戏类型,因此,通过实力分进行匹配在其他游戏类型中并不适用,可能为游戏玩家匹配不相符的其他游戏玩家,从而影响玩家游戏体验。In related technologies, the way to match game players through the matching system is to match players based on their strength scores, that is, by segmenting their strength scores, priority is given to matching players with the same or similar segments to ensure that Players of equal strength will most likely be matched together. However, strength points only represent the competitive strength between players, and the game mode also includes game types other than competitive. Therefore, matching based on strength points is not applicable in other game types, and may match players with other incompatible games. game players, thus affecting the player’s gaming experience.
技术问题technical problem
本公开实施例提供一种游戏匹配方法、装置、计算机设备及存储介质,可以提高游戏玩家的游戏体验。Embodiments of the present disclosure provide a game matching method, device, computer equipment and storage medium, which can improve game players' gaming experience.
技术解决方案Technical solutions
第一方面,本公开实施例提供了一种游戏匹配方法,包括:In a first aspect, embodiments of the present disclosure provide a game matching method, including:
获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;Obtain the change information of the game resources held by the target game player in the target game;
基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;Determine the first frustration representation value of the target game player in the target game based on the change information;
获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;Obtain the game behavior performance information of the target game player in the target game;
根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;Determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分; Determine a frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for the target game player based on the frustration score.
第二方面,本公开实施例还提供了一种游戏匹配装置,包括:In a second aspect, embodiments of the present disclosure also provide a game matching device, including:
第一获取单元,用于获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;The first acquisition unit is used to acquire the change information of the game resources held by the target game player in the target game;
第一确定单元,用于基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;A first determination unit configured to determine a first frustration representation value of the target game player in the target game based on the change information;
第二获取单元,用于获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;a second acquisition unit, configured to acquire the game behavior performance information of the target game player in the target game;
第二确定单元,用于根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;a second determination unit configured to determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
第三确定单元,用于基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分;a third determination unit configured to determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
匹配单元,用于基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。A matching unit, configured to match game matches for the target game player based on the frustration score.
第三方面,本公开实施例还提供了一种计算机设备,包括存储器,处理器及存储在储存器上并可在处理器上运行的计算机程序,其中,处理器执行本公开实施例任一提供的游戏匹配方法。In a third aspect, embodiments of the present disclosure also provide a computer device, including a memory, a processor, and a computer program stored on the storage and executable on the processor, wherein the processor executes any one of the embodiments of the present disclosure. game matching method.
第四方面,本公开实施例还提供了一种计算机可读存储介质,计算机可读存储介质存储有多条指令,指令适于处理器进行加载,以执行如上的游戏匹配方法。In a fourth aspect, embodiments of the present disclosure also provide a computer-readable storage medium. The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by the processor to execute the above game matching method.
有益效果beneficial effects
本公开实施例根据游戏玩家在游戏对局中的游戏资源变化信息以及游戏行为表现信息计算出游戏玩家在该游戏对局中挫败感体验的挫败分,在游戏玩家进行对局匹配时,根据游戏玩家的多局挫败分计算加权挫败分,进而根据加权挫败分为游戏玩家进行游戏对局的匹配,使得为游戏玩家匹配合适的游戏对局,从而可以提高游戏玩家的游戏体验。The embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game. When the game player matches the game, the game player calculates the frustration score according to the game The player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
附图说明Description of the drawings
为了更清楚地说明本公开实施例中的技术方案,下面将对实施例描述中所 需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to explain the technical solutions in the embodiments of the present disclosure more clearly, the following will describe the technical solutions in the description of the embodiments. It is necessary to use the drawings for a brief introduction. Obviously, the drawings in the following description are only some embodiments of the present disclosure. For those skilled in the art, without exerting creative efforts, they can also make drawings based on these drawings. Figure obtains additional drawings.
图1为本公开实施例其中之一提供的一种游戏匹配方法的流程示意图。Figure 1 is a schematic flowchart of a game matching method provided by one of the embodiments of the present disclosure.
图2为本公开实施例其中之一提供的另一种游戏匹配方法的流程示意图。FIG. 2 is a schematic flowchart of another game matching method provided by one of the embodiments of the present disclosure.
图3为本公开实施例其中之一提供的一种游戏匹配装置的结构框图。Figure 3 is a structural block diagram of a game matching device provided by one of the embodiments of the present disclosure.
图4为本公开实施例其中之一提供的计算机设备的结构示意图。FIG. 4 is a schematic structural diagram of a computer device provided by one of the embodiments of the present disclosure.
本公开的实施方式Embodiments of the present disclosure
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开的一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。The technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in this disclosure, all other embodiments obtained by those skilled in the art without making creative efforts fall within the scope of protection of this disclosure.
本公开实施例提供一种游戏匹配方法、装置、计算机可读存储介质及计算机设备。具体地,本公开实施例的游戏匹配方法可以由计算机设备执行,其中,该计算机设备可以为终端或者服务器等设备。该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。服务器可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器。Embodiments of the present disclosure provide a game matching method, device, computer-readable storage medium, and computer equipment. Specifically, the game matching method of the embodiment of the present disclosure can be executed by a computer device, where the computer device can be a terminal or a server. The terminal can be a terminal device such as a smartphone, a tablet, a laptop, a touch screen, a personal computer (PC, Personal Computer), or a personal digital assistant (Personal Digital Assistant, PDA). The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, and middleware. Cloud servers for basic cloud computing services such as software services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
例如,该计算机设备可以是服务器,该服务器可以获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值;获取目标游戏玩家在目标游戏对局中的游戏行为表现信息;根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值;基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分;基于挫败感得分为目标游戏玩家进行游戏对局匹配。 For example, the computer device may be a server, and the server may obtain change information about the game resources held by the target game player in the target game; and determine the first frustration of the target game player in the target game based on the change information. Representation value; obtain the game behavior performance information of the target game player in the target game game; determine the second frustration representation value of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information; Based on the first frustration representation value and the second frustration representation value, the frustration score of the target game player is determined; and game matching is performed for the target game player based on the frustration score.
基于上述问题,本公开实施例提供第一种游戏匹配方法、装置、计算机设备及存储介质,可以提高游戏匹配的准确性。Based on the above problems, embodiments of the present disclosure provide a first game matching method, device, computer equipment and storage medium, which can improve the accuracy of game matching.
以下分别进行详细说明。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。Each is explained in detail below. It should be noted that the order of description of the following embodiments does not limit the preferred order of the embodiments.
本公开实施例提供一种游戏匹配方法,该方法可以由终端或服务器执行,本公开实施例以游戏匹配方法由服务器执行为例来进行说明。The embodiment of the present disclosure provides a game matching method, which can be executed by a terminal or a server. The embodiment of the present disclosure takes the game matching method being executed by a server as an example for explanation.
请参阅图1,图1为本公开实施例提供的一种游戏匹配方法的流程示意图。该游戏匹配方法的具体流程可以如下:Please refer to FIG. 1 , which is a schematic flowchart of a game matching method provided by an embodiment of the present disclosure. The specific process of the game matching method can be as follows:
101、获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息。101. Obtain the change information of the game resources held by the target game player in the target game.
其中,目标游戏对局指的是目标游戏玩家在指定游戏中参与的已结束的游戏对局。The target game session refers to the ended game session in which the target game player participated in the specified game.
其中,游戏资源指的是目标游戏玩家在游戏对局中持有的虚拟财富。虚拟财富可以包括多种,比如,游戏玩家拥有的游戏金币、游戏券,以及游戏玩家拥有的装备和物品的价值等。Among them, game resources refer to the virtual wealth held by the target game players in the game. Virtual wealth can include many types, such as game gold coins and game coupons owned by game players, as well as the value of equipment and items owned by game players.
在本公开实施例中,游戏玩家进入指定游戏的游戏对局,自游戏对局开始直至游戏对局结束,游戏玩家在游戏对局中持有的游戏资源会发生变化,比如,完成任务可以获得一定游戏资源,使得游戏资源增长;或者购买游戏道具花费一定游戏资源,使得游戏资源减少。In the embodiment of the present disclosure, when a game player enters a game match of a specified game, from the beginning of the game match until the end of the game match, the game resources held by the game player during the game match will change. For example, completing tasks can obtain A certain amount of game resources will increase game resources; or purchasing game props will cost a certain amount of game resources, causing a decrease in game resources.
其中,变化信息包括目标游戏玩家在目标游戏对局前后持有的游戏资源变化值。Among them, the change information includes the change value of the game resources held by the target game player before and after the target game game.
102、基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值。102. Determine the first frustration representation value of the target game player in the target game based on the change information.
其中,挫败感表征值指示游戏玩家在游戏对局中的挫败感体验,挫败感表征值越高,表示游戏玩家的挫败感体验越强,反之,挫败感表征值越低,表示游戏玩家的挫败感体验越弱。挫败感体验具体指的是游戏玩家在游戏对局中受挫折的体验感,是一种负面的游戏体验。Among them, the frustration representation value indicates the frustration experience of the game player in the game. The higher the frustration representation value, the stronger the frustration experience of the game player. On the contrary, the lower the frustration representation value, the greater the frustration experience of the game player. The weaker the sensory experience. Frustration experience specifically refers to the game player’s experience of frustration in the game, which is a negative gaming experience.
在本公开实施例中,第一挫败感表征值指的是根据目标游戏玩家在目标游戏对局中的游戏资源上的挫败感体验。In the embodiment of the present disclosure, the first frustration representation value refers to the frustration experience of the target game player based on the game resources in the target game game.
在一些实施例中,为了准确计算游戏玩家的挫败感表征值,步骤“基于变 化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值”,可以包括以下操作:In some embodiments, in order to accurately calculate the frustration representation value of the game player, the step "based on the variable "Using information to determine the first frustration representation value of the target game player in the target game" may include the following operations:
根据变化信息确定目标游戏玩家的游戏资源变化值以及游戏资源总值;Determine the change value of the target game player's game resources and the total value of the game resources based on the change information;
获取目标游戏玩家在历史游戏对局的平均游戏资源变化值;Obtain the average game resource change value of the target game player in historical game games;
基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值。Based on the game resource change value, the average game resource change value and the total game resource value, the first frustration representation value is calculated.
其中,变化信息包括目标游戏玩家在目标游戏对局中持有的游戏资源发生变化后的游戏资源变化值。The change information includes the change value of the game resources after the game resources held by the target game player in the target game match have changed.
比如,目标游戏玩家在进入目标游戏对局时的游戏资源值为:a,目标游戏对局结束时目标游戏玩家的游戏资源值为:b,则目标游戏玩家在目标游戏对局的游戏资源变化值可以为:b-a。For example, the target game player's game resource value when entering the target game is: a, and the target game player's game resource value at the end of the target game is: b, then the target game player's game resource changes during the target game. Values can be: b-a.
其中,游戏资源总值指的是当前目标游戏玩家持有的游戏资源的总值。Among them, the total value of game resources refers to the total value of game resources currently held by the target game player.
其中,平均游戏资源变化值指的是目标游戏玩家在多个历史游戏对局中的游戏资源变化值的平均值。历史游戏对局指的是目标游戏玩家已经参与过的游戏对局。The average game resource change value refers to the average value of the target game player's game resource change values in multiple historical game games. Historical game matches refer to game matches that the target game player has participated in.
比如,目标游戏玩家参与的历史游戏对局可以包括:第一历史游戏对局、第二历史游戏对局、第三历史游戏对局等。其中,目标游戏玩家在第一历史游戏对局前后的游戏资源变化值可以为:c,目标游戏玩家在第二历史游戏对局前后的游戏资源变化值可以为:d,目标游戏玩家在第三历史游戏对局前后的游戏资源变化值可以为:e,则平均游戏资源变化值为:(c+d+e)/3。For example, the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc. Among them, the game resource change value of the target game player before and after the first historical game game can be: c, the game resource change value of the target game player before and after the second historical game game can be: d, and the target game player's game resource change value before and after the third historical game game can be: d. The change value of game resources before and after historical game matches can be: e, then the average change value of game resources is: (c+d+e)/3.
在一些实施例中,步骤“基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值”,可以包括以下操作:In some embodiments, the step "calculate the first frustration representation value based on the game resource change value, the average game resource change value and the total game resource value" may include the following operations:
根据游戏资源变化值、平均游戏资源变化值、预设游戏资源修正值以及预设第一资源系数,确定第一游戏资源值;Determine the first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
根据游戏资源变化值、游戏资源总值、预设游戏资源修正值以及预设第二资源系数,确定第二游戏资源值;Determine the second game resource value according to the game resource change value, the total game resource value, the preset game resource correction value and the preset second resource coefficient;
计算第一游戏资源值与第二游戏资源值的和,得到第一挫败感表征值。The sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
具体的,第一游戏资源值=预设第一资源系数*(游戏资源变化值+预设游戏资源修正值)/平均游戏资源变化值;第二游戏资源值=预设第二资源系数* (游戏资源变化值+预设游戏资源修正值)/游戏资源总值。其中,预设第一资源系数,预设第二资源系数以及预设游戏资源修正值可以为预先设定的值,预设游戏资源修正值可以为负数。Specifically, the first game resource value = the preset first resource coefficient * (the game resource change value + the preset game resource correction value) / the average game resource change value; the second game resource value = the preset second resource coefficient * (Game resource change value + Default game resource modification value)/Total game resource value. The preset first resource coefficient, the preset second resource coefficient and the preset game resource correction value may be preset values, and the preset game resource correction value may be a negative number.
在基于上述计算公式计算得到第一游戏资源值和第二游戏资源值后,可以计算第一游戏资源值与第二游戏资源值的和,也即第一挫败感表征值=第一游戏资源值+第二游戏资源值,得到第一挫败感表征值。After the first game resource value and the second game resource value are calculated based on the above calculation formula, the sum of the first game resource value and the second game resource value can be calculated, that is, the first frustration representation value = the first game resource value + the second game resource value, and obtain the first frustration representation value.
103、获取目标游戏玩家在目标游戏对局中的游戏行为表现信息。103. Obtain the game behavior performance information of the target game player in the target game.
其中,游戏行为表现信息指的是目标游戏玩家在目标游戏对局中的游戏表现。游戏行为表现信息可以包括游戏玩家在游戏对局中的多个方面的游戏行为表现。具体的,游戏行为表现信息可以根据目标游戏对局的游戏对局类型进行确定,游戏玩家在不同游戏对局类型的游戏对局中的游戏行为表现信息可能不相同。Among them, the game behavior performance information refers to the game performance of the target game player in the target game. The game behavior performance information may include the game player's game behavior performance in multiple aspects during the game. Specifically, the game behavior performance information can be determined according to the game type of the target game. The game behavior performance information of game players in different game types may be different.
在本公开实施例中,游戏行为表现信息至少包括逃离表现信息和战绩表现信息,其中,逃离表现信息指的是目标游戏玩家的逃离结果,比如,逃离成功或者逃离失败等;战绩表现信息指的是目标游戏玩家在目标游戏对局中的击杀数,伤害数等。In the embodiment of the present disclosure, the game behavior performance information at least includes escape performance information and record performance information, wherein the escape performance information refers to the escape result of the target game player, such as successful escape or failed escape, etc.; the record performance information refers to It is the number of kills, damage, etc. of the target game player in the target game.
104、根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值。104. Determine the second frustration representation value of the game player in the target game based on the positive performance and negative performance in the game behavior performance information.
其中,游戏行为表现信息至少包括逃离表现信息和战绩表现信息。Among them, the game behavior performance information at least includes escape performance information and battle performance information.
在本公开实施例中,第二挫败感表征值指的是根据目标游戏玩家在目标游戏对局中的游戏行为表现信息上的挫败感体验。In the embodiment of the present disclosure, the second frustration representation value refers to the frustration experience based on the game behavior performance information of the target game player in the target game game.
其中,正向表现指的是带给目标游戏玩家成就感的行为表现,负向表现指的是带给目标游戏玩家挫败感的行为表现。Among them, positive performance refers to behaviors that bring a sense of accomplishment to target game players, and negative performance refers to behaviors that bring frustration to target game players.
例如,在逃离表现信息中,逃离成功可以为正向表现,逃离失败可以为负向表现;在战绩表现信息中,击杀敌人以及伤害较高可以为正向表现,被敌人击杀或者伤害较低可以为负向表现等。For example, in the escape performance information, a successful escape can be a positive performance, and a failed escape can be a negative performance; in the performance performance information, killing the enemy and causing high damage can be a positive performance, and being killed or injured by the enemy can be a positive performance. Lower can be a negative performance, etc.
在一些实施例中,为了得到目标游戏玩家的在游戏行为信息方面的挫败感,步骤“根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值”,可以包括以下操作: In some embodiments, in order to obtain the target game player's frustration in terms of game behavior information, the step "determines the game player's second frustration in the target game game based on the positive performance and negative performance in the game behavior performance information.""Sense representation value" can include the following operations:
根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值;Determine the escape performance value based on the escape result of the target game player in the escape performance information;
根据战绩表现信息确定目标游戏玩家的战绩表现值;Determine the target game player's performance value based on the performance information;
基于逃离表现值与战绩表现值,得到第二挫败感表征值。Based on the escape performance value and the performance performance value, the second frustration representation value is obtained.
其中,逃离表现值也即目标游戏玩家在目标游戏对局的逃离表现的挫败感表征值;战绩表现值指的是目标游戏玩家在目标游戏对局的游戏行为表现的挫败感表征值。Among them, the escape performance value refers to the frustration representation value of the target game player's escape performance in the target game game; the performance performance value refers to the frustration representation value of the target game player's game behavior in the target game game.
具体的,第二挫败感表征值至少可以包括逃离表现值和战绩表现值。Specifically, the second frustration representation value may at least include an escape performance value and a performance performance value.
在一些实施例中,步骤“根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值”,可以包括以下流程:In some embodiments, the step "determining the escape performance value based on the escape result of the target game player in the escape performance information" may include the following process:
基于逃离表现信息确定逃离结果为逃离成功的第一逃离值,以及逃离结果为逃离失败的第二逃离值;Determine, based on the escape performance information, a first escape value in which the escape result is a successful escape, and a second escape value in which the escape result is a failed escape;
计算第二逃离值与第一逃离值的差值,得到逃离表现值。Calculate the difference between the second escape value and the first escape value to obtain the escape performance value.
其中,逃离表现信息也即目标游戏玩家在,目标游戏对局中的逃离结果,逃离结果可以为逃离成功或者逃离失败。Among them, the escape performance information is also the escape result of the target game player in the target game game. The escape result can be escape success or escape failure.
在本公开实施例中,当逃离结果为逃离成功时,可以扣除指定分数;当逃离结果为逃离失败时,可以增加指定分数。In the embodiment of the present disclosure, when the escape result is a successful escape, the specified score can be deducted; when the escape result is a failed escape, the specified score can be increased.
其中,第一逃离值表示逃离成功对应的逃离值,若逃离成功,则第一逃离值为:指定分数,若逃离失败,则第一逃离值为:0。Among them, the first escape value represents the escape value corresponding to successful escape. If the escape is successful, the first escape value is: the specified score. If the escape fails, the first escape value is: 0.
其中,第二逃离值表示逃离失败对应的逃离值,若逃离失败,则第二逃离值为:指定分数,若逃离成功,则第而逃离值为:0。Among them, the second escape value represents the escape value corresponding to the escape failure. If the escape fails, the second escape value is: the specified score. If the escape is successful, the second escape value is: 0.
例如,逃离表现信息中指示逃离结果为逃离失败,则第一逃离值为:0,第二逃离值为:指定分数,逃离表现值=指定分数-0,也即逃离表现值为指定分数值。For example, if the escape performance information indicates that the escape result is escape failure, the first escape value is: 0, the second escape value is: the specified score, and the escape performance value = the specified score - 0, that is, the escape performance value is the specified score.
在一些实施例中,游戏对局中可以设置不同逃离模式,不同逃离模式对应的逃离成功或者逃离失败对应的扣除或者增加的指定分数可以不相同。In some embodiments, different escape modes can be set in the game, and the designated points deducted or increased corresponding to successful escape or failed escape in different escape modes may be different.
例如,逃离模式可以包括:第一逃离模式和第二逃离模式,在第一逃离模式中,逃离成功或者逃离失败对应的扣除或者增加的指定分数可以为:g;在第二逃离模式中,逃离成功或者逃离失败对应的扣除或者增加的指定分数可以为:h。 For example, the escape mode may include: a first escape mode and a second escape mode. In the first escape mode, the designated score deducted or increased corresponding to successful escape or failed escape may be: g; in the second escape mode, escape The designated points deducted or increased corresponding to success or escape failure can be: h.
在一些实施例中,步骤“根据战绩表现信息确定目标游戏玩家的战绩表现值”,可以包括以下流程:In some embodiments, the step "determining the target game player's performance value based on the performance information" may include the following process:
基于战绩表现信息确定目标游戏玩家的击杀值和伤害值;Determine the kill value and damage value of the target game player based on the performance information;
获取目标游戏玩家在历史游戏对局的平均击杀值以及平均伤害值;Obtain the average kill value and average damage value of the target game player in historical game games;
根据伤害值、平均伤害值以及预设第一表现系数确定第一表现值;Determine the first performance value based on the damage value, the average damage value and the preset first performance coefficient;
根据击杀值、平均击杀值以及预设第二表现系数确定第二表现值;The second performance value is determined based on the kill value, average kill value and the preset second performance coefficient;
根据伤害值、预设伤害系数以及预设第三表现系数确定第三表现值;Determine the third performance value based on the damage value, the preset damage coefficient and the preset third performance coefficient;
根据击杀值、预设击杀系数以及预设第四表现系数确定第四表现值;Determine the fourth performance value based on the kill value, the preset kill coefficient and the preset fourth performance coefficient;
计算第一表现值、第二表现值、第三表现值以及第四表现值的和,得到战绩表现值。Calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value to obtain the record performance value.
其中,击杀值指的是目标游戏玩家在目标游戏对局中击杀的敌人的数量。伤害值指的是目标游戏玩家在目标游戏对局中攻击时的伤害值。Among them, the kill value refers to the number of enemies killed by the target game player in the target game. The damage value refers to the damage value of the target game player when attacking in the target game match.
其中,平均击杀值指的是目标游戏玩家在多个历史游戏对局中击杀的敌人的平均值。Among them, the average kill value refers to the average number of enemies killed by the target game player in multiple historical game matches.
比如,目标游戏玩家参与的历史游戏对局可以包括:第一历史游戏对局、第二历史游戏对局、第三历史游戏对局等。其中,目标游戏玩家在第一历史游戏对局中的击杀值可以为:q,在第二历史游戏对局中的击杀值可以为:w,在第三史游戏对局中的击杀值可以为:e,则平均击杀值=(q+w+e)/3。For example, the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc. Among them, the kill value of the target player in the first historical game can be: q, the kill value in the second historical game can be: w, and the kill value in the third historical game. The value can be: e, then the average kill value = (q+w+e)/3.
其中,平均伤害值指的是目标游戏玩家在多个历史游戏对局中攻击时的伤害值的平均值。Among them, the average damage value refers to the average damage value of the target game player when attacking in multiple historical game games.
比如,目标游戏玩家参与的历史游戏对局可以包括:第一历史游戏对局、第二历史游戏对局、第三历史游戏对局等。其中,目标游戏玩家在第一历史游戏对局中的伤害值可以为:r,在第二历史游戏对局中的伤害值可以为:t,在第三史游戏对局中的伤害值可以为:y,则平均击杀值=(r+t+y)/3。For example, the historical game matches that the target game player participates in may include: a first historical game match, a second historical game match, a third historical game match, etc. Among them, the damage value of the target player in the first historical game can be: r, the damage value in the second historical game can be: t, and the damage value in the third historical game can be : y, then the average kill value = (r+t+y)/3.
具体的,第一表现值=预设第一表现系数*(伤害值-平均伤害值);第二表现值=预设第二表现系数*(击杀值-平均击杀值);第三表现值=预设第三表现系数*(伤害值-预设伤害系数);第四表现值=预设第四表现系数*(击杀值-预设击杀系数)。其中,预设第一表现系数,第二预设表现系数,第三预设表现系数,第四预设表现系数,预设伤害系数以及预设击杀系数可以为预先设 定的值。Specifically, the first performance value = the preset first performance coefficient * (damage value - average damage value); the second performance value = the preset second performance coefficient * (kill value - average kill value); the third performance value = preset second performance coefficient * (kill value - average kill value) Value = preset third performance coefficient * (damage value - preset damage coefficient); fourth performance value = preset fourth performance coefficient * (kill value - preset kill coefficient). Among them, the preset first performance coefficient, the second preset performance coefficient, the third preset performance coefficient, the fourth preset performance coefficient, the preset damage coefficient and the preset kill coefficient can be preset a certain value.
进一步的,计算第一表现值、第二表现值、第三表现值以及第四表现值的和,也即战绩表现值=第一表现值+第二表现值+第三表现值+第四表现值。Further, calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value, that is, the record performance value = the first performance value + the second performance value + the third performance value + the fourth performance value. value.
105、基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分。105. Determine the frustration score of the target game player based on the first frustration representation value and the second frustration representation value.
其中,挫败感得分指的是对目标游戏玩家在目标游戏对局中的综合挫败感评分。Among them, the frustration score refers to the comprehensive frustration score of the target game player in the target game.
在一些实施例中,步骤“基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分”,可以包括以下操作:In some embodiments, the step "determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value" may include the following operations:
计算第一挫败感表征值和第二挫败感表征值的和,得到挫败感得分。Calculate the sum of the first frustration representation value and the second frustration representation value to obtain the frustration score.
其中,第二挫败感表征值包括逃离表现值和战绩表现值,则挫败感得分=第一挫败感表征值+逃离表现值+战绩表现值。从而得到目标游戏玩家在目标游戏对局中的准确的挫败感评分。Wherein, the second frustration representation value includes the escape performance value and the combat performance value, then the frustration score = the first frustration representation value + the escape performance value + the combat performance value. Thus, the target game player's accurate frustration score in the target game is obtained.
106、基于挫败感得分为目标游戏玩家进行游戏对局匹配。106. Match game matches for target game players based on frustration scores.
在本公开实施例中,基于游戏玩家的挫败感得分进行游戏对局的匹配,由于挫败感得分综合了游戏玩家在游戏对局中多个方面的表现,因而更能准确的为游戏玩家匹配到合适的队友或者对手,以此,可以提高游戏玩家的游戏体验。In the embodiment of the present disclosure, game matches are matched based on the player's frustration score. Since the frustration score combines the game player's performance in multiple aspects of the game, it can more accurately match the game player. Suitable teammates or opponents can improve the game player's gaming experience.
在一些实施例中,为了提高游戏对局匹配的准确率,步骤“基于挫败感得分为目标游戏玩家进行游戏对局匹配”,可以包括以下操作:In some embodiments, in order to improve the accuracy of game matching, the step of "matching target game players based on frustration scores" may include the following operations:
接收对局匹配指令,根据对局匹配指令获取目标游戏玩家在多个历史游戏对局分别对应的历史挫败感得分;Receive game matching instructions, and obtain the target game player's corresponding historical frustration scores in multiple historical game games according to the game matching instructions;
对各历史挫败感得分进行加权处理,得到加权后挫败感得分;Each historical frustration score is weighted to obtain a weighted frustration score;
基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for target game players based on weighted frustration scores.
其中,对局匹配指令指的是目标游戏玩家触发的进行游戏对局匹配的指令,比如,目标游戏玩家可以通过对游戏界面的匹配控件的操作触发对局匹配指令,终端接收到对局匹配指令后,即可以为目标游戏玩家匹配游戏对局。Among them, the match matching instruction refers to the instruction for game matching triggered by the target game player. For example, the target game player can trigger the match matching instruction by operating the matching control on the game interface, and the terminal receives the match matching instruction. After that, the target game players can be matched with game matches.
在本公开实施例中,目标游戏玩家在结束一游戏对局后,根据目标游戏玩家在游戏对局中的游戏数据计算目标游戏玩家在该游戏对局中的挫败感得分。In an embodiment of the present disclosure, after the target game player ends a game session, the target game player's frustration score in the game session is calculated based on the target game player's game data in the game session.
比如,目标游戏玩家参与的历史游戏对局可以包括:第一历史游戏对局、 第二历史游戏对局、第三历史游戏对局等。获取目标游戏玩家在各历史游戏对局中的挫败感得分,得到多个历史挫败感得分。包括:在第一历史游戏对局中的第一历史挫败感得分,在第二历史游戏对局中的第二历史挫败感得分,以及在第三历史游戏对局中的第三历史挫败感得分。For example, the historical game matches that the target game player participated in may include: the first historical game match, The second historical game game, the third historical game game, etc. Obtain the frustration score of the target game player in each historical game game, and obtain multiple historical frustration scores. Including: the first historical frustration score in the first historical game match, the second historical frustration score in the second historical game match, and the third historical frustration score in the third historical game match. .
进一步的,对于获取到的各个历史挫败感得分进行加权处理,得到加权后挫败感得分。具体加权处理方式可以如下:Further, each obtained historical frustration score is weighted to obtain a weighted frustration score. The specific weighting processing method can be as follows:
加权后挫败感得分=第一加权值*第一历史挫败感得分+第二权值*第二历史挫败感得分+第三加权值*第三历史挫败感得分。Weighted frustration score = first weighted value * first historical frustration score + second weight * second historical frustration score + third weighted value * third historical frustration score.
在一些实施例中,为了保证加权后挫败感得分的准确性,可以获取目标游戏玩家在最近10局的游戏对局中的挫败感得分,然后计算近10局的挫败感得分的加权值,如下:In some embodiments, in order to ensure the accuracy of the weighted frustration score, the target game player's frustration score in the last 10 games can be obtained, and then the weighted value of the frustration score in the last 10 games can be calculated, as follows :
加权后挫败感得分=第一加权值*第一历史挫败感得分+第二权值*第二历史挫败感得分+第三加权值*第三历史挫败感得分+第四加权值*第四历史挫败感得分+第五加权值*第五历史挫败感得分+第六加权值*第六历史挫败感得分+第七加权值*第七历史挫败感得分+第八加权值*第八历史挫败感得分+第九加权值*第九历史挫败感得分+第十加权值*第十历史挫败感得分。Weighted frustration score = first weighted value * first historical frustration score + second weight * second historical frustration score + third weighted value * third historical frustration score + fourth weighted value * fourth history Frustration score + fifth weighted value * fifth historical frustration score + sixth weighted value * sixth historical frustration score + seventh weighted value * seventh historical frustration score + eighth weighted value * eighth historical frustration Score + ninth weighted value * ninth historical frustration score + tenth weighted value * tenth historical frustration score.
在一些实施例中,若目标游戏玩家的参与过的历史游戏对局的数量未达到10局,则可以根据目标游戏玩家实际参与的历史游戏对局的历史挫败感得分计算加权挫败感得分。In some embodiments, if the number of historical game games that the target game player has participated in does not reach 10, the weighted frustration score may be calculated based on the historical frustration scores of the historical game games that the target game player actually participated in.
在一些实施例中,步骤“基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配”,可以包括以下操作:In some embodiments, the step "matching target game players based on weighted frustration scores" may include the following operations:
获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分;Based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized to obtain the target frustration score;
根据目标挫败感得分为目标游戏玩家进行游戏对局匹配。Match game matches for target game players based on target frustration scores.
在本公开实施例中,战力得分可以表示游戏玩家在游戏对局中表现的实力分,预设战力得分范围也即预先设定的游戏玩家的实力分的范围,比如,预设战力得分范围可以为:最小战力得分~最大战力得分,表示游戏玩家在游戏对局中的战力分在最小战力得分~最大战力得分之间。 In the embodiment of the present disclosure, the combat power score can represent the strength score of the game player in the game. The preset combat power score range is also the preset range of the game player's strength score. For example, the preset combat power score The score range can be: the minimum combat power score to the maximum combat power score, which means that the player's combat power score in the game is between the minimum combat power score and the maximum combat power score.
其中,预设挫败感得分范围指的是预先设定的游戏玩家的挫败感得分的范围,比如预设挫败感得分范围可以为:最小挫败感得分~最大挫败感得分,表示游戏玩家在游戏对局中的挫败感得分在最小挫败感得分~最大挫败感得分之间。Among them, the preset frustration score range refers to the preset frustration score range of the game player. For example, the preset frustration score range can be: minimum frustration score ~ maximum frustration score, indicating that the game player is in the game. The frustration score in the game is between the minimum frustration score and the maximum frustration score.
具体的,基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,也即将加权后挫败感得分转化为游戏匹配系统进行对局匹配的游戏匹配分数,也即目标挫败感得分。Specifically, based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized, that is, the weighted frustration score is converted into a game matching score for game matching by the game matching system. , that is, the target frustration score.
在一些实施例中,步骤“基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分”,可以包括以下操作:In some embodiments, the step "normalize the weighted frustration score based on the preset combat power score range and the preset frustration score range to obtain the target frustration score" may include the following operations:
计算最大战力得分与最小战力得分的第一差值、加权后挫败感得分与最小挫败感得分的第二差值,以及最大挫败感得分与最小挫败感得分的第三差值;Calculate the first difference between the maximum combat power score and the minimum combat power score, the second difference between the weighted frustration score and the minimum frustration score, and the third difference between the maximum frustration score and the minimum frustration score;
计算第二差值与第三差值的比值,并计算指定参数与比值的第四差值;Calculate the ratio of the second difference to the third difference, and calculate the fourth difference between the specified parameter and the ratio;
计算第一差值与第四差值的乘值,并计算乘值与最小战力得分的和,得到目标挫败感得分。Calculate the multiplier of the first difference and the fourth difference, and calculate the sum of the multiplier and the minimum combat power score to obtain the target frustration score.
其中,第一差值=(最大战力得分-最小战力得分);第二差值=(加权后挫败感得分-最小挫败感得分),第三差值=(最大挫败感得分-最小挫败感得分)。Among them, the first difference = (maximum combat power score - minimum combat power score); the second difference = (weighted frustration score - minimum frustration score), and the third difference = (maximum frustration score - minimum frustration score) sense score).
其中,第四差值=指定参数-(第二差值/第三差值);目标挫败感得分=最小战力得分+(第一差值*第四差值)。Among them, the fourth difference = specified parameter - (second difference / third difference); target frustration score = minimum combat power score + (first difference * fourth difference).
具体的,基于预设战力得分范围与预设挫败感得分范围对加权后挫败感得分进行归一化处理的计算公式可以如下:Specifically, the calculation formula for normalizing the weighted frustration score based on the preset combat power score range and the preset frustration score range can be as follows:
目标挫败感得分=最小战力得分+(最大战力得分-最小战力得分)*(1-(加权后挫败感得分-最小挫败感得分)/(最大挫败感得分-最小挫败感得分))。Target frustration score = minimum combat power score + (maximum combat power score - minimum combat power score) * (1 - (weighted frustration score - minimum frustration score) / (maximum frustration score - minimum frustration score)) .
在确定目标游戏玩家的目标挫败感得分后,根据目标挫败感得分为目标游戏玩家进行游戏对局的匹配,也即可以从当前触发游戏对局匹配指令的其他游戏玩家中,筛选出挫败感得分与目标挫败感得分接近的其他游戏玩家,与目标游戏玩家组成共同的游戏对局。After determining the target frustration score of the target game player, a game match is performed for the target game player based on the target frustration score. That is, the frustration score can be filtered out from other game players who currently trigger the game match matching command. Other game players with similar frustration scores to the target game player form a common game match with the target game player.
具体的,根据目标游戏玩家的目标挫败感得分为目标游戏玩家进行游戏对 局匹配的方式可以包括:从游戏匹配池中选取与目标挫败感得分接近的第一预设数量的待匹配游戏玩家,进一步的从待匹配游戏玩家中选取第二预设数量的目标匹配游戏玩家,基于目标匹配游戏玩家与目标游戏玩家组成一个游戏阵营,将剩余待匹配游戏玩家组成其他游戏阵营,以完成游戏对局匹配。Specifically, a game match is performed for the target game player based on the target frustration score of the target game player. The round matching method may include: selecting a first preset number of game players to be matched that are close to the target frustration score from the game matching pool, and further selecting a second preset number of target matching game players from the game players to be matched. , based on the target matching players and the target players form a game camp, and the remaining players to be matched are formed into other game camps to complete the game match.
其中,游戏匹配池中可以包括发送游戏匹配请求的多个游戏玩家;第一预设数量可以为游戏对局所需的玩家总数量,第二预设数量可以为游戏对局中一游戏阵营所需的玩家数量。The game matching pool may include multiple game players who send game matching requests; the first preset number may be the total number of players required for the game, and the second preset number may be the number of players required by a game camp in the game. required number of players.
例如,游戏服务器接收到目标游戏玩家的游戏匹配请求,获取游戏匹配池中的多个游戏玩家的挫败感得分,基于挫败感得分与目标挫败感得分的差值大小,依次从多个游戏玩家中选取与目标挫败感得分差值较小的第一预设数量的游戏玩家,得到待匹配游戏玩家。进一步的,可以从第一预设数量的待匹配游戏玩家中随机选取第二预设数量的游戏玩家,作为目标匹配游戏玩家与目标游戏玩家组成游戏阵营。以此,将挫败感得分接近的游戏玩家分配至同一游戏对局进行游戏,可以保证游戏公平性。For example, the game server receives a game matching request from a target game player, obtains the frustration scores of multiple game players in the game matching pool, and sequentially selects the frustration scores from multiple game players based on the difference between the frustration score and the target frustration score. Select a first preset number of players with a smaller difference from the target frustration score to obtain players to be matched. Further, a second preset number of game players may be randomly selected from the first preset number of game players to be matched as target matching game players to form a game camp with the target game players. In this way, game players with similar frustration scores are assigned to the same game to ensure game fairness.
在一些实施例中,为了减少目标游戏玩家的游戏挫败感,步骤“基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配”,可以包括以下流程:In some embodiments, in order to reduce the game frustration of the target game player, the step of "matching game matches for the target game player based on the weighted frustration score" may include the following process:
若加权后挫败感得分大于预设阈值,则为目标游戏玩家匹配游戏难度低于目标游戏玩家实力的游戏对局。If the weighted frustration score is greater than the preset threshold, the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
其中,预设阈值可以用于检测游戏玩家在游戏对局中的挫败感的强弱,当目标游戏玩家的加权后挫败感得分大于预设阈值时,表示目标游戏玩家的挫败感较强,此时,为了对目标游戏玩家进行安慰,可以为目标游戏玩家安排难度较小的游戏对局,可以包括多种方式,比如,在游戏对局中设置部分机器人玩家,或者在游戏对局中插入部分游戏实力低于目标游戏玩家的游戏实力的其他游戏玩家,以降低游戏难度,从而降低目标游戏玩家的挫败感体验。Among them, the preset threshold can be used to detect the strength of the frustration of the game player in the game. When the weighted frustration score of the target game player is greater than the preset threshold, it means that the frustration of the target game player is strong. In order to comfort the target game players, you can arrange less difficult game matches for the target game players. This can include a variety of methods, such as setting up some robot players in the game match, or inserting some robot players into the game match. Other game players whose gaming prowess is lower than that of the target game player to reduce the difficulty of the game, thereby reducing the target game player's frustrating experience.
在一些实施例中,若加权后挫败感得分等于或者小于预设阈值,可以表示目标游戏玩家的挫败感较弱或者一般,此时按照正常对局匹配模式即可。In some embodiments, if the weighted frustration score is equal to or less than the preset threshold, it may indicate that the target game player's frustration is weak or average, and in this case, the normal game matching mode can be followed.
在一些实施例中,若目标游戏玩家为新手游戏玩家,则为了为新手游戏玩家匹配合适的游戏对局,该方法还可以包括以下步骤: In some embodiments, if the target game player is a novice game player, in order to match the novice game player with a suitable game match, the method may also include the following steps:
获取目标游戏玩家在新手游戏对局中的游戏规则熟悉信息;Obtain familiar information about game rules for target game players in novice games;
基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分;Determine target game players' novice performance scores based on game rule familiarity information;
从多个预设初始挫败感得分中确定新手表现得分对应的目标初始挫败感得分;Determine the target initial frustration score corresponding to the novice's performance score from multiple preset initial frustration scores;
基于目标初始挫败感得分为目标游戏玩家进行游戏对局匹配。Game matches are performed for target game players based on the target's initial frustration score.
其中,新手游戏玩家指的是参与的正常游戏对局的数量小于预设数量的游戏玩家,比如,预设数量可以为3,则参与的正常游戏对局的数量小于3的游戏玩家可以称为新手游戏玩家。Among them, novice game players refer to game players who have participated in normal game matches less than the preset number. For example, the preset number can be 3, then game players who have participated in normal game matches less than 3 can be called Beginner gamer.
在本公开实施例中,新手游戏对局指的是游戏中设计的针对新手玩家设定的对局,方便游戏玩家熟悉游戏规则以及游戏操作等。新手游戏对局可以允许新手游戏玩家单人或者与其他新手玩家一起匹配进入的游戏对局。In the embodiment of the present disclosure, novice game games refer to games designed for novice players in the game to facilitate game players to become familiar with game rules and game operations. Novice game matches can allow novice game players to enter the game alone or with other novice players.
其中,游戏规则熟悉信息包括新手游戏玩家在新手游戏对局中游戏操作信息。根据游戏规则熟悉新衡量新手游戏玩家对游戏的了解程度,也即新手表现得分。Among them, the game rule familiarity information includes game operation information of novice game players in novice game games. Familiarity with new game rules measures how well novice gamers understand the game, that is, the novice performance score.
在一些实施例中,步骤“基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分”,可以包括以下操作:In some embodiments, the step "determining the target game player's novice performance score based on game rule familiarity information" may include the following operations:
根据游戏规则熟悉信息确定目标游戏玩家的游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值;Determine the target game player's game resource income familiarity value, game item collection familiarity value, and game equipment replacement familiarity value based on the game rules familiarity information;
基于游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值确定新手表现得分。The novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
具体的,游戏规则熟悉信息包括:游戏资源收益值、游戏物品收集熟悉值以及游戏装备替换熟悉值。Specifically, the game rule familiarity information includes: game resource income value, game item collection familiarity value, and game equipment replacement familiarity value.
其中,游戏资源收益值指的是新手游戏玩家在新手游戏对局中的获得的游戏资源;游戏物品收集熟悉值指的是新手游戏玩家在新手游戏对局中收集装备或者物品的次数;游戏装备替换熟悉值指的是新手游戏玩家在新手游戏对局中将低级装备替换为高级装备的装备数量等。Among them, the game resource income value refers to the game resources obtained by novice game players in novice game games; the game item collection familiarity value refers to the number of times novice game players collect equipment or items in novice game games; game equipment Replacement familiarity value refers to the number of equipment that novice game players replace low-level equipment with high-level equipment in novice games.
具体的,新手游戏玩家的单局新手对局的新手表现得分=游戏资源收益值*收益系数值+游戏物品收集熟悉值*收集系数值+游戏装备替换熟悉值*替换系数值。 Specifically, the novice performance score of a novice game player's single novice game = game resource income value * income coefficient value + game item collection familiarity value * collection coefficient value + game equipment replacement familiarity value * replacement coefficient value.
其中,游戏资源收益值,可以根据新手游戏玩家在新手游戏对局中的游戏资源的收益,按照不同分段设定不同的收益分数。不同的新手对局可以设定分段和对应的收益分数。Among them, the game resource revenue value can be based on the game resource revenue of novice game players in the novice game game, and different revenue scores can be set according to different segments. Different novice games can set segments and corresponding profit scores.
其中,游戏物品收集熟悉值,可以根据新手游戏玩家在新手游戏对局中收集装备和物品次数,按照不同分段给定不同的熟悉分数。不同的新手对局可以设定分段和对应的熟悉分数。Among them, the familiarity value of game item collection can be based on the number of times novice game players collect equipment and items in novice game games, and different familiarity scores can be given according to different segments. Different novice games can set segments and corresponding familiarity scores.
其中,游戏装备替换熟悉值=背包装备替换分+拾取装备替换分。Among them, the familiarity value of game equipment replacement = backpack equipment replacement points + pickup equipment replacement points.
具体的,背包装备替换分指的是新手游戏对局结束后,结算时检测游戏玩家背包里是否有比身上更高战力的装备,统计有更高战力的装备未进行更换的部位数。具体的,背包装备替换分=第一预设值–背包中未替换部位数量*第二预设值;拾取装备替换分指的是新手游戏对局中检测玩家拾取装备或者物品时,是否遇到比身上装备及背包装备战力更高的装备,若有,则记录该部位未进行替换,记录当前部位拾取时最高战力装备。对局结束进行结算时,判断身上装备部位战力与拾取时最高战力比对。拾取装备替换分=第三预设值–拾取记录中未替换部位数量*第四预设值。Specifically, the backpack equipment replacement score refers to checking whether there is equipment with higher combat power in the player's backpack during settlement after the novice game is over, and counting the number of parts of equipment with higher combat power that have not been replaced. Specifically, the backpack equipment replacement score = the first default value – the number of unreplaced parts in the backpack * the second default value; the equipment replacement score for picking up equipment refers to whether the player encounters the problem when picking up equipment or items in a novice game. If there is equipment with higher combat power than the equipment on the body and the equipment in the backpack, it will be recorded that the part has not been replaced, and the equipment with the highest combat power when the current part is picked up will be recorded. When settling the game at the end of the game, the combat power of the equipment parts on the body will be judged and compared with the highest combat power when picking it up. The replacement points for picking up equipment = the third default value – the number of unreplaced parts in the pickup record * the fourth default value.
在一些实施例中,若新手游戏玩家参与多场新手游戏对局,则可以根据新手游戏玩家在每一新手游戏对局中的新手表现得分计算该新手玩家的加权后新手表现得分,更能准确代表该新手游戏玩家对于游戏的熟悉程度。In some embodiments, if a novice game player participates in multiple novice game games, the novice game player's weighted novice performance score can be calculated based on the novice game player's novice performance score in each novice game game, which is more accurate. Represents the novice gamer's familiarity with the game.
例如,新手游戏玩家参与的新手游戏对局包括:第一新手游戏对局、第二新手游戏对局。其中,在第一新手游戏对局中的新手表现得分为:第一新手表现得分;在第二新手游戏对局中的新手表现得分为:第二新手表现得分。具体的,加权后新手表现得分计算方式如下:For example, the novice game games played by novice game players include: a first novice game game and a second novice game game. Among them, the novice performance score in the first novice game is: the first novice performance score; the novice performance score in the second novice game is: the second novice performance score. Specifically, the weighted novice performance score is calculated as follows:
加权后新手表现得分=第一新手表现得分*第一新手表现系数+第二新手表现得分*第二新手表现系数。Weighted novice performance score = first novice performance score * first novice performance coefficient + second novice performance score * second novice performance coefficient.
在本公开实施例中,预先设置多个初始挫败感得分,也即多个预设初始挫败感得分。其中,不同预设初始挫败感得分对应不同的新手表现得分范围,比如,多个初始挫败感得分包括:第一初始挫败感得分,第二初始挫败感得分,第三初始挫败感得分以及第四初始挫败感得分。In the embodiment of the present disclosure, multiple initial frustration scores are preset, that is, multiple preset initial frustration scores. Among them, different preset initial frustration scores correspond to different novice performance score ranges. For example, multiple initial frustration scores include: the first initial frustration score, the second initial frustration score, the third initial frustration score and the fourth Initial frustration score.
其中,第一初始挫败感得分对应第一新手表现得分范围,第二初始挫败感 得分对应第二新手表现得分范围,第三初始挫败感得分对应第三新手表现得分范围,第四初始挫败感得分对应第四新手表现得分范围。Among them, the first initial frustration score corresponds to the first novice performance score range, and the second initial frustration score corresponds to the first novice performance score range. The score corresponds to the second novice performance score range, the third initial frustration score corresponds to the third novice performance score range, and the fourth initial frustration score corresponds to the fourth novice performance score range.
进一步的,从多个预设初始挫败感得分中确定新手表现得分对应的目标初始挫败感得分,可以首先确定加权后新手表现得分所属的目标新手表现得分范围,然后根据目标新手表现得分范围对应的初始挫败感得分,得到确定目标游戏玩家的新手表现得分。进而可以根据目标游戏玩家的新手表现得分为该目标游戏玩家进行正常游戏对局的匹配。Further, to determine the target initial frustration score corresponding to the novice performance score from multiple preset initial frustration scores, you can first determine the target novice performance score range to which the weighted novice performance score belongs, and then determine the target novice performance score range corresponding to the target novice performance score range. Initial Frustration Score, resulting in a novice performance score for the identified target game players. Then, the target game player can be matched with a normal game match based on the target game player's novice performance score.
本公开实施例公开了一种游戏匹配方法,该方法包括:获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值;获取目标游戏玩家在目标游戏对局中的游戏行为表现信息;根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值;基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分;基于挫败感得分为目标游戏玩家进行游戏对局匹配,使得根据游戏玩家在游戏对局中的综合表现为游戏玩家进行对局匹配,为玩家匹配到合适的游戏队友或者游戏对手,从而可以提高游戏玩家的游戏体验。An embodiment of the present disclosure discloses a game matching method, which method includes: obtaining change information of game resources held by a target game player in a target game; and determining, based on the change information, the target game player's position in the target game. The first frustration representation value; obtain the game behavior performance information of the target game player in the target game game; determine the second frustration of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information feeling representation value; based on the first frustration representation value and the second frustration representation value, determine the frustration score of the target game player; perform game matching for the target game player based on the frustration score, so that according to the game player's performance in the game The comprehensive performance in the game matches players and matches them with suitable teammates or opponents, thereby improving the player's gaming experience.
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏匹配方法。请参阅图2,图2为本公开实施例提供的另一种游戏匹配方法的流程示意图,以该游戏匹配方法应用于服务器为例,具体流程可以如下:Based on the above introduction, examples will be given below to further illustrate the game matching method of the present disclosure. Please refer to Figure 2. Figure 2 is a schematic flow chart of another game matching method provided by an embodiment of the present disclosure. Taking the game matching method applied to a server as an example, the specific process can be as follows:
201、服务器接收目标玩家客户端发送的游戏对局匹配请求,获取目标玩家客户端关联的目标游戏玩家在多场历史游戏对局分别对应的挫败分。201. The server receives the game match request sent by the target player client, and obtains the corresponding frustration points of the target game player associated with the target player client in multiple historical game matches.
其中,目标玩家客户端指的是目标游戏玩家的游戏客户端。Among them, the target player client refers to the game client of the target game player.
其中,历史游戏对局指的是当前时刻之前目标游戏玩家参与的游戏对局。Among them, historical game matches refer to the game matches in which the target game player participated before the current moment.
在本公开实施例中,当游戏玩家结束一局游戏对局后,可以根据游戏玩家在该游戏对局中的各方面的表现信息计算游戏玩家在该游戏对局中的挫败分。In an embodiment of the present disclosure, after a game player ends a game, the game player's frustration points in the game can be calculated based on the game player's performance information in various aspects of the game.
其中,挫败分指的是游戏玩家在游戏对局中的挫败体验感的得分,挫败分越高表示游戏玩家的挫败体验感约强,挫败分越低表示游戏玩家的挫败体验感越弱。具体的,开始常规战场匹配后,计算每一游戏对局战场结束后,玩家的单局挫败分,单局挫败分可以包括单局财富分、单局逃离分以及单局表现分。 Among them, the frustration score refers to the score of the player's frustration experience in the game. The higher the frustration score, the stronger the player's frustration experience. The lower the frustration score, the weaker the player's frustration experience. Specifically, after starting regular battlefield matching, the player's single-game frustration points are calculated after the end of each game. The single-game frustration points can include single-game wealth points, single-game escape points, and single-game performance points.
其中,财富分分值,主要根据玩家财富变化值、平均财富变化值、总财富值等数值计算玩家的财富分。具体计算公式可以为:财富分=A*(财富变化值+财富修正值)/平均财富变化值+B*(财富变化值+财富修正值)/总财富值。Among them, the wealth score is mainly calculated based on the player's wealth change value, average wealth change value, total wealth value and other values. The specific calculation formula can be: wealth score = A*(wealth change value+wealth correction value)/average wealth change value+B*(wealth change value+wealth correction value)/total wealth value.
其中,逃离分分值,主要根据玩家单局的逃离结果计算玩家的逃离分。逃离成功扣除指定分数,逃离失败则增加指定分数。Among them, the escape point value is mainly calculated based on the player's escape result in a single game. The specified points will be deducted if the escape is successful, and the specified points will be increased if the escape fails.
其中,表现分分值,主要根据玩家的单局击杀数、单局伤害数、平均击杀数、平均伤害数等数值计算玩家的表现分。具体公式为:表现分=A*(本局伤害数-平均伤害数)+B*(本局击杀数-平均击杀数)+C*(本局伤害数-伤害参数)+D*(本局击杀数-击杀参数)。Among them, the performance score is mainly calculated based on the player's number of kills in a single game, number of injuries in a single game, average number of kills, average number of injuries, etc. The specific formula is: Performance score = A*(number of damage in this round - average number of damage) + B* (number of kills in this round - average number of kills) + C* (number of damage in this round - damage parameters) + D* (kills in this round) number-kill parameter).
进而根据单局财富分,单据逃离分以及单局表现分计算单局挫败分,也即单局挫败分=单局财富分+单局逃离分+单局表现分。Then, the single-game frustration score is calculated based on the single-game wealth points, single-game escape points, and single-game performance points, that is, the single-game frustration points = single-game wealth points + single-game escape points + single-game performance points.
在本公开实施例中,可以获取目标游戏玩家在最近10场历史游戏对局中的挫败分,包括:第1局挫败分、第2局挫败分、第3局挫败分、第4局挫败分、第5局挫败分、第6局挫败分、第7局挫败分、第8局挫败分、第9局挫败分以及第10局挫败分。In this disclosed embodiment, the frustration points of the target game player in the last 10 historical games can be obtained, including: frustration points in the 1st game, frustration points in the 2nd game, frustration points in the 3rd game, and frustration points in the 4th game. , the frustration points of the 5th inning, the frustration points of the 6th inning, the frustration points of the 7th inning, the frustration points of the 8th inning, the frustration points of the 9th inning and the frustration points of the 10th inning.
202、服务器根据多个挫败分计算目标游戏玩家的加权挫败分。202. The server calculates the weighted frustration score of the target game player based on multiple frustration scores.
具体的,对于获取得到的最近十局比赛的挫败分,可以通过分值加权计算目标游戏玩家的加权挫败分,具体公式可以为:加权挫败分=第10局挫败分*加权值+第9局挫败分*加权值+第8局挫败分*加权值+第7局挫败分*加权值+第6局挫败分*加权值+第5局挫败分*加权值+第4局挫败分*加权值+第3局挫败分*加权值+第2局挫败分*加权值+第1局挫败分*加权值。Specifically, for the obtained frustration points of the last ten games, the weighted frustration points of the target game player can be calculated by weighting the points. The specific formula can be: weighted frustration points = frustration points of the 10th game * weighted value + 9th game Frustration points * weighted value + 8th game frustration points * weighted value + 7th game frustration points * weighted value + 6th game frustration points * weighted value + 5th game frustration points * weighted value + 4th game frustration points * weighted value + The frustration points in the 3rd round * weighted value + The frustration points in the 2nd round * weighted value + The frustration points in the 1st round * weighted value.
203、服务器判断加权挫败分是否大于预设挫败分。203. The server determines whether the weighted frustration score is greater than the preset frustration score.
在计算得到加权挫败分后,可以将加权挫败分与预设挫败分进行比较。After the weighted frustration score is calculated, the weighted frustration score can be compared with the preset frustration score.
其中,预设挫败分指的是本公开实施例设计的温暖局分数线。通过线上数值分析设定了温暖局分数线,将加权挫败分与温暖局分数线进行比较,当加权挫败分低于温暖局分数线时,对于目标游戏玩家可以进行正常局匹配;当加权挫败分高于温暖局分数线时,表征目标游戏玩家目前的挫败感已经比较强烈,从而对目标游戏玩家进行温暖局匹配,在温暖局中通过增加机器人加载的方式降低单局游戏难度,以此可以降低玩家的挫败感。 The preset frustration score refers to the warm game score line designed in the embodiment of the present disclosure. The warm game score line is set through online numerical analysis, and the weighted frustration score is compared with the warm game score line. When the weighted frustration score is lower than the warm game score line, normal game matching can be performed for the target game player; when the weighted frustration score is higher than When the warm round score line is reached, it indicates that the current frustration of the target game player is relatively strong, so that the target game player can be matched with the warm round. In the warm round, the difficulty of a single game is reduced by increasing the loading of robots, thereby reducing the player's frustration. feel.
具体的,若加权挫败分大于预设挫败分,则可以执行步骤204;若加权挫败分不大于预设挫败分,则可以执行步骤205。Specifically, if the weighted frustration score is greater than the preset frustration score, step 204 can be performed; if the weighted frustration score is not greater than the preset frustration score, step 205 can be performed.
204、服务器为目标游戏玩家匹配特殊游戏对局。204. The server matches special game matches for target game players.
其中,特殊游戏对局也即本方案中设置的温暖局,在温暖局中通过增加机器人加载的方式降低单局游戏难度。Among them, the special game round is the warm round set up in this plan. In the warm round, the difficulty of a single game is reduced by increasing the loading of robots.
具体的,将目标游戏玩家匹配至特殊游戏对局中。通过挫败分和温暖局分数线控制进入温暖局的方案,有效保证了玩家在游戏中的挫败感不至于过强,保障玩家在游戏中的基础收益,提升了玩家整体留存。Specifically, target game players are matched into special game matches. The scheme of controlling entry into warm rounds through frustration points and warm round points effectively ensures that players’ frustration in the game will not be too strong, protects players’ basic income in the game, and improves overall player retention.
205、服务器将加权挫败分转化为游戏匹配分,并基于游戏匹配分为目标游戏玩家进行游戏对局匹配。205. The server converts the weighted frustration points into game matching points, and divides the target game players into game matching based on the game matching.
具体的,将加权挫败分转化为游戏匹配分的转化公式为:游戏匹配分=最小ELO分+(最大ELO分-最小ELO分)*(1-(加权挫败分–最小挫败分)/(最大挫败分–最小挫败分))。Specifically, the conversion formula for converting weighted frustration points into game matching points is: game matching points = minimum ELO points + (maximum ELO points - minimum ELO points) * (1 - (weighted frustration points - minimum frustration points) / (maximum Frustration Points – Minimum Frustration Points)).
其中,最小ELO分与最大ELO分构成游戏玩家在游戏对局中的ELO分的取值范围,最小ELO分与最大ELO分可以为预设值;最小挫败分与最大挫败分构成游戏玩家在游戏对局中的挫败分的取值范围,最小挫败分与最大挫败分可以为预设值。其中,ELO分可以表示游戏玩家在游戏对局中的实力得分。Among them, the minimum ELO score and the maximum ELO score constitute the value range of the game player's ELO score in the game. The minimum ELO score and the maximum ELO score can be preset values; the minimum frustration score and the maximum frustration score constitute the value range of the game player's ELO score in the game. The value range of the frustration points in the game, the minimum frustration points and the maximum frustration points can be preset values. Among them, the ELO score can represent the player's strength score in the game.
在计算得到游戏匹配分后,根据游戏匹配分从多个其他游戏玩家中选取与目标游戏玩家游戏匹配分接近的游戏玩家组成游戏对局,开始游戏。After the game matching score is calculated, a player whose game matching score is close to the target player is selected from multiple other players based on the game matching score to form a game, and the game is started.
在本公开实施例中。采用基于挫败分的匹配算法,可以综合考虑玩家在对局中的情况,包括淘汰对手、收集物资和撤离等能力,帮助玩家匹配合适队友和对手,提高游戏体验。In embodiments of the present disclosure. The matching algorithm based on frustration points can comprehensively consider the player's situation in the game, including the ability to eliminate opponents, collect supplies, and evacuate, to help players match suitable teammates and opponents and improve the game experience.
在一些实施例中,对于新手游戏玩家进行游戏匹配,可以对新手游戏玩家的挫败分进行初始化。具体实现步骤可以如下:In some embodiments, for a novice game player to perform game matching, the novice game player's frustration score may be initialized. The specific implementation steps can be as follows:
初始化挫败分,根据新手阶段玩家对于游戏的理解程度设定挫败分的初始值。新手玩家在经过新手引导的游戏对局之后,会进入新手对局,即针对新手玩家设定的对局,允许新手玩家单人或与其他新手玩家一起匹配进行的游戏对局。在经过几场新手对局后,通过统计玩家的财富收益、开箱子收集装备和材料次数、替换高级装备件数等数值衡量玩家对游戏的理解程度,在游戏中定义 为新手规则熟悉分。游戏中对新手规则熟悉分进行分段,根据玩家的新手规则熟悉分在不同的区间给定不同的挫败分初始值。Initialize the frustration points and set the initial value of the frustration points based on the player's understanding of the game in the novice stage. Novice players will enter the novice game after going through the novice-guided game, which is a game set for novice players, allowing novice players to play alone or with other novice players. After several novice games, the player's understanding of the game is measured by counting the player's wealth gains, the number of times the box is opened to collect equipment and materials, and the number of pieces of advanced equipment replaced, and the definition in the game is Points for newbies to get familiar with the rules. In the game, the novice rule familiarity points are divided into segments, and different initial values of frustration points are given in different intervals according to the player's novice rule familiarity points.
其中,新手规则熟悉分为新手对局中每一局的规则熟悉分数的加权和,即新手对局1的规则熟悉分*A+新手对局2的规则熟悉分*B。Among them, the novice rule familiarity is divided into the weighted sum of the rule familiarity scores of each game in the novice game, that is, the novice game 1 rule familiarity score * A + the novice game 2 rule familiarity score * B.
其中,单局规则熟悉分计算公式为:财富收益熟悉分*C+开箱子收集装备和材料次数熟悉分*D+替换高级装备件数熟悉分*E。Among them, the formula for calculating the familiarity points for single-game rules is: Familiarity Points for Wealth Gains * C + Familiarity Points for the Number of Opening Boxes to Collect Equipment and Materials * D + Familiarity Points for the Number of Replaced Advanced Equipment Pieces * E.
具体的,财富收益熟悉分为根据财富收益,按照不同分段给定不同的熟悉分数。不同的新手对局可以设定分段和对应的熟悉分数;开箱子收集装备和材料次数熟悉分可以为根据开箱子收集装备和材料次数,按照不同分段给定不同的熟悉分数。不同的新手对局可以设定分段和对应的熟悉分数;替换高级装备件数熟悉分=背包装备替换分+拾取装备替换分。Specifically, wealth income familiarity is divided into different familiarity scores based on wealth income and given in different segments. Different novice games can set segments and corresponding familiarity scores; the familiarity score can be based on the number of times a box is opened to collect equipment and materials, and different familiarity scores are given according to different segments. Different novice games can set segments and corresponding familiarity points; the familiarity points for replacing the number of pieces of advanced equipment = backpack equipment replacement points + pickup equipment replacement points.
其中,背包装备替换分,结算时检测玩家背包里是否有比身上更高战力的装备,统计有更高战力的装备未进行更换的部位数,背包装备替换分=F–背包中未替换部位数量*G;拾取装备替换分,检测玩家拾取时,是否遇到比身上装备及背包装备战力更高的装备,若有,则记录该部位未进行替换,记录当前部位拾取时最高战力装备。结算时,判断身上装备部位战力与拾取时最高战力比对。拾取装备替换分=H–拾取记录中未替换部位数量*I。Among them, the backpack equipment replacement points, during settlement, it is detected whether there is equipment with higher combat power in the player's backpack than the player's body, and the number of unreplaced parts of the equipment with higher combat power is counted. The backpack equipment replacement points = F - the number of unreplaced parts in the backpack * G ;Pick up equipment replacement points, detect whether the player encounters equipment with higher combat power than the equipment on his body and backpack when picking up. If so, record that the part has not been replaced, and record the equipment with the highest combat power when picking up the current part. When settling, the combat power of the equipment parts on the body is judged and compared with the highest combat power when picking it up. Pick-up equipment replacement points = H – number of unreplaced parts in the pick-up record * I.
本公开实施例公开了一种游戏匹配方法,该方法包括:服务器接收目标玩家客户端发送的游戏对局匹配请求,获取目标玩家客户端关联的目标游戏玩家在多场历史游戏对局分别对应的挫败分,根据多个挫败分计算目标游戏玩家的加权挫败分,判断加权挫败分是否大于预设挫败分,若是,则为目标游戏玩家匹配特殊游戏对局;若否,则将加权挫败分转化为游戏匹配分,并基于游戏匹配分为目标游戏玩家进行游戏对局匹配。以此,可以提高游戏玩家的游戏体验。The embodiment of the present disclosure discloses a game matching method. The method includes: the server receives a game match request sent by the target player client, and obtains the target game player's corresponding information in multiple historical game matches associated with the target player client. Frustration points, calculate the weighted frustration points of the target game player based on multiple frustration points, and determine whether the weighted frustration points are greater than the preset frustration points. If so, match the target game player with a special game; if not, convert the weighted frustration points Score points for game matching, and divide target game players into game matches based on game matching. In this way, the gaming experience of gamers can be improved.
为便于更好的实施本公开实施例提供的游戏匹配方法,本公开实施例还提供一种基于上述游戏匹配方法的游戏匹配装置。其中名词的含义与上述游戏匹配方法中相同,具体实现细节可以参考方法实施例中的说明。In order to facilitate better implementation of the game matching method provided by the embodiment of the present disclosure, the embodiment of the present disclosure also provides a game matching device based on the above game matching method. The meaning of the nouns is the same as in the above game matching method. For specific implementation details, please refer to the description in the method embodiment.
请参阅图3,图3为本公开实施例提供的一种游戏匹配装置的结构框图,该装置包括:Please refer to Figure 3. Figure 3 is a structural block diagram of a game matching device provided by an embodiment of the present disclosure. The device includes:
第一获取单元301,用于获取目标游戏玩家在目标游戏对局中所持有的游 戏资源的变化信息;The first obtaining unit 301 is used to obtain the game information held by the target game player in the target game. Change information of game resources;
第一确定单元302,用于基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;The first determination unit 302 is configured to determine the first frustration representation value of the target game player in the target game based on the change information;
第二获取单元303,用于获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;The second obtaining unit 303 is used to obtain the game behavior performance information of the target game player in the target game;
第二确定单元304,用于根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;The second determination unit 304 is configured to determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
第三确定单元305,用于基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分;The third determination unit 305 is configured to determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
匹配单元306,用于基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。The matching unit 306 is configured to match game matches for the target game player based on the frustration score.
在一些实施例中,第一确定单元302可以包括:In some embodiments, the first determining unit 302 may include:
第一确定子单元,用于根据所述变化信息确定所述目标游戏玩家的游戏资源变化值以及游戏资源总值;A first determination subunit, configured to determine the change value of game resources and the total value of game resources of the target game player based on the change information;
第一获取子单元,用于获取所述目标游戏玩家在历史游戏对局的平均游戏资源变化值;The first acquisition subunit is used to acquire the average game resource change value of the target game player in historical game games;
第一计算子单元,用于基于所述游戏资源变化值、所述平均游戏资源变化值以及所述游戏资源总值,计算得到所述第一挫败感表征值。The first calculation subunit is used to calculate the first frustration representation value based on the game resource change value, the average game resource change value and the game resource total value.
在一些实施例中,第一计算子单元具体用于:In some embodiments, the first computing subunit is specifically used to:
根据所述游戏资源变化值、所述平均游戏资源变化值、预设游戏资源修正值以及预设第一资源系数,确定第一游戏资源值;Determine the first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
根据所述游戏资源变化值、所述游戏资源总值、所述预设游戏资源修正值以及预设第二资源系数,确定第二游戏资源值;Determine a second game resource value based on the game resource change value, the game resource total value, the preset game resource correction value and the preset second resource coefficient;
计算所述第一游戏资源值与所述第二游戏资源值的和,得到所述第一挫败感表征值。The sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
在一些实施例中,第二确定单元304可以包括:In some embodiments, the second determining unit 304 may include:
第二确定子单元,用于根据所述逃离表现信息中所述目标游戏玩家的逃离结果确定逃离表现值;a second determination subunit, configured to determine an escape performance value based on the escape result of the target game player in the escape performance information;
第三确定子单元,用于根据所述战绩表现信息确定所述目标游戏玩家的战 绩表现值;The third determination subunit is used to determine the target game player's combat strategy based on the performance information. performance value;
第四确定子单元,用于基于所述逃离表现值与所述战绩表现值,得到所述第二挫败感表征值。The fourth determination subunit is used to obtain the second frustration representation value based on the escape performance value and the achievement performance value.
在一些实施例中,第二确定子单元具体用于:In some embodiments, the second determination subunit is specifically used to:
基于所述逃离表现信息确定所述逃离结果为逃离成功的第一逃离值,以及所述逃离结果为逃离失败的第二逃离值;Determining based on the escape performance information that the escape result is a first escape value where escape is successful, and the escape result is a second escape value where escape is failed;
计算所述第二逃离值与所述第一逃离值的差值,得到所述逃离表现值。The difference between the second escape value and the first escape value is calculated to obtain the escape performance value.
在一些实施例中,第三确定子单元具体用于:In some embodiments, the third determining subunit is specifically used to:
基于所述战绩表现信息确定所述目标游戏玩家的击杀值和伤害值;Determine the kill value and damage value of the target game player based on the performance information;
获取所述目标游戏玩家在历史游戏对局的平均击杀值以及平均伤害值;Obtain the average kill value and average damage value of the target game player in historical game games;
根据所述伤害值、平均伤害值以及预设第一表现系数确定第一表现值;Determine the first performance value according to the damage value, the average damage value and the preset first performance coefficient;
根据所述击杀值、所述平均击杀值以及预设第二表现系数确定第二表现值;Determine a second performance value according to the kill value, the average kill value and a preset second performance coefficient;
根据所述伤害值、预设伤害系数以及预设第三表现系数确定第三表现值;Determine the third performance value according to the damage value, the preset damage coefficient and the preset third performance coefficient;
根据所述击杀值、预设击杀系数以及预设第四表现系数确定第四表现值;Determine a fourth performance value according to the kill value, the preset kill coefficient and the preset fourth performance coefficient;
计算所述第一表现值、所述第二表现值、所述第三表现值以及所述第四表现值的和,得到所述战绩表现值。Calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value to obtain the record performance value.
在一些实施例中,第三确定单元305可以包括:In some embodiments, the third determining unit 305 may include:
第二计算子单元,用于计算所述第一挫败感表征值和所述第二挫败感表征值的和,得到所述挫败感得分。The second calculation subunit is used to calculate the sum of the first frustration characterization value and the second frustration characterization value to obtain the frustration score.
在一些实施例中,匹配单元306可以包括:In some embodiments, matching unit 306 may include:
接收子单元,用于接收对局匹配指令,根据所述对局匹配指令获取所述目标游戏玩家在多个历史游戏对局分别对应的历史挫败感得分;A receiving subunit, configured to receive a game matching instruction, and obtain the historical frustration scores corresponding to the target game player in multiple historical game games according to the game matching instruction;
处理子单元,用于对各历史挫败感得分进行加权处理,得到加权后挫败感得分;The processing subunit is used to weight each historical frustration score to obtain a weighted frustration score;
第一匹配子单元,用于基于所述加权后挫败感得分为所述目标游戏玩家进行游戏对局匹配。The first matching subunit is used to match game matches for the target game player based on the weighted frustration score.
在一些实施例中,第一匹配子单元具体用于:In some embodiments, the first matching subunit is specifically used for:
获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
基于所述预设战力得分范围与所述预设挫败感得分范围,对所述加权后挫 败感得分进行归一化处理,得到目标挫败感得分;Based on the preset combat power score range and the preset frustration score range, the weighted setback The defeat score is normalized to obtain the target frustration score;
根据所述目标挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for the target game player based on the target frustration score.
在一些实施例中,第一匹配子单元具体用于:In some embodiments, the first matching subunit is specifically used for:
获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
计算所述最大战力得分与所述最小战力得分的第一差值、所述加权后挫败感得分与所述最小挫败感得分的第二差值,以及所述最大挫败感得分与所述最小挫败感得分的第三差值;计算所述第二差值与所述第三差值的比值,并计算指定参数与所述比值的第四差值;计算所述第一差值与所述第四差值的乘值,并计算所述乘值与所述最小战力得分的和,得到所述目标挫败感得分;Calculate the first difference between the maximum combat power score and the minimum combat power score, the second difference between the weighted frustration score and the minimum frustration score, and the maximum frustration score and the The third difference of the minimum frustration score; calculate the ratio of the second difference to the third difference, and calculate the fourth difference between the specified parameter and the ratio; calculate the first difference and the Multiply the fourth difference, and calculate the sum of the multiplier and the minimum combat power score to obtain the target frustration score;
根据所述目标挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for the target game player based on the target frustration score.
在一些实施例中,第一匹配子单元具体用于:In some embodiments, the first matching subunit is specifically used for:
若所述加权后挫败感得分大于预设阈值,则为所述目标游戏玩家匹配游戏难度低于所述目标游戏玩家实力的游戏对局。If the weighted frustration score is greater than the preset threshold, the target game player is matched with a game with a game difficulty lower than the target game player's strength.
在一些实施例中,该装置还可以包括:In some embodiments, the device may further include:
第三获取单元,用于获取所述目标游戏玩家在新手游戏对局中的游戏规则熟悉信息;The third acquisition unit is used to acquire the game rule familiarity information of the target game player in the novice game;
第四确定单元,用于基于所述游戏规则熟悉信息确定所述目标游戏玩家的新手表现得分;a fourth determination unit configured to determine the novice performance score of the target game player based on the game rule familiarity information;
第五确定单元,用于从多个预设初始挫败感得分中确定所述新手表现得分对应的目标初始挫败感得分。The fifth determination unit is used to determine the target initial frustration score corresponding to the novice performance score from a plurality of preset initial frustration scores.
操作单元,用于基于所述目标初始挫败感得分为所述目标游戏玩家进行游戏对局匹配。An operating unit configured to perform game matchmaking for the target game player based on the target initial frustration score.
在一些实施例中,第四确定单元可以包括:In some embodiments, the fourth determining unit may include:
第四确定子单元,用于根据所述游戏规则熟悉信息确定所述目标游戏玩家的游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值;The fourth determination subunit is used to determine the game resource income familiarity value, the game item collection familiarity value and the game equipment replacement familiarity value of the target game player according to the game rule familiarity information;
第五确定子单元,用于基于所述游戏资源收益熟悉值、所述游戏物品收集熟悉值以及所述游戏装备替换熟悉值确定所述新手表现得分。The fifth determination subunit is used to determine the novice performance score based on the game resource income familiarity value, the game item collection familiarity value, and the game equipment replacement familiarity value.
本公开实施例公开了一种游戏匹配装置,通过第一获取单元301获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;第一确定单元302, 用于基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;第二获取单元303获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;第二确定单元304根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;第三确定单元305基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分;匹配单元306基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。以此,可以提高游戏玩家的游戏体验。The embodiment of the present disclosure discloses a game matching device that obtains the change information of the game resources held by the target game player in the target game through the first acquisition unit 301; the first determination unit 302, Used to determine the first frustration representation value of the target game player in the target game based on the change information; the second acquisition unit 303 obtains the game of the target game player in the target game. Behavior performance information; the second determination unit 304 determines the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information; the third determination unit 305. Determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value; the matching unit 306 conducts a game match for the target game player based on the frustration score. match. In this way, the gaming experience of gamers can be improved.
相应的,本公开实施例还提供一种计算机设备,该计算机设备可以为服务器。如图4所示,图4为本公开实施例提供的计算机设备的结构示意图。该计算机设备500包括有一个或者一个以上处理核心的处理器501、有一个或一个以上计算机可读存储介质的存储器502及存储在存储器502上并可在处理器上运行的计算机程序。其中,处理器501与存储器502电性连接。本领域技术人员可以理解,图中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。Correspondingly, embodiments of the present disclosure also provide a computer device, which may be a server. As shown in Figure 4, Figure 4 is a schematic structural diagram of a computer device provided by an embodiment of the present disclosure. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. Among them, the processor 501 is electrically connected to the memory 502. Those skilled in the art can understand that the structure of the computer equipment shown in the figures does not constitute a limitation on the computer equipment, and may include more or fewer components than shown in the figures, or combine certain components, or arrange different components.
处理器501是计算机设备500的控制中心,利用各种接口和线路连接整个计算机设备500的各个部分,通过运行或加载存储在存储器502内的软件程序和/或模块,以及调用存储在存储器502内的数据,执行计算机设备500的各种功能和处理数据,从而对计算机设备500进行整体监控。The processor 501 is the control center of the computer device 500, using various interfaces and lines to connect various parts of the entire computer device 500, by running or loading software programs and/or modules stored in the memory 502, and calling the software programs and/or modules stored in the memory 502. data, perform various functions of the computer device 500 and process data, thereby overall monitoring the computer device 500.
在本公开实施例中,计算机设备500中的处理器501会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器502中,并由处理器501来运行存储在存储器502中的应用程序,从而实现各种功能:In this embodiment of the present disclosure, the processor 501 in the computer device 500 will follow the following steps to load instructions corresponding to the processes of one or more application programs into the memory 502, and the processor 501 will run the instructions stored in the memory. 502 applications to achieve various functions:
获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;Obtain the change information of the game resources held by the target game player in the target game;
基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值;Determine the first frustration representation value of the target game player in the target game based on the change information;
获取目标游戏玩家在目标游戏对局中的游戏行为表现信息;Obtain the game behavior performance information of the target game player in the target game;
根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值;Determine the second frustration representation value of the game player in the target game based on the positive performance and negative performance in the game behavior performance information;
基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分;Determine the frustration score of the target game player based on the first frustration representation value and the second frustration representation value;
基于挫败感得分为目标游戏玩家进行游戏对局匹配。 Match game play for target game players based on frustration scores.
在一些实施例中,基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值,包括:In some embodiments, determining the first frustration representation value of the target game player in the target game based on the change information includes:
根据变化信息确定目标游戏玩家的游戏资源变化值以及游戏资源总值;Determine the change value of the target game player's game resources and the total value of the game resources based on the change information;
获取目标游戏玩家在历史游戏对局的平均游戏资源变化值;Obtain the average game resource change value of the target game player in historical game games;
基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值。Based on the game resource change value, the average game resource change value and the total game resource value, the first frustration representation value is calculated.
在一些实施例中,基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值,包括:In some embodiments, the first frustration representation value is calculated based on the game resource change value, the average game resource change value and the total game resource value, including:
根据游戏资源变化值、平均游戏资源变化值、预设游戏资源修正值以及预设第一资源系数,确定第一游戏资源值;Determine the first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
根据游戏资源变化值、游戏资源总值、预设游戏资源修正值以及预设第二资源系数,确定第二游戏资源值;Determine the second game resource value according to the game resource change value, the total game resource value, the preset game resource correction value and the preset second resource coefficient;
计算第一游戏资源值与第二游戏资源值的和,得到第一挫败感表征值。The sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
在一些实施例中,游戏行为表现信息包括逃离表现信息和战绩表现信息;In some embodiments, the game behavior performance information includes escape performance information and battle performance information;
根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值,包括:Determine the second frustration representation value of the game player in the target game based on the positive and negative performance in the game behavior information, including:
根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值;Determine the escape performance value based on the escape result of the target game player in the escape performance information;
根据战绩表现信息确定目标游戏玩家的战绩表现值;Determine the target game player's performance value based on the performance information;
基于逃离表现值与战绩表现值,得到第二挫败感表征值。Based on the escape performance value and the performance performance value, the second frustration representation value is obtained.
在一些实施例中,根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值,包括:In some embodiments, determining the escape performance value according to the escape result of the target game player in the escape performance information includes:
基于逃离表现信息确定逃离结果为逃离成功的第一逃离值,以及逃离结果为逃离失败的第二逃离值;Determine, based on the escape performance information, a first escape value in which the escape result is a successful escape, and a second escape value in which the escape result is a failed escape;
计算第二逃离值与第一逃离值的差值,得到逃离表现值。Calculate the difference between the second escape value and the first escape value to obtain the escape performance value.
在一些实施例中,根据战绩表现信息确定目标游戏玩家的战绩表现值,包括:In some embodiments, determining the target game player's performance value based on the performance information includes:
基于战绩表现信息确定目标游戏玩家的击杀值和伤害值;Determine the kill value and damage value of the target game player based on the performance information;
获取目标游戏玩家在历史游戏对局的平均击杀值以及平均伤害值;Obtain the average kill value and average damage value of the target game player in historical game games;
根据伤害值、平均伤害值以及预设第一表现系数确定第一表现值; Determine the first performance value based on the damage value, the average damage value and the preset first performance coefficient;
根据击杀值、平均击杀值以及预设第二表现系数确定第二表现值;The second performance value is determined based on the kill value, average kill value and the preset second performance coefficient;
根据伤害值、预设伤害系数以及预设第三表现系数确定第三表现值;Determine the third performance value based on the damage value, the preset damage coefficient and the preset third performance coefficient;
根据击杀值、预设击杀系数以及预设第四表现系数确定第四表现值;Determine the fourth performance value based on the kill value, the preset kill coefficient and the preset fourth performance coefficient;
计算第一表现值、第二表现值、第三表现值以及第四表现值的和,得到战绩表现值。Calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value to obtain the record performance value.
在一些实施例中,基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分,包括:In some embodiments, determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value includes:
计算第一挫败感表征值和第二挫败感表征值的和,得到挫败感得分。Calculate the sum of the first frustration representation value and the second frustration representation value to obtain the frustration score.
在一些实施例中,基于挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on frustration scores, including:
接收对局匹配指令,根据对局匹配指令获取目标游戏玩家在多个历史游戏对局分别对应的历史挫败感得分;Receive game matching instructions, and obtain the target game player's corresponding historical frustration scores in multiple historical game games according to the game matching instructions;
对各历史挫败感得分进行加权处理,得到加权后挫败感得分;Each historical frustration score is weighted to obtain a weighted frustration score;
基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for target game players based on weighted frustration scores.
在一些实施例中,基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on weighted frustration scores, including:
获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分;Based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized to obtain the target frustration score;
根据目标挫败感得分为目标游戏玩家进行游戏对局匹配。Match game matches for target game players based on target frustration scores.
在一些实施例中,预设战力得分范围包括最大战力得分与最小战力得分,预设挫败感得分范围包括最大挫败感得分与最小挫败感得分;In some embodiments, the preset combat power score range includes the maximum combat power score and the minimum combat power score, and the preset frustration score range includes the maximum frustration score and the minimum frustration score;
基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分,包括:Based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized to obtain the target frustration score, including:
计算最大战力得分与最小战力得分的第一差值、加权后挫败感得分与最小挫败感得分的第二差值,以及最大挫败感得分与最小挫败感得分的第三差值;Calculate the first difference between the maximum combat power score and the minimum combat power score, the second difference between the weighted frustration score and the minimum frustration score, and the third difference between the maximum frustration score and the minimum frustration score;
计算第二差值与第三差值的比值,并计算指定参数与比值的第四差值;Calculate the ratio of the second difference to the third difference, and calculate the fourth difference between the specified parameter and the ratio;
计算第一差值与第四差值的乘值,并计算乘值与最小战力得分的和,得到目标挫败感得分。 Calculate the multiplier of the first difference and the fourth difference, and calculate the sum of the multiplier and the minimum combat power score to obtain the target frustration score.
在一些实施例中,基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on weighted frustration scores, including:
若加权后挫败感得分大于预设阈值,则为目标游戏玩家匹配游戏难度低于目标游戏玩家实力的游戏对局。If the weighted frustration score is greater than the preset threshold, the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
在一些实施例中,目标游戏玩家为新手游戏玩家;该方法还包括:In some embodiments, the target game players are novice game players; the method further includes:
获取目标游戏玩家在新手游戏对局中的游戏规则熟悉信息;Obtain familiar information about game rules for target game players in novice games;
基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分;Determine target game players' novice performance scores based on game rule familiarity information;
从多个预设初始挫败感得分中确定新手表现得分对应的目标初始挫败感得分;Determine the target initial frustration score corresponding to the novice's performance score from multiple preset initial frustration scores;
基于目标初始挫败感得分为目标游戏玩家进行游戏对局匹配。Game matches are performed for target game players based on the target's initial frustration score.
在一些实施例中,基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分,包括:In some embodiments, determining a target game player's novice performance score based on game rule familiarity information includes:
根据游戏规则熟悉信息确定目标游戏玩家的游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值;Determine the target game player's game resource income familiarity value, game item collection familiarity value, and game equipment replacement familiarity value based on the game rules familiarity information;
基于游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值确定新手表现得分。The novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
本公开实施例根据游戏玩家在游戏对局中的游戏资源变化信息以及游戏行为表现信息计算出游戏玩家在该游戏对局中挫败感体验的挫败分,在游戏玩家进行对局匹配时,根据游戏玩家的多局挫败分计算加权挫败分,进而根据加权挫败分为游戏玩家进行游戏对局的匹配,使得为游戏玩家匹配合适的游戏对局,从而可以提高游戏玩家的游戏体验。The embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game. When the game player matches the game, the game player calculates the frustration score according to the game The player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。For the specific implementation of each of the above operations, please refer to the previous embodiments and will not be described again here.
可选的,如图4所示,计算机设备500还包括:触控显示屏503、射频电路504、音频电路505、输入单元506以及电源507。其中,处理器501分别与触控显示屏503、射频电路504、音频电路505、输入单元506以及电源507电性连接。本领域技术人员可以理解,图4中示出的计算机设备结构并不构成对计算机设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。Optionally, as shown in FIG. 4 , the computer device 500 also includes: a touch display screen 503 , a radio frequency circuit 504 , an audio circuit 505 , an input unit 506 and a power supply 507 . Among them, the processor 501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506 and the power supply 507 respectively. Those skilled in the art can understand that the structure of the computer equipment shown in FIG. 4 does not constitute a limitation on the computer equipment, and may include more or fewer components than shown in the figure, or combine certain components, or arrange different components.
触控显示屏503可用于显示图形用户界面以及接收用户作用于图形用户 界面产生的操作指令。触控显示屏503可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及计算机设备的各种图形用户接口,这些图形用户接口可以由图形、引导信息、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器501,并能接收处理器501发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器501以确定触摸事件的类型,随后处理器501根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏503而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏503也可以作为输入单元506的一部分实现输入功能。The touch display 503 can be used to display a graphical user interface and receive user actions on the graphical user interface. Operation instructions generated by the interface. The touch display screen 503 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, guidance information, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), organic light-emitting diode (OLED, Organic Light-Emitting Diode), etc. The touch panel can be used to collect the user's touch operations on or near it (such as the user's operations on or near the touch panel using a finger, stylus, or any suitable object or accessory), and generate corresponding operations. instruction, and the operation instruction executes the corresponding program. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact point coordinates, and then sends it to the touch controller. to the processor 501, and can receive commands sent by the processor 501 and execute them. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near the touch panel, it is sent to the processor 501 to determine the type of the touch event. Then the processor 501 provides information on the display panel according to the type of the touch event. Corresponding visual output. In the embodiment of the present disclosure, the touch panel and the display panel can be integrated into the touch display 503 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to implement input and output functions. That is, the touch display screen 503 can also be used as a part of the input unit 506 to implement the input function.
射频电路504可用于收发射频信号,以通过无线通信与网络设备或其他计算机设备建立无线通讯,与网络设备或其他计算机设备之间收发信号。The radio frequency circuit 504 can be used to send and receive radio frequency signals to establish wireless communication with network equipment or other computer equipment through wireless communication, and to send and receive signals with network equipment or other computer equipment.
音频电路505可以用于通过扬声器、传声器提供用户与计算机设备之间的音频接口。音频电路505可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路505接收后转换为音频数据,再将音频数据输出处理器501处理后,经射频电路504以发送给比如另一计算机设备,或者将音频数据输出至存储器502以便进一步处理。音频电路505还可能包括耳塞插孔,以提供外设耳机与计算机设备的通信。Audio circuit 505 may be used to provide an audio interface between the user and the computer device through speakers and microphones. The audio circuit 505 can transmit the electrical signal converted from the received audio data to the speaker, which converts it into a sound signal and outputs it; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received and converted by the audio circuit 505 The audio data is processed by the audio data output processor 501 and then sent to, for example, another computer device via the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to provide communication of peripheral headphones to the computer device.
输入单元506可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠 标、操作杆、光学或者轨迹球信号输入。The input unit 506 can be used to receive input numbers, character information or user characteristic information (such as fingerprints, iris, facial information, etc.), and generate keyboard, mouse and other information related to user settings and function control. mark, joystick, optical or trackball signal input.
电源507用于给计算机设备500的各个部件供电。可选的,电源507可以通过电源管理系统与处理器501逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源507还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。Power supply 507 is used to power various components of computer equipment 500 . Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so that functions such as charging, discharging, and power consumption management can be implemented through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
尽管图4中未示出,计算机设备500还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。Although not shown in FIG. 4 , the computer device 500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described again here.
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above embodiments, each embodiment is described with its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
由上可知,本实施例提供的计算机设备,可以获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值;获取目标游戏玩家在目标游戏对局中的游戏行为表现信息;根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值;基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分;基于挫败感得分为目标游戏玩家进行游戏对局匹配。It can be seen from the above that the computer device provided by this embodiment can obtain the change information of the game resources held by the target game player in the target game match; and determine the first setback of the target game player in the target game match based on the change information. Sensory representation value; obtain the game behavior performance information of the target game player in the target game game; determine the second frustration representation value of the game player in the target game game based on the positive performance and negative performance in the game behavior performance information ; Based on the first frustration representation value and the second frustration representation value, determine the frustration score of the target game player; perform game matching for the target game player based on the frustration score.
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium, and loaded and executed by the processor.
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏匹配方法中的步骤。例如,该计算机程序可以执行如下步骤:To this end, embodiments of the present disclosure provide a computer-readable storage medium in which a plurality of computer programs are stored. The computer programs can be loaded by a processor to execute any of the game matching methods provided by the embodiments of the disclosure. A step of. For example, the computer program can perform the following steps:
获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;Obtain the change information of the game resources held by the target game player in the target game;
基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值;Determine the first frustration representation value of the target game player in the target game based on the change information;
获取目标游戏玩家在目标游戏对局中的游戏行为表现信息;Obtain the game behavior performance information of the target game player in the target game;
根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值;Determine the second frustration representation value of the game player in the target game based on the positive performance and negative performance in the game behavior performance information;
基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感 得分;Determine the frustration of the target game player based on the first frustration representation value and the second frustration representation value Score;
基于挫败感得分为目标游戏玩家进行游戏对局匹配。Match game play for target game players based on frustration scores.
在一些实施例中,基于变化信息确定目标游戏玩家在目标游戏对局中的第一挫败感表征值,包括:In some embodiments, determining the first frustration representation value of the target game player in the target game based on the change information includes:
根据变化信息确定目标游戏玩家的游戏资源变化值以及游戏资源总值;Determine the change value of the target game player's game resources and the total value of the game resources based on the change information;
获取目标游戏玩家在历史游戏对局的平均游戏资源变化值;Obtain the average game resource change value of the target game player in historical game games;
基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值。Based on the game resource change value, the average game resource change value and the total game resource value, the first frustration representation value is calculated.
在一些实施例中,基于游戏资源变化值、平均游戏资源变化值以及游戏资源总值,计算得到第一挫败感表征值,包括:In some embodiments, the first frustration representation value is calculated based on the game resource change value, the average game resource change value and the total game resource value, including:
根据游戏资源变化值、平均游戏资源变化值、预设游戏资源修正值以及预设第一资源系数,确定第一游戏资源值;Determine the first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
根据游戏资源变化值、游戏资源总值、预设游戏资源修正值以及预设第二资源系数,确定第二游戏资源值;Determine the second game resource value according to the game resource change value, the total game resource value, the preset game resource correction value and the preset second resource coefficient;
计算第一游戏资源值与第二游戏资源值的和,得到第一挫败感表征值。The sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
在一些实施例中,游戏行为表现信息包括逃离表现信息和战绩表现信息;In some embodiments, the game behavior performance information includes escape performance information and battle performance information;
根据游戏行为表现信息中的正向表现和负向表现确定游戏玩家在目标游戏对局中的第二挫败感表征值,包括:Determine the second frustration representation value of the game player in the target game based on the positive and negative performance in the game behavior information, including:
根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值;Determine the escape performance value based on the escape result of the target game player in the escape performance information;
根据战绩表现信息确定目标游戏玩家的战绩表现值;Determine the target game player's performance value based on the performance information;
基于逃离表现值与战绩表现值,得到第二挫败感表征值。Based on the escape performance value and the performance performance value, the second frustration representation value is obtained.
在一些实施例中,根据逃离表现信息中目标游戏玩家的逃离结果确定逃离表现值,包括:In some embodiments, determining the escape performance value according to the escape result of the target game player in the escape performance information includes:
基于逃离表现信息确定逃离结果为逃离成功的第一逃离值,以及逃离结果为逃离失败的第二逃离值;Determine, based on the escape performance information, a first escape value in which the escape result is a successful escape, and a second escape value in which the escape result is a failed escape;
计算第二逃离值与第一逃离值的差值,得到逃离表现值。Calculate the difference between the second escape value and the first escape value to obtain the escape performance value.
在一些实施例中,根据战绩表现信息确定目标游戏玩家的战绩表现值,包括:In some embodiments, determining the target game player's performance value based on the performance information includes:
基于战绩表现信息确定目标游戏玩家的击杀值和伤害值; Determine the kill value and damage value of the target game player based on the performance information;
获取目标游戏玩家在历史游戏对局的平均击杀值以及平均伤害值;Obtain the average kill value and average damage value of the target game player in historical game games;
根据伤害值、平均伤害值以及预设第一表现系数确定第一表现值;Determine the first performance value based on the damage value, the average damage value and the preset first performance coefficient;
根据击杀值、平均击杀值以及预设第二表现系数确定第二表现值;The second performance value is determined based on the kill value, average kill value and the preset second performance coefficient;
根据伤害值、预设伤害系数以及预设第三表现系数确定第三表现值;Determine the third performance value based on the damage value, the preset damage coefficient and the preset third performance coefficient;
根据击杀值、预设击杀系数以及预设第四表现系数确定第四表现值;Determine the fourth performance value based on the kill value, the preset kill coefficient and the preset fourth performance coefficient;
计算第一表现值、第二表现值、第三表现值以及第四表现值的和,得到战绩表现值。Calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value to obtain the record performance value.
在一些实施例中,基于第一挫败感表征值和第二挫败感表征值,确定目标游戏玩家的挫败感得分,包括:In some embodiments, determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value includes:
计算第一挫败感表征值和第二挫败感表征值的和,得到挫败感得分。Calculate the sum of the first frustration representation value and the second frustration representation value to obtain the frustration score.
在一些实施例中,基于挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on frustration scores, including:
接收对局匹配指令,根据对局匹配指令获取目标游戏玩家在多个历史游戏对局分别对应的历史挫败感得分;Receive game matching instructions, and obtain the target game player's corresponding historical frustration scores in multiple historical game games according to the game matching instructions;
对各历史挫败感得分进行加权处理,得到加权后挫败感得分;Each historical frustration score is weighted to obtain a weighted frustration score;
基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for target game players based on weighted frustration scores.
在一些实施例中,基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on weighted frustration scores, including:
获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分;Based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized to obtain the target frustration score;
根据目标挫败感得分为目标游戏玩家进行游戏对局匹配。Match game matches for target game players based on target frustration scores.
在一些实施例中,预设战力得分范围包括最大战力得分与最小战力得分,预设挫败感得分范围包括最大挫败感得分与最小挫败感得分;In some embodiments, the preset combat power score range includes the maximum combat power score and the minimum combat power score, and the preset frustration score range includes the maximum frustration score and the minimum frustration score;
基于预设战力得分范围与预设挫败感得分范围,对加权后挫败感得分进行归一化处理,得到目标挫败感得分,包括:Based on the preset combat power score range and the preset frustration score range, the weighted frustration score is normalized to obtain the target frustration score, including:
计算最大战力得分与最小战力得分的第一差值、加权后挫败感得分与最小挫败感得分的第二差值,以及最大挫败感得分与最小挫败感得分的第三差值;Calculate the first difference between the maximum combat power score and the minimum combat power score, the second difference between the weighted frustration score and the minimum frustration score, and the third difference between the maximum frustration score and the minimum frustration score;
计算第二差值与第三差值的比值,并计算指定参数与比值的第四差值; Calculate the ratio of the second difference to the third difference, and calculate the fourth difference between the specified parameter and the ratio;
计算第一差值与第四差值的乘值,并计算乘值与最小战力得分的和,得到目标挫败感得分。Calculate the multiplier of the first difference and the fourth difference, and calculate the sum of the multiplier and the minimum combat power score to obtain the target frustration score.
在一些实施例中,基于加权后挫败感得分为目标游戏玩家进行游戏对局匹配,包括:In some embodiments, game matching is performed for target game players based on weighted frustration scores, including:
若加权后挫败感得分大于预设阈值,则为目标游戏玩家匹配游戏难度低于目标游戏玩家实力的游戏对局。If the weighted frustration score is greater than the preset threshold, the target game player will be matched with a game whose difficulty is lower than the target game player's strength.
在一些实施例中,目标游戏玩家为新手游戏玩家;该方法还包括:In some embodiments, the target game players are novice game players; the method further includes:
获取目标游戏玩家在新手游戏对局中的游戏规则熟悉信息;Obtain familiar information about the game rules of target game players in novice games;
基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分;Determine target game players' novice performance scores based on game rule familiarity information;
从多个预设初始挫败感得分中确定新手表现得分对应的目标初始挫败感得分;Determine the target initial frustration score corresponding to the novice's performance score from multiple preset initial frustration scores;
基于目标初始挫败感得分为目标游戏玩家进行游戏对局匹配。Game matches are performed for target game players based on the target's initial frustration score.
在一些实施例中,基于游戏规则熟悉信息确定目标游戏玩家的新手表现得分,包括:In some embodiments, determining a target game player's novice performance score based on game rule familiarity information includes:
根据游戏规则熟悉信息确定目标游戏玩家的游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值;Determine the target game player's game resource income familiarity value, game item collection familiarity value, and game equipment replacement familiarity value based on the game rules familiarity information;
基于游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值确定新手表现得分。The novice performance score is determined based on the familiarity value of game resource income, the familiarity value of game item collection, and the familiarity value of game equipment replacement.
本公开实施例根据游戏玩家在游戏对局中的游戏资源变化信息以及游戏行为表现信息计算出游戏玩家在该游戏对局中挫败感体验的挫败分,在游戏玩家进行对局匹配时,根据游戏玩家的多局挫败分计算加权挫败分,进而根据加权挫败分为游戏玩家进行游戏对局的匹配,使得为游戏玩家匹配合适的游戏对局,从而可以提高游戏玩家的游戏体验。The embodiment of the present disclosure calculates the frustration score of the game player's frustration experience in the game based on the game resource change information and game behavior performance information of the game player in the game. When the game player matches the game, the game player calculates the frustration score according to the game The player's multi-game frustration points are calculated by weighted frustration points, and then the game players are matched according to the weighted frustration points, so that appropriate game matches are matched for the players, thereby improving the game player's gaming experience.
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。For the specific implementation of each of the above operations, please refer to the previous embodiments and will not be described again here.
其中,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。Among them, the computer-readable storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk, etc.
由于该计算机可读存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏匹配方法中的步骤,因此,可以实现本公开实施例所提 供的任一种游戏匹配方法所能实现的有益效果,详见前面的实施例,在此不再赘述。Since the computer program stored in the computer-readable storage medium can execute the steps in any game matching method provided by the embodiments of the present disclosure, it is possible to implement the steps provided by the embodiments of the present disclosure. The beneficial effects that can be achieved by any game matching method provided are detailed in the previous embodiments and will not be described again here.
以上对本公开实施例所提供的一种游戏匹配方法、装置、计算机可读存储介质及计算机设备进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。 The game matching method, device, computer-readable storage medium and computer equipment provided by the embodiments of the present disclosure have been introduced in detail above. Specific examples are used in this article to illustrate the principles and implementations of the present disclosure. The above embodiments The description is only used to help understand the methods and core ideas of the present disclosure; at the same time, for those skilled in the art, there will be changes in the specific implementation and application scope based on the ideas of the present disclosure. In summary, , the contents of this description should not be understood as limiting the disclosure.

Claims (16)

  1. 一种游戏匹配方法,所述方法包括:A game matching method, the method includes:
    获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;Obtain the change information of the game resources held by the target game player in the target game;
    基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;Determine the first frustration representation value of the target game player in the target game based on the change information;
    获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;Obtain the game behavior performance information of the target game player in the target game;
    根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;Determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
    基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分;Determine a frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
    基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for the target game player based on the frustration score.
  2. 根据权利要求1所述的方法,其中,所述基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值,包括:The method according to claim 1, wherein determining the first frustration representation value of the target game player in the target game based on the change information includes:
    根据所述变化信息确定所述目标游戏玩家的游戏资源变化值以及游戏资源总值;Determine the change value of the target game player's game resources and the total value of the game resources according to the change information;
    获取所述目标游戏玩家在历史游戏对局的平均游戏资源变化值;Obtain the average game resource change value of the target game player in historical game games;
    基于所述游戏资源变化值、所述平均游戏资源变化值以及所述游戏资源总值,计算得到所述第一挫败感表征值。The first frustration representation value is calculated based on the game resource change value, the average game resource change value and the total game resource value.
  3. 根据权利要求2所述的方法,其中,所述基于所述游戏资源变化值、所述平均游戏资源变化值以及所述游戏资源总值,计算得到所述第一挫败感表征值,包括:The method according to claim 2, wherein calculating the first frustration representation value based on the game resource change value, the average game resource change value and the game resource total value includes:
    根据所述游戏资源变化值、所述平均游戏资源变化值、预设游戏资源修正值以及预设第一资源系数,确定第一游戏资源值;Determine the first game resource value according to the game resource change value, the average game resource change value, the preset game resource correction value and the preset first resource coefficient;
    根据所述游戏资源变化值、所述游戏资源总值、所述预设游戏资源修正值以及预设第二资源系数,确定第二游戏资源值;Determine a second game resource value based on the game resource change value, the game resource total value, the preset game resource correction value and the preset second resource coefficient;
    计算所述第一游戏资源值与所述第二游戏资源值的和,得到所述第一挫败感表征值。The sum of the first game resource value and the second game resource value is calculated to obtain the first frustration representation value.
  4. 根据权利要求1所述的方法,其中,所述游戏行为表现信息包括逃离表现信息和战绩表现信息; The method according to claim 1, wherein the game behavior performance information includes escape performance information and record performance information;
    所述根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值,包括:Determining the second frustration representation value of the game player in the target game based on the positive performance and negative performance in the game behavior performance information includes:
    根据所述逃离表现信息中所述目标游戏玩家的逃离结果确定逃离表现值;Determine an escape performance value according to the escape result of the target game player in the escape performance information;
    根据所述战绩表现信息确定所述目标游戏玩家的战绩表现值;Determine the performance value of the target game player based on the performance information;
    基于所述逃离表现值与所述战绩表现值,得到所述第二挫败感表征值。Based on the escape performance value and the achievement performance value, the second frustration representation value is obtained.
  5. 根据权利要求4所述的方法,其中,所述根据所述逃离表现信息中所述目标游戏玩家的逃离结果确定逃离表现值,包括:The method according to claim 4, wherein determining the escape performance value according to the escape result of the target game player in the escape performance information includes:
    基于所述逃离表现信息确定所述逃离结果为逃离成功的第一逃离值,以及所述逃离结果为逃离失败的第二逃离值;Determining based on the escape performance information that the escape result is a first escape value where escape is successful, and the escape result is a second escape value where escape is failed;
    计算所述第二逃离值与所述第一逃离值的差值,得到所述逃离表现值。The difference between the second escape value and the first escape value is calculated to obtain the escape performance value.
  6. 根据权利要求4所述的方法,其中,所述根据所述战绩表现信息确定所述目标游戏玩家的战绩表现值,包括:The method of claim 4, wherein determining the target game player's performance value based on the performance information includes:
    基于所述战绩表现信息确定所述目标游戏玩家的击杀值和伤害值;Determine the kill value and damage value of the target game player based on the performance information;
    获取所述目标游戏玩家在历史游戏对局的平均击杀值以及平均伤害值;Obtain the average kill value and average damage value of the target game player in historical game games;
    根据所述伤害值、平均伤害值以及预设第一表现系数确定第一表现值;Determine the first performance value according to the damage value, the average damage value and the preset first performance coefficient;
    根据所述击杀值、所述平均击杀值以及预设第二表现系数确定第二表现值;Determine a second performance value according to the kill value, the average kill value and a preset second performance coefficient;
    根据所述伤害值、预设伤害系数以及预设第三表现系数确定第三表现值;Determine the third performance value according to the damage value, the preset damage coefficient and the preset third performance coefficient;
    根据所述击杀值、预设击杀系数以及预设第四表现系数确定第四表现值;Determine a fourth performance value according to the kill value, the preset kill coefficient and the preset fourth performance coefficient;
    计算所述第一表现值、所述第二表现值、所述第三表现值以及所述第四表现值的和,得到所述战绩表现值。Calculate the sum of the first performance value, the second performance value, the third performance value and the fourth performance value to obtain the record performance value.
  7. 根据权利要求1所述的方法,其中,所述基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分,包括:The method of claim 1, wherein determining the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value includes:
    计算所述第一挫败感表征值和所述第二挫败感表征值的和,得到所述挫败感得分。The sum of the first frustration characterization value and the second frustration characterization value is calculated to obtain the frustration score.
  8. 根据权利要求1所述的方法,其中,所述基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配,包括:The method of claim 1, wherein the performing game matchmaking for the target game player based on the frustration score includes:
    接收对局匹配指令,根据所述对局匹配指令获取所述目标游戏玩家在多个历史游戏对局分别对应的历史挫败感得分;Receive a game matching instruction, and obtain the historical frustration scores corresponding to the target game player in multiple historical game games according to the game matching instruction;
    对各历史挫败感得分进行加权处理,得到加权后挫败感得分; Each historical frustration score is weighted to obtain a weighted frustration score;
    基于所述加权后挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matching is performed for the target game player based on the weighted frustration score.
  9. 根据权利要求8所述的方法,其中,所述基于所述加权后挫败感得分为所述目标游戏玩家进行游戏对局匹配,包括:The method according to claim 8, wherein the performing game match matching for the target game player based on the weighted frustration score includes:
    获取预设战力得分范围以及预设挫败感得分范围;Get the preset combat power score range and the preset frustration score range;
    基于所述预设战力得分范围与所述预设挫败感得分范围,对所述加权后挫败感得分进行归一化处理,得到目标挫败感得分;Based on the preset combat power score range and the preset frustration score range, normalize the weighted frustration score to obtain a target frustration score;
    根据所述目标挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matchmaking is performed for the target game player based on the target frustration score.
  10. 根据权利要求9所述的方法,其中,所述预设战力得分范围包括最大战力得分与最小战力得分,所述预设挫败感得分范围包括最大挫败感得分与最小挫败感得分;The method according to claim 9, wherein the preset combat power score range includes a maximum combat power score and a minimum combat power score, and the preset frustration score range includes a maximum frustration score and a minimum frustration score;
    所述基于所述预设战力得分范围与所述预设挫败感得分范围,对所述加权后挫败感得分进行归一化处理,得到目标挫败感得分,包括:The weighted frustration score is normalized based on the preset combat power score range and the preset frustration score range to obtain a target frustration score, including:
    计算所述最大战力得分与所述最小战力得分的第一差值、所述加权后挫败感得分与所述最小挫败感得分的第二差值,以及所述最大挫败感得分与所述最小挫败感得分的第三差值;Calculate the first difference between the maximum combat power score and the minimum combat power score, the second difference between the weighted frustration score and the minimum frustration score, and the maximum frustration score and the third difference in minimum frustration score;
    计算所述第二差值与所述第三差值的比值,并计算指定参数与所述比值的第四差值;Calculate the ratio of the second difference to the third difference, and calculate the fourth difference between the specified parameter and the ratio;
    计算所述第一差值与所述第四差值的乘值,并计算所述乘值与所述最小战力得分的和,得到所述目标挫败感得分。Calculate the multiplier of the first difference and the fourth difference, and calculate the sum of the multiplier and the minimum combat power score to obtain the target frustration score.
  11. 根据权利要求8所述的方法,其中,所述基于所述加权后挫败感得分为所述目标游戏玩家进行游戏对局匹配,包括:The method according to claim 8, wherein the performing game match matching for the target game player based on the weighted frustration score includes:
    若所述加权后挫败感得分大于预设阈值,则为所述目标游戏玩家匹配游戏难度低于所述目标游戏玩家实力的游戏对局。If the weighted frustration score is greater than the preset threshold, the target game player is matched with a game with a game difficulty lower than the target game player's strength.
  12. 根据权利要求1所述的方法,其中,所述目标游戏玩家为新手游戏玩家;The method of claim 1, wherein the target game player is a novice game player;
    所述方法还包括:The method also includes:
    获取所述目标游戏玩家在新手游戏对局中的游戏规则熟悉信息;Obtain familiar information about the game rules of the target game player in the novice game;
    基于所述游戏规则熟悉信息确定所述目标游戏玩家的新手表现得分;Determine the novice performance score of the target game player based on the game rule familiarity information;
    从多个预设初始挫败感得分中确定所述新手表现得分对应的目标初始挫 败感得分;Determine the target initial frustration corresponding to the novice performance score from a plurality of preset initial frustration scores. Defeat score;
    基于所述目标初始挫败感得分为所述目标游戏玩家进行游戏对局匹配。Game matching is performed for the target game player based on the target initial frustration score.
  13. 根据权利要求12所述的方法,其中,所述基于所述游戏规则熟悉信息确定所述目标游戏玩家的新手表现得分,包括:The method of claim 12, wherein the determining a novice performance score of the target game player based on the game rule familiarity information includes:
    根据所述游戏规则熟悉信息确定所述目标游戏玩家的游戏资源收益熟悉值、游戏物品收集熟悉值以及游戏装备替换熟悉值;Determine the target game player's game resource income familiarity value, game item collection familiarity value, and game equipment replacement familiarity value according to the game rule familiarity information;
    基于所述游戏资源收益熟悉值、所述游戏物品收集熟悉值以及所述游戏装备替换熟悉值确定所述新手表现得分。The novice performance score is determined based on the game resource income familiarity value, the game item collection familiarity value and the game equipment replacement familiarity value.
  14. 一种游戏匹配装置,所述装置包括:A game matching device, the device includes:
    第一获取单元,用于获取目标游戏玩家在目标游戏对局中所持有的游戏资源的变化信息;The first acquisition unit is used to acquire the change information of the game resources held by the target game player in the target game;
    第一确定单元,用于基于所述变化信息确定所述目标游戏玩家在所述目标游戏对局中的第一挫败感表征值;A first determination unit configured to determine a first frustration representation value of the target game player in the target game based on the change information;
    第二获取单元,用于获取所述目标游戏玩家在所述目标游戏对局中的游戏行为表现信息;a second acquisition unit, configured to acquire the game behavior performance information of the target game player in the target game;
    第二确定单元,用于根据所述游戏行为表现信息中的正向表现和负向表现确定所述游戏玩家在所述目标游戏对局中的第二挫败感表征值;a second determination unit configured to determine the second frustration representation value of the game player in the target game according to the positive performance and negative performance in the game behavior performance information;
    第三确定单元,用于基于所述第一挫败感表征值和所述第二挫败感表征值,确定所述目标游戏玩家的挫败感得分;a third determination unit configured to determine the frustration score of the target game player based on the first frustration characterization value and the second frustration characterization value;
    匹配单元,用于基于所述挫败感得分为所述目标游戏玩家进行游戏对局匹配。A matching unit, configured to match game matches for the target game player based on the frustration score.
  15. 一种计算机设备,包括存储器,处理器及存储在存储器上并在处理器上运行的计算机程序,其中,所述处理器执行所述程序时实现如权利要求1至13任一项所述的游戏匹配方法。A computer device, including a memory, a processor and a computer program stored on the memory and run on the processor, wherein the game as claimed in any one of claims 1 to 13 is implemented when the processor executes the program matching method.
  16. 一种计算机可读存储介质,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行权利要求1至13任一项所述的游戏匹配方法。 A computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute the game matching method described in any one of claims 1 to 13.
PCT/CN2023/111293 2022-09-09 2023-08-04 Game matching method and apparatus, and computer device and storage medium WO2024051416A1 (en)

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