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CN108786116A - Team matching method, electronic equipment and storage medium in battle game - Google Patents

Team matching method, electronic equipment and storage medium in battle game Download PDF

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Publication number
CN108786116A
CN108786116A CN201810375175.9A CN201810375175A CN108786116A CN 108786116 A CN108786116 A CN 108786116A CN 201810375175 A CN201810375175 A CN 201810375175A CN 108786116 A CN108786116 A CN 108786116A
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team
players
currently
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matching
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CN108786116B (en
Inventor
王焱
蔡逸群
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses team matching method, electronic equipment and the storage medium in a kind of battle game, this method includes obtaining the number of players of present period troop to be added;According to the number of players of the troop to be added and current team matching situation, current troop number of examinees n to be formed a team is calculatedref;First team corresponding with the first player 5 is retrieved according to the first matching rule, wherein the first player is the player of troop to be added;Judge whether the number of players of first team 5 is less than troop number of examinees n to be formed a teamref;The first team 5 is added if it is less than first player is then configured, otherwise configures first player account and establishes new troop.This method will preferentially form a team again matching optimization to ensure that matching is formed a team in the prior art so that all troops can be matched to opponent, while ensure that player's number is as average as possible in the troop fought each other.

Description

Team matching method in battle game, electronic device, and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a team matching method in a battle game, an electronic device, and a storage medium.
Background
With the continuous development of the internet, the online games are more and more accepted by people. In the current network/mobile phone game, PVP (Player VS Player, battle mode) is a popular play mode.
The team matching method in the battle game in the prior art is generally divided into two steps: 1. and (2) grouping, namely matching, wherein the two steps are controlled by a server during the whole activity starting period, the player can register from the playing opening time to the settlement time, once the activity is started, the server executes grouping logic at intervals (such as every minute), executes matching logic after the grouping logic is executed, and once the matching is completed, the player performs PVP (polyvinyl pyrrolidone) collation with the opposite party in the current PVP (polyvinyl pyrrolidone) match.
For example, the Galaxy playing is 16 vs 16 PVP playing. Players first need to form two 16-player teams and then match for PVP collation. The specific process of team formation is shown in fig. 1:
acquiring a player list to be added to a team at the current time period;
for each player, the following operations are performed:
1. firstly, searching for a team (with spare members) which is most consistent with the player and is less than 16 persons (considering the limitation of factors such as average battle field (a certain range), the number of the team (from small to large), the team forming time and the like);
2. if the team cannot be found in the step 1, a team with the least number of people is found in all the teams with less than 16 people.
Thirdly, through the second step, if the team can be found, configuring the players to join the team for team formation; if not, the player is configured to establish a new team.
According to the team matching method in the existing battle game, players always fill up 16 teams with priority in the team forming process, so that the following problems are caused: it is not easy to form a team of 16 persons, but the match cannot be made because of an odd number of teams. Moreover, if the number of servers is increased, each server can have the isolated team, and the bills of lading received by the operation are gradually increased, thereby bringing about extremely poor user experience.
Disclosure of Invention
At least one embodiment of the present invention provides a team matching method in a battle game, an electronic device, and a storage medium to overcome the above problems caused by the drawbacks of the prior art.
According to an embodiment of the present invention, there is provided a team matching method in a battle game, including: acquiring the number of players to be added to the team at the current time period; according to the number of the players to join the team and the matching condition of the current team, calculating the reference number n of the current team to be assembledref(ii) a Retrieving a first team corresponding to a first player according to a first matching rule, wherein the first player is a player to be added to the team; judging whether the number of players of the first team is less than the reference number n of the team to be assembledrefAnd if the number of the players is smaller than the preset number, configuring the first player to join the first team, otherwise, configuring the first player account number to establish a new team.
Preferably, the reference number n of the team to be currently assembled is calculated according to the matching condition between the number of the players to be assembled in the team and the current teamrefThe method comprises the following steps: according to the number of the players of the team to be joined and the number of the players of the current team but not matched with the opponent, calculating the reference number n of the team of the current team to be assembledref(ii) a Or, calculating the reference number n of the team to be currently assembled according to the number of the players to be added to the team and the number of the players still vacant in the currently matched opponent teamref
Preferably, the reference number n of the team to be currently assembled is calculated according to the number of the players to be added to the team and the matching condition of the current teamrefThe method comprises the following steps: judging whether a player which is already grouped but does not match with an opponent exists; if so, grouping the players according to the number of the players to be joined into the team and the current teamBut not matching the number of players of the opponent, calculating the reference number n of the team to be currently groupedref(ii) a If not, calculating the reference number n of the team to be currently assembled according to the number of the players to be assembled and the number of the players still vacant in the team of the matched opponent currentlyref
Preferably, the method further comprises: retrieving a second team corresponding to the first team according to a second matching rule; setting the first team and the second team as a matching team.
Preferably, the reference number n of the team to be currently assembled isrefThe calculation of (a) includes: calculating the number n of players currently pendinglevel_devided(ii) a The current number of players to be processed is equal to the sum of the number of players of the joining team and the number of players of the current team but not matched with the opponent, or the current number of players to be processed is equal to the difference between the number of players of the joining team and the number of players still vacant in the current matched opponent team; calculating the number of groups to be divided; calculating the reference number n of the team to be currently grouped according to the number of the players to be currently processed and the number of the groups to be dividedref
Still more preferably, if the number of players currently to be processed is less than or equal to a lower limit number of players required for matching two teams, the reference number n of players for the team currently to be matched is calculatedrefThe lower limit number of people to form a team.
More preferably, if the number of players to be currently processed is greater than the lower limit number of players required for matching two teams and is not greater than the upper limit number of players, the number of groups to be divided is calculated to be 2, and the reference number of players n for the team to be currently grouped is calculatedrefThe quotient of the number of the players to be processed currently and 2 is obtained.
Further preferably, if the number of players to be processed currently is larger than the upper limit number of players in the team, the number of groups to be divided is calculatedWherein n islevel_devidedFor the number of players currently pending, nmaxThe upper limit number of people for team formation.
According to one embodiment of the present invention, there is provided an electronic device including a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any of the above team matching methods in a battle game via execution of the executable instructions.
According to an embodiment of the present invention, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements the team matching method in a battle game as described in any one of the above.
In at least one embodiment of the invention, firstly, the reference number of the team to be currently assembled is calculated according to the matching condition of the number of players to be added to the team and the current team; and comparing the number of players to be joined into the team with the reference number of players of the team to be formed into the team, and configuring the joining of the players into the team or establishing a new team. The prior art is optimized to be matched again to ensure the match, so that all teams can be matched with opponents, and meanwhile, the number of players in the teams which are confronted with each other is guaranteed to be as average as possible.
Drawings
Fig. 1 is a flowchart of a team matching method in a battle game according to the prior art.
Fig. 2 is a flowchart of a team matching method in a battle game according to an embodiment of the present invention.
FIG. 3 shows a reference number n of team members currently to be team according to an embodiment of the present inventionrefIs also disclosed.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention. It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The embodiment of the invention provides a team matching method in a battle game. As shown in fig. 2, the method in this embodiment includes the following steps:
s1, obtaining the number of players to be added to a team in the current time period.
The player to be joined to the team at the current time period means a player who has already joined the entry at the current time period but has not yet joined the team. For example: newly added entry players within the last minute.
S2, calculating the reference number of the team to be formed according to the number of the players to be added to the team and the matching condition of the current teamnref
The current team match conditions include: the number of players that have currently been teamed but have not matched an opponent, and the number of players that are still vacant in teams that have currently been teamed and have matched an opponent.
In one embodiment, the step S2 is: according to the number of the players of the team to be joined and the number of the players of the current team but not matched with the opponent, calculating the reference number n of the team of the current team to be assembledref
In another real-time manner, the step S2 is: according to the number of the players to join the team and the number of the players which are currently grouped and are still vacant in the team of the matched opponent, calculating the reference number n of the team of the current team to be groupedref
In another more preferred embodiment, the step S2 is: judging whether a player which is already grouped but does not match with an opponent exists; if so, calculating the reference number n of the team to be currently grouped according to the number of the players to be added to the team and the number of the players which are currently grouped but not matched with the opponentref(ii) a If not, calculating the reference number n of the team to be currently grouped according to the number of the players to be added to the team and the number of the players which are currently grouped and are still vacant in the team of the matched opponentref. In this more preferred embodiment, the reference number n of the team currently to be teamrefThe solving algorithm of (2) is shown in fig. 3:
s21, judging whether the players which are grouped but do not match with the opponent exist.
S22, calculating the number n of players to be processed currentlylevel_divided
The number of players to be processed n depends on whether there are players who have been teamed but do not match an opponentlevel_devidedThe calculation method of (2) is different.
if the players who have been grouped but do not match the opponent exist, matching is preferentially completed.
S221a, calculating the number n of players who have been grouped but do not match with opponentslevel_need_group
S222a, calculating the number n of players to be added into the teamlevel_total_new
S223a, calculating the number n of players to be processed currentlylevel_devidedThe expression formula is: n islevel_devided=nlevel_need_group+nlevel_total_new
if no player which is already grouped but does not match the opponent exists, the specific process is as follows:
s221b, calculating the number n of players to be added to the team currently (namely the number of the newly added players at the time, such as newly-emerged players in the last minute)level_total_new
S222b, calculating the number n of people who have been grouped and matched with the opponent at present but have not reached the upper limit of the groupmaxAll team's upper limit difference nlevel_need_fill
For example: in the PVP playing method of the bank of the Galaxy cup playing method 16 vs 16, the upper limit number n of the teammax16; if there are currently two teams 10 vs 11 that have already formed a match, nlevel_need_fill=(16-10)+(16-11)=11;
S223b, calculating the number n of players to be processed currentlylevel_devidedThe expression formula is: n islevel_devided=nlevel_total_new-nlevel_need_fill
S23, calculating the number n of groups to be dividedgroupAnd calculate nref
S231. if the number n of the players to be processed currently is calculated according to the S22level_devidedIf the number of the team reference persons is negative, the number n of the team reference persons to be currently grouped isrefUpper limit number of people n calculated as teammax. In step S22, only when there is no player that has been team-formed but does not match an opponent, n thereoflevel_devided=nlevel_total_new-nlevel_need_fillThere are negative values. For example: in the group PVP playing method of the Galaxy cup playing method 16 vs 16, n ismaxIs 16, so nref=nmax=16。
S232, if the number n of the players to be processed currently is calculated according to the S22level_devidedThe lower limit number N of people required by matching two groups of teams is less than or equal tominThen the reference number n of the team to be currently assembledrefNumber of persons n lower limit calculated as teammin. For example: in the PVP playing method of the bank of the Galaxy cup playing method 16 vs 16, the lower limit number N required by matching two groups of banks is setmin4, the minimum number of effective team formation people nmin2 (two groups of 2 teams each), so when nlevel_devidedWhen the number is less than or equal to 4, n isref=nmin=2。
S233, if the number n of players to be processed currently is largelevel_devidedGreater than the upper limit number of people to team nmaxThen calculate the number of groupsFor example: in the assembly PVP playing method of the Galaxy cup playing method 16 vs 16, nmaxIs 16, thereforeIf n isgroupOdd number is then even by +1, thereby obtaining
S234, if two groups of teams are matched, the number of the lower limit people is Nmin< number of players currently pending nlevel_devidedThe upper limit number of people less than or equal to the teammax(according to the above settings, here 4 < nlevel_divided16) or less), then n is calculatedgroup2, from this, further obtain
Calculating the reference number n of people to be currently grouped from the stepsrefIt can be seen that nrefOn one hand, the method is used for determining the upper limit number of the current team to be grouped and judging whether the players of the team to be grouped are added to the existing team or a newly created team; on the other hand nrefThe method is used for maximally ensuring that all players can form a team and match, namely, the team forming process is calculated for even numbers based on the finally formed team; meanwhile, the number of players in the two groups of teams which are matched with each other is made as average as possible.
S3, retrieving a first team corresponding to the first player according to the first rule, wherein the first player is a player to be added to the team.
The first search rule comprises searching for the team with the upper limit number of people not full according to the priority such as battlefield times, the number of the teams, team time, fighting capacity and the like, and then searching for the teams with the upper limit number of people not full.
For example, in the group PVP playing method of the galaxy cup playing method 16 vs 16, the following is specific:
s31, firstly, searching for a team (with spare members) which is most suitable for the player and is less than 16 persons (considering the limitation of factors such as average battle field (a certain range), the number of the team (from small to large), team forming time and the like);
and S32, if the team cannot be found in the S31, searching a group of team with the least number of people in all the teams with less than 16 people.
S4, judging whether the number of players of the first team is smaller than the reference number n of players of the team to be assembledrefAnd if so, configuring the first player to join the first team, otherwise configuring the first player to establish a new team.
If the first team is found through the two steps of S31 and S32, the first team is not added, and the total number of people of the first team and the team reference number n of the current team to be grouped calculated in the step S2refComparing, if less than, configuring the player to join the first teamAnd (4) grouping the teams, otherwise, configuring the players to establish new teams.
After all the players to be joined into the team are traversed, all the players entering the game in the current round (for example, the player is executed once every minute) are processed, and the team formation is finished.
Compared with the prior art, the method introduces the reference number n of the team to be currently groupedrefWhen players join the first team, the number of players of the first team is equal to the reference number n of players of the current team to be assembledrefThe comparison is carried out, and the reference number n of the team to be currently grouped is usedrefThe method is calculated according to the number of players to be added to the team and the matching condition of the current team, the factors for ensuring the matching success are fully considered, the prior team is optimized to ensure the matching for team grouping, and all teams can be matched with opponents.
After the completion of the team organizing method as described above, a second team corresponding to the first team is retrieved according to a second matching rule, and the first team and the second team are set as matching teams.
And setting the first team and the second team as matching teams to carry out the fight. The second matching rule comprises sorting according to the priority of the battlefield times, the battle effectiveness and the like.
According to the team matching method in the battle game, the lower limit number of matched teams in the group PVP playing method of the galaxy cup playing method 16 vs 16 is 4, so theoretically, the maximum number of players, each match type of which cannot be matched with an opponent in each server, is: 2+1 is 3, and since there are 3 game types, the maximum number of players in each server that cannot match an opponent is: (2+1) × 3 ═ 9. However, in the prior art, the maximum number of players that cannot match the opponent in each server is: (16+1) × 3 ═ 51. Therefore, the maximum number of players which can not be matched with the opponent is reduced by (51-9)/51 × 100%, namely 82%, and the amount of the bill which can not be matched with the opponent is greatly reduced.
According to an embodiment of the present invention, there is also provided an electronic apparatus including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the team matching method in the battle game described above via execution of the executable instructions.
There is also provided, according to an embodiment of the present invention, a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the team matching method in a battle game as described above. In some possible embodiments, the various aspects of the invention may also be implemented in the form of a program product comprising program code means for causing a terminal device to carry out the steps according to the various exemplary embodiments of the invention described in the preceding section of this specification, when the program product is run on the terminal device. Which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on terminal equipment, such as a personal computer/mobile terminal. However, the program product of the present invention is not limited in this regard and, in the present document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The foregoing is a more detailed description of the invention in connection with specific/preferred embodiments and is not intended to limit the practice of the invention to those descriptions. It will be apparent to those skilled in the art that various substitutions and modifications can be made to the described embodiments without departing from the spirit of the invention, and these substitutions and modifications should be considered to fall within the scope of the invention.

Claims (10)

1. A team matching method in a battle game, comprising:
acquiring the number of players to be added to the team at the current time period;
according to the number of the players to join the team and the matching condition of the current team, calculating the reference number n of the current team to be assembledref
Retrieving a first team corresponding to a first player according to a first matching rule, wherein the first player is a player to be added to the team;
determining play of a first teamWhether the number of families is less than the reference number n of the team to be formedrefAnd if so, configuring the first player to join the first team, otherwise configuring the first player to establish a new team.
2. The method as claimed in claim 1, wherein the reference number n of the team group to be currently assembled is calculated according to the number of players to be added to the team and the matching of the current team grouprefThe method comprises the following steps:
according to the number of the players of the team to be joined and the number of the players of the current team but not matched with the opponent, calculating the reference number n of the team of the current team to be assembledref(ii) a Or,
according to the number of the players to join the team and the number of the players which are currently grouped and are still vacant in the team of the matched opponent, calculating the reference number n of the team of the current team to be groupedref
3. The method as claimed in claim 1, wherein the reference number n of the team to be currently assembled is calculated according to the number of players to be added to the team and the matching of the current teamrefThe method comprises the following steps:
judging whether a player which is already grouped but does not match with an opponent exists;
if so, calculating the reference number n of the team to be currently grouped according to the number of the players to be added to the team and the number of the players which are currently grouped but not matched with the opponentref
If not, calculating the reference number n of the team to be currently grouped according to the number of the players to be added to the team and the number of the players which are currently grouped and are still vacant in the team of the matched opponentref
4. The method of any one of claims 1-3, further comprising:
retrieving a second team corresponding to the first team according to a second matching rule;
setting the first team and the second team as a matching team.
5. A method according to claim 2 or 3, wherein the reference number n of teams currently to be teamedrefThe calculation of (a) includes:
calculating the number n of players currently pendinglevel_devided(ii) a The current number of players to be processed is equal to the sum of the number of players of the joining team and the number of players of the current team but not matched with the opponent, or the current number of players to be processed is equal to the difference between the number of players of the joining team and the number of players of the current team who is still vacant in the team of the matching opponent;
calculating the number of groups to be divided;
calculating the reference number n of the team to be currently grouped according to the number of the players to be currently processed and the number of the groups to be dividedref
6. The method of claim 5,
if the number of the players to be currently processed is negative, calculating the reference number n of the team of the current team to be formedrefAn upper limit number of people to form a team;
if the number of the players to be processed is less than or equal to the lower limit number of the players required by the matching of the two groups of teams, calculating the reference number n of the teams to be processedrefThe lower limit number of people to form a team.
7. The method as claimed in claim 5, wherein if the number of players to be currently processed is greater than the lower limit number of players required for matching two teams and is not greater than the upper limit number of players for the teams, the number of groups to be divided is calculated to be 2, and the reference number of players n for the teams to be currently grouped is calculatedrefThe quotient of the number of the players to be processed currently and 2 is obtained.
8. The method of claim 5, wherein the step of determining the target position comprises determining the target position using a model of the target positionIf the number of the players to be processed is larger than the upper limit number of the team, the number of the groups to be divided is calculated asThe reference number of the team to be currently groupedWherein n islevel_devidedFor the number of players currently pending, nmaxThe upper limit number of people for team formation.
9. An electronic device, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the team matching method in a battle game of any one of claims 1-8 via execution of the executable instructions.
10. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing the team matching method in a battle game according to any one of claims 1 to 8.
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CN110772797A (en) * 2019-10-29 2020-02-11 腾讯科技(深圳)有限公司 Data processing method, device, server and storage medium
CN111111215A (en) * 2019-12-24 2020-05-08 北京像素软件科技股份有限公司 Game matching method, device, server and readable storage medium
CN111905377A (en) * 2020-08-20 2020-11-10 腾讯科技(深圳)有限公司 Data processing method, device, equipment and storage medium
CN113368500A (en) * 2021-06-30 2021-09-10 成都完美时空网络技术有限公司 Game countermeasure data processing method and device, storage medium and computer equipment
CN113763101A (en) * 2021-01-07 2021-12-07 北京沃东天骏信息技术有限公司 A service request processing method and device
CN114119086A (en) * 2021-11-17 2022-03-01 南京星云数字技术有限公司 A user behavior evaluation method, device and medium
CN115645931A (en) * 2022-09-27 2023-01-31 珠海金山数字网络科技有限公司 Team matching method and device

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