Dynamic allocation method of competitive game resources, starting server and game system

文档序号:667166 发布日期:2021-04-30 浏览:26次 中文

阅读说明:本技术 一种竞技游戏资源动态分配方法、启动服务器及游戏系统 (Dynamic allocation method of competitive game resources, starting server and game system ) 是由 付荣 于 2021-01-13 设计创作,主要内容包括:本发明公开了一种竞技游戏资源动态分配方法、启动服务器及游戏系统,涉及网络技术领域,其技术方案要点是:接收用户发送的包含最低资源期望值、游戏分区的游戏参与请求;以降序方式分配参与分配用户量及对应用户组成的期望值集计算判断分配策略是否同时满足所有参与分配用户的最低资源期望值;根据预设的用户量下限值判断满足期望的分配策略是否允许游戏启动;获取允许游戏启动下分配策略中相应参与分配用户的用户信息,并根据所有的用户信息生成最优动态分配策略。本发明可根据竞技游戏参与人员数量多少实现游戏程度动态启动,可针对高峰期、闲置期适应性调整每次游戏程序启动数量,用户等待时间短,用户体验好、黏性强。(The invention discloses a method for dynamically distributing sports game resources, a starting server and a game system, which relate to the technical field of networks and have the technical scheme key points that: receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition; allocating the quantity of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation; judging whether the game is allowed to start according to a preset user quantity lower limit value and meeting an expected distribution strategy; and acquiring user information of corresponding participating distribution users in the distribution strategy under the condition of allowing the game to start, and generating an optimal dynamic distribution strategy according to all the user information. The invention can realize dynamic starting of game degree according to the number of participants of the competitive game, can adaptively adjust the starting number of the game program in each time aiming at the peak period and the idle period, and has short waiting time for users, good user experience and strong viscosity.)

1. A method for dynamically distributing resources of a competitive game is characterized by comprising the following steps:

receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition;

allocating the quantity of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation;

judging whether the game is allowed to start according to a preset user quantity lower limit value and meeting an expected distribution strategy;

and acquiring user information of corresponding participating distribution users in the distribution strategy under the condition of allowing the game to start, and generating an optimal dynamic distribution strategy according to all the user information.

2. The method for dynamically allocating resources of a competitive game according to claim 1, wherein the allocation strategy calculation and judgment specifically comprises:

sorting expected checkpoints corresponding to the lowest resource expected value in the expected value set in an ascending manner, wherein the lowest resource expected value of the next expected checkpoint is always greater than the lowest resource expected value of the last expected checkpoint;

calculating whether the total amount of the lowest allocated resources of the participating allocation users in the same classification category passing the expected level is not lower than the lowest expected value of the resources of all the participating allocation users in the corresponding expected level; if so, calculating the next expected checkpoint in an ascending manner until the last expected checkpoint; and if not, generating a new distribution strategy.

3. The method for dynamically allocating resources of a competitive game according to claim 2, wherein the calculation of the total amount of the minimum allocated resources is specifically as follows:

δ1+...+δn≤1,ω1≥ω2≥...≥ωn

wherein Q isn minRepresents the lowest level of the nth levelAllocating the total amount of resources; r represents the amount of participating users; k represents the number of resources required for registration; g represents the total number of checkpoints; n represents the number of customs clearance; delta1、δnResource allocation parameters representing different levels; omega1、ωnIndicating the maximum allowed throughput for different levels.

4. The method of claim 1, wherein when the allocation policy satisfies the expectation, the participating users with the same expectation value of the lowest allocated resources are filtered by calculating the minimum value of the total amount of the lowest allocated resources to exhibit the maximum competitiveness.

5. The method for dynamically allocating resources of a competitive game according to claim 4, wherein the minimum value of the total amount of the minimum allocated resources is calculated by:

{E1 n,E2 n,...,ER n}≥MIN(Qn min)

wherein E is1 n、ER nThe lowest resource expected value of different participants at the nth level is shown, and the levels n of the lowest resource expected values set by different participants can be different; MIN (Q)n min) The minimum value of the total amount of the lowest allocation resource when the allocation strategy meets the expectation value is represented; rminRepresenting the minimum number of users after filtering.

6. A starting server is characterized by comprising a receiving module, a strategy distribution module, a strategy screening module and a strategy generation module;

the receiving module is used for receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition;

the strategy allocation module is used for allocating the amount of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation;

the strategy screening module is used for judging whether the game is allowed to start according to the preset user quantity lower limit value and meeting the expected distribution strategy;

and the strategy generation module is used for acquiring the user information of the corresponding participating distribution user in the distribution strategy under the condition of allowing the game to start, generating the optimal dynamic distribution strategy according to all the user information and outputting the optimal dynamic distribution strategy.

7. A game system is characterized by comprising a login server, a starting server, an account server, a competition server and a resource server;

the login server is used for receiving a game participation request which is sent by the user terminal and contains a lowest resource expected value and a game partition, and performing area division on the user according to the game partition;

the starting server is used for receiving the game participation request data of the same game area transmitted by the login server and generating an optimal dynamic allocation strategy according to the game participation request data;

the account server is used for auditing the account resources of the participating allocation users according to the optimal dynamic allocation strategy, sending a starting signal for allowing the participating allocation users to join the game to the competition server after the auditing is passed, and deducting the resource quantity required by registration from the account resources of the participating allocation users according to the starting feedback signal;

the competition server is used for controlling corresponding participating users to enter the game in the Nth batch according to the starting signal, sending a starting feedback signal to the account server after the game is started, and sending a resource management signal to the resource server according to the game progress;

and the resource server is used for forming a current resource prize pool by the resource quantity required by the registration deducted by the account server according to a preset registration proportion parameter, calling a corresponding passing distribution function according to the received resource management signal to perform statistical management on the resource distribution coefficient of the corresponding user, distributing the final resource prize pool to account resources of the corresponding participating distribution users according to the statistical total resource distribution coefficient after the user completes all the customs, and injecting the prize pool resources left after the Nth batch distribution into the current resource prize pool of the Nth batch in real time, so as to form the final resource prize pool of the (N + 1) th batch.

8. The game system according to claim 7, wherein the tournament server controls the nth batch of incoming games to: the Nth batch is matched and grouped with all other batches of users participating in the game synchronously.

9. The gaming system of claim 7, wherein said tournament server sends a revival feedback signal to the resource server based on a revival strategy selected by the participating allocation user; and the resource server controls the account server to deduct the number of revived resources from the account resources of the corresponding participating users according to the reviving feedback signal, and adds the number of revived resources deducted by the account server into the current resource prize pool according to preset reviving parameters.

10. The game system of claim 7, further comprising a ranking server for dynamically ranking the resource allocation information of all the participating allocation users according to the resource regulation information outputted from the resource server, and transmitting the dynamic ranking to the tournament server for showing; and the ranking server generates a game strategy for completing the lowest resource expected value according to the game participation request data, the level information and the revival information, and pushes the game strategy to corresponding participation distribution users.

Technical Field

The invention relates to the technical field of networks, in particular to a method for dynamically allocating resources of a sports game, a starting server and a game system.

Background

With the rapid development of network technology, the online game gradually has a greater proportion in the leisure and entertainment lives of people, the leisure lives of people are greatly enriched, and the online game is mainly a multiplayer game in order to enhance the interactivity of the game.

At present, most multiplayer games require users to log in to send out game participation requests, the game program is started when the number of the users in the waiting list reaches the number preset by the system, and as the number of the users required for starting the game program is fixed, the queuing time for entering the waiting list is longer when meeting a game peak period, and the time for waiting the number of the game participation is longer when meeting a game idle period, the competitive interest of the users is extremely weakened in the longer waiting time; in addition, for the network game with strong interactivity such as accumulating points by game players, getting prizes by completing game matching tasks, distributing prize resources by completing break-through tasks, etc., the winning users often have low harvest satisfaction, which is caused by the following reasons: on the first hand, the number of users starting the game program is limited, so that the allocable bonus resources in the whole game process are limited; in the second aspect, the reward resource allocation mechanism is unchanged, and accurate positioning and opening allocation cannot be carried out on the user when different game programs are started.

Therefore, how to research and design a dynamic allocation method of competitive game resources, a starting server and a game system is a problem which is urgently needed to be solved at present.

Disclosure of Invention

In order to solve the problems that the waiting time of game participation users is long, accurate positioning and opening distribution can not be carried out according to the requirements of the users, and the flexibility of reward resource distribution is poor in the prior art, the invention aims to provide a method for dynamically distributing resources of a competitive game, a starting server and a game system.

The technical purpose of the invention is realized by the following technical scheme:

in a first aspect, a method for dynamically allocating resources of a competitive game is provided, which includes the following steps:

receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition;

allocating the quantity of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation;

judging whether the game is allowed to start according to a preset user quantity lower limit value and meeting an expected distribution strategy;

and acquiring user information of corresponding participating distribution users in the distribution strategy under the condition of allowing the game to start, and generating an optimal dynamic distribution strategy according to all the user information.

Further, the allocation policy calculation and judgment specifically includes:

sorting expected checkpoints corresponding to the lowest resource expected value in the expected value set in an ascending manner, wherein the lowest resource expected value of the next expected checkpoint is always greater than the lowest resource expected value of the last expected checkpoint;

calculating whether the total amount of the lowest allocated resources of the participating allocation users in the same classification category passing the expected level is not lower than the lowest expected value of the resources of all the participating allocation users in the corresponding expected level; if so, calculating the next expected checkpoint in an ascending manner until the last expected checkpoint; and if not, generating a new distribution strategy.

Further, the calculation of the total amount of the minimum allocated resources is specifically as follows:

δ1+...+δn≤1,ω1≥ω2≥...≥ωn

wherein Q isn minRepresenting the minimum total amount of the allocated resources of the nth level; r represents the amount of participating users; k represents the number of resources required for registration; g represents the total number of checkpoints; n represents the number of customs clearance; delta1、δnResource allocation parameters representing different levels; omega1、ωnIndicating the maximum allowed throughput for different levels.

Further, when the allocation strategy meets the expectation, the participating allocation users with the same lowest resource expectation value are filtered by calculating the minimum value of the lowest allocation resource total amount to show the maximum competitiveness.

Further, the minimum value calculation of the minimum total amount of allocated resources specifically includes:

{E1 n,E2 n,...,ER n}≥MIN(Qn min)

wherein E is1 n、ER nThe lowest resource expected value of different participants at the nth level is shown, and the levels n of the lowest resource expected values set by different participants can be different; MIN (Q)n min) The minimum value of the total amount of the lowest allocation resource when the allocation strategy meets the expectation value is represented; rminRepresenting the minimum number of users after filtering.

In a second aspect, a start server is provided, where the start server includes a receiving module, a policy distribution module, a policy screening module, and a policy generation module;

the receiving module is used for receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition;

the strategy allocation module is used for allocating the amount of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation;

the strategy screening module is used for judging whether the game is allowed to start according to the preset user quantity lower limit value and meeting the expected distribution strategy;

and the strategy generation module is used for acquiring the user information of the corresponding participating distribution user in the distribution strategy under the condition of allowing the game to start, generating the optimal dynamic distribution strategy according to all the user information and outputting the optimal dynamic distribution strategy.

In a third aspect, a game system is provided, which includes a login server, a start server, an account server, a match server, and a resource server;

the login server is used for receiving a game participation request which is sent by the user terminal and contains a lowest resource expected value and a game partition, and performing area division on the user according to the game partition;

the starting server is used for receiving the game participation request data of the same game area transmitted by the login server and generating an optimal dynamic allocation strategy according to the game participation request data;

the account server is used for auditing the account resources of the participating allocation users according to the optimal dynamic allocation strategy, sending a starting signal for allowing the participating allocation users to join the game to the competition server after the auditing is passed, and deducting the resource quantity required by registration from the account resources of the participating allocation users according to the starting feedback signal;

the competition server is used for controlling corresponding participating users to enter the game in the Nth batch according to the starting signal, sending a starting feedback signal to the account server after the game is started, and sending a resource management signal to the resource server according to the game progress;

and the resource server is used for forming a current resource prize pool by the resource quantity required by the registration deducted by the account server according to a preset registration proportion parameter, calling a corresponding passing distribution function according to the received resource management signal to perform statistical management on the resource distribution coefficient of the corresponding user, distributing the final resource prize pool to account resources of the corresponding participating distribution users according to the statistical total resource distribution coefficient after the user completes all the customs, and injecting the prize pool resources left after the Nth batch distribution into the current resource prize pool of the Nth batch in real time, so as to form the final resource prize pool of the (N + 1) th batch.

Further, the step of the tournament server controlling the nth batch of games to be played specifically includes: the Nth batch is matched and grouped with all other batches of users participating in the game synchronously.

Further, the competition server sends a revival feedback signal to the resource server according to a revival strategy selected by the participating allocation user; and the resource server controls the account server to deduct the number of revived resources from the account resources of the corresponding participating users according to the reviving feedback signal, and adds the number of revived resources deducted by the account server into the current resource prize pool according to preset reviving parameters.

The game system further comprises a ranking server, the ranking server carries out dynamic ranking on the resource allocation information of all the users participating in allocation according to the resource regulation and control information output by the resource server, and transmits the dynamic ranking to the match server for showing; and the ranking server generates a game strategy for completing the lowest resource expected value according to the game participation request data, the level information and the revival information, and pushes the game strategy to corresponding participation distribution users.

Compared with the prior art, the invention has the following beneficial effects:

1. the invention can realize dynamic starting of game degree according to the number of participants of the competitive game, can adaptively adjust the starting number of the game program at each time aiming at the peak period and the idle period, and has short waiting time for users, good user experience and strong viscosity;

2. according to the method, the demands of the game participants are analyzed, the game participants with similar demands are accurately distributed to the same game starting program under the condition that the waiting time of the users is short, and reasonable resource distribution of participants of the competitive game is realized;

3. the invention can greatly enhance the competitive power of the competitive game by filtering and screening the initially distributed game participants with the same requirements, thereby improving the enthusiasm of the users for participating;

4. the invention reasonably and dynamically distributes the reward resources according to the game progress, and the user can flexibly adjust the opportunity of entering the game starting program by adjusting the input minimum resource expected value.

Drawings

In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings needed to be used in the embodiments or the prior art descriptions will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.

FIG. 1 is a flow chart of dynamic allocation of game resources in an embodiment of the present invention;

FIG. 2 is a schematic diagram of the operation of a boot server in an embodiment of the present invention;

fig. 3 is a system architecture diagram of a gaming system in an embodiment of the present invention.

Detailed Description

In order to make the technical problems, technical solutions and advantageous effects to be solved by the present invention more clearly apparent, the present invention is further described in detail below with reference to the accompanying drawings and embodiments.

Example 1: a method for dynamically allocating resources of a competitive game, as shown in fig. 1, includes the following steps:

s101: receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition; gaming partitions include, but are not limited to, game types, network service areas;

s102: allocating the quantity of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation;

s103: judging whether the game is allowed to start according to a preset user quantity lower limit value and meeting an expected distribution strategy;

s104: and acquiring user information of corresponding participating distribution users in the distribution strategy under the condition of allowing the game to start, and generating an optimal dynamic distribution strategy according to all the user information.

In step S102, the allocation policy calculation and judgment specifically includes:

sorting expected checkpoints corresponding to the lowest resource expected value in the expected value set in an ascending manner, wherein the lowest resource expected value of the next expected checkpoint is always greater than the lowest resource expected value of the last expected checkpoint;

calculating whether the total amount of the lowest allocated resources of the participating allocation users in the same classification category passing the expected level is not lower than the lowest expected value of the resources of all the participating allocation users in the corresponding expected level; if so, calculating the next expected checkpoint in an ascending manner until the last expected checkpoint; and if not, generating a new distribution strategy.

The calculation of the total amount of the minimum allocated resources is specifically as follows:

δ1+...+δn≤1,ω1≥ω2≥...≥ωn

wherein Q isn minRepresenting the minimum total amount of the allocated resources of the nth level; r represents the amount of participating users; k represents the number of resources required for registration; g represents the total number of checkpoints; n represents the number of customs clearance; delta1、δnResource allocation parameters representing different levels, namely the ratio of the current resource prize pool allocated by the owner of the current level; omega1、ωnIndicating the maximum allowed throughput for different levels.

For example, assuming that the current game mechanism has 6 levels, if there are 5 people in one of the current waiting lists, the minimum resource expectation values are: e1, fourth off/293; e2, fourth off/273; e3, sixth off/421; e4, fifth off/363; e5, fifth off/363.

E1-E5 were divided into three categories, first: e1, E2; the second type: e4, E5; in the third category: E3. firstly, the lowest total amount of the allocated resources passing through the fourth relation when the amount of the users participating in allocation is 5 is calculated, and whether the calculated lowest total amount of the allocated resources is simultaneously larger than 293 and 273 is judged. If so, the second class is computed in the same manner. If any process in the first class, the second class and the third class is not satisfied, a new allocation strategy needs to be generated. For example, if E1 in the second class is not satisfied, { E2, E3, E4, E5} may be chosen in descending order as the new set of expected values.

And when the allocation strategy meets the expectation, filtering the participating allocation users with the same lowest resource expectation value by calculating the minimum value of the lowest allocation resource total value so as to show the maximum competitiveness.

The minimum value calculation of the minimum total amount of the allocated resources is specifically as follows:

{E1 n,E2 n,...,ER n}≥MIN(Qn min)

wherein E is1 n、ER nThe lowest resource expected value of different participants at the nth level is shown, and the levels n of the lowest resource expected values set by different participants can be different; MIN (Q)n min) The minimum value of the total amount of the lowest allocation resource when the allocation strategy meets the expectation value is represented; rminRepresenting the minimum number of users after filtering.

For example, in the current example, E1-E5 all satisfy the requirement, and E4 is the same as E5, then consider whether one person is still satisfied after filtering, and if so, filter.

Example 2: as shown in fig. 2, the start server includes a receiving module, a policy distributing module, a policy screening module, and a policy generating module; the receiving module is used for receiving a game participation request which is sent by a user and contains a lowest resource expected value and a game partition; the strategy allocation module is used for allocating the amount of the users participating in allocation and an expected value set formed by corresponding users in a descending manner, and calculating and judging whether the allocation strategy simultaneously meets the lowest resource expected value of all the users participating in allocation; the strategy screening module is used for judging whether the game is allowed to start according to the preset user quantity lower limit value and meeting the expected distribution strategy; the strategy generation module is used for acquiring user information of corresponding distribution users in the distribution strategies under the condition that the game is allowed to start, generating an optimal dynamic distribution strategy according to all the user information and outputting the optimal dynamic distribution strategy.

Example 3: a game system, as shown in FIG. 3, includes a login server, a start server, an account server, a tournament server, and a resource server.

And the login server is used for receiving a game participation request which is sent by the user terminal and contains the lowest resource expected value and the game partition, and dividing the area of the user according to the game partition.

And the starting server is used for receiving the game participation request data of the same game area transmitted by the login server and generating an optimal dynamic allocation strategy according to the game participation request data.

And the account server is used for auditing the account resources of the participating allocation users according to the optimal dynamic allocation strategy, sending a starting signal for allowing the participating allocation users to join the game to the competition server after the auditing is passed, and deducting the resource quantity required by registration from the account resources of the participating allocation users according to the starting feedback signal.

And the competition server is used for controlling corresponding participating and distributing users to enter the game in the Nth batch according to the starting signal, sending a starting feedback signal to the account server after the game is started, and sending a resource management signal to the resource server according to the game progress.

And the resource server is used for forming a current resource prize pool by the resource quantity required by the registration deducted by the account server according to a preset registration proportion parameter, calling a corresponding passing distribution function according to the received resource management signal to perform statistical management on the resource distribution coefficient of the corresponding user, distributing the final resource prize pool to account resources of the corresponding participating distribution users according to the statistical total resource distribution coefficient after the user completes all the customs, and injecting the prize pool resources left after the Nth batch distribution into the current resource prize pool of the Nth batch in real time, so as to form the final resource prize pool of the (N + 1) th batch. In this embodiment, the resource allocation coefficient is the percentage of the resource that can be allocated by a single user to the resource that can be dominated by the current level. The source distribution coefficient can be dynamically generated according to the data of the current level passing through the user amount, the current resource prize pool amount, the existing user amount of the game system and the like, and can also be preset values through the game system. In the present embodiment, a preset value is employed. The total resource distribution coefficient is the weight of the resource distribution coefficients of all the level cards, and the resource distribution parameter is the weight coefficient.

In this embodiment, the account resource may be a resource related to a game, such as a bonus, a gift certificate, and a prop, which is periodically allocated by the game system, or may be a resource requested by the user from the game system.

In the present embodiment, the entry ratio parameter is 1 — the system consumption coefficient, which is greater than or equal to 0. The game system can set the passing distribution function according to the requirement, and the passing distribution function of each level card can be different.

In this embodiment, the step of the tournament server controlling the nth batch of games to be played specifically includes: the Nth batch is matched and grouped with all other batches of users participating in the game synchronously.

The competition server sends a revival feedback signal to the resource server according to the revival strategy selected by the participating allocation user; and the resource server controls the account server to deduct the number of revived resources from the account resources of the corresponding participating users according to the reviving feedback signal, and adds the number of revived resources deducted by the account server into the current resource prize pool according to preset reviving parameters.

The game system also comprises a ranking server, wherein the ranking server carries out dynamic ranking on the resource allocation information of all the users participating in allocation according to the resource regulation and control information output by the resource server and transmits the dynamic ranking to the competition server for showing; and the ranking server generates a game strategy for completing the lowest resource expected value according to the game participation request data, the level information and the revival information, and pushes the game strategy to corresponding participation distribution users.

The present embodiment is only for explaining the present invention, and it is not limited to the present invention, and those skilled in the art can make modifications of the present embodiment without inventive contribution as needed after reading the present specification, but all of them are protected by patent law within the scope of the claims of the present invention.

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