CN109745707A - Game user matching process and system based on Anti-addiction - Google Patents
Game user matching process and system based on Anti-addiction Download PDFInfo
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- CN109745707A CN109745707A CN201711068214.2A CN201711068214A CN109745707A CN 109745707 A CN109745707 A CN 109745707A CN 201711068214 A CN201711068214 A CN 201711068214A CN 109745707 A CN109745707 A CN 109745707A
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Abstract
The present invention provides a kind of game user matching process and system based on Anti-addiction, it is different to limit user's playtime that the game user matching process based on Anti-addiction only passes through analysis user's playtime from existing indulging system, game user matching process provided by the present invention based on Anti-addiction can be from the angle of user, not only according to the playtime of user, herein in connection with the offline situation of history of the history military success and user of user, the playtime of comprehensive analysis and control user, guarantee user experience while realizing Anti-addiction, player's liveness of game can be effectively improved, more comprehensively, intelligentized assessment of levels mode, change current Anti-addiction mode greatly to improve the user experience of game user, to increase user's viscosity and attract new user.
Description
Technical field
The present invention relates to technical field of network information, in particular to a kind of game user matching process based on Anti-addiction and
System.
Background technique
" network game indulging system exploitation standard " regulation, minor are strong in the playtime added up in 3 hours
Health playtime, 3-5 hours are tired playtime, and the above are unhealthy playtimes within 5 hours.Player is small in disengaging game 5
When after the cumulative time reset.This regulation has many loopholes that player is allow to escape timing, for example player replaces game, only plays
Local game can be escaped using the methods of others' authentication etc..Therefore there are many method inventions for preventing addiction.
Existing Anti-addiction technology judges whether user indulges essentially according to the game line duration of user, when user's game
Line duration is more than certain value, reminds user or keeps user's pressure offline, but when user is in even defeated or even win state
When lower, this mode is easy to bring bad user experience, not from the point of view of user, do not have user to user
Some psychological preparations are just prohibited to play game, be easy to cause customer churn.
It, can be from the angle of user it is therefore desirable to provide a kind of game user matching process and system based on Anti-addiction
It sets out, it is comprehensive herein in connection with the offline situation of history of the history military success and user of user not only according to the playtime of user
The playtime of analysis and control user, guarantees user experience while realizing Anti-addiction, can effectively improve the object for appreciation of game
Family's liveness changes current Anti-addiction mode greatly more comprehensively, intelligentized assessment of levels mode to improve game
The user experience of user, to increase user's viscosity and attract new user.
Summary of the invention
In order to overcome the deficiencies of the prior art, the present invention provides a kind of game user matching process based on Anti-addiction and it is
System, in conjunction with the offline situation of history of the history military success and user of user, comprehensive analysis and the playtime for controlling user,
Guarantee user experience while realizing Anti-addiction, player's liveness of game can be effectively improved, more comprehensively, intelligentized
Assessment of levels mode changes current Anti-addiction mode greatly to improve the user experience of game user, is glued with increasing user
It spends and attracts new user.
To achieve the above object, technical scheme is as follows:
In a first aspect, the present invention provides a kind of game user matching process based on Anti-addiction, specifically includes:
Obtain the personal information of user;
According to the personal information of user, the daily game longest duration of user is obtained, the first duration is denoted as;
Duration is reminded in the game for obtaining user, is denoted as the second duration;
The same day game duration for obtaining user, is denoted as third duration;
When the third duration is less than first duration, and the third duration is not less than second duration, to
User sends prompting message, and the current military success for the offline preceding military success of history and user for obtaining user;
According to the history military success of the user and the same day military success of user, game teammate and opponent are matched to user;
When the same day military success of user is matched with the history military success of user, forbid user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
When the third game duration of user is not less than the first game duration, forbid user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
Obtain the game score of user;
According to the history military success of user, user's same day military success and the game score of user, game teammate is matched to user
And opponent.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
When the third duration is less than first duration, and the third duration is not less than second duration, obtain
Take the history winning rate at family;
According to the history winning rate of the user, game teammate and opponent are matched to user;
When the same day winning rate of user and the history winning rate of user are in preset threshold, forbid user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
Obtain the game score of user;
According to the history winning rate of user, user's same day winning rate and the game score of user, game teammate is matched to user
And opponent.
In an embodiment of the present invention, the personal information of the user includes but is not limited to the age of user, occupation.
In an embodiment of the present invention, the daily game longest duration is determined according to the age of user or occupation, different
The game longest duration of age bracket or different occupation is different.
In an embodiment of the present invention, described to forbid user's game that make for pressure user offline or those skilled in the art
Other forbid the mode of user's game.
In an embodiment of the present invention, second duration is less than the first duration.
In an embodiment of the present invention, the history military success includes but is not limited to that user is last offline first 3 innings autonomous
5 innings of military success before military success or user offline.
In an embodiment of the present invention, the history winning rate includes but is not limited to that user is last offline first 3 innings autonomous
5 innings of winning rate before winning rate or user offline.
In an embodiment of the present invention, the game score of the user includes but is not limited to the KDA scoring of user and/or uses
Family is to the destruction scoring of Game Setting object and/or the game comprehensive score of user.
In an embodiment of the present invention, the playtime of the user includes that user is accumulative in the game of same gaming platform
Time.
In an embodiment of the present invention, when the same day of user, upper downtime was separated by certain time, user's same day game
Cumulative time reset.
Second aspect, the present invention provides a kind of game user matching system based on Anti-addiction, including obtain module, control
Molding block, reminding module;
The personal information for obtaining module and being used to obtain user;
The acquisition module is also used to the personal information according to user, obtains the daily game longest duration of user, is denoted as the
One duration;
The game prompting duration for obtaining module and being also used to obtain user, is denoted as the second duration;
The same day game duration for obtaining module and being also used to obtain user, is denoted as third duration;
The control module is for comparing third duration and the second duration;
The reminding module is used to be less than first duration when the third duration, and the third duration is not less than institute
When stating the second duration, prompting message is sent to user;
The same day military success for obtaining module and being also used to obtain the history military success and user of user;
The acquisition module is also used to be less than first duration when the third duration, and the third duration is not less than
When second duration, the history military success of user and the same day military success of user are obtained;
The control module is also used to the history military success according to user and the same day military success of user, matches game team to user
Friend and opponent;
The control module is also used to forbid user to swim when the same day military success of user is matched with the history military success of user
Play.
In an embodiment of the present invention, the control module is also used to the third game duration as user not less than the first trip
When duration of playing, forbid user's game.
In an embodiment of the present invention, the game score for obtaining module and being also used to obtain user;
The control module is used to be given according to the history military success of user, user's same day military success and the game score of user
User matches game teammate and opponent.
In an embodiment of the present invention, the acquisition module is also used to be less than first duration when the third duration,
And the third duration be not less than second duration when, obtain the history winning rate of user;
The control module is used for the history winning rate according to the user, matches game teammate and opponent to user;
The control module is also used to forbid when the same day winning rate of user and the history winning rate of user are in preset threshold
User's game.
In an embodiment of the present invention, the game score for obtaining module and being also used to obtain user;
Control module is also used to be commented according to the offline preceding winning rate of history, the current winning rate of user and the game of user of user
Point, game teammate and opponent are matched to user.
Compared with prior art, the beneficial effects of the present invention are:
Game user matching process and system provided by the present invention based on Anti-addiction, can go out from the angle of user
Hair, not only according to the playtime of user, herein in connection with the offline situation of history of the history military success and user of user, comprehensive point
The playtime of analysis and control user, guarantees user experience while realizing Anti-addiction, can effectively improve the player of game
Liveness changes current Anti-addiction mode greatly more comprehensively, intelligentized assessment of levels mode to improve game use
The user experience at family, to increase user's viscosity and attract new user.
Detailed description of the invention
Fig. 1 is the flow diagram of game user matching process of one of the one embodiment of the invention based on Anti-addiction;
Fig. 2 is the structural schematic diagram of game user matching system of one of the one embodiment of the invention based on Anti-addiction;
Label declaration:
100: obtaining module
200: control module
300: reminding module.
Specific embodiment
In order to make those skilled in the art more fully understand the present invention program, below in conjunction with the accompanying drawings and the specific embodiments to this
Invention is described further, and illustrative examples therein and explanation are only used to explain the present invention, but are not intended as to this
The restriction of invention.Based on the embodiments of the present invention, those of ordinary skill in the art are without making creative work
Every other embodiment obtained, shall fall within the protection scope of the present invention.
It should be noted that " first ", " second " etc. in description and claims of this specification and above-mentioned attached drawing
It is to be used to distinguish similar objects, without being used to describe a particular order or precedence order.It should be understood that the number used in this way
According to being interchangeable under appropriate circumstances, so that the embodiment of the present invention described herein can be in addition to illustrating herein or retouching
Sequence other than those of stating is implemented.In addition, term " includes " and " having " and their any deformation, it is intended that cover
Cover it is non-exclusive include, for example, comprising, but may include be not clearly listed for these process, methods, product or
The intrinsic other step or units of equipment.
In a first aspect, as shown in Figure 1, the present invention provides a kind of game user matching process based on Anti-addiction, specifically
Include:
S100: the personal information of user is obtained;
Specifically, the personal information of the user includes the age of user, occupation etc..
S200: according to the personal information of user, the daily game longest duration of user is obtained, the first duration is denoted as;
Specifically, the daily game longest duration is determined according to the age of user or occupation, such as minor and adult
The game longest duration of people is different.
S300: duration is reminded in the game for obtaining user, is denoted as the second duration;
Specifically, second duration is less than the first duration.
S400: the same day game duration of user is obtained, third duration is denoted as;
S500: when the third duration be less than first duration, and the third duration be not less than second duration
When, prompting message is sent to user, and obtain the history military success of user and the same day military success of user;
Specifically, the history military success can be before last autonomous offline preceding 3 innings of the military success of user or user offline 5
The military success etc. of office.
S600: according to the history military success of the user and the same day military success of user, game teammate and opponent are matched to user;
S700: when the same day military success of user is matched with the history military success of user, forbid user's game.
Specifically, it is described forbid user's game can for force user offline or those skilled in the art to use other forbid
The mode of user's game.
In an of the invention application scenarios, the age that background server obtains user is 17 years old, and occupation is student, according to
The age at family, obtain it is 3 hours a length of when the daily game longest of user, a length of 2 when the game that background server obtains user is reminded
Hour, when user's game duration is more than 2 small after, background server sends prompting message to user, and background server obtains use
The last autonomous offline preceding military success in family is that 2 victory 1 are negative, and the military success on user's same day is that 1 victory 1 is negative, then background server is to user
With the slightly weak opponent of the stronger teammate of play level and play level, after user wins, forces user offline, prohibit
Only user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
When the third game duration of user is not less than the first game duration, forbid user's game.
In an of the invention application scenarios, the age that background server obtains user is 17 years old, and occupation is student, according to
The age at family, obtain it is 3 hours a length of when the daily game longest of user, a length of 2 when the game that background server obtains user is reminded
Hour, when user's game duration is more than 2 small after, background server sends prompting message to user, and background server obtains use
The last autonomous offline preceding military success in family is that 2 victory 1 are negative, and the military success on user's same day is that 1 victory 1 is negative, then background server is to user
With the slightly weak opponent of the stronger teammate of play level and play level, when the playtime of user is more than 3 small after, make user
It forces offline, forbids user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
Obtain the game score of user;
According to the history military success of user and user's same day military success and the game score of user, game teammate is matched to user
And opponent.
Specifically, the game score of the user includes the destruction of the KDA scoring and/or user of user to Game Setting object
Scoring and/or the game comprehensive score of user etc..
In an of the invention application scenarios, the age that background server obtains user is 17 years old, and occupation is student, according to
The age at family, obtain it is 3 hours a length of when the daily game longest of user, a length of 2 when the game that background server obtains user is reminded
Hour, when user's game duration is more than 2 small after, background server sends prompting message to user, and background server obtains use
The last offline preceding military success in family is that 2 victory 1 are negative, and the military success on user's same day is that 1 victory 1 is negative, and background server obtains the game of user
Comprehensive score is 8.6, then background server matches teammate and the game comprehensive score that game comprehensive score is 9.0 or more to user
For 8.0 opponents below, after user wins, forbid user's game.
In an embodiment of the present invention, after S500, further includes:
When the third duration is less than first duration, and the third duration is not less than the second duration, obtains and use
Winning rate before the history at family is offline;
According to the history winning rate of the user, game teammate and opponent are matched to user;
When the current winning rate of user and the history winning rate of user are in preset threshold, forbid user's game.
Specifically, the history winning rate can be before last autonomous offline preceding 3 innings of the winning rate of user or user offline 5
The winning rate etc. of office.
In an of the invention application scenarios, the age that background server obtains user is 17 years old, and occupation is student, according to
The age at family, obtain it is 3 hours a length of when the daily game longest of user, a length of 2 when the game that background server obtains user is reminded
Hour, when user's game duration is more than 2 small after, background server sends prompting message to user, and background server obtains use
Family it is last autonomous it is offline before winning rate be 52%, then background server judge the winning rate preset threshold of user for 45%-65%,
The winning rate on user's same day is 80%, then background server is slightly strong to user's matching play level slightly weak teammate and play level
Opponent, when background server obtain user winning rate be 60% when (within preset threshold 45%-65%), keep user strong
It makes offline, forbids user's game.
In an embodiment of the present invention, the game user matching process based on Anti-addiction further include:
Obtain the game score of user;
According to the history winning rate of user, user's same day winning rate and the game score of user, game teammate is matched to user
And opponent.
In an of the invention application scenarios, the age that background server obtains user is 17 years old, and occupation is student, according to
The age at family, obtain it is 3 hours a length of when the daily game longest of user, a length of 2 when the game that background server obtains user is reminded
Hour, when user's game duration is more than 2 small after, background server sends prompting message to user, and background server obtains use
Family it is last autonomous it is offline before winning rate be 52%, then background server judge the winning rate preset threshold of user for 45%-65%,
The winning rate on user's same day is 40%, and the game score that background server obtains user is 8.6, then background server is to user
With game score be 9.0 or more teammate and game score be 8.0 opponents below, when the winning rate of user be 50% when (pre-
If within threshold value 45%-65%), it forces user offline, forbids user's game.
In an embodiment of the present invention, the game score of the user include user KDA scoring and/or user to game
The destruction scoring of arranging thing and/or the game comprehensive score of user etc..
In an embodiment of the present invention, the playtime of the user includes that user is accumulative in the game of same gaming platform
Time.
In an embodiment of the present invention, when the same day of user, upper downtime was separated by certain time, user's same day game
Cumulative time reset.
Second aspect, the present invention provides a kind of game user matching system based on Anti-addiction specifically include acquisition mould
Block 100, control module 200, reminding module 300;
Obtain the personal information that module 100 is used to obtain user;
It obtains module 100 and is also used to the personal information according to user, obtain the daily game longest duration of user, be denoted as first
Duration
The game prompting duration that module 100 is also used to obtain user is obtained, the second duration is denoted as;
The same day game duration that module 100 is also used to obtain user is obtained, third duration is denoted as;
Control module 200 is for comparing third duration and the second duration;
Reminding module 300 is used to be less than first duration when the third duration, and the third duration is not less than the
When two durations, prompting message is sent to user, and obtain the history military success of user and the same day military success of user;
Control module 200 is also used to the history military success according to the user and the same day military success of user, matches and swims to user
Play teammate and opponent;
Control module 200 is also used to forbid when the offline preceding military success of the history of the same day military success of user and user matches
User's game.
Specifically, the history military success can be before last autonomous offline preceding 3 innings of the military success of user or user offline 5
The military success etc. of office.
Specifically, it is described forbid user's game can for force user offline or those skilled in the art to use other forbid
The mode of user's game.
In an application scenarios of the invention, the age for obtaining the acquisition user of module 100 is 17 years old, and occupation is student, according to
It at the age of user, obtains 3 hours a length of when the daily game longest of user, obtains module 100 and obtain the game of user and remind duration
Be 2 hours, control module 200 judges that user's game duration is more than after 2 hours, reminding module 300 send prompting message to
Family, obtaining module 100 and obtaining the last autonomous offline preceding military success of user is that 2 victory 1 are negative, and the military success on user's same day is that 1 victory 1 is negative,
The then opponent slightly weak to the stronger teammate of user's matching play level and play level of control module 200, when user wins
Afterwards, control module 200 forces user offline, forbids user's game.
In an embodiment of the present invention, control module 200 is also used to the third game duration as user not less than the first trip
When duration of playing, forbid user's game.
In an application scenarios of the invention, the age for obtaining the acquisition user of module 100 is 17 years old, and occupation is student, according to
The age of user, when obtaining the daily game longest of user a length of 3 hours and obtain it is 2 hours a length of when the game of user is reminded,
After when control module 200 judges that user's game duration is more than 2 small, reminding module 300 sends prompting message to user, obtains
It is that 2 victory 1 are negative that module 100, which obtains the last autonomous offline preceding military success of user, and the military success on user's same day is that 1 victory 1 is negative, then controls
The opponent slightly weak to the stronger teammate of user's matching play level and play level of module 200, when the playtime of user is more than
After 3 hours, it is offline that control module 200 forces user, forbids user's game.
In an embodiment of the present invention, the game score that module 100 is also used to obtain user is obtained;
Control module 200 is used for according to the history military success of user, user's same day military success and the game score of user, to use
Family matches game teammate and opponent.
Specifically, the game score of the user includes the destruction of the KDA scoring and/or user of user to Game Setting object
Scoring and/or the game comprehensive score of user etc..
In an application scenarios of the invention, the age for obtaining the acquisition user of module 100 is 17 years old, and occupation is student, according to
At the age of user, obtain 3 hours a length of when the daily game longest of user, and when game for obtaining user is reminded, is 2 hours a length of,
After when control module 200 judges that user's game duration is more than 2 small, reminding module 300 sends prompting message to user, obtains
It is that 2 victory 1 are negative that module 100, which obtains the last autonomous offline preceding military success of user, and the military success on user's same day is that 1 victory 1 is negative, obtains mould
The game score that block 100 obtains user is 8.6, then control module 200 matches the teammate that game score is 9.0 or more to user
It is 8.0 opponents below with game score, after user wins, control module 200 forbids user's game.
In an embodiment of the present invention, module 100 is obtained to be also used to be less than first duration when the third duration, and
When the third duration is not less than the second duration, the offline preceding winning rate of history of user is obtained;
Control module 200 is used for the winning rate according to the history of the user before offline, matches game teammate and right to user
Hand;
Control module 200 is also used to the offline preceding winning rate of history when the current winning rate and user of user in preset threshold
When, forbid user's game.
In an application scenarios of the invention, the age for obtaining the acquisition user of module 100 is 17 years old, and occupation is student, according to
It is the age of user, 2 hours a length of when the game of a length of 3 hours and user are reminded when obtaining the daily game longest of user, work as control
Molding block 200 judges that user's game duration is more than after 2 hours, and reminding module 300 sends prompting message to user, obtains module
100 obtain user's last time, and independently offline preceding winning rate is 52%, then control module 200 judges that the winning rate preset threshold of user is
45%-65%, the current winning rate of user are 80%, then control module 200 matches the slightly weak teammate and trip of play level to user
Play with water flat slightly strong opponent, and when the winning rate of user is 60% (within preset threshold 45%-65%), control module 200 makes
User's pressure is offline, forbids user's game.
In an embodiment of the present invention, the game score that module 100 is also used to obtain user is obtained;
Control module 200 is also used to be given according to the history winning rate of user, user's same day winning rate and the game score of user
User matches game teammate and opponent.
In an application scenarios of the invention, the age for obtaining the acquisition user of module 100 is 17 years old, and occupation is student, according to
It is the age of user, 2 hours a length of when the game of a length of 3 hours and user are reminded when obtaining the daily game longest of user, work as control
Module 200 judges that user's game duration is more than after 2 hours, and reminding module 300 sends prompting message to user, obtains module 100
Obtaining the last autonomous offline preceding winning rate of user is 52%, and the current winning rate of user is 40%, obtains module 100 and obtains user
Game comprehensive score be 8.6, then control module 200 to user match game comprehensive score be 9.0 or more teammate and game
Comprehensive score is 8.0 opponents below, when the same day winning rate for obtaining 100 user of module is 50% (in preset threshold 45%-
Within 65%), it is offline that control module 200 forces user, forbids user's game.
In an embodiment of the present invention, same end can be integrated in by obtaining module 100, control module 200, reminding module 300
End, the terminal include but is not limited to single-chip microcontroller, smart phone, any one or a few in tablet computer.
Taking the above-mentioned ideal embodiment according to the present invention as inspiration, through the above description, those skilled in the art
Completely various changes and amendments can be carried out in the range of without departing from technical thought of the invention.Of the invention is technical
Range is not limited to the contents of the specification, it is necessary to its technical scope is determined according to Claims scope.
Claims (10)
1. a kind of game user matching process based on Anti-addiction characterized by comprising
Obtain the personal information of user;
According to the personal information of user, the daily game longest duration of user is obtained, the first duration is denoted as;
Duration is reminded in the game for obtaining user, is denoted as the second duration;
The same day game duration for obtaining user, is denoted as third duration;
When the third duration is less than the first duration, and the third duration is not less than the second duration;
Prompting message is sent to user, and obtains the history military success of user and the same day military success of user;
According to the history military success of user and the same day military success of user, game teammate and opponent are matched to user;
When military success matches before the same day military success of user and the history of user, forbid user's game.
2. a kind of game user matching process based on Anti-addiction as described in claim 1, which is characterized in that further include:
When the third game duration of user is not less than the first game duration, forbid user's game.
3. a kind of game user matching process based on Anti-addiction as claimed in claim 1 or 2, which is characterized in that further include:
Obtain the game score of user;
According to the history military success of user and user's same day military success and the game score of user, game teammate and right is matched to user
Hand.
4. a kind of game user matching process based on Anti-addiction as claimed in claim 1 or 2, which is characterized in that further include:
When the third duration is less than the first duration, and the third duration is not less than second duration, obtain user's
History winning rate;
According to the history winning rate of the user, game teammate and opponent are matched to user;
When the same day military success of user and the history winning rate of user are in preset threshold, forbid user's game.
5. a kind of game user matching process based on Anti-addiction as claimed in claim 1 or 2, which is characterized in that further include:
Obtain the game score of user;
According to the history winning rate of user, user's same day winning rate and the game score of user, game teammate and right is matched to user
Hand.
6. a kind of game user matching system based on Anti-addiction, which is characterized in that including obtaining module, control module, prompting
Module;
The personal information for obtaining module and being used to obtain user;
The acquisition module is also used to the personal information according to user, the daily game longest duration of user is obtained, when being denoted as first
It is long;
The game prompting duration for obtaining module and being also used to obtain user, is denoted as the second duration;
The same day game duration for obtaining module and being also used to obtain user, is denoted as third duration;
The control module is for comparing third duration and the second duration;
The reminding module is used for when the third duration is less than the first duration, and the third duration is not less than described second
When long, prompting message is sent to user;
The same day military success for obtaining module and obtaining the offline preceding military success of history and user of user;
The control module is also used to the history military success according to user and the same day military success of user, to user match game teammate and
Opponent;
The control module is also used to forbid user's game when the same day military success of user is matched with the history military success of user.
7. a kind of game user matching system based on Anti-addiction as claimed in claim 6, which is characterized in that
The control module is also used to forbid user's game when the third game duration of user is not less than the first game duration.
8. a kind of game user matching system based on Anti-addiction as claimed in claim 6, which is characterized in that
The game score for obtaining module and being also used to obtain user;
The control module is used to give user according to the history military success of user, user's same day military success and the game score of user
Match game teammate and opponent.
9. a kind of game user matching system based on Anti-addiction as claimed in claim 6, which is characterized in that
The acquisition module is also used to work as the third duration less than the first duration, and the third duration is not less than the second duration
When, obtain the history winning rate of user;
The control module is used for the history winning rate according to the user, matches game teammate and opponent to user;
The control module is also used to forbid user when the same day military success of user and the history winning rate of user are in preset threshold
Game.
10. a kind of game user matching system based on Anti-addiction as claimed in claim 6, which is characterized in that
The game score for obtaining module and being also used to obtain user;
The control module is also used to according to the history winning rate of user, user's same day winning rate and the game score of user, to use
Family matches game teammate and opponent.
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CN201711068214.2A CN109745707A (en) | 2017-11-03 | 2017-11-03 | Game user matching process and system based on Anti-addiction |
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Family
ID=66397978
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Cited By (2)
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