WO2019034051A1 - 在游戏界面中显示目标对象的方法、装置以及存储介质 - Google Patents

在游戏界面中显示目标对象的方法、装置以及存储介质 Download PDF

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Publication number
WO2019034051A1
WO2019034051A1 PCT/CN2018/100456 CN2018100456W WO2019034051A1 WO 2019034051 A1 WO2019034051 A1 WO 2019034051A1 CN 2018100456 W CN2018100456 W CN 2018100456W WO 2019034051 A1 WO2019034051 A1 WO 2019034051A1
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Prior art keywords
target
objects
coefficient
game
current
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PCT/CN2018/100456
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English (en)
French (fr)
Inventor
田聪
陆建来
秦军辉
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腾讯科技(深圳)有限公司
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Publication of WO2019034051A1 publication Critical patent/WO2019034051A1/zh

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player

Definitions

  • the present application relates to the field of computers, and in particular to a method, apparatus, and storage medium for displaying a target object in a game interface.
  • the embodiment of the present application provides a method, a device, and a storage medium for displaying a target object in a game interface, so as to at least solve the technical problem that the casual game in the related art cannot recommend a card that needs to be played for the game player.
  • a method for displaying a target object in a game interface includes: detecting whether a game operation is currently performed by a target account in a process of running a game by a client, where The account number of the game is a plurality of accounts including the target account, the plurality of accounts sequentially performing the game operation; and when detecting that the game operation is currently performed by the target account, Selecting a target object from the set of objects that have been acquired by the target account, wherein the target object causes the target account to be in the one of the objects other than the target object The probability of winning in the game is the lowest; the target object is displayed in the game interface of the game played by the client.
  • an apparatus for displaying a target object in a game interface comprising: a detecting unit, configured to detect whether a target account is currently executed during a process of running a game by the client a game operation, wherein the account number participating in the game is a plurality of accounts including the target account, the plurality of accounts sequentially performing the game operation; and the selecting unit is configured to detect that the current is
  • the target account performs the game operation, the target object is selected from the set of objects that have been acquired by the target account, wherein, relative to the object other than the target object, The target object has the lowest probability that the target account wins in the game;
  • the display unit is configured to display the target object in a game interface of the game played by the client.
  • a storage medium where the storage medium includes a stored program, wherein the program is executed to execute any one of the embodiments of the present application to display a target object in a game interface.
  • an electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor
  • the computer program executes any one of the embodiments of the present application to display a target object in a game interface.
  • the target object is selected from the set of objects that have been acquired by the target account, wherein, in addition to the object other than the target object in the object set In other words, the target object has the lowest probability that the target account wins in one game; the target object is displayed in the game interface of the game running on the client, and the purpose of recommending the target object for the game player is achieved, thereby solving the related technology.
  • the casual game in the middle can not recommend the technical problem of the card that needs to be played for the game player, thereby achieving the technical difficulty of reducing the operation difficulty of the game player and improving the game experience of the game player.
  • FIG. 1 is a schematic diagram of a hardware environment of a method of displaying a target object in a game interface according to an embodiment of the present application
  • FIG. 2 is a flow chart of an alternative method of displaying a target object in a game interface, in accordance with an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional manual handwriting of a hand in a casual game according to an embodiment of the present application
  • FIG. 4 is a schematic diagram of an optional recommended playing hand in a casual game according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an optional recommended carding logic according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an optional apparatus for displaying a target object in a game interface, according to an embodiment of the present application.
  • FIG. 7 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • ID refers to the result of encoding all mahjong tiles according to specific rules in the casual game involved in this application.
  • Hand refers to the card that the player touched and did not play in the casual game involved in this application.
  • Discard pile Refers to the cards that have been played in the casual game covered by this application.
  • Plaque refers to the card in the casual game involved in this application that has not been touched by the player.
  • an embodiment of a method of displaying a target object in a game interface is provided.
  • the method for displaying the target object in the game interface may be applied to a hardware environment composed of the server 102 and the terminal 104 as shown in FIG. 1.
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the method of displaying the target object in the game interface in the embodiment of the present application may be performed by the server 102, may be performed by the terminal 104, or may be performed by the server 102 and the terminal 104 in common.
  • the method for the terminal 104 to display the target object in the game interface in the embodiment of the present application may also be performed by a client installed thereon.
  • FIG. 2 is a flow chart of an optional method for displaying a target object in a game interface according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
  • Step S202 During the running of the game by the client, detecting whether the game operation is currently performed by the target account, wherein the account participating in the game is a plurality of accounts including the target account, and the plurality of accounts sequentially perform the game operation. ;
  • Step S204 in the case that it is detected that the game operation is currently performed by the target account, the target object is selected from the object set that has been acquired by the target account, wherein the target is compared with the object other than the target object in the object set.
  • the object has the lowest probability that the target account will win in a game
  • Step S206 displaying the target object in the game interface of the game played by the client.
  • the plurality of accounts sequentially perform the game operation, and if the target account performs the game operation, selecting the target set from the target account may select the target.
  • Recommend the technical problem of the card that needs to be played can provide the player with the card that needs to be played, reduce the difficulty and thinking time of the player during the game, reduce the difficulty of the game and the time of the single game, so that the player can carry out more in a fixed time.
  • the game in order to achieve the technical effect of enhancing the player's gaming experience.
  • the client may be a client of the casual game application, and the client runs a game, that is, a casual game through the client.
  • a game of casual games may include multiple players, such as two players (two mahjong) or four players (four mahjong), each player logging into the client through an account to participate in a casual game.
  • a plurality of account numbers sequentially perform game operations, such as performing a card, a card, a card, and a bar.
  • the target player logs in to the client account, that is, the target account, and the operation of the target account to execute the card, the card, the card, and the bar is the game operation performed by the target account.
  • the embodiment of the present application can detect whether the game operation is currently performed by the target account in real time, so that when the game operation is currently performed by the target account, it can be quickly responded to achieve the purpose of improving the response speed.
  • the target account is detected to perform the game operation, that is, in the case that the target account is detected to perform the operation of the card, the card, and the like
  • the current account of the target account may be acquired as the target account.
  • selecting the target object from the set of objects that have been acquired by the target account may include: respectively acquiring attribute values of each object in the object set, where the attribute value is used to indicate that each object makes the target account The probability of winning in a game; the object with the smallest attribute value in the object set is determined as the target object, wherein the minimum value of the attribute indicates the lowest probability.
  • the target object is selected from the object set that has been acquired by the target account, and the attribute value of each object in the object set can be separately obtained.
  • the higher the attribute value of the object the object can be made to be the target account.
  • the greater the probability of winning in the game the lower the attribute value of the object, the lower the probability that the object can make the target account win in the game. Therefore, in order to increase the probability of winning the target account, the object can be The object with the smallest attribute value in the collection is determined as the target object, so that the target object that lowers the probability of winning the target account can be selected while ensuring the probability of winning the target account.
  • the target account in the process of casual games if the hand includes "50,000” and "90,000", of which "50,000” attribute value is 320, "90,000” attribute value For 475, the target account has a winning probability of “50,000” in the game than the winning probability of “90,000”, then “50,000” is selected as the target.
  • the embodiment may further include: determining the object with the largest identifier among the plurality of objects having the smallest attribute value as the target object.
  • an identifier is set in advance for a plurality of attribute values in the object set.
  • the object with the largest identifier among the objects with the smallest plurality of attribute values is determined.
  • the target object it is possible to accurately determine the target object in the case where multiple objects with the smallest attribute values appear.
  • the attribute value of "five” in the object set is 320
  • the attribute value of "nine” is 320.
  • the identifier set in advance for the object set is: set the identifier of "five” to 5
  • the "nine" logo is set to 9, because the 9 logo is greater than the 5 logo, it is determined that "nine" is the target object.
  • the identifier of the object may be determined according to the value of the object. For example, if the object is “ten thousand”, the identifier of the object is 10,000; if the object is “two”, the identifier of the object is 2; the object is “three. "Cylinder”, the identifier of the object is 3 cylinders, and so on, and will not be described here.
  • selecting the target object from the set of objects that have been acquired by the target account may include at least one of: in a case where the first target object set is included in the object set, from the first target object set Selecting a target object, wherein the first target object set has at least two objects that are not consecutively identified; if the first target object set is not included in the object set, and the second target object set is included, Selecting a target object in the target object set, wherein the second target object set has at least two objects that are consecutive in the identifier; the first target object set and the second target object set are not included in the object set, and the third target object is included
  • the target object is selected from the third target object set, wherein at least one pair of objects having the same identifier exists in the third target object set; the first target object set and the second target object are not included in the object set a set and a third target object set, and including the fourth target object set, from the fourth target Set as a target object selected, wherein the fourth
  • the target object is selected from the first target object set, the second target object set, the third target object set, and the fourth target object set, respectively, and the target object can be selected under various practical application scenarios. demand.
  • the first target object set may represent a loose card, such as a "five" and "20,000” cases; the second target object set may represent a normal connected card, such as "20,000" The case of "30,000” and "40,000”; the third target object set may represent a pair of cards, for example, there is a pair of "20,000” cases; the fourth target object set may indicate that there are more than seven consecutive cards, for example There is a situation of “20,000”, “30,000”, “40,000”, “50,000”, “60,000” and “70,000”. There is a first target object set in the object set. For example, if there are loose cards in the hand: "five” and "20,000”, the target object is selected from “five” and "20,000”; it does not exist in the object set.
  • the first target object set but in the case where there is a second target object set, for example, there are ordinary consecutive cards in the hand: "20,000", “30,000”, and "40,000", from "20,000",
  • the target object is selected in "30,000” and "40,000”; in the object set, there is no first target object set and second target object set, but in the case where there is a second target object set, for example, there is a pair of cards in the hand :
  • the target object is selected from the pair of "20,000”; the first target object set, the second target object set, and the third target object set do not exist in the object set, but exist
  • the fourth target object set for example, there are seven consecutive cards in the hand: one "20,000", "30,000", "40,000”, "50,000", "60,000”, "70,000” Situation, you can A pair of "twenty thousand" selected objects.
  • selecting the target object from the first target object set may include performing the following steps on each object in the first target object set to obtain attribute values of each object, where each The object is marked as the current object when performing the following steps:
  • the attribute value of each object in the first target object set is calculated according to the calculation formula, and the object with the smallest attribute value is determined as the target object, and the first target object set may appear in the actual application process. Next, accurately determine the target object in the first target object set to ensure that the selected target object is accurate and reliable.
  • the first target object set is a loose card
  • the attribute value of the loose card may be a loose card value
  • the value of the card consists of the base value and the bonus coefficient (the production coefficient, the adjacent card coefficient 1, and the adjacent card coefficient 2).
  • the base value is the above basic attribute value
  • the hit coefficient is the above operation coefficient
  • the adjacent card coefficient 1 is the first adjacent object coefficient
  • the adjacent card coefficient 2 is the second adjacent object coefficient.
  • Table 1 is a schematic representation of the optional base value of the card, as shown in Table 1, to determine the underlying value of each card. It should be noted that the basic value of the card can be set according to actual needs, and only the value of the sample value is given here.
  • Table 2 is a schematic table of optional knockout coefficients. As shown in Table 2, the hit coefficient is determined based on the number of sheets played by the card in the discard pile.
  • the adjacent card coefficient includes a neighboring card coefficient of 1, and a neighboring card coefficient of 2, wherein the adjacent card coefficient 1 may be determined according to the distance between the 10,000, the engraved card, the adjacent card, and the number of cards; The distance between the engraved, the loose card and the adjacent cards in the discard pile and the number of sheets determine the proximity coefficient 2.
  • Table 3 is a schematic table of an optional adjacent card coefficient 1. As shown in Table 3, the adjacent card coefficient 1 is determined according to the distance between the card of the 10,000, the engraved, and the barrel type and the distance between the adjacent cards and the distance.
  • Table 4 is a schematic diagram of an optional adjacent card coefficient 2, as shown in Table 4, determining the adjacent card coefficient according to the distance between the card in the 10,000, the engraved, and the barrel type and the adjacent card in the discard pile and the distance. 2.
  • the skip is not processed.
  • the priority of the card recommendation may be: east, west, south, north, middle, hair, white, 10,000, engraved, and cylinder.
  • the value of the card in the east, west, south, north, middle, hair, and white base value x playing coefficient.
  • the card value of the 10,000, the engraved, and the cylinder the base value ⁇ the hit coefficient ⁇ (the adjacent card coefficient of the nearest card from the left side 1 + the adjacent card coefficient of the nearest card to the right side) 1 ⁇ the card of the distance 1
  • the adjacent card coefficient of 2 ⁇ distance 2 is adjacent to the card coefficient 2; when the adjacent cards of distance 1 and distance 2 are not played, the adjacent card coefficient 2 is not considered, that is, its value is 1.
  • the coefficient is determined by the number of combinations of the first type of objects among the plurality of objects of the same current object type, the first type of object combination consisting of two objects that identify the same object, three objects that identify the same object, or four objects that have the same identity.
  • the edge factor is determined by the size of the identifier of the current object; the object with the smallest attribute value in the second target object set is determined as the target object.
  • the attribute value of each object in the first type of object combination in the second target object set is calculated according to the calculation formula, and the object with the smallest attribute value is determined as the target object, which may appear in the actual application process.
  • the target object in the second target object set is accurately determined to ensure that the selected target object is accurate and reliable.
  • the second target object set is a normal connected card
  • the attribute value of the ordinary connected card is the value of the connected card
  • the value of the card is composed of the base value and the addition coefficient (for example, the same color coefficient, the output coefficient, and the edge factor).
  • the basic value is the above basic attribute value;
  • the hitting coefficient is the above operating coefficient, and the same color coefficient is the above-mentioned same color coefficient;
  • the edge factor is the above-mentioned edge factor.
  • the card is divided into a normal card and a special card.
  • the special placard form does not calculate the value (processed in the card or skipped for processing).
  • Table 5 is a schematic representation of the optional base value of the tie cards. As shown in Table 5, only the hands in the "Value Card” column of each card type are calculated.
  • Table 6 is a schematic representation of an optional color coefficient, as shown in Table 6, which determines the color coefficient based on the number of cards in the same color hand and other combinations (e.g., pairs, marks, bars).
  • Table 7 is a schematic table of an optional card type. As shown in Table 7, the play factor calculates only the following two card types.
  • Table 8 is a schematic table of an optional hitting factor. As shown in Table 8, the hitting coefficient is determined based on the number of cards that have been played in the discard pile and can be matched with the card type.
  • Table 9 is a schematic table of optional edge factors. As shown in Table 9, the edge factor is determined according to the degree of backing in the card type.
  • the value of the connected card (ordinary) the base value of the connected card ⁇ the same color coefficient + the edge factor.
  • the number of the third objects is determined, the objects in the discarded object set are objects deleted from the object set that have been acquired by the plurality of accounts, and the objects in the third object and the second type object combination constitute a continuous object combination.
  • the attribute value of each object in the second type of object combination in the second target object set is calculated according to the calculation formula, and the object with the smallest attribute value is determined as the target object, which may appear in the actual application process.
  • the target object in the second target object set is accurately determined to ensure that the selected target object is accurate and reliable.
  • the attribute value of the ordinary card is the value of the card, including "single + single card” or "5 single card” in the ordinary card.
  • the specific calculation process is as follows.
  • the basic value is the above basic attribute value;
  • the hitting coefficient is the above operating coefficient, and the same color coefficient is the above-mentioned same color coefficient;
  • the edge factor is the above-mentioned edge factor.
  • the object in the discarded object set is an object deleted from the object set that has been acquired by multiple accounts, and the object coefficient obtained by the current object and the target account is adjacent to the object coefficient.
  • the distance between the adjacent fourth object is determined, the object set that has been acquired by the target account includes the fourth object with the same identifier; and the object with the smallest attribute value in the third target object set is determined as the target object.
  • the attribute value of each object in the third target object set is calculated according to the calculation formula, and the object with the smallest attribute value is determined as the target object, and the third target object set may appear in the actual application process. Next, accurately determine the target object in the third target object set to ensure that the selected target object is accurate and reliable.
  • the “current object attribute value” is “pair value”
  • the current object basic attribute value is “pair basic value”
  • current The operation coefficient of the object is “the output coefficient”
  • the “coordination object coefficient of the current object” is the “proximity card coefficient”
  • the value of the card includes the base value and the bonus factor (the hit coefficient, the proximity coefficient).
  • Table 10 is a schematic representation of an optional base value for the card, as shown in Table 10.
  • Table 11 is a schematic representation of an optional pair playing factor, as shown in Table 11, determining the hitting factor based on the number of sheets played in the discard pile.
  • Table 12 is a graphical representation of an optional pair of cards adjacent to the card. As shown in Table 12, the adjacent card coefficients are determined based on the distance of the card from the closest card.
  • the value of the card is the basic value of the card + the coefficient of the card + the coefficient of the adjacent card; when there is no other card in the same color, the adjacent card coefficient is not considered, that is, the value is 0.
  • the second neighboring object coefficient is determined by the distance between the object identifying the same object and the adjacent second object in the set of discarded objects, and the number of the second object; the attribute value in the same object is identified to be the smallest The object is determined as the target object.
  • the attribute value of each object in the fourth target object set is calculated according to the calculation formula, and the object with the smallest attribute value is determined as the target object, and the fourth target object set may appear in the actual application process. Next, accurately determine the target object in the fourth target object set to ensure that the selected target object is accurate and reliable.
  • the pair in the card can be valued according to the above card and the card with the lowest value is recommended.
  • the skip is not recommended.
  • step S206 during the running of the casual game by the client, the game interface is displayed, and the target object (or idle card) is displayed in the game interface for the player to select the play card to play.
  • the target object may be displayed in a specific area.
  • the target object is displayed above the acquired object set, for example, the idle card is displayed separately above the hand; or in the game interface
  • the target object area is displayed in the game interface separately, and the target object (or idle card) is displayed in the display area.
  • the present application also provides a preferred embodiment, which provides a logic and implementation method for intelligent recommendation of cards in casual games.
  • This application is based on the mahjong-specific winning rules and the player's thinking when playing mahjong.
  • the system calculates the value of all the hands in order and recommends the lowest-valued hand for the player to play.
  • the solution implemented by the present application can reduce the repetition and low-order operation of the player during the game, and improve the convenience of the player.
  • the application of the smart card selection strategy not only reduces the player's operation difficulty and thinking time, but also greatly reduces the player's single-game time, and can perform more games in a unit time. Achieve a better gaming experience with the above series of optimizations.
  • the recommended area of the card is increased, and the lowest value hand calculated by the system according to the smart card selection scheme is displayed. In most cases, the player can click on the recommended one-click button to play the best solution without any thought.
  • FIG. 3 is a schematic diagram of an optional manual handwriting of a hand in a casual game according to an embodiment of the present application.
  • the player's hand includes a “ten thousand”, a “20,000”, and a "Three thousand", three “east”, three “one (chicken)", one "three cakes”, one "four cakes”, two “five cakes”, and one “red middle”, the player will Think and type a hand by yourself according to your hand.
  • FIG. 4 is a schematic diagram of an optional recommended hand in a casual game according to an embodiment of the present application.
  • the player's hand includes a “ten thousand”, a “20,000”, and a “three”. Wan", three "east”, three “one (chicken)", one "three cakes”, one “four cakes”, two “five cakes", and one “middle”, then the game application will be “medium” "Show as a recommended card.
  • FIG. 5 is a schematic diagram of an optional recommended carding logic according to an embodiment of the present application, as shown in FIG. 5:
  • the pair When there is no pair in the hand but there is a 7+ card with the pair, the pair will calculate the value by the card and choose the pair with the lowest value.
  • the value of the card consists of the base value and the bonus coefficient (the production coefficient, the adjacent card coefficient 1, and the adjacent card coefficient 2).
  • Table 1 is a schematic representation of the optional base value of the card, as shown in Table 1, to determine the underlying value of each card.
  • Table 2 is a schematic table of optional knockout coefficients. As shown in Table 2, the hit coefficient is determined based on the number of sheets played by the card in the discard pile.
  • the adjacent card coefficient includes a neighboring card coefficient of 1, and a neighboring card coefficient of 2, wherein the adjacent card coefficient 1 may be determined according to the distance between the 10,000, the bar, the card and the adjacent hand, and the number of sheets; The distance between the strips, the loose cards and the adjacent cards in the discard pile and the number of sheets determine the proximity coefficient 2.
  • Table 3 is a schematic table of an optional adjacent card coefficient 1. As shown in Table 3, the adjacent card coefficient 1 is determined according to the distance between the card of the 10,000, bar, and barrel type and the distance between the adjacent cards and the distance.
  • Table 4 is a schematic diagram of an optional adjacent card coefficient 2, as shown in Table 4, determining the adjacent card coefficient according to the distance between the card in the 10,000, bar, and barrel type and the adjacent card in the discard pile and the distance. 1.
  • the skip is not processed.
  • the priority of the card recommendation may be: east, west, south, north, middle, hair, white, 10,000, bar, and tube.
  • the value of the card in the east, west, south, north, middle, hair, and white base value x playing coefficient.
  • the card value of the 10,000, the bar, and the tube the base value ⁇ the hit coefficient ⁇ (the adjacent card coefficient of the nearest card from the left side 1 + the adjacent card coefficient of the nearest card to the right side) 1 ⁇ the card of the distance 1
  • the adjacent card coefficient of 2 ⁇ distance 2 is adjacent to the card coefficient 2; when the adjacent cards of distance 1 and distance 2 are not played, the adjacent card coefficient 2 is not considered, that is, the value is 1.
  • the cards with the large ID are preferentially recommended, wherein the ID indicates the result of encoding all the mahjong cards according to a specific rule in the casual game related to the present application.
  • the value of the linkage includes the base value and the addition factor (eg, the same color coefficient, the hit coefficient, the edge factor).
  • the addition factor eg, the same color coefficient, the hit coefficient, the edge factor.
  • the card is divided into a normal card and a special card.
  • the special placard form does not calculate the value (processed in the card or skipped for processing).
  • Table 5 is a schematic representation of the optional base value of the tie cards. As shown in Table 5, only the hands in the "Value Card” column of each card type are calculated.
  • Table 6 is a schematic representation of an optional color coefficient, as shown in Table 6, which determines the color coefficient based on the number of cards in the same color hand and other combinations (e.g., pairs, marks, bars).
  • Table 7 is a schematic table of an optional card type. As shown in Table 7, the play factor calculates only the following two card types.
  • Table 8 is a schematic table of an optional hitting factor. As shown in Table 8, the hitting coefficient is determined based on the number of cards that have been played in the discard pile and can be matched with the card type.
  • Table 9 is a schematic table of optional edge factors. As shown in Table 9, the edge factor is determined according to the degree of backing in the card type.
  • the value of the connected card (ordinary) the base value of the connected card ⁇ the same color coefficient + the edge factor.
  • the cards with the large ID are preferentially recommended.
  • the value of the card includes the base value and the bonus factor (the hit coefficient, the proximity coefficient).
  • Table 10 is a schematic representation of an optional base value for the card, as shown in Table 10.
  • Table 11 is a schematic representation of an optional pair playing factor, as shown in Table 11, determining the hitting factor based on the number of sheets played in the discard pile.
  • Table 12 is a graphical representation of an optional pair of cards adjacent to the card. As shown in Table 12, the adjacent card coefficients are determined based on the distance of the card from the closest card.
  • the value of the card is the basic value of the card + the coefficient of the card + the coefficient of the adjacent card; when there is no other card in the same color, the adjacent card coefficient is not considered, that is, the value is 0.
  • the cards with the large ID are preferentially recommended.
  • the pair in the card is calculated by the card and the card with the lowest value is recommended.
  • the skip is not recommended.
  • the gameplay rule includes a rule of absence
  • the house card is preferentially recommended.
  • the cards with the large ID are preferentially recommended.
  • the gameplay rule includes a sub-rule rule
  • Table 13 is a schematic table of the optional eating, bumping, and bar-playing. As shown in Table 13, when there is a clear color in the game-playing library and the following conditions are met, other color hand cards are preferred.
  • the remaining number in the library is less than 20, regardless of the color, it is recommended according to the common card.
  • the card is preferentially recommended.
  • the cards of the non-nine-nine are preferentially recommended.
  • the intelligent selection strategy reduces the player's operation difficulty and thinking time, greatly reducing the player's single-game time, and increasing the player's game fun.
  • the casual game can form a unique game feature by means of the solution of the present application, and bring a better game experience than the competing product, thereby winning more players, better reputation and greater. market share.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • FIG. 6 is a schematic diagram of an optional apparatus for displaying a target object in a game interface according to an embodiment of the present application. As shown in FIG. 6, the apparatus may include: a detecting unit 61 for running a game on the client.
  • the selecting unit 63 is configured to detect In the case that the game operation is currently performed by the target account, the target object is selected from the object set that has been acquired by the target account, wherein the target object makes the target account in a target object other than the target object. The probability of winning in the game is the lowest; the display unit 65 is configured to display the target object in the game interface of the game played by the client.
  • the detecting unit 61 in this embodiment may be used to perform step S202 in the foregoing embodiment of the present application.
  • the selecting unit 63 in the embodiment may be used to perform step S204 in the foregoing embodiment of the present application.
  • the display unit 65 in the embodiment can be used to perform step S206 in the above embodiment of the present application.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the selecting unit 63 may include: an acquiring module, configured to respectively acquire attribute values of each object in the object set, where the attribute value is used to indicate that each object causes the target account to win in a game. Probability; a first determining module, configured to determine an object having the smallest attribute value in the object set as the target object, wherein the attribute value minimum indicates that the probability is the lowest.
  • the selecting unit 63 may further include: a second determining module, configured to: when there are multiple objects with the smallest attribute value in the object set, the identifier of the object with the smallest attribute value being the largest The object is determined as the target object.
  • the selecting unit 63 may include at least one of the following: a first module, configured to select a target object from the first target object set if the first target object set is included in the object set
  • the second target module is configured to include at least two objects that are not consecutive in the first target object set, and the second module is configured to include the second target object set in the object set, and the second target object set includes Selecting a target object from the second target object set, wherein the second target object set has at least two objects that are consecutive in the identifier;
  • the third module is configured to not include the first target object set and the second target object set in the object set And including the third target object set, the target object is selected from the third target object set, wherein at least one pair of objects having the same identifier exists in the third target object set; and the fourth module is used in the object set
  • the first target object set, the second target object set, and the third target object set are not included, and the fourth target object set is included In the case where, from the fourth target object set selected in the target object
  • the first module may include: obtaining, by each module in the first target object set, a property value of each object by using the following module, wherein each object is marked when passing the following module
  • the second module may include: obtaining, by each module in the second target object set, an attribute value of each object by using the following module, wherein each object is marked when passing the following module
  • the coefficient is determined by the size of the identifier of the current object; the second target object determining module is configured to determine the object having the smallest attribute value in the second target object set as the target object.
  • the second module may further include: obtaining, by using the following module, each of the second type of object combinations in the second target object set to obtain attributes of each object in the second type of object combination a value, wherein the second type of object combination is composed of two consecutive objects or five consecutive objects, and each of the second type of object combinations is marked as the current object when passing through the following module: second computing
  • the objects in the drop object set are objects deleted from the object set that have been acquired by the plurality of accounts, and the objects in the third object and the second type object combination constitute a continuous object combination.
  • the third module may include: obtaining, by each module in the third target object set, an attribute value of each object by using the following module, wherein each object is marked when passing the following module
  • the object in the discarded object set is an object deleted from the object set that has been acquired by multiple accounts, and the object coefficient obtained by the current object and the target account is adjacent to the object coefficient.
  • the distance between the adjacent fourth object is determined, the object set that has been acquired by the target account includes the fourth object with the same identifier; and the third target object determining module is configured to determine the object with the smallest attribute value in the third target object set. For the target object.
  • the fourth target object determining module is configured to use the same identifier The object with the smallest attribute value in the object is determined as the target object.
  • an electronic device for implementing the above method of displaying a target object in a game interface is also provided.
  • the electronic device may include: one or more (only one shown) processor 201, memory 203, and transmission
  • the device 205 as shown in FIG. 7, may further include an input and output device 207.
  • the memory 203 can be used to store software programs and modules, such as the method and device corresponding to the method and device for displaying the target object in the game interface in the embodiment of the present application, and the processor 201 runs the software program stored in the memory 203. And a module to perform various functional applications and data processing, that is, to implement the above method of displaying a target object in a game interface.
  • Memory 203 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 203 can further include memory remotely located relative to processor 201, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 205 described above is for receiving or transmitting data via a network.
  • Specific examples of the above network may include a wired network and a wireless network.
  • the transmission device 205 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • the transmission device 205 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
  • NIC Network Interface Controller
  • RF Radio Frequency
  • the memory 203 is used to store an application.
  • the processor 201 can call the application stored in the memory 203 to perform the following steps: during the running of the game by the client, detecting whether the game operation is currently performed by the target account, wherein the account participating in the game includes the target.
  • a plurality of accounts such as an account number, perform multiple game operations in sequence; in the case where it is detected that the game operation is currently performed by the target account, the target object is selected from the set of objects that have been acquired by the target account, wherein, relative to the object In the collection, except for the target object, the target object has the lowest probability that the target account wins in one game; the target object is displayed in the game interface of the game running on the client.
  • the processor 201 is further configured to: separately obtain attribute values of each object in the object set, where the attribute values are used to indicate a probability that each object wins the target account in a game; and the attribute values in the object set are The smallest object is determined as the target object, where the smallest attribute value indicates the lowest probability.
  • the processor 201 is further configured to perform the step of determining an object with the largest identifier among the plurality of objects having the smallest attribute value as the target object.
  • the processor 201 is further configured to perform at least one of the following steps: selecting, in the object set, the first target object set, selecting the target object from the first target object set, wherein the identifier exists in the first target object set At least two objects that are not consecutive; if the first target object set is not included in the object set, and the second target object set is included, the target object is selected from the second target object set, wherein the second target object set There are at least two objects that identify consecutive ones; if the first target object set and the second target object set are not included in the object set, and the third target object set is included, the target object is selected from the third target object set
  • the third target object set has at least one pair of objects that identify the same; the first target object set, the second target object set, and the third target object set are not included in the object set, and the fourth target object set is included In the case, the target object is selected from the fourth target object set, wherein the fourth target object set is stored Identifying the number of objects in succession, and the identification of objects in succession exceed
  • the distance of the first object in the object set and the number of the first object are determined, and the coefficient of the second adjacent object is determined by The distance between the front object and the adjacent second object in the set of discarded objects and the number of the second object are determined; the object having the smallest attribute value in the first target object set is determined as the target object.
  • the number of combinations of the first type of objects is determined.
  • the combination of the first type of objects consists of two objects that identify the same object, three objects that identify the same object, or four objects that have the same identity.
  • the edge factor is determined by the size of the identifier of the current object; The object with the smallest attribute value in the second target object set is determined as the target object.
  • the processor 201 is further configured to: perform the following steps on each of the second type of object combinations in the second target object set to obtain attribute values of each object in the second type of object combination, where A two-type object combination consists of two consecutive objects or five consecutive objects.
  • the processor 201 is further configured to perform the following steps: performing the following steps on each object in the third target object set to obtain attribute values of each object, wherein each object is marked as a current object when performing the following steps:
  • Determining that the object in the object set is an object deleted from the object set acquired by the multiple accounts, and the neighboring object coefficient is determined by the distance between the current object and the fourth object in the object set that has been acquired by the target account, and the target is determined.
  • the object set obtained by the account includes the fourth object with the same identifier; the object with the smallest attribute value in the third target object set is determined as the target object.
  • the first adjacent object coefficient is identified by the same object and the target account.
  • the distance of the first object in the obtained object set and the number of the first object are determined, the second adjacent The object coefficient is determined by the distance between the object identifying the same object and the adjacent second object in the set of discarded objects and the number of the second object; the object that identifies the smallest attribute value in the same object is determined as the target object.
  • a scheme for displaying a target object in a game interface is provided.
  • multiple accounts sequentially perform a game operation, and if the target account performs a game operation, the target is executed.
  • the target object obtained by the account has selected the target object with the lowest probability that the target account wins in one game, and then displays the target object on the interface of the game of the client, prompting the player to play the target object.
  • the technical problem that the casual game in the related art cannot recommend the card that needs to be played for the game player is solved, and the player needs to play the card that needs to be played, the operation difficulty and the thinking time in the player game process are reduced, and the difficulty and the single game are reduced.
  • the game time allows the player to play more games in a fixed time, thus achieving the technical effect of enhancing the player's gaming experience.
  • FIG. 7 is merely illustrative, and the electronic device can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
  • FIG. 7 does not limit the structure of the above electronic device.
  • the electronic device may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 7, or have a different configuration than that shown in FIG.
  • Embodiments of the present application also provide a storage medium.
  • the foregoing storage medium may be used to execute program code of a method for displaying a target object in a game interface.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the target object is selected from the object set that has been acquired by the target account, wherein the target object is compared with the object other than the target object in the object set.
  • the target account has the lowest probability of winning in a game
  • the storage medium is further configured to store program code for performing the following steps: respectively obtaining attribute values of each object in the object set, the attribute values being used to indicate that each object causes the target account to win in a game. Probability; an object with the smallest attribute value in the object set is determined as the target object, wherein the attribute value minimum indicates the lowest probability.
  • the storage medium is further configured to store program code for performing the following steps: in the case that there are multiple objects with the smallest attribute value in the object set, the object with the largest identification among the objects with the smallest attribute value is determined For the target object.
  • the storage medium is further configured to store program code for performing at least one of the steps of: selecting a target object from the first target object set, wherein the target object is selected from the first target object set, wherein Having at least two objects identifying discontinuities in the first target object set; in the case where the first target object set is not included in the object set, and the second target object set is included, selecting the target from the second target object set An object, wherein the second target object set has at least two objects that are consecutive in the identifier; if the first target object set and the second target object set are not included in the object set, and the third target object set is included, Selecting a target object from the set of three target objects, wherein at least one pair of objects having the same identifier are present in the third target object set; and the first target object set, the second target object set, and the third target object set are not included in the object set And including the fourth target object set, selecting the target pair from the fourth target object set Number, which identifies the presence of objects in succession fourth target object set and
  • the storage medium is further arranged to store program code for performing the following steps: performing the following steps on each object in the second set of target objects to obtain attribute values of each object, wherein each object is executing
  • the combination of the first type of objects consists of two objects that identify the same object, three objects that identify the same object, or four objects that have the same identifier.
  • the size of the identifier of the current object is determined; the object with the smallest attribute value in the second target object set is determined as the target object.
  • the storage medium is further arranged to store program code for performing the following steps: performing the following steps on each of the second type of object combinations in the second set of target objects to obtain each of the second type of object combinations
  • the storage medium is further arranged to store program code for performing the following steps: performing the following steps on each object in the third set of target objects to obtain attribute values of each object, wherein each object is executing
  • the object in the discarded object set is an object deleted from the object set that has been acquired by multiple accounts, and the adjacent object coefficient is adjacent to the object set that the current object and the target account have acquired.
  • the distance of the fourth object is determined, and the object set that has been acquired by the target account includes the fourth object with the same identifier; and the object with the smallest attribute value in the third target object set is determined as the target object.
  • the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • a mobile hard disk e.g., a hard disk
  • magnetic memory e.g., a hard disk
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

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Abstract

一种在游戏界面中显示目标对象的方法、装置以及存储介质。其中,该方法包括:在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;在客户端运行的一局游戏的游戏界面中显示目标对象。

Description

在游戏界面中显示目标对象的方法、装置以及存储介质
本申请要求申请日为2017年8月15日、申请号为201710697014.7、发明创造名称为《在游戏界面中显示目标对象方法、装置以及存储介质》的发明专利申请的优先权。
技术领域
本申请涉及计算机领域,具体而言,涉及一种在游戏界面中显示目标对象的方法、装置以及存储介质。
背景技术
现有的所有休闲游戏中均未提供智能选牌相关的解决方案,玩家在游戏过程中只可自行思考并手动打出某张牌,现有的出牌方式不但大大增加玩家的思考成本,而且加大了玩家的操作和游戏难度,对玩家的游戏体验造成很大负面影响。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种在游戏界面中显示目标对象的方法、装置以及存储介质,以至少解决相关技术中的休闲游戏无法为游戏玩家推荐需要打出的牌的技术问题。
根据本申请实施例的一个方面,提供了一种在游戏界面中显示目标对象的方法,包括:在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与所述一局游戏的帐号为包括所述目标帐号在内的多个帐号,所述多个帐号依次执行所述游戏操作;在检测出当前由所述目标帐号执行所述游戏操作的情况下,从所述目标帐号已获取到的对象集合中选择出目标对象,其中,相对于所述对象集合中除所述目标对象之外的对象而言,所述目标对象使得所述目标帐号在所述一局游戏中胜出的概率最低;在所述客户端运行的所述一局游戏的游戏界面中显示所述目标对象。
根据本申请实施例的另一方面,还提供了一种在游戏界面中显示目标对象的装置,包括:检测单元,用于在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与所述一局游戏的帐号为包括所述目标帐号在内的多个帐号,所述多个帐号依次执行所述游戏操作;选择单元,用于在检测出当前由所述目标帐号执行所述游戏操作的情况下,从所述目标帐号已获取到的对象集合中选择出目标对象,其中,相对于所述对象集合中除所述目标对象之外的对象而言,所述目标对象使得所述目标帐号在所述一局游戏中胜出的概率最低;显示单元,用于在所述客户端运行的所述一局游戏的游戏界面中显示所述目标对象。
根据本申请实施例的另一方面,还提供了一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行本申请实施例中任意一种在游戏界面中显示目标对象的方 法。
根据本申请实施例的另一方面,还提供了一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器通过所述计算机程序执行本申请实施例中任意一种在游戏界面中显示目标对象的方法。
在本申请实施例中,通过在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中,相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;在客户端运行的一局游戏的游戏界面中显示目标对象,达到了为游戏玩家智能推荐目标对象的目的,进而解决了相关技术中的休闲游戏无法为游戏玩家推荐需要打出的牌的技术问题,从而实现了降低了游戏玩家的操作难度,提高了游戏玩家的游戏体验的技术效果。
本申请的附加方面和优点将在下面的描述中部分给出,部分将从下面的描述中变得明显,或通过本申请的实践了解到。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的在游戏界面中显示目标对象的方法的硬件环境的示意图;
图2是根据本申请实施例的一种可选的在游戏界面中显示目标对象的方法的流程图;
图3是根据本申请实施例的一种可选的在休闲游戏手动打出一张手牌的示意图;
图4是根据本申请实施例的一种可选的在休闲游戏中推荐打出手牌的示意图;
图5是根据本申请实施例的一种可选的推荐出牌逻辑示意图;
图6是根据本申请实施例的一种可选的在游戏界面中显示目标对象的装置的示意图;以及
图7是根据本申请实施例的一种电子装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描 述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
ID:是指本申请涉及的休闲游戏中将所有麻将牌按特定的规则进行编码的结果。
手牌:是指本申请涉及的休闲游戏中玩家摸到且未打出的牌。
弃牌堆:是指本申请涉及的休闲游戏中已打出的牌。
牌垛:是指本申请涉及的休闲游戏中暂未被玩家摸走的牌。
根据本申请实施例,提供了一种在游戏界面中显示目标对象的方法的方法实施例。
可选地,在本实施例中,上述在游戏界面中显示目标对象的方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本申请实施例的在游戏界面中显示目标对象的方法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本申请实施例的在游戏界面中显示目标对象的方法也可以是由安装在其上的客户端来执行。
图2是根据本申请实施例的一种可选的在游戏界面中显示目标对象的方法的流程图,如图2所示,该方法可以包括以下步骤:
步骤S202,在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;
步骤S204,在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中,相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;
步骤S206,在客户端运行的一局游戏的游戏界面中显示目标对象。
通过上述步骤S202至步骤S206,在客户端运行一局游戏的过程中,多个帐号依次执行游戏操作,若目标帐号执行游戏操作,则从目标帐号已获取到的对象集合中选择出可以使得目标帐号在一局游戏中胜出的概率最低的目标对象,然后再将该目标对象显示在客户端的该局游戏的界面上,提示玩家打出该目标对象,解决了相关技术中的休闲游戏无法为游戏玩家推荐需要打出的牌的技术问题,可以为玩家智能提供需要打出的牌,降低玩家游戏过程中的操作难度和思考时间,降低游戏难度和单局游戏用时,使玩家可以在固定时间内进行更多的对局,从而达到增强玩家游戏体验的技术效果。
在步骤S202提供的技术方案中,客户端可以是休闲游戏应用的客户端,客户端运行一局游戏,即为通过客户端进行一局休闲游戏。
可选地,一局休闲游戏中可以包括多个玩家,例如两个玩家(二人麻将)或四个玩家(四人麻将),每个玩家通过帐号登录客户端参与一局休闲游戏。
可选地,在一局休闲游戏进行过程中,多个帐号依次执行游戏操作,例如执行摸牌、吃牌、碰牌、以及杠牌。
作为一个可选的示例,在四人麻将中,四名玩家控制四个帐号,四个帐号按照逆时针的顺序依次执行摸牌、出牌等游戏操作。
可选地,目标玩家登录客户端的帐号即为目标帐号,目标帐号执行的摸牌、吃牌、碰牌、以及杠牌等操作即为目标帐号执行的游戏操作。
可选地,本申请实施例可以实时检测当前是否由目标账号执行游戏操作,这样可以使得在检测到当前由目标账号执行游戏操作时可以快速对其进行响应,以达到提高响应速度的目的。
在步骤S204提供的技术方案中,若检测到目标帐号执行游戏操作,即在检测到目标帐号执行摸牌、吃牌等操作的情况下,可以将目标帐号当前的手牌作为目标帐号已获取到的对象集合,将手牌中的闲牌作为已获取到的对象集合中的目标对象,其中,目标对象(即闲牌),是指在已获取到的对象集合(或手牌)中,若保存该目标对象(或该闲牌),则目标帐号在该局游戏中胜出(或和牌)的概率最低。
作为一种可选的实施例,从目标帐号已获取到的对象集合中选择出目标对象可以包括:分别获取对象集合中每个对象的属性值,属性值用于指示每个对象使得目标帐号在一局游戏中胜出的概率;将对象集合中的属性值最小的对象确定为目标对象,其中,属性值最小表示概率最低。
采用本申请上述实施例,从目标帐号已获取到的对象集合中选择出目标对象,可以分别获取对象集合中每个对象的属性值,对象的属性值越高,表示该对象可以使得目标帐号在该局游戏中的胜出的概率越大;对象的属性值越低,表示该对象可以使得目标帐号在该局游戏中胜出的概率越低,因此,为了增大目标帐号的获胜概率,可以将对象集合中属性值最小的对象确定为目标对象,从而可以在保证目标帐号胜出概率的情况下,选择出拉低目标帐号胜出概率的目标对象。
作为一个可选的示例,目标帐号在进行休闲游戏的过程中,若手牌中包括“五万”和“九万”,其中,“五万”的属性值为320,“九万”的属性值为475,则目标帐号在该局游戏中打出“五万”的胜出概率高于打出“九万”的胜出概率,则选取“五万”作为目标对象。
作为一种可选的实施例,在对象集合中存在多个属性值最小的对象的情况下,该实施例还可以包括:将多个属性值最小的对象中标识最大的对象确定为目标对象。
采用本申请上述实施例,预先为对象集合中的多个属性值设置标识,在对象集合中存在多个属性值最小的对象的情况下,将多个属性值最小的对象中标识最大的对象确定为目标对象,从而可以在出现多个属性值最小的对象的情况下,准确确定目标对象。
作为一个可选的示例,在对象集合中存在“五条”的属性值为320,“九条”的属性值也为320,预先为对象集合设置的标识为:将“五条”的标识设置为5条,将“九条”的标识设置为9条,由于9条的标识大于5条的标识,则确定“九条”为目标对象。
可选地,对象的标识可以根据对象的数值确定,例如,对象为“一万”则该对象的标识为1万;对象为“二条”,则该对象的标识为2条;对象为“三筒”,则该对象的标识为3筒,依次类推,此处不再赘述。
作为一种可选的实施例,从目标帐号已获取到的对象集合中选择出目标对象可以包括以下至少之一:在对象集合中包括第一目标对象集合的情况下,从第一目标对象集合中选择出目标对象,其中,第一目标对象集合中存在标识不连续的至少两个对象;在对象集合中不包括第一目标对象集合,且包括第二目标对象集合的情况下,从第二目标对象集合中选择出目标对象,其中,第二目标对象集合中存在标识连续的至少两个对象;在对象集合中不包括第一目标对象集合和第二目标对象集合,且包括第三目标对象集合的情况下,从第三目标对象集合中选择出目标对象,其中,第三目标对象集合中存在至少一对标识相同的对象;在对象集合中不包括第一目标对象集合、第二目标对象集合以及第三目标对象集合,且包括第四目标对象集合的情况下,从第四目标对象集合中选择出目标对象,其中,第四目标对象集合中存在标识连续的对象,且标识连续的对象的数量超过预定阈值。
采用本申请上述实施例,分别从第一目标对象集合、第二目标对象集合、第三目标对象集合、以及第四目标对象集合中选取目标对象,可以满足多种实际应用情景下选取目标对象的需求。
作为一个可选的示例,在休闲游戏中,第一目标对象集合可以表示散牌,例如“五条”和“二万”的情况;第二目标对象集合可以表示普通连牌,例如“二万”、“三万”和“四万”的情况;第三目标对象集合可以表示对牌,例如存在一对“二万”的情况;第四目标对象集合可以表示存在七张以上的连牌,例如,存在一个“二万”,“三万”,“四万”,“五万”,“六万”,“七万”的情况。在对象集合中存在第一目标对象集合,例如手牌中存在散牌:“五条”和“二万”的情况,则从“五条”和“二万”选取目标对象;在对象集合中不存在第一目标对象集合,但是存在第二目标对象集合的情况下,例如手牌中存在普通连牌:“二万”、“三万”和“四万”的情况,则从“二万”、“三万”和“四万”中选择目标对象;在对象集合中不存在第一目标对象集合和第二目标对象集合,但是存在第二目标对象集合的情况下,例如手牌中存在对牌:一对“二万”的情况,则从这一对“二万”中选择目标对象;在对象集合中不存在第一目标对象集合、第二目标对象集合以及第三目标对象集合,但是存在第四目标对象集合的情况下,例如手牌中存在七张连牌:一个“二万”,“三万”,“四万”,“五万”,“六万”,“七万”的情况,则可以从这一对“二万”中选择目标对象。
作为一种可选的实施例,从第一目标对象集合中选择出目标对象可以包括:对第一目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行 以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数×(左侧距离当前对象最近的对象所对应的第一临近对象系数+右侧距离当前对象最近的对象所对应的第一临近对象系数)×距离当前对象为1的对象所对应的第二临近对象系数×距离当前对象为2的对象所对应的第二临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由当前对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将第一目标对象集合中的属性值最小的对象确定为目标对象。
采用本申请上述实施例,根据计算公式计算第一目标对象集合中每个对象的属性值,并将属性值最小的对象确定为目标对象,可以在实际应用过程中出现第一目标对象集合的情况下,准确确定第一目标对象集合中的目标对象,确保选取的目标对象准确可靠。
作为一个可选的示例,第一目标对象集合即为散牌,散牌的属性值可以为散牌价值。
可选地,散牌价值由基础价值与加成系数(打出系数,临近牌系数1,临近牌系数2)组成。其中,基础价值即为上述基础属性值,打出系数即为上述操作系数,临近牌系数1即为第一临近对象系数,临近牌系数2即为第二临近对象系数。
表1是一种可选的散牌基础价值的示意表,如表1所示,确定每张牌的基础价值。需要说明的是,散牌基础价值可以根据实际需求设定,此处只给出了示例价值取值。
表1
手牌 基础价值
1,9 425
2,8 475
3,7 575
4,6 750
5 1000
东、西、南、北 200
中、发、白 100
表2是一种可选的打出系数的示意表,如表2所示,根据散牌在弃牌堆中打出的张数确定打出系数。
表2
打出张数 打出系数
0张 1
1张 0.8
2张 0.6
3张 0.45
可选地,临近牌系数包括临近牌系数1,临近牌系数2,其中,可以根据万、刻、筒散牌与临近手牌的间隔距离以及张数确定临近牌系数1;还可以根据万、刻、筒散牌与弃牌堆中打出的临近牌的间隔距离以及张数确定临近系数2。
表3是一种可选的临近牌系数1的示意表,如表3所示,根据万、刻、筒类型的散牌与邻近手牌的间隔距离以及距离确定临近牌系数1。
表3
Figure PCTCN2018100456-appb-000001
表4是一种可选的临近牌系数2的示意表,如表4所示,根据万、刻、筒类型的散牌与弃牌堆中打出的临近牌的间隔距离以及距离确定临近牌系数2。
表4
Figure PCTCN2018100456-appb-000002
可选地,当散牌可以杠的情况下,跳过不处理。
可选地,散牌推荐的优先级可以为:东、西、南、北、中、发、白>万、刻、筒。
可选地,东、西、南、北、中、发、白的散牌价值=基础价值×打出系数。
可选地,万、刻、筒的散牌价值=基础价值×打出系数×(左侧距离最近的牌的临近牌系数1+右侧距离最近的牌的临近牌系数1)×距离1的牌的临近牌系数2×距离2的牌的临近牌系数2;当没有打出距离1和距离2的临近牌的时候,不考虑临近牌系数2,也即其取值为1。
作为一种可选的实施例,从第二目标对象集合中选择出目标对象可以包括:对第二目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的同色系数+当前对象的靠边系数,其中,同色系数由与当前对象类型相同的多个对象中的第一类型对象组合的数量确定,第一类型对象组合由两个标识相同的对象、三个标识相同的对象或四个标识相同的对象组成,靠边系数由当 前对象的标识的大小确定;将第二目标对象集合中的属性值最小的对象确定为目标对象。
采用本申请上述实施例,根据计算公式计算第二目标对象集合中第一种类型对象组合中每个对象的属性值,并将属性值最小的对象确定为目标对象,可以在实际应用过程中出现第二目标对象集合的情况下,准确确定第二目标对象集合中的目标对象,确保选取的目标对象准确可靠。
作为一个可选的示例,在第二目标对象集合即为普通连牌,普通连牌的属性值即为连牌价值。
可选地,连牌价值由基础价值与加成系数(例如,同色系数,打出系数,靠边系数)组成。基础价值即为上述基础属性值;打出系数即为上述操作系数,同色系数即为上述同色系数;靠边系数即为上述靠边系数。
可选地,连牌分为普通连牌和特殊连牌。
可选地,特殊连牌形式不在此计算价值(在对牌中处理或跳过不处理)。
表5是一种可选的连牌基础价值的示意表,如表5所示,仅计算各牌型中“价值牌”一列中的手牌。
表5
Figure PCTCN2018100456-appb-000003
Figure PCTCN2018100456-appb-000004
表6是一种可选的同色系数的示意表,如表6所示,根据同色手牌中连牌牌型和其 他组合(例如,对、刻、杠)的数量确定同色系数。
表6
数量 同色系数
1个 1
2个 1.4
3个 1.8
4个 2.4
表7是一种可选的连牌类型的示意表,如表7所示,打出系数仅计算以下两种连牌类型。
表7
Figure PCTCN2018100456-appb-000005
表8是一种可选的打出系数的示意表,如表8所示,根据弃牌堆中已打出的能与连牌牌型组成顺的牌的张数确定打出系数。
表8
打出张数 打出系数
8张 0.7
7张 0.75
6张 0.8
5张 0.85
4张 0.9
3张 0.925
2张 0.95
1张 0.975
0张 1
表9是一种可选的靠边系数的示意表,如表9所示,根据连牌牌型中靠边程度决定靠边系数。
表9
手牌 牌的价值
1,9 20
2,8 40
3,7 60
4,6 80
5 100
可选地,连牌价值(普通)=连牌基础价值×同色系数+靠边系数。
作为一种可选的实施例,获取第二目标对象集合中的每个对象的属性值可以包括:对第二目标对象集合中第二类型对象组合中的每个对象执行以下步骤以获取第二类型对象组合中的每个对象的属性值,其中,第二类型对象组合由两个标识连续的对象或五个标识连续的对象组成,第二类型对象组合中的每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数+当前对象的靠边系数,其中,操作系数由丢弃对象集合中的第三对象的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第三对象与第二类型对象组合中的对象组成标识连续的对象组合。
采用本申请上述实施例,根据计算公式计算第二目标对象集合中第二种类型对象组合中每个对象的属性值,并将属性值最小的对象确定为目标对象,可以在实际应用过程中出现第二目标对象集合的情况下,准确确定第二目标对象集合中的目标对象,确保选取的目标对象准确可靠。
作为一个可选的示例,在第二目标对象集合即为普通连牌,普通连牌的属性值即为连牌价值,在普通连牌中包括“单+单连牌”或“5单连牌”的情况下,其具体计算过程如下。
根据本申请上述实施例,可以知道“连牌基础价值”、“打出系数”、以及“靠边系数”对应的数值。
可选地,连牌价值(单+单连牌或5单连牌)=连牌基础价值×打出系数+靠边系数。基础价值即为上述基础属性值;打出系数即为上述操作系数,同色系数即为上述同色系数;靠边系数即为上述靠边系数。
作为一种可选的实施例,从第三目标对象集合中选择出目标对象包括:对第三目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值+当前对象的操作系数+当前对象的临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第四对象的距离确定,目标帐号已获取到的对象集合中包括标识相同的第四对象;将第三目标对象集合中的属性值最小的对象确定为目标对象。
采用本申请上述实施例,根据计算公式计算第三目标对象集合中每个对象的属性值,并将属性值最小的对象确定为目标对象,可以在实际应用过程中出现第三目标对象集合的情况下,准确确定第三目标对象集合中的目标对象,确保选取的目标对象准确可靠。
作为一个可选的示例,在第三目标集合中选择目标对象,则“当前对象的属性值”为“对牌价值”;“当前对象的基础属性值”为“对牌基本价值”;“当前对象的操作系数”为“打出系数”;“当前对象的临近对象系数”为“临近牌系数”,具体计算过程如下。
可选地,对牌价值包括基础价值与加成系数(打出系数,临近系数)。
表10是一种可选的对牌基础价值的示意表,如表10所示。
表10
Figure PCTCN2018100456-appb-000006
表11是一种可选的对牌打出系数的示意表,如表11所示,根据对牌在弃牌堆中打出的张数确定打出系数。
表11
打出张数 打出系数
0张 0
1张 -2000
2张 -4000
表12是一种可选的对牌临近牌系数的示意表,如表12所示,根据对牌与距离最近的对牌的距离确定临近牌系数。
表12
与临近对牌距 临近牌系数
1 800
2 600
3 400
4 300
5 240
6 170
7 150
8 130
可选地,对牌价值=对牌基本价值+打出系数+临近牌系数;当同色没有其他对牌时,不考虑临近牌系数,也即其取值为0。
作为一种可选的实施例,从第四目标对象集合中选择出目标对象包括:在第四目标对象集合中的标识连续的对象中包括标识相同的对象的情况下,按照以下公式确定标识相同的对象的属性值:标识相同的对象的属性值=标识相同的对象的基础属性值×标识相同的对象的操作系数×(左侧距离标识相同的对象最近的对象所对应的第一临近对象系数+右侧距离标识相同的对象最近的对象所对应的第一临近对象系数)×距离标识相同的对象为 1的对象所对应的第二临近对象系数×距离标识相同的对象为2的对象所对应的第二临近对象系数,其中,操作系数由标识相同的对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由标识相同的对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由标识相同的对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将标识相同的对象中的属性值最小的对象确定为目标对象。
采用本申请上述实施例,根据计算公式计算第四目标对象集合中每个对象的属性值,并将属性值最小的对象确定为目标对象,可以在实际应用过程中出现第四目标对象集合的情况下,准确确定第四目标对象集合中的目标对象,确保选取的目标对象准确可靠。
作为一个可选的示例,当连牌张数>7张时,将连牌中的对子,可以按照上述散牌进行价值计算并推荐价值最低的牌。
可选地,当连牌中无对牌的情况下,跳过不推荐。
在步骤S206提供的技术方案中,在客户端运行休闲游戏的过程中,显示游戏界面,并在该游戏界面中显示目标对象(或闲牌),供玩家选择该闲牌打出。
可选地,在游戏界面中显示目标对象的情况下,可以将目标对象在特定区域显示。
作为一个可选的示例,可以在游戏界面中显示目标对象的情况下,将目标对象显示在已获取到的对象集合的上方,例如,将闲牌单独显示在手牌的上方;或者在游戏界面中单独设置在游戏界面中显示目标对象区域,并在该显示区域中,显示该目标对象(或闲牌)。
本申请还提供了一种优选实施例,该优选实施例提供了一种休闲游戏中智能推荐出牌的逻辑与实现方法。
本申请基于麻将特有的赢牌规则与玩家打麻将时的思维,当玩家处于回合内需要行动时,***按次序计算所有手牌的价值并推荐价值最低的手牌供玩家打出。本申请所实现的解决方案可减少玩家游戏过程中的重复和低阶操作,提高玩家对局便利性。
本申请通过智能选牌策略不仅可降低玩家操作难度和思考时间,而且也极大的降低玩家的单局用时,单位时间内能进行更多的对局。通过以上一系列优化达到更好的游戏体验。
在游戏对局界面增加己方的推荐出牌区域,显示***根据智能选牌方案计算出的最低价值手牌。玩家在绝大多数情况下无需任何思考即可点击推荐出牌一键打出最优解的手牌。
图3是根据本申请实施例的一种可选的在休闲游戏手动打出一张手牌的示意图,如图3所示,在玩家手牌包括一个“一万”、一个“二万”、一个“三万”、三个“东”、三个“一条(幺鸡)”、一个“三饼”、一个“四饼”、两个“五饼”、以及一个“红中”,则玩家将根据手牌自行思考并打出某一张手牌。
图4是根据本申请实施例的一种可选的在休闲游戏中推荐打出手牌的示意图,如图4所示,在玩家手牌包括一个“一万”、一个“二万”、一个“三万”、三个“东”、三个“一条(幺鸡)”、一个“三饼”、一个“四饼”、两个“五饼”、以及一个“中”,则游戏应用将“中”作为推荐牌显示。
图5是根据本申请实施例的一种可选的推荐出牌逻辑示意图,如图5所示:
a,当手牌中有散牌,则计算所有散牌价值,并推荐价值最低的牌。
b,当手牌中无散牌但有普通连牌时,计算普通连牌中所有牌的价值,并推荐价值最低的牌。
c,当手牌中无普通连牌但有对牌时,计算对牌中所有牌的价值,并推荐价值最低的牌。
d,当手牌中无对牌但有包含对子的7+张连牌,将对子按散牌计算价值并选择价值最低的对牌。
可选地,散牌价值由基础价值与加成系数(打出系数,临近牌系数1,临近牌系数2)组成。
表1是一种可选的散牌基础价值的示意表,如表1所示,确定每张牌的基础价值。
表2是一种可选的打出系数的示意表,如表2所示,根据散牌在弃牌堆中打出的张数确定打出系数。
可选地,临近牌系数包括临近牌系数1,临近牌系数2,其中,可以根据万、条、筒散牌与临近手牌的间隔距离以及张数确定临近牌系数1;还可以根据万、条、筒散牌与弃牌堆中打出的临近牌的间隔距离以及张数确定临近系数2。
表3是一种可选的临近牌系数1的示意表,如表3所示,根据万、条、筒类型的散牌与邻近手牌的间隔距离以及距离确定临近牌系数1。
表4是一种可选的临近牌系数2的示意表,如表4所示,根据万、条、筒类型的散牌与弃牌堆中打出的临近牌的间隔距离以及距离确定临近牌系数1。
可选地,当散牌可以杠的情况下,跳过不处理。
可选地,散牌推荐的优先级可以为:东、西、南、北、中、发、白>万、条、筒。
可选地,东、西、南、北、中、发、白的散牌价值=基础价值×打出系数。
可选地,万、条、筒的散牌价值=基础价值×打出系数×(左侧距离最近的牌的临近牌系数1+右侧距离最近的牌的临近牌系数1)×距离1的牌的临近牌系数2×距离2的牌的临近牌系数2;当没有打出距离1和距离2的临近牌的时候,不考虑临近牌系数2,也即取值为1。
可选地,当多张牌价值相同时,优先推荐ID大的牌,其中,ID表示本申请涉及的休闲游戏中将所有麻将牌按特定的规则进行编码的结果。
可选地,连牌价值包括基础价值与加成系数(例如,同色系数,打出系数,靠边系数)。
可选地,连牌分为普通连牌和特殊连牌。
可选地,特殊连牌形式不在此计算价值(在对牌中处理或跳过不处理)。
表5是一种可选的连牌基础价值的示意表,如表5所示,仅计算各牌型中“价值牌”一列中的手牌。
表6是一种可选的同色系数的示意表,如表6所示,根据同色手牌中连牌牌型和其 他组合(例如,对、刻、杠)的数量确定同色系数。
表7是一种可选的连牌类型的示意表,如表7所示,打出系数仅计算以下两种连牌类型。
表8是一种可选的打出系数的示意表,如表8所示,根据弃牌堆中已打出的能与连牌牌型组成顺的牌的张数确定打出系数。
表9是一种可选的靠边系数的示意表,如表9所示,根据连牌牌型中靠边程度决定靠边系数。
可选地,连牌价值(普通)=连牌基础价值×同色系数+靠边系数。
可选地,连牌价值(单+单连牌或5单连牌)=连牌基础价值×打出系数+靠边系数。
可选地,当多张牌价值相同时,优先推荐ID大的牌。
可选地,对牌价值包括基础价值与加成系数(打出系数,临近系数)。
表10是一种可选的对牌基础价值的示意表,如表10所示。
表11是一种可选的对牌打出系数的示意表,如表11所示,根据对牌在弃牌堆中打出的张数确定打出系数。
表12是一种可选的对牌临近牌系数的示意表,如表12所示,根据对牌与距离最近的对牌的距离确定临近牌系数。
可选地,对牌价值=对牌基本价值+打出系数+临近牌系数;当同色没有其他对牌时,不考虑临近牌系数,也即取值为0。
可选地,多张牌价值相同时,优先推荐ID大的牌。
可选地,当连牌张数>7张时,将连牌中的对子,按散牌进行价值计算并推荐价值最低的牌。
可选地,当连牌中无对牌的情况下,跳过不推荐。
可选地,当玩法规则包含定缺规则时,如果玩家手中有缺门牌,优先推荐缺门牌。
可选地,在有多张缺门牌时,优先推荐ID大的牌。
可选地,当玩法规则包含赖子规则时,如果玩家手牌中有赖子牌,跳过不推荐赖子牌。
表13是一种可选的清一色玩法吃、碰、杠的示意表,如表13所示,当玩法番型库内有清一色番型且符合以下情况时,优先推荐其他花色手牌。
表13
Figure PCTCN2018100456-appb-000007
可选地,当牌库中剩余数量小于20,不考虑清一色,按照普通牌推荐即可。
可选地,当玩法番型库内有7对番型,且对子数量≥5时,优先推荐单牌。
可选地,当手牌中有杠时,按2对计算。
可选地,当玩法番型库内有十三幺番型,且幺九种类手牌≥9时,优先推荐非幺九的牌(包括对子和刻牌)。
根据申请上述实施例,通过智能选牌策略降低玩家操作难度和思考时间,极大的减少玩家的单局用时,增添玩家的游戏乐趣。
采用本申请上述实施例,休闲游戏可以借助本申请的解决方案形成独有的游戏特色,相对于竞品带来更好的游戏体验,从而赢得更多的玩家,更好的口碑和更大的市场份额。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请的另一实施例,还提供了一种用于实施上述在游戏界面中显示目标对象的方法的在游戏界面中显示目标对象的装置。图6是根据本申请实施例的一种可选的在游戏界面中显示目标对象的装置的示意图,如图6所示,该装置可以包括:检测单元61,用于在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;选择单元63,用于在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中,相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;显示单元65,用于在客户端运行的一局游戏的游戏界面中显示目标对象。
需要说明的是,该实施例中的检测单元61可以用于执行本申请上述实施例中的步骤S202,该实施例中的选择单元63可以用于执行本申请上述实施例中的步骤S204,该实施例中的显示单元65可以用于执行本申请上述实施例中的步骤S206。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
作为一种可选的实施例,选择单元63可以包括:获取模块,用于分别获取对象集合中每个对象的属性值,属性值用于指示每个对象使得目标帐号在一局游戏中胜出的概率; 第一确定模块,用于将对象集合中的属性值最小的对象确定为目标对象,其中,属性值最小表示概率最低。
作为一种可选的实施例,选择单元63还可以包括:第二确定模块,用于在对象集合中存在多个属性值最小的对象的情况下,将多个属性值最小的对象中标识最大的对象确定为目标对象。
作为一种可选的实施例,选择单元63可以包括以下至少之一:第一模块,用于在对象集合中包括第一目标对象集合的情况下,从第一目标对象集合中选择出目标对象,其中,第一目标对象集合中存在标识不连续的至少两个对象;第二模块,用于在对象集合中不包括第一目标对象集合,且包括第二目标对象集合的情况下,从第二目标对象集合中选择出目标对象,其中,第二目标对象集合中存在标识连续的至少两个对象;第三模块,用于在对象集合中不包括第一目标对象集合和第二目标对象集合,且包括第三目标对象集合的情况下,从第三目标对象集合中选择出目标对象,其中,第三目标对象集合中存在至少一对标识相同的对象;第四模块,用于在对象集合中不包括第一目标对象集合、第二目标对象集合以及第三目标对象集合,且包括第四目标对象集合的情况下,从第四目标对象集合中选择出目标对象,其中,第四目标对象集合中存在标识连续的对象,且标识连续的对象的数量超过预定阈值。
作为一种可选的实施例,第一模块可以包括:对第一目标对象集合中的每个对象通过以下模块以获取每个对象的属性值,其中,每个对象在通过以下模块时被标记为当前对象:第一计算模块,用于按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数×(左侧距离当前对象最近的对象所对应的第一临近对象系数+右侧距离当前对象最近的对象所对应的第一临近对象系数)×距离当前对象为1的对象所对应的第二临近对象系数×距离当前对象为2的对象所对应的第二临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由当前对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;第一目标对象确定模块,用于将第一目标对象集合中的属性值最小的对象确定为目标对象。
作为一种可选的实施例,第二模块可以包括:对第二目标对象集合中的每个对象通过以下模块以获取每个对象的属性值,其中,每个对象在通过以下模块时被标记为当前对象:第二计算模块,用于按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的同色系数+当前对象的靠边系数,其中,同色系数由与当前对象类型相同的多个对象中的第一类型对象组合的数量确定,第一类型对象组合由两个标识相同的对象、三个标识相同的对象或四个标识相同的对象组成,靠边系数由当前对象的标识的大小确定;第二目标对象确定模块,用于将第二目标对象集合中的属性值最小的对象确定为目标对象。
作为一种可选的实施例,第二模块还可以包括:对第二目标对象集合中第二类型对象组合中的每个对象通过以下模块以获取第二类型对象组合中的每个对象的属性值,其中,第二类型对象组合由两个标识连续的对象或五个标识连续的对象组成,第二类型对象组合中的每个对象在通过以下模块时被标记为当前对象:第二计算子模块,用于按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数+当前对象的靠边系数,其中,操作系数由丢弃对象集合中的第三对象的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第三对象与第二类型对象组合中的对象组成标识连续的对象组合。
作为一种可选的实施例,第三模块可以包括:对第三目标对象集合中的每个对象通过以下模块以获取每个对象的属性值,其中,每个对象在通过以下模块时被标记为当前对象:第三计算模块,用于按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值+当前对象的操作系数+当前对象的临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第四对象的距离确定,目标帐号已获取到的对象集合中包括标识相同的第四对象;第三目标对象确定模块,用于将第三目标对象集合中的属性值最小的对象确定为目标对象。
作为一种可选的实施例,第四模块可以包括:第四计算模块,用于在第四目标对象集合中的标识连续的对象中包括标识相同的对象的情况下,按照以下公式确定标识相同的对象的属性值:标识相同的对象的属性值=标识相同的对象的基础属性值×标识相同的对象的操作系数×(左侧距离标识相同的对象最近的对象所对应的第一临近对象系数+右侧距离标识相同的对象最近的对象所对应的第一临近对象系数)×距离标识相同的对象为1的对象所对应的第二临近对象系数×距离标识相同的对象为2的对象所对应的第二临近对象系数,其中,操作系数由标识相同的对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由标识相同的对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由标识相同的对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;第四目标对象确定模块,用于将标识相同的对象中的属性值最小的对象确定为目标对象。
通过上述模块,可以解决了相关技术中的休闲游戏无法为游戏玩家推荐需要打出的牌的技术问题,从而达到增强玩家游戏体验的技术效果。
根据本申请的再一实施例,还提供了一种用于实施上述在游戏界面中显示目标对象的方法的电子装置。
图7是根据本申请实施例的一种电子装置的结构框图,如图7所示,该电子装置可以包括:一个或多个(图中仅示出一个)处理器201、存储器203、以及传输装置205, 如图7所示,该电子装置还可以包括输入输出设备207。
其中,存储器203可用于存储软件程序以及模块,如本申请实施例中的在游戏界面中显示目标对象的方法和装置对应的程序指令/模块,处理器201通过运行存储在存储器203内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的在游戏界面中显示目标对象的方法。存储器203可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器203可进一步包括相对于处理器201远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置205用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置205包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置205为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
其中,具体地,存储器203用于存储应用程序。
处理器201可以调用存储器203存储的应用程序,以执行下述步骤:在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中,相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;在客户端运行的一局游戏的游戏界面中显示目标对象。
处理器201还用于执行下述步骤:分别获取对象集合中每个对象的属性值,属性值用于指示每个对象使得目标帐号在一局游戏中胜出的概率;将对象集合中的属性值最小的对象确定为目标对象,其中,属性值最小表示概率最低。
处理器201还用于执行下述步骤:将多个属性值最小的对象中标识最大的对象确定为目标对象。
处理器201还用于执行下述至少之一步骤:在对象集合中包括第一目标对象集合的情况下,从第一目标对象集合中选择出目标对象,其中,第一目标对象集合中存在标识不连续的至少两个对象;在对象集合中不包括第一目标对象集合,且包括第二目标对象集合的情况下,从第二目标对象集合中选择出目标对象,其中,第二目标对象集合中存在标识连续的至少两个对象;在对象集合中不包括第一目标对象集合和第二目标对象集合,且包括第三目标对象集合的情况下,从第三目标对象集合中选择出目标对象,其中,第三目标对象集合中存在至少一对标识相同的对象;在对象集合中不包括第一目标对象集合、第二目标对象集合以及第三目标对象集合,且包括第四目标对象集合的情况下,从第四目标对象集合中选择出目标对象,其中,第四目标对象集合中存在标识连续的对象,且标识连续 的对象的数量超过预定阈值。
处理器201还用于执行下述步骤:对第一目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数×(左侧距离当前对象最近的对象所对应的第一临近对象系数+右侧距离当前对象最近的对象所对应的第一临近对象系数)×距离当前对象为1的对象所对应的第二临近对象系数×距离当前对象为2的对象所对应的第二临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由当前对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将第一目标对象集合中的属性值最小的对象确定为目标对象。
处理器201还用于执行下述步骤:对第二目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的同色系数+当前对象的靠边系数,其中,同色系数由与当前对象类型相同的多个对象中的第一类型对象组合的数量确定,第一类型对象组合由两个标识相同的对象、三个标识相同的对象或四个标识相同的对象组成,靠边系数由当前对象的标识的大小确定;将第二目标对象集合中的属性值最小的对象确定为目标对象。
处理器201还用于执行下述步骤:对第二目标对象集合中第二类型对象组合中的每个对象执行以下步骤以获取第二类型对象组合中的每个对象的属性值,其中,第二类型对象组合由两个标识连续的对象或五个标识连续的对象组成,第二类型对象组合中的每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数+当前对象的靠边系数,其中,操作系数由丢弃对象集合中的第三对象的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第三对象与第二类型对象组合中的对象组成标识连续的对象组合。
处理器201还用于执行下述步骤:对第三目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值+当前对象的操作系数+当前对象的临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第四对象的距离确定,目标帐号已获取到的对象集合中包括标识相同的第四对象;将第三目标对象集合中的属性值最小的对象确定为目标对象。
处理器201还用于执行下述步骤:在第四目标对象集合中的标识连续的对象中包括标识相同的对象的情况下,按照以下公式确定标识相同的对象的属性值:标识相同的对象的属性值=标识相同的对象的基础属性值×标识相同的对象的操作系数×(左侧距离标识相同的对象最近的对象所对应的第一临近对象系数+右侧距离标识相同的对象最近的对象所对应的第一临近对象系数)×距离标识相同的对象为1的对象所对应的第二临近对象系数×距离标识相同的对象为2的对象所对应的第二临近对象系数,其中,操作系数由标识相同的对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由标识相同的对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由标识相同的对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将标识相同的对象中的属性值最小的对象确定为目标对象。
采用本申请实施例,提供了一种在游戏界面中显示目标对象的方案,通过在客户端运行一局游戏的过程中,多个帐号依次执行游戏操作,若目标帐号执行游戏操作,则从目标帐号已获取到的对象集合中选择出可以使得目标帐号在一局游戏中胜出的概率最低的目标对象,然后再将该目标对象显示在客户端的该局游戏的界面上,提示玩家打出该目标对象,解决了相关技术中的休闲游戏无法为游戏玩家推荐需要打出的牌的技术问题,可以为玩家智能提供需要打出的牌,降低玩家游戏过程中的操作难度和思考时间,降低游戏难度和单局游戏用时,使玩家可以在固定时间内进行更多的对局,从而达到增强玩家游戏体验的技术效果。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图7所示的结构仅为示意,电子装置可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图7其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图7中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图7所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行在游戏界面中显示目标对象的方法的程序代码。
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
S1,在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与一局游戏的帐号为包括目标帐号在内的多个帐号,多个帐号依次执行游戏操作;
S2,在检测出当前由目标帐号执行游戏操作的情况下,从目标帐号已获取到的对象集合中选择出目标对象,其中,相对于对象集合中除目标对象之外的对象而言,目标对象使得目标帐号在一局游戏中胜出的概率最低;
S3,在客户端运行的一局游戏的游戏界面中显示目标对象。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:分别获取对象集合中每个对象的属性值,属性值用于指示每个对象使得目标帐号在一局游戏中胜出的概率;将对象集合中的属性值最小的对象确定为目标对象,其中,属性值最小表示概率最低。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在对象集合中存在多个属性值最小的对象的情况下,将多个属性值最小的对象中标识最大的对象确定为目标对象。
可选地,存储介质还被设置为存储用于执行以下至少之一步骤的程序代码:在对象集合中包括第一目标对象集合的情况下,从第一目标对象集合中选择出目标对象,其中,第一目标对象集合中存在标识不连续的至少两个对象;在对象集合中不包括第一目标对象集合,且包括第二目标对象集合的情况下,从第二目标对象集合中选择出目标对象,其中,第二目标对象集合中存在标识连续的至少两个对象;在对象集合中不包括第一目标对象集合和第二目标对象集合,且包括第三目标对象集合的情况下,从第三目标对象集合中选择出目标对象,其中,第三目标对象集合中存在至少一对标识相同的对象;在对象集合中不包括第一目标对象集合、第二目标对象集合以及第三目标对象集合,且包括第四目标对象集合的情况下,从第四目标对象集合中选择出目标对象,其中,第四目标对象集合中存在标识连续的对象,且标识连续的对象的数量超过预定阈值。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:对第一目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数×(左侧距离当前对象最近的对象所对应的第一临近对象系数+右侧距离当前对象最近的对象所对应的第一临近对象系数)×距离当前对象为1的对象所对应的第二临近对象系数×距离当前对象为2的对象所对应的第二临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由当前对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将第一目标对象集合中的属性值最小的对象确定为目标对象。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:对第二目标对象集 合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的同色系数+当前对象的靠边系数,其中,同色系数由与当前对象类型相同的多个对象中的第一类型对象组合的数量确定,第一类型对象组合由两个标识相同的对象、三个标识相同的对象或四个标识相同的对象组成,靠边系数由当前对象的标识的大小确定;将第二目标对象集合中的属性值最小的对象确定为目标对象。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:对第二目标对象集合中第二类型对象组合中的每个对象执行以下步骤以获取第二类型对象组合中的每个对象的属性值,其中,第二类型对象组合由两个标识连续的对象或五个标识连续的对象组成,第二类型对象组合中的每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值×当前对象的操作系数+当前对象的靠边系数,其中,操作系数由丢弃对象集合中的第三对象的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第三对象与第二类型对象组合中的对象组成标识连续的对象组合。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:对第三目标对象集合中的每个对象执行以下步骤以获取每个对象的属性值,其中,每个对象在执行以下步骤时被标记为当前对象:按照以下公式确定当前对象的属性值:当前对象的属性值=当前对象的基础属性值+当前对象的操作系数+当前对象的临近对象系数,其中,操作系数由当前对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,临近对象系数由当前对象与目标帐号已获取到的对象集合中临近的第四对象的距离确定,目标帐号已获取到的对象集合中包括标识相同的第四对象;将第三目标对象集合中的属性值最小的对象确定为目标对象。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在第四目标对象集合中的标识连续的对象中包括标识相同的对象的情况下,按照以下公式确定标识相同的对象的属性值:标识相同的对象的属性值=标识相同的对象的基础属性值×标识相同的对象的操作系数×(左侧距离标识相同的对象最近的对象所对应的第一临近对象系数+右侧距离标识相同的对象最近的对象所对应的第一临近对象系数)×距离标识相同的对象为1的对象所对应的第二临近对象系数×距离标识相同的对象为2的对象所对应的第二临近对象系数,其中,操作系数由标识相同的对象在丢弃对象集合中的数量确定,丢弃对象集合中的对象为从多个帐号已获取到的对象集合中删除的对象,第一临近对象系数由标识相同的对象与目标帐号已获取到的对象集合中临近的第一对象的距离以及第一对象的数量确定,第二临近对象系数由标识相同的对象与丢弃对象集合中临近的第二对象的距离以及第二对象的数量确定;将标识相同的对象中的属性值最小的对象确定为目标对象。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (14)

  1. 一种在游戏界面中显示目标对象的方法,包括:
    在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与所述一局游戏的帐号为包括所述目标帐号在内的多个帐号,所述多个帐号依次执行所述游戏操作;
    在检测出当前由所述目标帐号执行所述游戏操作的情况下,从所述目标帐号已获取到的对象集合中选择出目标对象,其中,相对于所述对象集合中除所述目标对象之外的对象而言,所述目标对象使得所述目标帐号在所述一局游戏中胜出的概率最低;以及
    在所述客户端运行的所述一局游戏的游戏界面中显示所述目标对象。
  2. 根据权利要求1所述的方法,其中,所述从所述目标帐号已获取到的对象集合中选择出目标对象包括:
    分别获取所述对象集合中每个对象的属性值,所述属性值用于指示所述每个对象使得所述目标帐号在所述一局游戏中胜出的概率;
    将所述对象集合中的属性值最小的对象确定为所述目标对象,
    其中,所述属性值最小表示所述概率最低。
  3. 根据权利要求2所述的方法,其中,在所述对象集合中存在多个属性值最小的对象的情况下,所述方法还包括:
    将所述多个属性值最小的对象中标识最大的对象确定为所述目标对象。
  4. 根据权利要求1所述的方法,其中,所述从所述目标帐号已获取到的对象集合中选择出目标对象包括以下至少之一:
    在所述对象集合中包括第一目标对象集合的情况下,从所述第一目标对象集合中选择出所述目标对象,其中,所述第一目标对象集合中存在标识不连续的至少两个对象;
    在所述对象集合中不包括所述第一目标对象集合,且包括第二目标对象集合的情况下,从所述第二目标对象集合中选择出所述目标对象,其中,所述第二目标对象集合中存在标识连续的至少两个对象;
    在所述对象集合中不包括所述第一目标对象集合和所述第二目标对象集合,且包括第三目标对象集合的情况下,从所述第三目标对象集合中选择出所述目标对象,其中,所述第三目标对象集合中存在至少一对标识相同的对象;
    在所述对象集合中不包括所述第一目标对象集合、所述第二目标对象集合以及所述第三目标对象集合,且包括第四目标对象集合的情况下,从所述第四目标对象集合中选择出所述目标对象,其中,所述第四目标对象集合中存在标识连续的对象,且所述标识连续的对象的数量超过预定阈值。
  5. 根据权利要求4所述的方法,其中,所述从所述第一目标对象集合中选择出所述目标对象包括:
    对所述第一目标对象集合中的每个对象执行以下步骤以获取所述每个对象的属性值, 其中,所述每个对象在执行以下步骤时被标记为当前对象:
    按照以下公式确定所述当前对象的属性值:
    所述当前对象的属性值=所述当前对象的基础属性值×所述当前对象的操作系数×(左侧距离所述当前对象最近的对象所对应的第一临近对象系数+右侧距离所述当前对象最近的对象所对应的第一临近对象系数)×距离所述当前对象为1的对象所对应的第二临近对象系数×距离所述当前对象为2的对象所对应的第二临近对象系数,
    其中,所述操作系数由所述当前对象在丢弃对象集合中的数量确定,所述丢弃对象集合中的对象为从所述多个帐号已获取到的对象集合中删除的对象,所述第一临近对象系数由所述当前对象与所述目标帐号已获取到的对象集合中临近的第一对象的距离以及所述第一对象的数量确定,所述第二临近对象系数由所述当前对象与所述丢弃对象集合中临近的第二对象的距离以及所述第二对象的数量确定;
    将所述第一目标对象集合中的属性值最小的对象确定为所述目标对象。
  6. 根据权利要求4所述的方法,其中,所述从所述第二目标对象集合中选择出所述目标对象包括:
    对所述第二目标对象集合中的每个对象执行以下步骤以获取所述每个对象的属性值,其中,所述每个对象在执行以下步骤时被标记为当前对象:
    按照以下公式确定所述当前对象的属性值:
    所述当前对象的属性值=所述当前对象的基础属性值×所述当前对象的同色系数+所述当前对象的靠边系数,
    其中,所述同色系数由与所述当前对象类型相同的多个对象中的第一类型对象组合的数量确定,所述第一类型对象组合由两个标识相同的对象、三个标识相同的对象或四个标识相同的对象组成,所述靠边系数由所述当前对象的标识的大小确定;
    将所述第二目标对象集合中的属性值最小的对象确定为所述目标对象。
  7. 根据权利要求6所述的方法,其中,所述获取所述第二目标对象集合中的每个对象的属性值包括:
    对所述第二目标对象集合中第二类型对象组合中的每个对象执行以下步骤以获取所述第二类型对象组合中的每个对象的属性值,其中,所述第二类型对象组合由两个标识连续的对象或五个标识连续的对象组成,所述第二类型对象组合中的每个对象在执行以下步骤时被标记为当前对象:
    按照以下公式确定所述当前对象的属性值:
    所述当前对象的属性值=所述当前对象的基础属性值×所述当前对象的操作系数+所述当前对象的靠边系数,
    其中,所述操作系数由丢弃对象集合中的第三对象的数量确定,所述丢弃对象集合中的对象为从所述多个帐号已获取到的对象集合中删除的对象,所述第三对象与所述第二类型对象组合中的对象组成标识连续的对象组合。
  8. 根据权利要求4所述的方法,其中,所述从所述第三目标对象集合中选择出所述目标对象包括:
    对所述第三目标对象集合中的每个对象执行以下步骤以获取所述每个对象的属性值,其中,所述每个对象在执行以下步骤时被标记为当前对象:
    按照以下公式确定所述当前对象的属性值:
    所述当前对象的属性值=所述当前对象的基础属性值+所述当前对象的操作系数+所述当前对象的临近对象系数
    其中,所述操作系数由所述当前对象在丢弃对象集合中的数量确定,所述丢弃对象集合中的对象为从所述多个帐号已获取到的对象集合中删除的对象,所述临近对象系数由所述当前对象与所述目标帐号已获取到的对象集合中临近的第四对象的距离确定,所述目标帐号已获取到的对象集合中包括标识相同的所述第四对象;
    将所述第三目标对象集合中的属性值最小的对象确定为所述目标对象。
  9. 根据权利要求4所述的方法,其中,所述从所述第四目标对象集合中选择出所述目标对象包括:
    在所述第四目标对象集合中的所述标识连续的对象中包括标识相同的对象的情况下,按照以下公式确定所述标识相同的对象的属性值:
    所述标识相同的对象的属性值=所述标识相同的对象的基础属性值×所述标识相同的对象的操作系数×(左侧距离所述标识相同的对象最近的对象所对应的第一临近对象系数+右侧距离所述标识相同的对象最近的对象所对应的第一临近对象系数)×距离所述标识相同的对象为1的对象所对应的第二临近对象系数×距离所述标识相同的对象为2的对象所对应的第二临近对象系数,
    其中,所述操作系数由所述标识相同的对象在丢弃对象集合中的数量确定,所述丢弃对象集合中的对象为从所述多个帐号已获取到的对象集合中删除的对象,所述第一临近对象系数由所述标识相同的对象与所述目标帐号已获取到的对象集合中临近的第一对象的距离以及所述第一对象的数量确定,所述第二临近对象系数由所述标识相同的对象与所述丢弃对象集合中临近的第二对象的距离以及所述第二对象的数量确定;
    将所述标识相同的对象中的属性值最小的对象确定为所述目标对象。
  10. 一种在游戏界面中显示目标对象的装置,包括:
    检测单元,用于在客户端运行一局游戏的过程中,检测当前是否由目标帐号执行游戏操作,其中,参与所述一局游戏的帐号为包括所述目标帐号在内的多个帐号,所述多个帐号依次执行所述游戏操作;
    选择单元,用于在检测出当前由所述目标帐号执行所述游戏操作的情况下,从所述目标帐号已获取到的对象集合中选择出目标对象,其中,相对于所述对象集合中除所述目标对象之外的对象而言,所述目标对象使得所述目标帐号在所述一局游戏中胜出的概率最低;以及
    显示单元,用于在所述客户端运行的所述一局游戏的游戏界面中显示所述目标对象。
  11. 根据权利要求10所述的装置,其中,所述选择单元包括:
    获取模块,用于分别获取所述对象集合中每个对象的属性值,所述属性值用于指示所述每个对象使得所述目标帐号在所述一局游戏中胜出的概率;
    第一确定模块,用于将所述对象集合中的属性值最小的对象确定为所述目标对象;
    其中,所述属性值最小表示所述概率最低。
  12. 根据权利要求11所述的装置,其中,所述选择单元还包括:
    第二确定模块,用于在所述对象集合中存在多个属性值最小的对象的情况下,将所述多个属性值最小的对象中标识最大的对象确定为所述目标对象。
  13. 一种存储介质,包括存储的程序,其中,所述程序运行时执行权利要求1至9任一项中所述的方法。
  14. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其中,所述处理器通过所述计算机程序执行权利要求1至9任一项中所述的方法。
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CN108671546A (zh) * 2018-05-23 2018-10-19 腾讯科技(深圳)有限公司 目标操作的确定方法和装置、存储介质及电子装置
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CN109806596B (zh) * 2019-03-20 2023-04-07 网易(杭州)网络有限公司 游戏画面显示方法与装置、存储介质、电子设备
CN110209459B (zh) * 2019-06-10 2024-07-16 腾讯科技(北京)有限公司 对局结果的展示方法、提供方法、设备及存储介质
CN110721471B (zh) 2019-09-26 2023-10-31 腾讯科技(深圳)有限公司 一种虚拟应用对象输出方法、装置以及计算机存储介质
CN112604292B (zh) * 2020-12-25 2024-02-13 杭州乐信圣文科技有限责任公司 消除类游戏的元素生成方法及电子设备

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