WO2018137525A1 - 一种实现用户匹配的方法及相关设备 - Google Patents
一种实现用户匹配的方法及相关设备 Download PDFInfo
- Publication number
- WO2018137525A1 WO2018137525A1 PCT/CN2018/072981 CN2018072981W WO2018137525A1 WO 2018137525 A1 WO2018137525 A1 WO 2018137525A1 CN 2018072981 W CN2018072981 W CN 2018072981W WO 2018137525 A1 WO2018137525 A1 WO 2018137525A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- matching
- user
- identifier
- queue
- packet
- Prior art date
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/90—Details of database functions independent of the retrieved data types
- G06F16/95—Retrieval from the web
- G06F16/953—Querying, e.g. by the use of web search engines
- G06F16/9535—Search customisation based on user profiles and personalisation
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/90—Details of database functions independent of the retrieved data types
- G06F16/95—Retrieval from the web
- G06F16/953—Querying, e.g. by the use of web search engines
- G06F16/9536—Search customisation based on social or collaborative filtering
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/2866—Architectures; Arrangements
- H04L67/30—Profiles
- H04L67/306—User profiles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/53—Features 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 details of game servers details of basic data processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
Definitions
- the present invention relates to the field of Internet technologies, and in particular, to a method for implementing user matching and related devices.
- the present invention provides a method for implementing user matching and related devices, so as to solve the technical problem that the user matching in the prior art has poor versatility, insufficient scalability, and high implementation cost.
- an embodiment of the present invention provides a method for implementing user matching, where the method includes:
- the matching queue identifier is obtained from the matching request, and the user identifier is added to the matching queue corresponding to the matching queue identifier;
- an embodiment of the present invention provides an apparatus for implementing user matching, where the apparatus includes:
- a receiving unit configured to receive a matching request sent by the client, where the matching request carries an application identifier and a user identifier;
- a first joining unit configured to: when the matching mode is determined to be an asynchronous match according to the application identifier, obtain a matching queue identifier from the matching request, and add the user identifier to a matching queue corresponding to the matching queue identifier;
- a screening unit configured to filter a preset number of user identifiers from the matching queue to perform matching, and generate a matching result, where the matching result includes an identifier of the matching packet and a user identifier in the matching packet;
- a sending unit configured to send the matching result to a client corresponding to the user identifier in the matching packet.
- an embodiment of the present invention further provides a server, including:
- a memory for storing computer executable program code
- a processor coupled to the memory and the network interface
- program code includes instructions that, when executed by the processor, cause the server to perform the method of the first aspect described above.
- an embodiment of the present invention provides a computer storage medium, which is used in the computer software instructions used by the server in the above aspect, and includes a program designed to execute the first aspect.
- At least one matching queue may be set for each application according to an actual situation, and the user may select a matching queue that is desired to join, and after receiving the matching request input by the user, may be based on the matching queue identifier in the matching request.
- Add the user ID of the user to the selected matching queue and select a preset number of users in the matching queue to perform matching to generate matching results, so that a unified matching manner and process are provided for different applications, in the application platform.
- New applications and new usage patterns in applications can be extended by adding matching queues, such as adding new game applications to the game application platform or adding new gameplay to the game application. Matching has better versatility and scalability, reducing implementation costs.
- FIG. 1 is a schematic diagram of an application scenario in an embodiment of the present invention
- FIG. 2 is a flowchart of an embodiment of a method for implementing user matching according to an embodiment of the present invention
- FIG. 3 is a schematic diagram of a matching queue in an embodiment of the present invention.
- FIG. 4 is a schematic diagram of asynchronous matching in an embodiment of the present invention.
- FIG. 5 is a schematic diagram of asynchronous matching in an embodiment of the present invention.
- FIG. 6 is a schematic diagram of asynchronous matching in an embodiment of the present invention.
- FIG. 7 is a schematic diagram of synchronization matching in an embodiment of the present invention.
- FIG. 8 is a schematic diagram of synchronization matching in an embodiment of the present invention.
- FIG. 9 is a schematic diagram of an apparatus for implementing user matching according to an embodiment of the present invention.
- FIG. 10 is a schematic diagram of a server according to an embodiment of the present invention.
- a method and an apparatus for implementing user matching are provided, and a universal unified matching scheme compatible with different game types is provided, which can simultaneously support a matching process of synchronous matching and asynchronous matching, for a chess card.
- Class, casual, and battle-like game applications provide a common matching method and process with good versatility and scalability.
- FIG. 1 is a schematic diagram of an exemplary application scenario of an embodiment of the present invention.
- the user interacts with the server 101 that provides the web application service through the client 102 on the user device.
- the server 101 that provides the web application service through the client 102 on the user device.
- the schematic diagram shown in Figure 1 is merely one example in which embodiments of the present invention may be implemented.
- the scope of applicability of embodiments of the invention is not limited by any aspect of the framework.
- the user equipment herein may be existing, being developed or developed in the future, and can be connected by any form of wired and/or wireless (eg, Wi-Fi, LAN, cellular, coaxial cable, etc.)
- Any user device on which the client 102 interacts with the server 101 including but not limited to: existing, developing or future developed smartphones, non-smart phones, tablets, laptop personal computers, desktops Personal computers, small computers, medium computers, large computers, etc.
- the server 101 herein is merely an example of an existing, research-developed or future-developed device capable of providing application services to users. Embodiments of the invention are not subject to any limitation in this regard.
- FIG. 2 a flowchart of an embodiment of a method for implementing user matching provided in an embodiment of the present invention is shown. This embodiment will be described from the perspective of a device that implements user matching, and the device that implements user matching can be loaded in In the server, the embodiment may include the following steps:
- Step 201 The server receives a matching request sent by the client.
- the client When the user starts the application, if the user needs to match, the client first sends the matching request to the server.
- the matching process in the embodiment of the present invention can be divided into synchronous matching and asynchronous matching.
- the asynchronous matching will have a process of waiting for the matching, and will wait for a new user to join the application and match multiple users.
- the multiplayer game application is asynchronous matching, and the user needs to be matched into the game in a group according to a preset rule.
- the asynchronous matching mode is first described.
- the synchronous matching does not have a matching waiting process for the user, and the user immediately enters the application, for example, the application matches the game application between the user and the dealer (game system), and the user sends the matching request. Join the game immediately, and the sync matching mode will be explained in the subsequent embodiments.
- Step 202 When it is determined that the matching mode is an asynchronous match according to the application identifier in the matching request, the server obtains the matching queue identifier from the matching request, and adds the user identifier in the matching request to the matching queue corresponding to the matching queue identifier.
- the matching request may include an application identifier, where the application identifier is used to identify a matching mode, and the server may determine, according to the application identifier, whether the matching mode is an asynchronous matching or a synchronous matching, for example, “1” is an asynchronous matching, and “0” is a synchronization. match.
- the matching mode sets a matching queue for the asynchronous matching application, and at least one matching queue is set for each application according to the actual matching requirement, and each matching queue in the at least one matching queue has a matching queue identifier.
- the specific practical application does not limit the number of matching queues. Referring to FIG.
- a schematic diagram of a matching queue is shown, for example, application A, with matching queue A1 (eg, matching queue identifier is "A1"), matching queue A2 (for example, matching queue identifier is "A2") , application B, set with matching queue B1 (for example, matching queue identifier is "B1"), matching queue B2 (for example, matching queue identifier is "B2"), in practical applications, application A, application B can
- the matching queue A1 and the matching queue B1 may be a one-to-one matching matching queue
- the matching queue A2 and the matching queue B2 may be a matching queue of two pairs of two games.
- the game rules need to select two users from the corresponding matching queue for matching.
- four users in the corresponding matching queue need to be matched.
- the matching queue can be set according to the actual situation.
- the present invention does not limit the form of the matching queue.
- the matching queue identifier in the embodiment of the present invention is only for convenience of description, and does not cause a limited description of the present application.
- the matching queue identifier may also be A 1V1, A 2V2, etc., and is not limited in specific terms.
- the user can select a certain gameplay in the game application, and the gameplay in the game application corresponds to a matching queue, and the matching queue has a matching queue identifier, and the matching request can carry the matching
- the matching queue identifier is obtained, the user identifier in the matching request is added to the matching queue corresponding to the matching queue identifier, that is, the user identifier used by the user who sends the matching request is added to the selected matching queue. , waiting to match other users.
- Step 203 The server polls the matching queue, selects a preset number of user identifiers from the matching queue to match, and generates a matching result, where the matching result includes the identifier of the matching packet and the user identifier in the matching packet.
- the user ID is added to the matching queue.
- the user can also cancel the matching before the matching is completed.
- the user can send a cancellation request to the server.
- the server can remove the user identifier from the matching request from the matching queue. Delete, that is, the user ID in the matching queue changes in real time.
- a matching number of user identifiers are filtered from the matching queues by matching the matching queues.
- only a preset number may be considered, and the preset quantity is related to the matching queue. For example, a matching queue of 2 to 2 game methods needs 4 users to match, and a preset quantity exists in the matching queue obtained by polling. After the user ID matches these user IDs into the same matching group, a matching result is generated, which speeds up the matching.
- the preset number of user identifiers are matched and matched from the matching queue
- the specific implementation of the matching result may include: obtaining user information corresponding to the user identifier in the matching queue;
- the user identifier corresponding to the user information is used as the candidate user identifier group, and a predetermined number of user identifiers are selected from the candidate user identifier groups for matching, and a matching result is generated. That is, while considering the preset number, it is also necessary to perform matching in combination with the user information. For example, for the two-to-two gameplay, four users need to be selected from the corresponding matching queues to match, and the user level is preset.
- the user ID of the condition is divided into the same matching group, so that a preset number of user identifiers are selected according to the user information to perform matching, and a matching result is generated, so that similar users can be classified into the same matching group, so that users can better interact with each other. .
- the method may further include:
- the number of current user identifiers does not match the number of current gameplays.
- the current number of user identifiers in a matching queue is three, and the matching queue is In the matching queue of the two-to-two game method, in order to reduce the waiting time of the users corresponding to the three user identifiers, the user identifier of the virtual user is added to the matching queue corresponding to the matching queue identifier, and the polling matching queue is executed, and the matching queue is selected. A preset number of user IDs are matched to generate a matching result.
- an AI Artificial Intelligence
- the user identifier of the virtual user is added to the queue, and the polling matching queue is returned.
- the preset number of user identifiers are matched from the matching queues to match, and a matching result is generated.
- the user identifier in the matching group may include the user identifier of the virtual user. To reduce the user's waiting time.
- Step 204 The server sends the matching result to the client corresponding to the user identifier in the matching packet.
- the specific implementation of sending the matching result to the client corresponding to the user identifier in the matching packet may include:
- the server After the matching result is generated, the server actively sends the matching result to the client corresponding to the user identifier in the matching packet;
- the server When the server receives the result query request sent by the client corresponding to the user identifier in the matching packet, the server sends the matching result to the client corresponding to the user identifier in the matching packet according to the result query request.
- the matching result may be delivered actively, or the client may obtain the matching result by polling, and the client adds the matching packet in the application according to the matching result.
- At least one matching queue may be set for each application according to an actual situation, and the user may select a matching queue that is desired to join, and after receiving the matching request input by the user, may match according to the matching request.
- the queue identifier adds the user ID of the user to the selected matching queue, and polls the matching queue to filter a preset number of users in the matching queue to generate a matching result, so that a uniform matching is provided for different applications.
- the new gameplay makes the user match better versatility and scalability, reducing the implementation cost.
- the application is used as a game application, and the asynchronous matching mode in the method for implementing user matching provided in the embodiment of the present invention is further described.
- the user that is, the game player
- the matching request carries the application identifier, the user identifier, and the matching queue identifier
- the server adds the user identifier to the corresponding matching queue.
- the client returns immediately after sending the matching request
- the server uses the matching thread to periodically poll the matching queue, and selects a preset number of user identifiers to match in a matching queue according to certain rules (such as player waiting time, player game level, etc.).
- a matching result is generated.
- the server triggers the game server to start game initialization, and sends the matching result to the game server, so that the game server establishes a matching packet, and at the same time knows the user identifier in the matching group, and completes the server to join the game from the background.
- the client actively sends the matching result through the polling or the server to obtain the matching result, establishes a connection with the game server according to the matching group identifier in the matching result, adds the corresponding matching group, and enters the game interface to start the game.
- the AI adder can also be used to add AI users to the matching queue to complete the matching between users as soon as possible to reduce the user matching waiting time. In this way, the new game application and the new gameplay in the game application can be extended by adding matching queues, so that the user matching is universal and easy to expand, thereby reducing the implementation cost.
- the method for implementing user matching provided in the embodiment of the present invention further provides a user matching process in a synchronous matching mode, that is, when the matching mode is determined to be synchronous matching according to the application identifier in the matching request, the group identifier is obtained, and the group identifier is sent to Client.
- the synchronization matching mode in the method for implementing user matching provided in the embodiment of the present invention is described by taking an application as a game application.
- the user that is, the game player, can directly trigger the sending of a matching request to the server when the user enters the game.
- the matching request carries the application identifier and the user identifier, and the server determines the matching mode as the synchronization matching according to the application identifier, and the server determines that the synchronization is matched.
- the game server obtains the game table information, and the table information can be understood as a group identifier, that is, in the synchronous matching game, one or more users can use the same table to simultaneously play with the dealer, and the game can also have multiple tables.
- the server triggers the game server to start game initialization after acquiring the table information (ie, the group identifier), and simultaneously sends the user identifier and the table information (ie, the group identifier) to the game server, and completes the server to join the game from the background.
- the group identifier is sent to the client, so that the client joins the corresponding table and enters the game interface to start the game. Therefore, the user does not need to wait for the matching process, directly enters the game interface, and completes the synchronization matching process.
- an embodiment of the apparatus for implementing user matching is further provided in the embodiment of the present invention, which may include:
- the receiving unit 901 is configured to receive a matching request sent by the client, where the matching request carries an application identifier and a user identifier.
- the first adding unit 902 is configured to: when the matching mode is determined as the asynchronous matching according to the application identifier in the matching request, obtain the matching queue identifier from the matching request, and add the user identifier in the matching request to the matching queue corresponding to the matching queue identifier.
- the filtering unit 903 is configured to filter a preset number of user identifiers from the matching queue to perform matching, and generate a matching result, where the matching result includes an identifier of the matching packet and a user identifier in the matching packet.
- the screening unit may include:
- Obtaining a subunit configured to obtain user information corresponding to the user identifier in the matching queue
- the sub-unit is configured to select a user identifier corresponding to the user information that meets the preset condition as a candidate user identifier group, select a preset number of user identifiers from the candidate user identifier group, and generate a matching result.
- the screening unit may be specifically configured to poll the matching queue to obtain the user information corresponding to the user identifier in the matching queue; the user identifier corresponding to the user information that meets the preset condition is used as the candidate user identification group, and the pre-selection is selected from the candidate user identification group. Set the number of user IDs to match and generate matching results.
- the sending unit 904 is configured to send the matching result to the client corresponding to the user identifier in the matching packet.
- the sending unit may include:
- the first sending subunit may be configured to: after the matching result is generated, actively send the matching result to the client corresponding to the user identifier in the matching packet;
- the second sending sub-unit may be configured to: when receiving the result query request sent by the client corresponding to the user identifier in the matching packet, send the matching result to the client corresponding to the user identifier in the matching packet.
- the apparatus for implementing user matching provided in the embodiment of the present invention may further include:
- the second adding unit is configured to add a matching result of the virtual user when the matching result is not matched, and the user identifier of the virtual user is added to the matching queue corresponding to the matching queue identifier.
- the apparatus for implementing user matching provided in the embodiment of the present invention may further include:
- an obtaining unit configured to: when the matching mode is determined to be a synchronous match according to the application identifier in the matching request, obtain the group identifier, and send the group identifier to the client.
- one or more matching queues may be set for each application according to actual conditions, and the user may select a matching queue that is desired to join, and after receiving the matching request input by the user, may be according to the matching request.
- the matching queue identifier adds the user ID of the user to the selected matching queue, and polls the matching queue, and selects a preset number of users in the matching queue to perform matching to generate matching results, thereby providing uniformity for different applications.
- the matching method and process, in the application platform can be extended by adding matching queues to new applications and new usage patterns in the application, such as adding new game applications or in game applications within the game application platform. New gameplay is added, so that user matching is achieved with better versatility and scalability, and the implementation cost is reduced.
- the embodiment of the present invention further provides a server, as shown in FIG. 10, which may include:
- the number of processors 1001 in the user matching server may be one or more, and one processor is taken as an example in FIG.
- the processor 1001, the memory 1002, the input device 1003, and the output device 1004 may be connected by a bus or other means, wherein the connection through the bus is taken as an example in FIG.
- the memory 1002 can be used to store software programs and modules, and the processor 1001 executes various functional applications and data processing of the user matching server by running software programs and modules stored in the memory 1002.
- the memory 1002 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function, and the like.
- memory 1002 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
- the input device 1003 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function control of the user matching server.
- the processor 1001 loads the executable file corresponding to the process of one or more application programs into the memory 1002 according to the following instructions, and is executed by the processor 1001 to be stored in the memory 1002.
- the application program is implemented to implement the method steps performed by the server in the foregoing method embodiment.
- the processor 1001 is further configured to perform the following functions:
- the matching queue identifier is obtained from the matching request, and the user identifier in the matching request is added to the matching queue corresponding to the matching queue identifier;
- the matching the preset number of user identifiers from the matching queue to match, and generating a matching result includes:
- the user identifier corresponding to the user information that meets the preset condition is used as the candidate user identifier group, and a predetermined number of user identifiers are selected from the candidate user identifier group to be matched, and a matching result is generated.
- the user ID of the virtual user is added to the matching queue corresponding to the matching queue identifier, the matching queue is polled, and a preset number of user identifiers are filtered out from the matching queue. Matches are made to generate matching results.
- the sending the matching result to the client corresponding to the user identifier in the matching packet includes:
- the matching result is sent to the client corresponding to the user identifier in the matching packet.
- the matching result is sent to the client corresponding to the user identifier in the matching packet.
- one or more matching queues may be set for each application according to actual conditions, and the user may select a matching queue that is desired to join, and after receiving the matching request input by the user, may be according to the matching request.
- the matching queue identifier adds the user ID of the user to the selected matching queue, and polls the matching queue, and selects a preset number of users in the matching queue to perform matching to generate matching results, thereby providing uniformity for different applications.
- the matching method and process, in the application platform can be extended by adding matching queues to new applications and new usage patterns in the application, such as adding new game applications or in game applications within the game application platform. New gameplay is added, so that user matching is achieved with better versatility and scalability, and the implementation cost is reduced.
- the embodiment of the invention further provides a computer storage medium for storing computer software instructions used by the server, which comprises a program designed to execute the method actually executed by the server in the above method embodiment.
- the steps of a method or algorithm described in connection with the embodiments disclosed herein can be implemented directly in hardware, a software module executed by a processor, or a combination of both.
- the software module can be placed in random access memory (RAM), memory, read only memory (ROM), electrically programmable ROM, electrically erasable programmable ROM, registers, hard disk, removable disk, CD-ROM, or technical field. Any other form of storage medium known.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Databases & Information Systems (AREA)
- Theoretical Computer Science (AREA)
- General Business, Economics & Management (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- Data Mining & Analysis (AREA)
- Physics & Mathematics (AREA)
- General Engineering & Computer Science (AREA)
- General Physics & Mathematics (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Human Computer Interaction (AREA)
- Information Transfer Between Computers (AREA)
Abstract
Description
Claims (12)
- 一种实现用户匹配的方法,其特征在于,所述方法包括:接收客户端发送的匹配请求,所述匹配请求携带应用标识和用户标识;当根据所述应用标识确定匹配模式为异步匹配时,从所述匹配请求中获取匹配队列标识,将所述用户标识加入所述匹配队列标识对应的匹配队列;从所述匹配队列中筛选出预设数量的用户标识进行匹配,生成匹配结果,所述匹配结果包括匹配分组的标识以及所述匹配分组中的用户标识;将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端。
- 根据权利要求1所述的方法,其特征在于,所述从所述匹配队列中筛选出预设数量的用户标识进行匹配,生成匹配结果,包括:轮询所述匹配队列;获取所述匹配队列中用户标识对应的用户信息;将符合预设条件的用户信息对应的用户标识作为候选用户标识组,从所述候选用户标识组中选择预设数量的用户标识进行匹配,生成匹配结果。
- 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:当超过预设时间未产生匹配结果时,在所述匹配队列标识对应的匹配队列中加入虚拟用户的用户标识;从加入虚拟用户的用户标识后的匹配队列中筛选出预设数量的用户标识进行匹配,生成匹配结果。
- 根据权利要求1所述的方法,其特征在于,所述将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端,包括:在生成匹配结果后,主动将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端;或者,接收所述匹配分组中的用户标识对应的客户端发送的结果查询请求根据所述结果查询请求将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:当根据所述应用标识确定匹配模式为同步匹配时,获取分组标识,将所述 分组标识发送给所述客户端。
- 一种实现用户匹配的装置,其特征在于,所述装置包括:接收单元,用于接收客户端发送的匹配请求,所述匹配请求携带应用标识和用户标识;第一加入单元,用于当根据所述应用标识确定匹配模式为异步匹配时,从所述匹配请求中获取匹配队列标识,将所述用户标识加入所述匹配队列标识对应的匹配队列;筛选单元,用于从所述匹配队列中筛选出预设数量的用户标识进行匹配,生成匹配结果,所述匹配结果包括匹配分组的标识以及所述匹配分组中的用户标识;发送单元,用于将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端。
- 根据权利要求6所述的装置,其特征在于,所述筛选单元包括:轮询子单元,用于轮询所述匹配队列;获取子单元,用于获取所述匹配队列中用户标识对应的用户信息;选择子单元,用于将符合预设条件的用户信息对应的用户标识作为候选用户标识组,从所述候选用户标识组中选择预设数量的用户标识进行匹配,生成匹配结果。
- 根据权利要求6或7所述的装置,其特征在于,所述装置还包括:第二加入单元,用于当超过预设时间未产生匹配结果时,在所述匹配队列标识对应的匹配队列中加入虚拟用户的用户标识;筛选单元,还用于从加入虚拟用户的用户标识后的匹配队列中筛选出预设数量的用户标识进行匹配,生成匹配结果。
- 根据权利要求6所述的装置,其特征在于,所述发送单元包括:第一发送子单元或者第二发送子单元;所述第一发送子单元,用于在生成匹配结果后,主动将所述匹配结果发送给所述匹配分组中的用户标识对应的客户端;第二发送子单元,用于当接收到所述匹配分组中的用户标识对应的客户端发送的结果查询请求时,将所述匹配结果发送给所述匹配分组中的用户标识对 应的客户端。
- 根据权利要求6所述的装置,其特征在于,所述装置还包括:获取单元,用于当根据所述应用标识确定匹配模式为同步匹配时,获取分组标识,将所述分组标识发送给所述客户端。
- 一种服务器,其特征在于,包括:存储器,用于存储计算机可执行程序代码;网络接口,以及处理器,与所述存储器和所述网络接口耦合;其中所述程序代码包括指令,当所述处理器执行所述指令时,所述指令使所述服务器执行如权利要求1‐5中任一项所述的方法。
- 一种计算机存储介质,其特征在于,用于储存服务器所用的计算机软件指令,其包含用于执行如权利要求1‐5中任一项的方法所设计的程序。
Priority Applications (5)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP18743984.9A EP3574965A4 (en) | 2017-01-24 | 2018-01-17 | METHOD FOR PERFORMING USER BALANCE AND APPROPRIATE DEVICE |
JP2019528904A JP7086351B2 (ja) | 2017-01-24 | 2018-01-17 | ユーザマッチングを実施するための方法および関連するデバイス |
KR1020197015707A KR102330643B1 (ko) | 2017-01-24 | 2018-01-17 | 사용자 매칭을 실현하기 위한 방법 및 관련 디바이스 |
US16/411,676 US11123642B2 (en) | 2017-01-24 | 2019-05-14 | Method for implementing user matching and related device |
US17/374,792 US11759714B2 (en) | 2017-01-24 | 2021-07-13 | Method for implementing user matching and related device |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201710060151.X | 2017-01-24 | ||
CN201710060151.XA CN106823376B (zh) | 2017-01-24 | 2017-01-24 | 一种实现用户匹配的方法及装置 |
Related Child Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US16/411,676 Continuation US11123642B2 (en) | 2017-01-24 | 2019-05-14 | Method for implementing user matching and related device |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2018137525A1 true WO2018137525A1 (zh) | 2018-08-02 |
Family
ID=59121433
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CN2018/072981 WO2018137525A1 (zh) | 2017-01-24 | 2018-01-17 | 一种实现用户匹配的方法及相关设备 |
Country Status (6)
Country | Link |
---|---|
US (2) | US11123642B2 (zh) |
EP (1) | EP3574965A4 (zh) |
JP (1) | JP7086351B2 (zh) |
KR (1) | KR102330643B1 (zh) |
CN (1) | CN106823376B (zh) |
WO (1) | WO2018137525A1 (zh) |
Families Citing this family (21)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN106823376B (zh) * | 2017-01-24 | 2020-08-21 | 腾讯科技(深圳)有限公司 | 一种实现用户匹配的方法及装置 |
US10817196B2 (en) * | 2017-07-07 | 2020-10-27 | Sap Se | Page list based crash recovery |
CN108553904B (zh) * | 2018-03-30 | 2021-10-15 | 武汉斗鱼网络科技有限公司 | 一种游戏匹配方法、装置、电子设备及介质 |
CN108970124A (zh) * | 2018-07-05 | 2018-12-11 | 腾讯科技(深圳)有限公司 | 组队匹配方法、装置、系统及可读介质 |
CN109395380A (zh) * | 2018-09-14 | 2019-03-01 | 北京智明星通科技股份有限公司 | 游戏数据处理方法及系统、服务器和计算机可读存储介质 |
CN109331460A (zh) * | 2018-11-12 | 2019-02-15 | 广东邮电职业技术学院 | 一种在线投杯球游戏方法、终端与系统 |
CN111659125B (zh) * | 2019-03-06 | 2023-08-18 | 北京柏林互动科技有限公司 | 基于游戏的好友推荐方法、装置及计算机可读存储介质 |
CN110251937B (zh) * | 2019-04-26 | 2020-10-09 | 网易(杭州)网络有限公司 | 游戏对象控制方法及装置 |
CN110113253A (zh) * | 2019-04-30 | 2019-08-09 | 上海掌门科技有限公司 | 即时通信方法、设备及计算机可读存储介质 |
CN110354492A (zh) * | 2019-08-08 | 2019-10-22 | 广州市百果园信息技术有限公司 | 一种游戏开局方法、装置、系统、终端及存储介质 |
CN111185014B (zh) * | 2019-11-07 | 2021-02-12 | 腾讯科技(深圳)有限公司 | 对象匹配方法、装置和计算机可读存储介质 |
CN111135586B (zh) * | 2019-12-24 | 2023-06-27 | 网易(杭州)网络有限公司 | 游戏匹配方法、游戏匹配装置、存储介质与电子设备 |
CN113304469B (zh) * | 2020-02-26 | 2023-07-28 | 上海哔哩哔哩科技有限公司 | 游戏玩家匹配方法、装置、计算机设备 |
CN111632385B (zh) * | 2020-06-05 | 2024-10-18 | 腾讯科技(上海)有限公司 | 一种游戏控制方法、装置、计算机设备及存储介质 |
CN111659126B (zh) * | 2020-07-08 | 2023-03-03 | 腾讯科技(深圳)有限公司 | 匹配进程的分配方法、装置、服务器、终端及存储介质 |
US11614981B2 (en) * | 2020-10-22 | 2023-03-28 | Sap Se | Handling of metadata for microservices processing |
CN112675548B (zh) * | 2021-01-05 | 2022-11-04 | 腾讯科技(深圳)有限公司 | 对局匹配方法、装置、设备及可读存储介质 |
CN112530567A (zh) * | 2021-02-09 | 2021-03-19 | 北京声智科技有限公司 | 信息管理方法、装置、电子设备及存储介质 |
CN114130035B (zh) * | 2021-10-27 | 2025-09-19 | 百果园技术(新加坡)有限公司 | 一种用户匹配方法、装置、设备及存储介质 |
CN115879995A (zh) * | 2022-11-29 | 2023-03-31 | 天翼电子商务有限公司 | 一种动态对手匹配方法 |
CN115860816B (zh) * | 2022-12-09 | 2024-07-23 | 南京领行科技股份有限公司 | 一种订单优惠方法、装置、设备及介质 |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN104436656A (zh) * | 2014-12-24 | 2015-03-25 | 深圳市腾讯计算机系统有限公司 | 游戏应用中用户的匹配方法和装置 |
CN105391795A (zh) * | 2015-11-30 | 2016-03-09 | 厦门市光娱投资管理有限公司 | 网络游戏中跨服务器用户匹配方法及装置 |
CN105468443A (zh) * | 2015-11-19 | 2016-04-06 | 北京乐动卓越科技有限公司 | 社交应用软件的用户匹配方法和装置 |
US20170011192A1 (en) * | 2015-07-09 | 2017-01-12 | MI Express Care Licensing Company, LLC | Patient And Mobile Healthcare Worker Initiated Encounter In A Telemedicine System |
CN106823376A (zh) * | 2017-01-24 | 2017-06-13 | 腾讯科技(深圳)有限公司 | 一种实现用户匹配的方法及装置 |
Family Cites Families (32)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6754832B1 (en) * | 1999-08-12 | 2004-06-22 | International Business Machines Corporation | Security rule database searching in a network security environment |
US7280975B1 (en) * | 2000-07-24 | 2007-10-09 | Donner Irah H | System and method for determining and/or transmitting and/or establishing communication with a mobile device user for providing, for example, concessions, tournaments, competitions, matching, reallocating, upgrading, selling tickets, other event admittance means, goods and/or services |
JP2002239245A (ja) * | 2001-02-16 | 2002-08-27 | Ti Tokyo:Kk | カードゲームシステム、このシステムに用いるサーバ装置、同じくクライアント装置、対戦人選定プログラムを記録した媒体および対戦人情報取得プログラムを記録した媒体 |
JP4111977B2 (ja) * | 2006-03-30 | 2008-07-02 | 株式会社コナミデジタルエンタテインメント | ゲーム装置およびゲームシステム |
WO2008049871A1 (en) * | 2006-10-27 | 2008-05-02 | Cecure Gaming Limited | Online gaming system |
US7849043B2 (en) * | 2007-04-12 | 2010-12-07 | Microsoft Corporation | Matching educational game players in a computerized learning environment |
JP5280712B2 (ja) * | 2008-03-12 | 2013-09-04 | 株式会社バンダイナムコゲームス | サーバシステム |
JP2009233268A (ja) * | 2008-03-28 | 2009-10-15 | Namco Bandai Games Inc | ネットワークシステム、サーバ、プログラム、情報記憶媒体 |
US20100088314A1 (en) * | 2008-10-07 | 2010-04-08 | Shaobo Kuang | Method and system for searching on internet |
JP2013532008A (ja) * | 2010-05-28 | 2013-08-15 | テトリス オンライン インコーポレイテッド | 対話式ハイブリッド非同期コンピュータ・ゲーム・インフラストラクチャ |
US8814670B2 (en) * | 2010-08-12 | 2014-08-26 | Disney Enterprises, Inc. | System and method for playing a multiplayer game |
US20130198273A1 (en) * | 2010-10-16 | 2013-08-01 | James Charles Vago | Methods, devices, and systems for video gaming |
US10449457B2 (en) * | 2011-04-20 | 2019-10-22 | Disney Enterprises, Inc. | System and method for dynamic matchmaking population herding |
US9320968B1 (en) * | 2011-05-24 | 2016-04-26 | Zynga Inc. | Online game with matching of different data types |
JP5214770B2 (ja) * | 2011-05-27 | 2013-06-19 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、マッチング方法、プログラム |
US11397996B2 (en) * | 2011-06-24 | 2022-07-26 | Monster Worldwide, Inc. | Social match platform apparatuses, methods and systems |
US9289686B2 (en) * | 2011-07-28 | 2016-03-22 | Zynga Inc. | Method and system for matchmaking connections within a gaming social network |
CN103297446B (zh) * | 2012-02-23 | 2016-10-12 | 腾讯科技(深圳)有限公司 | 游戏资源分配的方法及服务器 |
US20140004960A1 (en) * | 2012-06-27 | 2014-01-02 | Zynga Inc. | Dynamic player match-making for social games |
US9120020B2 (en) * | 2013-03-13 | 2015-09-01 | Microsoft Technology Licensing, Llc | Matchmaking in multiplayer gaming |
CN104063574B (zh) * | 2013-06-03 | 2016-08-10 | 腾讯科技(深圳)有限公司 | 队伍对战匹配方法及服务器 |
US20150148127A1 (en) * | 2013-11-22 | 2015-05-28 | Zynga Inc. | Systems and methods for matching players of a game |
US9776091B1 (en) * | 2014-05-16 | 2017-10-03 | Electronic Arts Inc. | Systems and methods for hardware-based matchmaking |
US9789406B2 (en) * | 2014-07-03 | 2017-10-17 | Activision Publishing, Inc. | System and method for driving microtransactions in multiplayer video games |
US9757650B2 (en) * | 2014-09-10 | 2017-09-12 | Zynga Inc. | Sequencing and locations of selected virtual objects to trigger targeted game actions |
US10118099B2 (en) * | 2014-12-16 | 2018-11-06 | Activision Publishing, Inc. | System and method for transparently styling non-player characters in a multiplayer video game |
CN104436655B (zh) * | 2014-12-19 | 2017-05-17 | 北京奇虎科技有限公司 | 网络游戏中进行分桌处理的方法及网络游戏服务器 |
US9731204B2 (en) * | 2015-01-21 | 2017-08-15 | Mail.Ru LLC | Matchmaking system for massive multiplayer online games |
JP5810234B1 (ja) * | 2015-02-19 | 2015-11-11 | 株式会社 ディー・エヌ・エー | 情報処理装置、及び、ゲームプログラム |
CN106033487B (zh) * | 2015-03-09 | 2019-02-05 | 腾讯科技(深圳)有限公司 | 用户匹配方法及装置 |
JP2016187432A (ja) * | 2015-03-30 | 2016-11-04 | 株式会社カプコン | ゲームプログラムおよびゲームシステム |
US10286327B2 (en) * | 2016-10-21 | 2019-05-14 | Electronic Arts Inc. | Multiplayer video game matchmaking system and methods |
-
2017
- 2017-01-24 CN CN201710060151.XA patent/CN106823376B/zh active Active
-
2018
- 2018-01-17 WO PCT/CN2018/072981 patent/WO2018137525A1/zh unknown
- 2018-01-17 KR KR1020197015707A patent/KR102330643B1/ko active Active
- 2018-01-17 JP JP2019528904A patent/JP7086351B2/ja active Active
- 2018-01-17 EP EP18743984.9A patent/EP3574965A4/en not_active Ceased
-
2019
- 2019-05-14 US US16/411,676 patent/US11123642B2/en active Active
-
2021
- 2021-07-13 US US17/374,792 patent/US11759714B2/en active Active
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN104436656A (zh) * | 2014-12-24 | 2015-03-25 | 深圳市腾讯计算机系统有限公司 | 游戏应用中用户的匹配方法和装置 |
US20170011192A1 (en) * | 2015-07-09 | 2017-01-12 | MI Express Care Licensing Company, LLC | Patient And Mobile Healthcare Worker Initiated Encounter In A Telemedicine System |
CN105468443A (zh) * | 2015-11-19 | 2016-04-06 | 北京乐动卓越科技有限公司 | 社交应用软件的用户匹配方法和装置 |
CN105391795A (zh) * | 2015-11-30 | 2016-03-09 | 厦门市光娱投资管理有限公司 | 网络游戏中跨服务器用户匹配方法及装置 |
CN106823376A (zh) * | 2017-01-24 | 2017-06-13 | 腾讯科技(深圳)有限公司 | 一种实现用户匹配的方法及装置 |
Also Published As
Publication number | Publication date |
---|---|
JP2020513267A (ja) | 2020-05-14 |
US20190262719A1 (en) | 2019-08-29 |
US20210339145A1 (en) | 2021-11-04 |
CN106823376B (zh) | 2020-08-21 |
US11759714B2 (en) | 2023-09-19 |
EP3574965A1 (en) | 2019-12-04 |
KR20190072634A (ko) | 2019-06-25 |
KR102330643B1 (ko) | 2021-11-24 |
US11123642B2 (en) | 2021-09-21 |
EP3574965A4 (en) | 2019-12-04 |
JP7086351B2 (ja) | 2022-06-20 |
CN106823376A (zh) | 2017-06-13 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2018137525A1 (zh) | 一种实现用户匹配的方法及相关设备 | |
US8014825B2 (en) | Network participant status evaluation | |
KR102541580B1 (ko) | 멀티플레이어 게임 세션들을 관리하기 위한 방법 및 시스템 | |
US10807006B1 (en) | Behavior-aware player selection for multiplayer electronic games | |
BR112014020823B1 (pt) | Método, servidor e meio legível para alocar recursos de jogo | |
WO2015120789A1 (en) | Information processing method and game server | |
CN111787099B (zh) | 多用户应用的数据分库方法、装置、电子设备和存储介质 | |
CN104639409A (zh) | 音箱自动加入音箱自组网的方法和装置 | |
JP2020512026A (ja) | コンテキストアウェアゲーム情報を生成するためのゲームサーバおよび方法 | |
JP5204155B2 (ja) | ビデオゲームシステム | |
US20140235170A1 (en) | Methods and systems for connecting multiple devices online | |
CN113952713B (zh) | 一种云游戏的联机方法、装置、存储介质及服务器 | |
CN104601564B (zh) | 用户数据存储方法和装置 | |
CN113973009A (zh) | 云游戏使用权的赠送及获取方法、存储介质及电子设备 | |
CN111111216A (zh) | 一种匹配方法、装置、服务器及存储介质 | |
US9280384B2 (en) | Method, server and system for processing task data | |
CN117234687A (zh) | 多云场景下异构算力调度的方法、装置、设备及存储介质 | |
CN106411680B (zh) | 一种信息交互方法及装置 | |
CN102811209A (zh) | 联网游戏处理方法、装置及系统 | |
US10178221B2 (en) | Time synchronization method and apparatus | |
KR101880962B1 (ko) | 온라인 포커 게임 제공 서버 및 방법 | |
JP6084590B2 (ja) | サーバ、ビデオゲーム処理プログラム、及びビデオゲーム処理方法 | |
JP2016158868A (ja) | ゲーム特典付与プログラム | |
CN119406058A (zh) | 对象处理方法、计算设备、存储介质及计算机程序产品 | |
CN114768261A (zh) | 竞技游戏的匹配方法、装置、电子设备及可读介质 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 18743984 Country of ref document: EP Kind code of ref document: A1 |
|
ENP | Entry into the national phase |
Ref document number: 2019528904 Country of ref document: JP Kind code of ref document: A |
|
ENP | Entry into the national phase |
Ref document number: 20197015707 Country of ref document: KR Kind code of ref document: A |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
ENP | Entry into the national phase |
Ref document number: 2018743984 Country of ref document: EP Effective date: 20190826 |