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WO2025020669A1 - Interactive processing method and apparatus for virtual scene, and electronic device, computer-readable storage medium and computer program product - Google Patents

Interactive processing method and apparatus for virtual scene, and electronic device, computer-readable storage medium and computer program product Download PDF

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Publication number
WO2025020669A1
WO2025020669A1 PCT/CN2024/095178 CN2024095178W WO2025020669A1 WO 2025020669 A1 WO2025020669 A1 WO 2025020669A1 CN 2024095178 W CN2024095178 W CN 2024095178W WO 2025020669 A1 WO2025020669 A1 WO 2025020669A1
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WO
WIPO (PCT)
Prior art keywords
virtual
type
virtual object
displayed
account
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/CN2024/095178
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French (fr)
Chinese (zh)
Inventor
魏子琦
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication of WO2025020669A1 publication Critical patent/WO2025020669A1/en
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Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons

Definitions

  • the present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene.
  • Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
  • Auto Chess is an emerging multiplayer strategy game. After the player places the virtual chess pieces he already owns on the virtual chessboard, the game application will automatically control the chess pieces to fight and output the results of the battle. The player can match the chess lineup to face the opponent's lineup. The loser will lose health points and the ranking will be determined according to the elimination order.
  • a lineup recommendation function is commonly set up in auto chess.
  • the lineup recommendation function provided by the relevant technology can only guide players to use a single lineup.
  • the player fails to refresh the corresponding chess pieces in the store the corresponding lineup effect cannot be achieved.
  • It is easy to fail because the lineup cannot be formed, and the original game experience is lost.
  • the single lineup recommendation makes players lose the exploration of the core technical gameplay of changing the lineup, making it impossible for players to better cope with complex and changeable battle situations, and thus unable to gain a deep understanding of the game.
  • the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can significantly reduce the time for user operations and decision-making, accelerate the process of interaction in the virtual scene, and thereby reduce the waiting time and resource consumption of the server.
  • the embodiment of the present application provides a method for interactive processing of a virtual scene, which is executed by an electronic device and includes:
  • the virtual scene includes a store entrance and at least one first virtual object
  • a first recommendation indicator is displayed on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.
  • the embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
  • a display module configured to display a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object;
  • the display module is further configured to display a store control in response to a trigger operation on the store entrance, wherein the store control includes a plurality of second virtual objects;
  • the display module is further configured to display, for the plurality of second virtual objects, a first recommendation identifier on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.
  • An embodiment of the present application provides an electronic device, including:
  • a memory for storing executable instructions
  • the processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.
  • An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.
  • the embodiment of the present application provides a lineup recommendation mechanism for real-time feedback of the current battle situation in a virtual scene.
  • a second virtual object of the same type and a second virtual object of a type related to the type of the first virtual object are intelligently recommended to the player, thereby helping the player to flexibly match the lineup.
  • the user's operation and decision-making time can be significantly reduced, the interaction process in the virtual scene is accelerated, and the waiting time and resource consumption of the server are reduced.
  • FIG1A is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application
  • FIG1B is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application
  • FIG. 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application.
  • FIG3 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.
  • 4A and 4B are schematic flow diagrams of a method for interactive processing of a virtual scene provided in an embodiment of the present application
  • FIG5 is a schematic diagram of the structure of a machine learning model provided in an embodiment of the present application.
  • 6A to 6G are schematic diagrams of application scenarios of the interactive processing method of a virtual scene provided in an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a flow chart of a method for interactive processing of a virtual scene provided in an embodiment of the present application.
  • FIG8 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.
  • first ⁇ second ⁇ are used only to distinguish similar objects and do not represent Regarding the specific ordering of objects, it can be understood that “first ⁇ second ⁇ " can be interchanged in a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
  • module refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof.
  • a processor or multiple processors or memories
  • each module or unit can be part of an overall module or unit that includes the function of the module or unit.
  • Virtual scene It is the scene displayed (or provided) when the application is running on the terminal device.
  • the scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment.
  • the virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
  • the embodiment of the present application does not limit the dimension of the virtual scene.
  • the virtual scene may include the sky, land, ocean, etc.
  • the land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
  • Virtual objects images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene.
  • the movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene.
  • the virtual object can be a virtual image in a virtual scene that represents a user, such as a virtual chess piece displayed on a virtual chessboard.
  • a virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • Scene data characteristic data representing a virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it may also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.
  • Auto Chess A new type of multiplayer strategy game. Users can build their own chess lineup and face the opponent's lineup. The loser will lose health points. When the health points are below the threshold, the player will be eliminated. The ranking is determined by the elimination order.
  • Virtual chess pieces Various combat units in Auto Chess. Users can equip, upgrade, purchase, sell and adjust the positions of virtual chess pieces.
  • Virtual chessboard Each user has a home chessboard and will match the lineup on the home chessboard during the preparation period. When the battle starts, the portal will teleport the user's corresponding virtual chess piece to the enemy's home chessboard (in some cases, the enemy's virtual chess piece will be teleported to the user's home chessboard) for battle.
  • Bond refers to the relationship or connection between different virtual chess pieces. Each virtual chess piece can have at least two bonds. Bonds can provide additional strength for virtual chess pieces. To activate a bond, at least two virtual chess pieces with the bond must be on the battlefield at the same time.
  • Cloud gaming Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance).
  • the game instance sends the game data output during the running process to the browser page of the user terminal.
  • the page calls the browser's media component to decode the game data and renders the real-time game screen during the game according to the decoding result.
  • the page detects the user's operation in the game screen, It will be reported to the game instance running in the server.
  • the decoding and rendering process will be repeated, so that the game screen will be presented on the page according to the changes of the user's operation.
  • cloud gaming is an online gaming technology based on cloud computing technology.
  • Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games.
  • the game is not run on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network.
  • the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
  • auto chess games the game mode of playing by placing virtual chess pieces (referred to as chess pieces) is collectively referred to as auto chess games.
  • the core fun of auto chess games lies in the fact that players buy chess pieces and form different lineups and combinations.
  • auto chess games often have a lineup recommendation function, but the lineup recommendation function provided by the relevant technology can only guide players to use a single lineup.
  • the lineup recommendation function provided by the relevant technology can only guide players to use a single lineup.
  • the single lineup recommendation makes players lose the exploration of the core technical gameplay of changing the formation, making it impossible for players to better cope with complex and changeable battle situations, and unable to deeply understand the game.
  • the lineup recommendation function in the auto chess game provided by the relevant technology is relatively single, and the initiative of the player is completely curbed.
  • the starting point of the lineup recommendation only completes telling the player to use this lineup, but does not tell the player how to form a complete lineup structure through various lineup combinations.
  • the solutions provided by the relevant technology are missing.
  • the embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium and computer program product for a virtual scene, which can intelligently recommend similar virtual objects and virtual objects of related types to players according to the current battle situation, and help players flexibly match the lineup, so as to help players to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience.
  • it can also significantly reduce the user's operation and decision-making time, speed up the process of interaction in the virtual scene, and thus reduce the waiting time and resource consumption of the server.
  • the virtual scene in the interactive processing method of the virtual scene provided by the embodiment of the present application can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server.
  • the virtual scene can be an environment for game characters to interact.
  • it can be an environment for game characters to fight in the virtual scene.
  • both parties can interact in the virtual scene, allowing users to relieve life stress during the game.
  • FIG1A is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application, which is applicable to some application modes that completely rely on the computing power of the graphics processing hardware of a terminal device 400 to complete the relevant data calculation of a virtual scene 100, such as stand-alone/offline mode games, and output of virtual scenes through various types of terminal devices 400 such as smart phones, tablet computers, and virtual reality/augmented reality devices.
  • types of graphics processing hardware include central processing unit (CPU) and graphics processing unit (GPU).
  • the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
  • a client 410 (e.g., a stand-alone game application) is running on the terminal device 400.
  • a virtual scene including role-playing is output.
  • the virtual scene can be an environment for game characters to interact, such as a plain, street, valley, chessboard, etc. for game characters to fight against each other.
  • a store entrance 101 and at least one first virtual object i.e., a virtual object already owned by the user are displayed in the virtual scene 100.
  • the at least one first virtual object can be a virtual chess piece 102 (e.g., chess piece A) and a virtual chess piece 103 (e.g., chess piece B) that the user (or player) has purchased.
  • a store control 104 can be displayed in the virtual scene 100, wherein the store control 104 can include multiple second virtual objects (i.e., virtual objects that the user does not yet own).
  • multiple virtual chess pieces can be displayed in the store control 104.
  • a first recommendation mark can be displayed on a second virtual object of the same type as the first virtual object, and on a second virtual object of a type associated with the type of the first virtual object.
  • a first recommendation mark 105 can be displayed on the same type of chess piece B and the chess piece C that has a bond (i.e., an associated type) with chess piece B, so as to make recommendations to the user, thereby helping to flexibly match the lineup, which is conducive to the user's deeper understanding of the game content, improving the game level, and thus obtaining a better game experience.
  • the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce the waiting time and resource
  • FIG. 1B is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete virtual scene calculations and output virtual scenes on the terminal device 400.
  • the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal device 400 through the network 300.
  • the terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception.
  • a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality/virtual reality glasses.
  • the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
  • a client 410 e.g., a network version of a game application
  • the terminal device 400 interacts with other users in a game by connecting to the server 200 (e.g., a game server).
  • the terminal device 400 outputs a virtual scene 100 (e.g., a virtual chessboard) of the client 410, and a store entrance 101 and at least one first virtual object (i.e., a virtual object already owned by the user) are displayed in the virtual scene 100.
  • the at least one first virtual object may be a virtual chess piece 102 (e.g., chess piece A) and a virtual chess piece 103 (e.g., chess piece B) that the user (or player) has purchased.
  • a store control 104 may be displayed in the virtual scene 100, wherein the store control 104 may include multiple second virtual objects (i.e., virtual objects that the user does not yet own).
  • multiple virtual chess pieces may be displayed in the store control 104.
  • a first recommendation mark can be displayed on a second virtual object of the same type as the first virtual object, and on a second virtual object of a type associated with the type of the first virtual object.
  • a first recommendation mark 105 can be displayed on the same type of chess piece B and the chess piece C that has a fetter (i.e., an associated type) with chess piece B, so as to make recommendations to the user, thereby helping the user to flexibly match the lineup, which is conducive to the user to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience.
  • the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce
  • the solution for the coordinated implementation of terminal devices and servers mainly involves two game modes: They are local game mode and cloud game mode.
  • Local game mode means that the terminal device and the server work together to run the game processing logic.
  • the operation instructions entered by the player in the terminal device are partly processed by the terminal device running the game logic, and the other part is processed by the server running the game logic.
  • the game logic processing run by the server is often more complex and requires more computing power.
  • Cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device through the network for display.
  • the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
  • the terminal device 400 can implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs.
  • the computer executable instructions can be microprogram-level commands, machine instructions or software instructions.
  • the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a multiplayer strategy game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game applet that can be embedded in any APP.
  • the above-mentioned computer program can be an application, module or plug-in in any form.
  • the terminal device 400 installs and runs an application program that supports virtual scenes.
  • the application program can be any one of a multiplayer strategy game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game.
  • the user uses the terminal device 400 to operate a virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings.
  • the virtual object can be a virtual character, such as a simulated character or an anime character.
  • Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.
  • the server 200 in FIG. 1 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • the terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto.
  • the terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
  • FIG. 2 is a schematic diagram of the structure of the electronic device 500 provided by the embodiment of the present application, and the electronic device 500 shown in FIG. 2 includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530.
  • the various components in the electronic device 500 are coupled together through a bus system 540.
  • the bus system 540 is used to realize the connection communication between these components.
  • the bus system 540 also includes a power bus, a control bus and a status signal bus.
  • various buses are marked as bus systems 540 in FIG.
  • the processor 510 may be an integrated circuit chip with signal processing capability, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor may be a microprocessor or any conventional Processor, etc.
  • DSP digital signal processor
  • the user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual display screens.
  • the user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • the memory 550 may be removable, non-removable, or a combination thereof.
  • Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc.
  • the memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
  • the memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories.
  • the non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM).
  • ROM read-only memory
  • RAM random access memory
  • the memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
  • the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
  • Operating system 551 including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
  • a network communication module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;
  • a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);
  • output devices 531 e.g., display screen, speaker, etc.
  • the user interface 530 e.g., a user interface for operating peripherals and displaying content and information
  • the input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.
  • FIG. 2 shows an interactive processing device 555 of a virtual scene stored in a memory 550, which can be software in the form of programs and plug-ins, including the following software modules: a display module 5551, a moving module 5552, a shielding module 5553, an acquisition module 5554, a deduplication module 5555, a sorting module 5556, a selection module 5557, an update module 5558, a prediction module 5559, a training module 55510, and an enhancement module 55511. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in FIG. 2, for the convenience of expression, all the above modules are shown at one time, but it should not be regarded as excluding the implementation of only including the display module 5551 in the interactive processing device 555 of the virtual scene. The functions of each module will be explained below.
  • FIG3 is a flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG3 .
  • the method shown in FIG3 can be executed by various forms of computer programs running on the terminal device, and is not limited to the client.
  • it can also be the operating system, software module, script, and applet described above, so the example of the client in the following should not be regarded as a limitation on the embodiments of the present application.
  • the following does not specifically distinguish between the terminal device and the client running on the terminal device.
  • step 101 a virtual scene is displayed.
  • the virtual scene may include a store entrance and at least one first virtual object.
  • a multiplayer strategy game APP (such as an auto chess game APP) can be run on the terminal device associated with the user.
  • a game login interface may be displayed.
  • the user may enter a pre-registered game account and password in the game login interface.
  • a virtual scene (such as a virtual chessboard) may be displayed, and a store entrance and at least one virtual chess piece that the user has purchased and played may be displayed on the virtual chessboard.
  • the first virtual object in the embodiment of the present application does not specifically refer to a certain virtual object, but is a general term for virtual objects that the user already owns.
  • virtual objects that the user already owns can be collectively referred to as first virtual objects.
  • the first virtual object can refer to the virtual chess piece that the user has purchased.
  • the second virtual object in the following text does not specifically refer to a certain virtual object, but is a general term for virtual objects that the user does not yet own.
  • the second virtual object can refer to the virtual chess piece that the user has not yet purchased in the store control.
  • the virtual scene may be displayed from a first-person perspective in the human-computer interaction interface of the client (for example, the user plays the virtual object in the game from his own perspective); or from a third-person perspective (for example, the user chases the virtual object in the game to play the game); or from a bird's-eye view; wherein the above-mentioned different perspectives may be switched arbitrarily.
  • the first virtual object may be an object controlled by the current user in the game.
  • the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other users or by a robot program.
  • the first virtual object may be divided into any one of a plurality of teams.
  • the teams may be in an adversarial relationship or a cooperative relationship.
  • the teams in the virtual scene may include one or all of the above relationships.
  • the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of the first virtual object according to the viewing position and field of view angle of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve immersive perception of users during the operation process.
  • the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene.
  • the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.
  • the following processing can also be performed: in response to a trigger operation on any first virtual object, a pop-up window corresponding to the triggered first virtual object is displayed, wherein the pop-up window may include at least one of the following information: a type associated with the type of the triggered first virtual object (such as the bond of a virtual chess piece), attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.
  • a type associated with the type of the triggered first virtual object such as the bond of a virtual chess piece
  • attribute information of the triggered first virtual object such as the bond of a virtual chess piece
  • skill information of the triggered first virtual object such as the bond of a virtual chess piece
  • equipment information of the triggered first virtual object such as the bond of a virtual chess piece
  • a pop-up window corresponding to the virtual chess piece A can be displayed on the virtual chessboard, and the virtual chess pieces (such as virtual chess piece B and virtual chess piece C) that are bound to the virtual chess piece A, the attribute information of the virtual chess piece A, the skill information of the virtual chess piece A, and the equipment information of the virtual chess piece A (such as the virtual equipment that the virtual chess piece A currently has) are displayed in the pop-up window, so that the user can view the detailed information of the chess pieces that have been put on the field by clicking, which is convenient for the user to make subsequent decisions.
  • the virtual chess pieces such as virtual chess piece B and virtual chess piece C
  • bond 1 i.e., the bond between the virtual chess piece A and the virtual chess piece B
  • bond 2 i.e., the bond between the virtual chess piece A and the virtual chess piece C
  • step 102 in response to a trigger operation for a store entrance, a store control is displayed.
  • the store control may include multiple second virtual objects. For example, taking an auto chess game as an example, cards corresponding to multiple virtual chess pieces may be displayed in the store control.
  • a store control can be displayed in the virtual chessboard, wherein the store control can include multiple cards corresponding to multiple virtual chess pieces.
  • a first recommendation identifier is displayed on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.
  • a chess piece B i.e., a first virtual object
  • a first recommendation logo can be displayed on the card of the same type of chess piece B and on the card of the chess piece C that has a bond (i.e., an associated type) with chess piece B for the cards corresponding to the multiple virtual chess pieces displayed in the store control, so as to make a recommendation to the user, thereby helping the user to match a complete lineup structure.
  • the type of the above-mentioned association can be a bond, wherein the type of bond can include lineup bond, that is, when two game characters (such as virtual chess pieces) of the same lineup appear in the same team, there will be additional attribute bonuses (for example, the health, attack power, defense value, etc.
  • couple bond that is, when two game characters with a couple relationship in the game background appear in the same team at the same time, there will be additional attribute bonuses (for example, the health of the two game characters will be additionally increased or the skill damage of the game characters will be enhanced, etc.); blood bond, that is, when two game characters with a blood relationship in the game background appear in the same team at the same time, there will be attribute bonuses (for example, the health or attack power of the two game characters will be additionally increased).
  • a first account may be logged in to the virtual scene, and the number of virtual resources owned by the first account (for example, the number of virtual gold coins currently owned by the first account) may be displayed at the store entrance.
  • steps 104 and 105 shown in FIG. 4A may also be executed, which will be explained in conjunction with the steps shown in FIG. 4A .
  • step 104 in response to a triggering operation on any second virtual object, after deducting a corresponding amount of virtual resources owned by the first account, the triggered second virtual object is moved from the store control to the virtual scene.
  • the number of virtual gold coins currently owned by user A can be displayed in the store entrance (for example, assuming it is 5), and user A can purchase the virtual chess pieces he needs (for example, virtual chess pieces displayed with a first recommendation mark) in the store control.
  • the virtual chess piece C can be moved from the store control to the preparation area of the virtual chessboard.
  • the amount of virtual resources that needs to be deducted when a user purchases different types of virtual objects can be the same or different, and the embodiments of the present application do not specifically limit this.
  • step 105 the amount of virtual resources owned by the first account is updated and displayed in the store portal.
  • the number displayed in the store entrance can be updated from "5" to "3" to indicate that user A currently has only 3 virtual gold coins left. In this way, the user can intuitively understand the number of virtual gold coins he currently has, which is convenient for the user to make subsequent decisions and operations.
  • the virtual scene may further include a refresh control, and if the type of the triggered second virtual object is different from the type of the first virtual object, the following processing may be performed: in response to the triggering operation on the refresh control, updating and displaying other types of second virtual objects in the store control, wherein the other types of second virtual objects are different from the types of at least some of the multiple second virtual objects; for the other types of second virtual objects, displaying the same type of the second virtual object as the triggered second virtual object and the same type of the second virtual object as the triggered second virtual object The first recommendation mark is displayed on the second virtual object of the associated type.
  • the user can also refresh the virtual chess piece displayed in the store control through the refresh button displayed in the virtual chessboard to purchase other types of chess pieces. For example, when a user clicks on the refresh button displayed in the virtual chessboard, other types of virtual chess pieces can be updated and displayed in the store control.
  • a first recommendation mark can also be displayed on the card corresponding to the same type of chess piece C and the card corresponding to the chess piece (such as chess piece G) that has a fetter with chess piece C, so as to recommend it to the user.
  • the technical solution provided in the embodiment of the present application provides a lineup fetter recommendation mechanism for real-time feedback of the current battle situation. By recommending the same type of fetters and branch fetters, players can activate lineup fetters more flexibly, thereby better coping with the battle situation and improving the user's gaming experience.
  • a refresh control may include a first quantity, wherein the first quantity is the quantity of virtual resources that needs to be deducted each time the store control is updated.
  • the above-mentioned updating and displaying of other types of second virtual objects in the store control in response to a trigger operation on the refresh control may be implemented in the following manner: in response to a trigger operation on the refresh control, after deducting the first quantity of virtual resources owned by the first account, updating and displaying other types of second virtual objects in the store control, and updating and displaying the quantity of virtual resources owned by the first account in the store entrance.
  • the number "2" can be displayed in the refresh button.
  • the refresh button it is first determined whether the number of virtual gold coins currently owned by the user is greater than 2. For example, assuming that the user currently has 5 virtual gold coins, after successfully deducting the 2 virtual gold coins owned by the user, other types of virtual chess pieces can be updated and displayed in the store control.
  • the number of virtual gold coins owned by the user can also be updated in the store entrance. For example, the number displayed in the store entrance is updated from "5" to "3" to indicate that the user currently has only 3 virtual gold coins left.
  • the following processing can also be performed: in response to the number of virtual resources owned by the first account being less than the first number, shielding a response to a trigger operation for a refresh control, and displaying a prompt message, wherein the prompt message is used to prompt that the second virtual object displayed in the store control cannot be updated because the current number of virtual resources owned is less than the first number.
  • the refresh button can be switched to a gray state, that is, the user cannot currently refresh the virtual chess pieces displayed in the store control by clicking the refresh button.
  • a prompt message can also be displayed in the virtual chessboard to prompt the user that the virtual chess pieces displayed in the store control cannot be refreshed because the number of virtual gold coins currently owned is less than 2.
  • the following processing may also be performed: obtaining a type associated with the type of each first virtual object; performing deduplication processing on multiple associated types, and displaying the deduplicated multiple associated types in the virtual scene.
  • the fetters of chess piece A and chess piece B can be obtained first, for example, assuming that the chess pieces that have a fetter with chess piece A are chess piece B and chess piece C, and the chess pieces that have a fetter with chess piece B are chess piece D and chess piece C, the following four fetters can be displayed on the virtual chessboard: fetter 1 (for example, the fetter between chess piece A and chess piece B), fetter 2 (for example, the fetter between chess piece A and chess piece C), fetter 3 (for example, the fetter between chess piece B and chess piece C), and fetter 4 (for example, the fetter between chess piece B and chess piece D).
  • fetter 1 for example, the fetter between chess piece A and chess piece B
  • fetter 2 for example, the fetter between chess piece A and
  • the display methods for activated fetter 1 (because chess piece A and chess piece B are both on the field) and unactivated fetters 2 to 4 can be different.
  • the activated fetter 1 can be highlighted to prompt the user of the fetter that has been activated on the field.
  • the following processing may be performed: in response to a trigger operation on any second virtual object in the store control, the triggered second virtual object is moved from the store control to the virtual scene, and the type associated with the type of the triggered second virtual object is updated and displayed in the virtual scene, wherein the triggered second virtual object is The type of the triggered second virtual object is different from the type of the first virtual object.
  • FIG. 4B is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application. As shown in FIG. 4B , after executing step 103 shown in FIG. 3 , steps 106 to 108 shown in FIG. 4B may also be executed, which will be explained in conjunction with the steps shown in FIG. 4B .
  • step 106 the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control are obtained.
  • taking at least one first virtual object as chess piece A and chess piece B that the user has purchased, and multiple second virtual objects that have appeared in the store control as two chess pieces B, one chess piece C, one chess piece D, and one chess piece F as an example, assuming that the chess pieces that are bound to chess piece A are chess piece B and chess piece C, the chess pieces that are bound to chess piece B are chess piece A and chess piece D, the chess pieces that are bound to chess piece C are chess piece B and chess piece F, the chess pieces that are bound to chess piece D are chess piece A and chess piece C, and the chess pieces that are bound to chess piece F are chess piece C and chess piece D.
  • bonds 1 for example, between chess piece A and chess piece B
  • the number of bonds is 3, 1, 3, 4, 5, 6, 7, and 8.
  • the number of bonds 1 is 3, 1, 2, 3, 4, 5, 6, 7, and 8 is the number of bonds.
  • step 107 the multiple associated types are sorted in order from large to small, and the top N associated types are selected.
  • N is a positive integer greater than 1.
  • the above 8 bond types can be sorted in order from large to small to obtain a sorting result. Then, the top N bond types can be selected from the sorting result. For example, the top 5 bond types can be selected from the sorting result, assuming that they are: bond 1, bond 3, bond 4, bond 7, and bond 2.
  • step 108 an N-dimensional graph corresponding to the N associated types is displayed in the virtual scene.
  • each dimension of the N-dimensional graph corresponds to an associated type, and the display proportion of each dimension is positively correlated with the number of corresponding associated types.
  • a five-dimensional graph corresponding to the five bond types can be displayed in a virtual chessboard, wherein each dimension in the five-dimensional graph corresponds to a bond type, and the display ratio of each dimension can be positively correlated with the number of corresponding bond types.
  • the display ratio of the dimension corresponding to bond 1 in the five-dimensional graph is greater than the display ratio of the dimension corresponding to bond 2. In this way, the user can intuitively understand the number of each bond type through the five-dimensional graph, which is convenient for the user to make subsequent decisions and operations.
  • the following processing may also be performed: in response to an update of the type of the second virtual object included in the store control, the quantities corresponding to the N associated types are updated; based on the updated quantities corresponding to the N associated types, the N-dimensional graph is updated, wherein the display of each dimension in the updated N-dimensional graph is The percentage is positively correlated with the updated number of corresponding associated types.
  • the virtual chess pieces displayed in the store control can be updated. For example, if two bond types, bond 1 and bond 3, appear, the display proportion of the dimensions corresponding to bond 1 and bond 3 in the five-dimensional diagram will increase, while the display proportion of other dimensions will decrease accordingly, thereby reflecting the current number of each bond type in real time.
  • the following processing can also be performed: obtain the type associated with the type of each first virtual object, and the type associated with the type of the second virtual object that has appeared in the store control; sort the multiple associated types in order from most to least, and select the top N associated types, where N is a positive integer greater than 1; display N indicator controls (such as indicator bar controls or indicator ring controls) corresponding to the N associated types in the virtual scene, where each indicator control corresponds to an associated type, and the progress of the indicator control is positively correlated with the number of corresponding associated types.
  • N indicator controls such as indicator bar controls or indicator ring controls
  • N-dimensional graph or N indicator controls in addition to displaying in the form of an N-dimensional graph or N indicator controls, other display methods can also be used.
  • the quantities corresponding to N associated types can be directly displayed in the virtual scene.
  • the embodiments of the present application do not make specific limitations on this.
  • the interactive processing method of the virtual scene provided in the embodiments of the present application can also be implemented in combination with artificial intelligence (AI) technology, and the following processing can also be performed: obtaining the type associated with the type of each first virtual object; based on the type of the first virtual object and each associated type, calling the machine learning model for prediction processing to obtain the winning probability corresponding to each associated type; for multiple second virtual objects included in the store control, displaying a second recommendation logo on the second virtual object of the associated type whose winning probability is greater than the probability threshold.
  • AI artificial intelligence
  • the machine learning model can be called for prediction processing based on the types of chess piece A and chess piece B, and each type of bond, to obtain the acquisition probability corresponding to each type of bond.
  • a second recommendation logo can be displayed on the chess piece of the bond type corresponding to the maximum winning probability (for example, assuming it is chess piece D).
  • the virtual scene may also include an N-dimensional graph corresponding to N types of associations whose number is greater than a quantity threshold, wherein N is a positive integer greater than 1, and the display method of the dimensions in the N-dimensional graph corresponding to the types of associations whose acquisition probability is greater than a probability threshold is different from the display method of other dimensions.
  • the dimensions corresponding to bond 1 and bond 2 in the five-dimensional graph can be displayed differently. For example, the dimensions corresponding to bond 1 and bond 2 can be highlighted to prompt the user that bond 1 and bond 2 are the bond types with a higher winning probability. In this way, recommendations can be made to users from multiple dimensions to increase the user's winning probability.
  • the following processing may also be performed: obtaining interaction data of the sample winner account and the sample loser account, wherein the interaction data includes the type of virtual object controlled by the sample loser account and the type associated with the type of virtual object, and the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object; based on the interaction data, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein,
  • the identification data includes the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object.
  • FIG. 5 is a schematic diagram of the structure of the machine learning model provided by the embodiment of the present application.
  • the exemplary structure of the machine learning model provided by the embodiment of the present application may include: an input layer (i.e., an embedding layer), an encoding layer (e.g., it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function).
  • the interactive data may first be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer may be encoded by the encoding layer to obtain the hidden layer feature vector, and then the hidden layer feature vector may be fully connected by the fully connected layer, and finally the fully connected result output by the fully connected layer may be input into the output layer to activate the output layer, thereby obtaining the prediction result.
  • the prediction result and the labeled data may be substituted into the loss function to obtain the corresponding difference, and back propagation may be performed based on the difference, so that the parameters of the machine learning model may be updated layer by layer during the back propagation process to obtain the trained machine learning model.
  • the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc.
  • a neural network model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network
  • a decision tree model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network
  • a gradient boosting tree such as a gradient boosting tree
  • multilayer perceptron such as boosting tree
  • support vector machine etc.
  • a first account can be logged in to the virtual scene, and the number of virtual objects that the first account can control is positively correlated with the account level.
  • the following processing can also be performed: an experience purchase control (such as an experience purchase button) is displayed in the virtual scene; in response to a trigger operation on the experience purchase control, the account level of the first account is increased after deducting the corresponding number of virtual resources owned by the first account.
  • an experience purchase control such as an experience purchase button
  • the number of virtual chess pieces that user A can control may be positively correlated with the account level of game account 1, that is, the higher the account level, the more virtual chess pieces that user A can control.
  • An experience purchase button may be displayed on the virtual chessboard, and user A can increase the account level of game account 1 by clicking the experience purchase button. For example, each time user A clicks the experience purchase button, 2 virtual gold coins owned by user A will be consumed, and the account level of game account 1 will be increased by 1 level. In this way, the user can make a decision between the account level and the purchase of virtual chess pieces.
  • the user can determine to consume a certain amount of virtual gold coins to purchase experience to increase the account level according to the current battle situation, so as to increase the upper limit of the number of virtual chess pieces that can be controlled, or a certain amount of virtual gold coins can be consumed to purchase virtual chess pieces, thereby increasing the fun of the game.
  • the interactive processing method of the virtual scene provided in the embodiment of the present application provides a lineup recommendation mechanism for real-time feedback of the current battle situation.
  • the second virtual object of the same type and the second virtual object of the type associated with the type of the first virtual object are intelligently recommended to the player to help the user quickly match a complete lineup structure, thereby helping the user to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience.
  • the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce the server's waiting time and resource consumption.
  • the embodiment of the present application provides an interactive processing method for a virtual scene, which collects lineup information through a big data background, and collects the chess pieces that appear in the store control (referred to as the store) and the lineup on the field to provide real-time feedback, helping players to better achieve lineup formation, and learning based on the winning rate of all players' lineup selections, giving players the lineup direction with the highest winning rate.
  • learning how to achieve the cognition of fetters adopts the method of machine learning, and through analyzing and learning the fetter database, understands how to put together the fetter group; and based on the intelligent recommendation of the winning rate, the method of deep learning is applied, and the results corresponding to each game are analyzed independently and layered, and the results are output layer by layer, and finally the optimal lineup recommendation is analyzed.
  • the technical solution provided in the embodiment of the present application is to help players in a fixed lineup by guiding tendencies. While making recommendations, we also increase the corresponding lineup expansion learning. When the recommended lineup cannot be achieved, we can provide a way to improve the lineup's combat effectiveness through other existing bond types, so that players can respond to the battle situation more flexibly. Through big data machine learning, we can derive a lineup recommendation direction with a higher probability of winning, thereby improving the player's winning rate.
  • FIG6A is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application.
  • a chess piece 602 e.g., chess piece A
  • a chess piece 603 e.g., chess piece B
  • a virtual chessboard 601 that is, there are two types of chess pieces A and B on the current field.
  • a pop-up window 604 corresponding to chess piece 602 may be displayed, and chess pieces B and C, attribute information, skill information, and equipment information, etc., which are bound to chess piece A, are displayed in pop-up window 604.
  • a pop-up window 605 corresponding to chess piece 603 may be displayed, and chess pieces A and D, attribute information, skill information, and equipment information, etc., which are bound to chess piece B, are displayed in pop-up window 605.
  • activated bonds 606 i.e., bonds 1, such as the bonds between chess piece A and chess piece B
  • inactivated bonds 607 i.e., bonds 2, such as the bonds between chess piece A and chess piece C
  • bonds 608 i.e., bonds 3, such as the bonds between chess piece B and chess piece D
  • bonds 606 may also be displayed on the virtual chessboard 601.
  • a store entrance 609 may also be displayed on the virtual chessboard 601, and the user may enter the store and purchase chess pieces by clicking on the store entrance 609.
  • all bond types can be input into the database, and the AI learns how to match these lineups through machine learning.
  • the client inputs the current player's on-field information and store information into the cloud database.
  • the cloud database identifies the corresponding content of the store by judgment and marks the chess pieces that meet the recommendation conditions with the first recommendation mark (for example, a mark similar to a like).
  • FIG6B is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application.
  • a store control 610 may be displayed in a virtual chessboard 601, and purchase cards corresponding to multiple chess pieces are displayed in the store control 610.
  • bonds There are three types of bonds, namely, bond 1, bond 2, and bond 3, and two chess pieces, namely, A and B, on the current field.
  • a first recommendation mark 611 may be displayed on the purchase cards for chess piece B and chess piece C. At this time, the user can purchase the corresponding chess piece by clicking on the purchase card.
  • FIG6C is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by an embodiment of the present application.
  • the purchase card 612 for chess piece C can be canceled in the store control 610, and chess piece C can be displayed in the battle preparation area.
  • the number displayed in the store entrance 609 can be updated from "5" to "3", indicating that the player spent 2 virtual gold coins when purchasing chess piece C, and only 3 virtual gold coins are currently left.
  • chess piece C can activate bond 607 (i.e., bond 2, such as the bond between chess piece A and chess piece C), and at the same time, an unactivated bond 613 (i.e., bond 4, such as the bond between chess piece C and chess piece F) is added to the field.
  • bond 607 i.e., bond 2, such as the bond between chess piece A and chess piece C
  • an unactivated bond 613 i.e., bond 4, such as the bond between chess piece C and chess piece F
  • the client can send information to the cloud database, and the cloud database adds two judgment elements, bond 4 and chess piece C, after receiving the information.
  • FIG6D is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application.
  • a player can refresh the store by clicking a refresh button 614.
  • the purchase card of the chess piece displayed in the store control 610 can be refreshed.
  • a new chess piece G appears in the store control 610.
  • the first recommendation mark 611 can be displayed on the card corresponding to chess piece G.
  • the number displayed in the store entrance 609 can also be updated from "3" to "1", indicating that the player spent 2 virtual gold coins when refreshing the store, and currently only 1 virtual gold coin is left.
  • the cloud database will record the chess pieces that have appeared in the current store and the chess pieces that are currently on the field.
  • Type based on the frequency of chess piece bonds, the recommended lineup trend can be expressed in a five-dimensional graph or other forms.
  • the bonds with a relatively high number (for example, greater than the number threshold) will be selected to be displayed externally.
  • the number of bonds the number of times the chess pieces of the bond type appear in the store + the number of chess pieces with the bond on the field
  • the current display ratio of the bond the number of bonds / the sum of the number of displayed bonds.
  • Figure 6E is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application.
  • the most common bonds at present are bond 1, bond 2, bond 3, bond 4, and bond 5
  • a five-dimensional graph 615 corresponding to these five bond types can be displayed in the virtual chessboard 601.
  • Different bonds can have different display proportions according to the frequency of the number of bonds.
  • the player's current bonds i.e., activated bonds
  • FIG6F is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application.
  • the proportion of bond 3 exceeds bond 1
  • the display proportion of bond 3 and bond 5 increases accordingly, and the display proportion of other bonds decreases accordingly.
  • "bond 4" can also be displayed in other colors to remind the player that "bond 4" has also been activated.
  • an additional optimal recommendation identifier i.e., a second recommendation identifier
  • Figure 6G is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application.
  • the type with the highest winning rate calculated by the cloud database based on the current battle situation is chess piece C
  • an additional recommendation logo 616 can be displayed on the purchase card of chess piece C, thereby increasing the player's chance of winning.
  • FIG. 7 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 7 .
  • step 201 the bond database is imported into the cloud so that the AI can learn how to match the lineup.
  • a cloud database of bond-related content can be created to enable AI to learn the database content, understand the bonds corresponding to different chess pieces, and how to recommend players to obtain chess pieces with similar bonds.
  • step 202 the client feeds back the field information and store chess piece information to the cloud.
  • the client can detect the type of chess pieces on the player's field as judgment element A, and detect the type of bonds on the field as judgment element B, and feed back judgment element A and judgment element B to the cloud database.
  • the AI identifies the two judgment elements A and B, and obtains the type of chess pieces of the same type as the element as a judgment condition.
  • step 203 the cloud selects the most common ties and notifies the client to display them.
  • the client can feedback the chess pieces that have appeared currently to the cloud database, and the AI counts the frequency of occurrence of the number of fetters, and selects several fetter types with higher frequency. Subsequently, the cloud database can feedback the data to the client so that the client can display several fetter types with higher frequency. In addition, the client can also upload the existing fetters in the current battlefield to the cloud database, and the AI identifies such fetters and feedbacks them to the client so that the client can display them in a special identification style.
  • step 204 it is determined whether there is an existing lineup. If not, step 205 is executed; if so, step 206 is executed.
  • step 205 a normal display is adopted.
  • step 206 a special style is used for highlighting.
  • the client can upload the chess pieces currently available in the store to the cloud database.
  • the AI selects the chess pieces that meet the corresponding conditions based on the current judgment elements and feeds them back to the client so that the client can add a recommendation mark on the purchase card of the corresponding chess piece.
  • step 207 determine whether it is the best lineup in terms of winning rate. If not, execute step 208; if so, execute step 209.
  • step 208 no additional recommendation logo is displayed.
  • step 209 additional recommendation indicators are displayed.
  • FIG8 is a flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG8 .
  • step 301 the bond database is imported into the cloud so that the AI can learn how to match the lineup.
  • step 302 the client feeds back the field information and store chess piece information to the cloud.
  • step 303 the cloud uses chess pieces and ties as judgment elements.
  • step 304 determine whether there is a corresponding chess piece or bond in the store. If not, execute step 305; if so, execute step 306.
  • step 305 the recommendation mark is not displayed.
  • step 306 a recommendation mark is displayed on the corresponding chess piece.
  • step 307 determine whether it is the optimal direction for winning rate, if not, execute step 308 ; if so, execute step 309 .
  • step 308 no additional recommendation logo is displayed.
  • step 309 an additional recommendation mark is displayed on the corresponding chess piece.
  • different quantity matching ratios of the same type of bonds will have different effects, and each type of main bond also has different branch bond development directions. This randomness and possibility will produce different lineup matching effects, and their winning rates will also be different.
  • the embodiment of the present application collects the final lineup structure of the player in each game, combines it with the winning rate of the game, retrieves the winning rate corresponding to the lineup structure from the client, and uploads it to the cloud database, so that AI analyzes the database information, obtains the comprehensive winning rate corresponding to various types of bond types/development directions, and then feeds back the bond matching type with a higher winning rate to the client, so that the client can display an additional recommendation logo on the purchase card of the corresponding chess piece in the store, and display a special recommendation style in the bond recommendation dimension diagram.
  • the interactive processing method of the virtual scene has the following beneficial effects: it solves the problem that players are restricted by lineup pieces under a single lineup and cannot cope with flexible and changeable battle situations when they do not obtain the pieces in the lineup, and provides a lineup bond recommendation mechanism with real-time feedback on the current battle situation.
  • players can activate lineup bonds more flexibly and better cope with the battle situation.
  • they can intelligently recommend the bond type with the highest win rate to players, thereby increasing the player's chance of winning.
  • the recommended learning of bond branches also cultivates the player's ability to form bonds, which is conducive to a deeper understanding of the game content, improving the game level, and thus obtaining a better game experience.
  • the software module stored in the virtual scene interactive processing device 555 in the memory 550 may include: a display module 5551.
  • Display module 5551 is configured to display a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object; display module 5551 is also configured to display a store control in response to a trigger operation on the store entrance, wherein the store control includes multiple second virtual objects; display module 5551 is also configured to display a first recommendation logo on a second virtual object of the same type as the first virtual object and on a second virtual object of a type associated with the type of the first virtual object for the multiple second virtual objects.
  • the virtual scene is logged in with a first account, and the store entrance displays the first account's The number of virtual resources;
  • the interactive processing device 555 of the virtual scene also includes a moving module 5552, which is configured to respond to a trigger operation on any second virtual object, and after deducting the corresponding number of virtual resources owned by the first account, move the triggered second virtual object from the store control to the virtual scene;
  • the display module 5551 is also configured to update the display of the number of virtual resources owned by the first account in the store entrance.
  • the virtual scene also includes a refresh control, and the type of the triggered second virtual object is different from the type of the first virtual object; the display module 5551 is also configured to update and display other types of second virtual objects in the store control in response to a trigger operation on the refresh control, wherein the other types of second virtual objects are different from the type of at least part of the multiple second virtual objects; for the other types of second virtual objects, a first recommendation logo is displayed on a second virtual object of the same type as the triggered second virtual object and on a second virtual object of a type associated with the type of the triggered second virtual object.
  • the refresh control includes a first quantity, which is the number of virtual resources that need to be deducted each time the store control is updated; the display module 5551 is also configured to respond to a trigger operation on the refresh control, after deducting the first number of virtual resources owned by the first account, update and display other types of second virtual objects in the store control, and update and display the number of virtual resources owned by the first account in the store entrance.
  • the interactive processing device 555 of the virtual scene also includes a shielding module 5553, which is configured to shield a response to a trigger operation for a refresh control in response to the number of virtual resources owned by the first account being less than a first number; the display module 5551 is also configured to display a prompt message, wherein the prompt message is used to prompt that the second virtual object displayed in the store control cannot be updated because the current number of virtual resources owned is less than the first number.
  • a shielding module 5553 which is configured to shield a response to a trigger operation for a refresh control in response to the number of virtual resources owned by the first account being less than a first number
  • the display module 5551 is also configured to display a prompt message, wherein the prompt message is used to prompt that the second virtual object displayed in the store control cannot be updated because the current number of virtual resources owned is less than the first number.
  • the interactive processing device 555 of the virtual scene also includes an acquisition module 5554 and a deduplication module 5555, wherein the acquisition module 5554 is configured to acquire the type associated with the type of each first virtual object; the deduplication module 5555 is configured to perform deduplication processing on multiple associated types; and the display module 5551 is further configured to display the multiple associated types after deduplication in the virtual scene.
  • the movement module 5552 is further configured to move the triggered second virtual object from the store control to the virtual scene in response to a trigger operation on any second virtual object; the display module 5551 is further configured to update the display in the virtual scene with a type associated with the type of the triggered second virtual object, wherein the type of the triggered second virtual object is different from the type of the first virtual object.
  • the acquisition module 5554 is further configured to acquire the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control;
  • the interactive processing device 555 of the virtual scene also includes a sorting module 5556 and a selection module 5557, wherein the sorting module 5556 is configured to sort the multiple associated types in order from large to small; the selection module 5557 is configured to select the top N associated types, wherein N is a positive integer greater than 1;
  • the display module 5551 is further configured to display an N-dimensional graph corresponding to the N associated types in the virtual scene, wherein each dimension of the N-dimensional graph corresponds to an associated type, and the display proportion of each dimension is positively correlated with the number of corresponding associated types.
  • the interactive processing device 555 of the virtual scene also includes an update module 5558, which is configured to update the quantities corresponding to the N associated types in response to an update of the type of the second virtual object included in the store control; based on the updated quantities corresponding to the N associated types, the N-dimensional graph is updated, wherein the display proportion of each dimension in the updated N-dimensional graph is positively correlated with the updated quantity of the corresponding associated type.
  • the acquisition module 5554 is further configured to acquire the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control; the sorting module 5556 is further configured to sort the multiple associated types in order from most to least quantity; the selection module 5557 is further configured to select the top N associated types, wherein N is a positive integer greater than 1; the display module 5551 is further configured to display N indicator bar controls corresponding to the N associated types in the virtual scene, wherein each indicator bar control corresponds to an associated type, and the length of the indicator bar control is positively correlated with the number of corresponding associated types.
  • the acquisition module 5554 is further configured to acquire a type associated with each first virtual object. type; the interactive processing device 555 of the virtual scene also includes a prediction module 5559, which is configured to call the machine learning model for prediction processing based on the type of the first virtual object and the type of each association, and obtain the winning probability corresponding to each associated type; the display module 5551 is also configured to display a second recommendation logo on the second virtual object of the associated type with a probability greater than a probability threshold for multiple second virtual objects.
  • the interaction processing device 555 of the virtual scene also includes a training module 55510, which is configured to perform the following processing before the prediction module 5559 calls the machine learning model for prediction processing: obtaining the interaction data of the sample winner account and the sample loser account, wherein the interaction data includes the type of virtual object controlled by the sample loser account and the type associated with the type of virtual object, and the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object; based on the interaction data, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein the labeled data includes the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object.
  • a training module 55510 which is configured to perform the following processing before the prediction module 5559 calls the machine learning model for prediction processing: obtaining the interaction data of the sample winner account and the sample
  • the virtual scene also includes an N-dimensional graph corresponding to N types of associations whose number is greater than a quantity threshold, wherein N is a positive integer greater than 1, and the display method of the dimensions in the N-dimensional graph corresponding to the types of associations whose acquisition probability is greater than a probability threshold is different from the display method of other dimensions.
  • the display module 5551 is further configured to display a pop-up window corresponding to the triggered first virtual object in response to a trigger operation on any first virtual object, wherein the pop-up window includes at least one of the following information: a type associated with the type of the triggered first virtual object, attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.
  • a first account is logged into the virtual scene, and the number of virtual objects that the first account can control is positively correlated with the account level;
  • the display module 5551 is also configured to display experience purchase controls in the virtual scene;
  • the interactive processing device 555 of the virtual scene also includes an enhancement module 55511, which is configured to respond to a trigger operation for the experience purchase control and enhance the account level of the first account after deducting the corresponding number of virtual resources owned by the first account.
  • the embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the interactive processing method of the virtual scene described in the embodiment of the present application.
  • An embodiment of the present application provides a computer-readable storage medium storing computer executable instructions, wherein computer executable instructions are stored.
  • the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, the interactive processing method of the virtual scene shown in Figure 3, Figure 4A, or Figure 4B.
  • the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
  • executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed in multiple locations and interconnected by a communication network. Execute on.

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Abstract

Provided in the present application are an interactive processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium and a computer program product. The method comprises: displaying a virtual scene, wherein the virtual scene comprises a store entrance and at least one first virtual object; in response to a trigger operation for the store entrance, displaying a store control, which comprises a plurality of second virtual objects; and for the plurality of second virtual objects, displaying a first recommendation identifier on a second virtual object of a type which is the same as the type of the first virtual object, and on a second virtual object of a type which is associated with the type of the first virtual object.

Description

虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品Interactive processing method, device, electronic device, computer-readable storage medium and computer program product for virtual scene

相关申请的交叉引用CROSS-REFERENCE TO RELATED APPLICATIONS

本申请基于申请号为202310927765.9、申请日为2023年07月26日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。This application is based on the Chinese patent application with application number 202310927765.9 and application date July 26, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is hereby introduced into this application as a reference.

技术领域Technical Field

本申请涉及计算机人机交互技术领域,尤其涉及一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品。The present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene.

背景技术Background Art

基于图形处理硬件的显示技术,扩展了感知环境以及获取信息的渠道,尤其是虚拟场景的显示技术,能够根据实际应用需求实现受控于用户或人工智能的虚拟对象之间的多样化的交互,具有各种典型的应用场景,例如在游戏等的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

以自走棋类游戏为例,自走棋是一种新兴的多人对战策略游戏,玩家将已拥有的虚拟棋子放置在虚拟棋盘上后,游戏应用程序会自动控制棋子进行对战,并输出对战结果。玩家可以自行搭配棋子阵容迎战对手阵容,败方扣除生命值,并按照淘汰顺序决定名次。Take the Auto Chess game as an example. Auto Chess is an emerging multiplayer strategy game. After the player places the virtual chess pieces he already owns on the virtual chessboard, the game application will automatically control the chess pieces to fight and output the results of the battle. The player can match the chess lineup to face the opponent's lineup. The loser will lose health points and the ranking will be determined according to the elimination order.

为了减少玩家的认知成本,自走棋中常见设置有阵容推荐功能。然而,相关技术提供的阵容推荐功能只能引导玩家使用单一阵容,当玩家在商店未刷新到对应的棋子时,无法达成对应的阵容效果,就很容易因为阵容无法成型导致失败,丧失了原本的游戏体验。此时,玩家需要自行进行阵容的搭配,这种方式无疑会导致服务器不必要的等待和资源消耗,以及造成游戏处理的延迟。同时,单一的阵容推荐使得玩家对于变阵这一核心技术玩法失去了探索,使得玩家无法更好的应对复杂多变的战况,进而无法深入了解游戏。In order to reduce the cognitive cost of players, a lineup recommendation function is commonly set up in auto chess. However, the lineup recommendation function provided by the relevant technology can only guide players to use a single lineup. When the player fails to refresh the corresponding chess pieces in the store, the corresponding lineup effect cannot be achieved. It is easy to fail because the lineup cannot be formed, and the original game experience is lost. At this time, the player needs to match the lineup by himself. This method will undoubtedly cause unnecessary waiting and resource consumption of the server, as well as delays in game processing. At the same time, the single lineup recommendation makes players lose the exploration of the core technical gameplay of changing the lineup, making it impossible for players to better cope with complex and changeable battle situations, and thus unable to gain a deep understanding of the game.

发明内容Summary of the invention

本申请实施例提供一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而降低了服务器的等待时间和资源消耗。The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can significantly reduce the time for user operations and decision-making, accelerate the process of interaction in the virtual scene, and thereby reduce the waiting time and resource consumption of the server.

本申请实施例的技术方案是这样实现的:The technical solution of the embodiment of the present application is implemented as follows:

本申请实施例提供一种虚拟场景的互动处理方法,由电子设备执行,包括:The embodiment of the present application provides a method for interactive processing of a virtual scene, which is executed by an electronic device and includes:

显示虚拟场景,其中,所述虚拟场景包括商店入口以及至少一个第一虚拟对象;Displaying a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object;

响应于针对所述商店入口的触发操作,显示商店控件,其中,所述商店控件包括多个第二虚拟对象;In response to a trigger operation on the store entrance, displaying a store control, wherein the store control includes a plurality of second virtual objects;

针对所述多个第二虚拟对象,在与所述第一虚拟对象的类型相同的第二虚拟对象上、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。For the plurality of second virtual objects, a first recommendation indicator is displayed on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.

本申请实施例提供一种虚拟场景的互动处理装置,包括:The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括商店入口以及至少一个第一虚拟对象; A display module configured to display a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object;

所述显示模块,还配置为响应于针对所述商店入口的触发操作,显示商店控件,其中,所述商店控件包括多个第二虚拟对象;The display module is further configured to display a store control in response to a trigger operation on the store entrance, wherein the store control includes a plurality of second virtual objects;

所述显示模块,还配置为针对所述多个第二虚拟对象,在与所述第一虚拟对象的类型相同的第二虚拟对象上、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。The display module is further configured to display, for the plurality of second virtual objects, a first recommendation identifier on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.

本申请实施例提供一种电子设备,包括:An embodiment of the present application provides an electronic device, including:

存储器,用于存储可执行指令;A memory for storing executable instructions;

处理器,用于执行所述存储器中存储的可执行指令时,实现本申请实施例提供的虚拟场景的互动处理方法。The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.

本申请实施例提供一种计算机可读存储介质,存储有计算机可执行指令,用于被处理器执行时,实现本申请实施例提供的虚拟场景的互动处理方法。An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.

本申请实施例提供一种计算机程序产品,包括计算机程序或计算机可执行指令,用于被处理器执行时,实现本申请实施例提供的虚拟场景的互动处理方法。An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.

本申请实施例具有以下有益效果:The embodiments of the present application have the following beneficial effects:

本申请实施例提供了一种针对虚拟场景中的当前战局实时反馈的阵容推荐机制,根据虚拟场景中当前已经存在的第一虚拟对象,向玩家智能推荐同类的第二虚拟对象和与第一虚拟对象的类型关联的类型的第二虚拟对象,从而可以帮助玩家灵活的进行阵容的搭配,如此,相较于相关技术中玩家需要自行进行阵容的搭配,可以明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。The embodiment of the present application provides a lineup recommendation mechanism for real-time feedback of the current battle situation in a virtual scene. According to the first virtual object currently existing in the virtual scene, a second virtual object of the same type and a second virtual object of a type related to the type of the first virtual object are intelligently recommended to the player, thereby helping the player to flexibly match the lineup. In this way, compared with the related art in which players need to match the lineup by themselves, the user's operation and decision-making time can be significantly reduced, the interaction process in the virtual scene is accelerated, and the waiting time and resource consumption of the server are reduced.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

图1A是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图;FIG1A is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application;

图1B是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图;FIG1B is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

图2是本申请实施例提供的电子设备500的结构示意图;FIG. 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;

图3是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;FIG3 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application;

图4A和图4B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;4A and 4B are schematic flow diagrams of a method for interactive processing of a virtual scene provided in an embodiment of the present application;

图5是本申请实施例提供的机器学习模型的结构示意图;FIG5 is a schematic diagram of the structure of a machine learning model provided in an embodiment of the present application;

图6A至图6G是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图;6A to 6G are schematic diagrams of application scenarios of the interactive processing method of a virtual scene provided in an embodiment of the present application;

图7是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;7 is a schematic diagram of a flow chart of a method for interactive processing of a virtual scene provided in an embodiment of the present application;

图8是本申请实施例提供的虚拟场景的互动处理方法的流程示意图。FIG8 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.

具体实施方式DETAILED DESCRIPTION

为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,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它实施例,都属于本申请保护的范围。In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

可以理解的是,在本申请实施例中,涉及到用户信息等相关的数据(例如用户控制的虚拟对象的数据),当本申请实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关的法律法规和标准。It is understandable that in the embodiments of the present application, when user information and other related data (such as data of virtual objects controlled by the user) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards.

在以下的描述中,所涉及的术语“第一\第二\...”仅仅是是区别类似的对象,不代表 针对对象的特定排序,可以理解地,“第一\第二\...”在允许的情况下可以互换特定的顺序或先后次序,以使这里描述的本申请实施例能够以除了在这里图示或描述的以外的顺序实施。In the following description, the terms "first\second\..." are used only to distinguish similar objects and do not represent Regarding the specific ordering of objects, it can be understood that "first\second\..." can be interchanged in a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

本申请实施例中,术语“模块”或“单元”是指有预定功能的计算机程序或计算机程序的一部分,并与其他相关部分一起工作以实现预定目标,并且可以通过使用软件、硬件(如处理电路或存储器)或其组合来全部或部分实现。同样的,一个处理器(或多个处理器或存储器)可以用来实现一个或多个模块或单元。此外,每个模块或单元都可以是包含该模块或单元功能的整体模块或单元的一部分。In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

除非另有定义,本文所使用的所有的技术和科学术语与属于本申请的技术领域的技术人员通常理解的含义相同。本文中所使用的术语只是为了描述本申请实施例的目的,不是旨在限制本申请。Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

对本申请实施例进行进一步详细说明之前,对本申请实施例中涉及的名词和术语进行说明,本申请实施例中涉及的名词和术语适用于如下的解释。Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

1)响应于:用于表示所执行的操作所依赖的条件或者状态,当满足所依赖的条件或状态时,所执行的一个或多个操作可以是实时的,也可以具有设定的延迟;在没有特别说明的情况下,所执行的多个操作不存在执行先后顺序的限制。1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

2)虚拟场景:是应用程序在终端设备上运行时显示(或提供)的场景。该场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的任意一种,本申请实施例对虚拟场景的维度不加以限定。例如,虚拟场景可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素,用户可以控制虚拟对象在该虚拟场景中进行移动。2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

3)虚拟对象:虚拟场景中可以进行交互的各种人和物的形象,或在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,例如在虚拟场景中显示的人物、动物等。该虚拟对象可以是虚拟场景中的一个虚拟的用于代表用户的虚拟形象,例如可以是在虚拟棋盘中显示的虚拟棋子。虚拟场景中可以包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。3) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. The virtual object can be a virtual image in a virtual scene that represents a user, such as a virtual chess piece displayed on a virtual chessboard. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

4)场景数据:表示虚拟场景的特征数据,例如可以是虚拟场景中建造区域的面积、虚拟场景当前所处的建筑风格等;也可以包括虚拟建筑在虚拟场景中所处的位置、以及虚拟建筑的占地面积等。4) Scene data: characteristic data representing a virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it may also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.

5)自走棋:一种新型的多人对战策略游戏。用户可以自行搭配培养棋子阵容,迎战对手阵容,败方扣除生命值,当生命值低于阈值时淘汰,按照淘汰顺序决定名次。5) Auto Chess: A new type of multiplayer strategy game. Users can build their own chess lineup and face the opponent's lineup. The loser will lose health points. When the health points are below the threshold, the player will be eliminated. The ranking is determined by the elimination order.

6)虚拟棋子:自走棋中各异的战斗单位,用户可以对虚拟棋子进行装备、升级、购入、卖出以及调整棋子位置等操作。6) Virtual chess pieces: Various combat units in Auto Chess. Users can equip, upgrade, purchase, sell and adjust the positions of virtual chess pieces.

7)虚拟棋盘:每个用户对应一个主场棋盘,并在备战期内在主场棋盘搭配阵容。对战开始时由传送门将用户对应的虚拟棋子传送至敌方主场棋盘(部分情况下是将敌方虚拟棋子传送至已方主场棋盘)进行对战。7) Virtual chessboard: Each user has a home chessboard and will match the lineup on the home chessboard during the preparation period. When the battle starts, the portal will teleport the user's corresponding virtual chess piece to the enemy's home chessboard (in some cases, the enemy's virtual chess piece will be teleported to the user's home chessboard) for battle.

8)羁绊:指不同虚拟棋子之间存在的关系或联系,每个虚拟棋子可以拥有至少两个羁绊,羁绊可以为虚拟棋子提供额外的强度,激活羁绊需要同时上阵至少两个拥有该羁绊的虚拟棋子。8) Bond: refers to the relationship or connection between different virtual chess pieces. Each virtual chess piece can have at least two bonds. Bonds can provide additional strength for virtual chess pieces. To activate a bond, at least two virtual chess pieces with the bond must be on the battlefield at the same time.

9)云游戏:又称游戏点播(Gaming on Demand),即在服务器中部署游戏程序,运行游戏程序的一个实例(简称为游戏实例),游戏实例将运行过程中输出的游戏数据发送到用户终端的浏览器页面中,页面调用浏览器的媒体组件解码游戏数据,并根据解码结果渲染出游戏过程中实时的游戏画面。当页面监测到用户在游戏画面中实施的操作时, 会上报给服务器中运行的游戏实例,当接收到游戏实例生成的响应操作的游戏数据时,会重复解码和渲染过程,从而在页面中呈现出游戏画面根据用户的操作的变化。9) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the browser's media component to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the user's operation in the game screen, It will be reported to the game instance running in the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen will be presented on the page according to the changes of the user's operation.

也就是说,云游戏是一种以云计算技术为基础的在线游戏技术。云游戏技术使图形处理与数据运算能力相对有限的轻端设备(Thin Client)能够运行高品质游戏。在云游戏场景下,游戏并不在用户终端(例如玩家游戏终端),而是在云端服务器中运行,并由云端服务器将游戏场景渲染为音视频流,通过网络传输给用户终端,如此,用户终端无需拥有强大的图形运算与数据处理能力,仅需拥有基本的流媒体播放能力与获取玩家输入指令并发送给云端服务器的能力即可。In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not run on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

以自走棋类游戏为例,通过摆放虚拟棋子(简称为棋子)进行对局的游戏方式,统称为自走棋类游戏。自走棋类游戏的核心乐趣在于玩家购买棋子,组成不同的阵容羁绊搭配。为了减少玩家的认知成本,自走棋类游戏中常见设置有阵容推荐功能,但相关技术提供的阵容推荐功能只能引导玩家使用单一阵容,当玩家在商店中未刷新到对应的棋子时,无法达成对应的阵容效果,就很容易因为阵容无法成型导致失败,丧失了原本的游戏体验。同时单一的阵容推荐使得玩家对于变阵这一核心技术玩法失去了探索,使得玩家无法更好的应对复杂多变的战况,也无法深入了解游戏。也就是说,相关技术提供的自走棋类游戏中的阵容推荐功能比较单一,且玩家的主动性完全被遏制,阵容推荐的出发点只完成了告诉玩家要使用这个阵容,但没有告诉玩家如何通过各类阵容搭配组成一个完整的阵容结构,对于不同阵容的构建和玩法的了解,相关技术提供的方案是缺失的。Taking the auto chess game as an example, the game mode of playing by placing virtual chess pieces (referred to as chess pieces) is collectively referred to as auto chess games. The core fun of auto chess games lies in the fact that players buy chess pieces and form different lineups and combinations. In order to reduce the cognitive cost of players, auto chess games often have a lineup recommendation function, but the lineup recommendation function provided by the relevant technology can only guide players to use a single lineup. When the player does not refresh the corresponding chess pieces in the store, the corresponding lineup effect cannot be achieved, and it is easy to fail because the lineup cannot be formed, and the original game experience is lost. At the same time, the single lineup recommendation makes players lose the exploration of the core technical gameplay of changing the formation, making it impossible for players to better cope with complex and changeable battle situations, and unable to deeply understand the game. In other words, the lineup recommendation function in the auto chess game provided by the relevant technology is relatively single, and the initiative of the player is completely curbed. The starting point of the lineup recommendation only completes telling the player to use this lineup, but does not tell the player how to form a complete lineup structure through various lineup combinations. For the construction and understanding of different lineups, the solutions provided by the relevant technology are missing.

鉴于此,本申请实施例提供一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够根据当前的战局向玩家智能推荐同类的虚拟对象和关联类型的虚拟对象,帮助玩家灵活的进行阵容的搭配,从而有利于玩家更加深入了解游戏内容,提升游戏水平,进而获得更好的游戏体验。同时,也可以明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。为便于更容易理解本申请实施例提供的虚拟场景的互动处理方法,首先说明本申请实施例提供的虚拟场景的互动处理方法的示例性实施场景,本申请实施例提供的虚拟场景的互动处理方法中的虚拟场景可以完全基于终端设备输出,或者基于终端设备和服务器协同输出。In view of this, the embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium and computer program product for a virtual scene, which can intelligently recommend similar virtual objects and virtual objects of related types to players according to the current battle situation, and help players flexibly match the lineup, so as to help players to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience. At the same time, it can also significantly reduce the user's operation and decision-making time, speed up the process of interaction in the virtual scene, and thus reduce the waiting time and resource consumption of the server. In order to facilitate easier understanding of the interactive processing method of the virtual scene provided by the embodiment of the present application, the exemplary implementation scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application is first described. The virtual scene in the interactive processing method of the virtual scene provided by the embodiment of the present application can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server.

在一些实施例中,虚拟场景可以是供游戏角色交互的环境,例如可以是供游戏角色在虚拟场景中进行对战,通过控制游戏角色的行动可以在虚拟场景中进行双方互动,从而使用户能够在游戏的过程中舒缓生活压力。In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

在一个实施场景中,参见图1A,图1A是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图,适用于一些完全依赖于终端设备400的图形处理硬件计算能力即可完成虚拟场景100的相关数据计算的应用模式,例如单机版/离线模式的游戏,通过智能手机、平板电脑和虚拟现实/增强现实设备等各种不同类型的终端设备400完成虚拟场景的输出。In one implementation scenario, referring to FIG1A , FIG1A is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application, which is applicable to some application modes that completely rely on the computing power of the graphics processing hardware of a terminal device 400 to complete the relevant data calculation of a virtual scene 100, such as stand-alone/offline mode games, and output of virtual scenes through various types of terminal devices 400 such as smart phones, tablet computers, and virtual reality/augmented reality devices.

作为示例,图形处理硬件的类型包括中央处理器(CPU,Central Processing Unit)和图形处理器(GPU,Graphics Processing Unit)。As an example, types of graphics processing hardware include central processing unit (CPU) and graphics processing unit (GPU).

当形成虚拟场景100的视觉感知时,终端设备400通过图形计算硬件计算显示所需要的数据,并完成显示数据的加载、解析和渲染,在图形输出硬件输出能够对虚拟场景形成视觉感知的视频帧,例如,在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;此外,为了丰富感知效果,终端设备400还可以借助不同的硬件来形成听觉感知、触觉感知、运动感知和味觉感知的一种或多种。 When forming a visual perception of the virtual scene 100, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

作为示例,终端设备400上运行有客户端410(例如单机版的游戏应用),在客户端410的运行过程中输出包括有角色扮演的虚拟场景,虚拟场景可以是供游戏角色交互的环境,例如可以是用于供游戏角色进行对战的平原、街道、山谷、棋盘等等;以虚拟场景100为虚拟棋盘为例,在虚拟场景100中显示有商店入口101以及至少一个第一虚拟对象(即用户已经拥有的虚拟对象),例如至少一个第一虚拟对象可以是用户(或称玩家)已经购买的虚拟棋子102(例如棋子A)和虚拟棋子103(例如棋子B)。当接收到用户针对商店入口101的点击操作时,可以在虚拟场景100中显示商店控件104,其中,商店控件104可以包括多个第二虚拟对象(即用户还未拥有的虚拟对象),例如可以在商店控件104中显示多个虚拟棋子。随后,针对多个第二虚拟对象,可以在与第一虚拟对象的类型相同的第二虚拟对象上、以及与第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识,例如当识别到虚拟棋盘中当前存在棋子B时,则针对商店控件104中显示的多个虚拟棋子,可以在同类的棋子B和与棋子B存在羁绊(即关联的类型)的棋子C上显示第一推荐标识105,以向用户进行推荐,从而可以帮助灵活的进行阵容的搭配,有利于用户更加深入了解游戏内容,提升游戏水平,进而获得更好的游戏体验。此外,本申请实施例提供的技术方案,相较于用户自行进行阵容的搭配,也可以明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal device 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as a plain, street, valley, chessboard, etc. for game characters to fight against each other. Taking the virtual scene 100 as a virtual chessboard as an example, a store entrance 101 and at least one first virtual object (i.e., a virtual object already owned by the user) are displayed in the virtual scene 100. For example, the at least one first virtual object can be a virtual chess piece 102 (e.g., chess piece A) and a virtual chess piece 103 (e.g., chess piece B) that the user (or player) has purchased. When a click operation of the user on the store entrance 101 is received, a store control 104 can be displayed in the virtual scene 100, wherein the store control 104 can include multiple second virtual objects (i.e., virtual objects that the user does not yet own). For example, multiple virtual chess pieces can be displayed in the store control 104. Subsequently, for multiple second virtual objects, a first recommendation mark can be displayed on a second virtual object of the same type as the first virtual object, and on a second virtual object of a type associated with the type of the first virtual object. For example, when it is recognized that there is currently a chess piece B in the virtual chessboard, for multiple virtual chess pieces displayed in the store control 104, a first recommendation mark 105 can be displayed on the same type of chess piece B and the chess piece C that has a bond (i.e., an associated type) with chess piece B, so as to make recommendations to the user, thereby helping to flexibly match the lineup, which is conducive to the user's deeper understanding of the game content, improving the game level, and thus obtaining a better game experience. In addition, the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce the waiting time and resource consumption of the server.

在另一个实施场景中,参见图1B,图1B是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图,应用于终端设备400和服务器200,适用于依赖于服务器200的计算能力完成虚拟场景计算、并在终端设备400输出虚拟场景的应用模式。In another implementation scenario, referring to FIG. 1B , FIG. 1B is a schematic diagram of an application mode of an interactive processing method for a virtual scene provided in an embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete virtual scene calculations and output virtual scenes on the terminal device 400.

以形成虚拟场景100的视觉感知为例,服务器200进行虚拟场景相关显示数据(例如场景数据)的计算并通过网络300发送到终端设备400,终端设备400依赖于图形计算硬件完成计算显示数据的加载、解析和渲染,依赖于图形输出硬件输出虚拟场景以形成视觉感知,例如可以在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;对于虚拟场景的形式的感知而言,可以理解,可以借助于终端设备400的相应硬件输出,例如使用麦克风形成听觉感知,使用振动器形成触觉感知等等。Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality/virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

作为示例,终端设备400上运行有客户端410(例如网络版的游戏应用),通过连接服务器200(例如游戏服务器)与其他用户进行游戏互动,终端设备400输出客户端410的虚拟场景100(例如虚拟棋盘),在虚拟场景100中显示有商店入口101以及至少一个第一虚拟对象(即用户已经拥有的虚拟对象),例如至少一个第一虚拟对象可以是用户(或称玩家)已经购买的虚拟棋子102(例如棋子A)和虚拟棋子103(例如棋子B)。当接收到用户针对商店入口101的点击操作时,可以在虚拟场景100中显示商店控件104,其中,商店控件104可以包括多个第二虚拟对象(即用户还未拥有的虚拟对象),例如可以在商店控件104中显示多个虚拟棋子。随后,针对多个第二虚拟对象,可以在与第一虚拟对象的类型相同的第二虚拟对象上、以及与第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识,例如当识别到虚拟棋盘中当前存在棋子B时,则针对商店控件104中显示的多个虚拟棋子,可以在同类的棋子B和与棋子B存在羁绊(即关联的类型)的棋子C上显示第一推荐标识105,以向用户进行推荐,从而可以帮助用户灵活的进行阵容的搭配,有利于用户更加深入了解游戏内容,提升游戏水平,进而获得更好的游戏体验。此外,本申请实施例提供的技术方案,相较于用户自行进行阵容的搭配,也可以明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。As an example, a client 410 (e.g., a network version of a game application) is running on the terminal device 400, and the terminal device 400 interacts with other users in a game by connecting to the server 200 (e.g., a game server). The terminal device 400 outputs a virtual scene 100 (e.g., a virtual chessboard) of the client 410, and a store entrance 101 and at least one first virtual object (i.e., a virtual object already owned by the user) are displayed in the virtual scene 100. For example, the at least one first virtual object may be a virtual chess piece 102 (e.g., chess piece A) and a virtual chess piece 103 (e.g., chess piece B) that the user (or player) has purchased. When a click operation of the user on the store entrance 101 is received, a store control 104 may be displayed in the virtual scene 100, wherein the store control 104 may include multiple second virtual objects (i.e., virtual objects that the user does not yet own). For example, multiple virtual chess pieces may be displayed in the store control 104. Subsequently, for multiple second virtual objects, a first recommendation mark can be displayed on a second virtual object of the same type as the first virtual object, and on a second virtual object of a type associated with the type of the first virtual object. For example, when it is recognized that there is currently a chess piece B in the virtual chessboard, for multiple virtual chess pieces displayed in the store control 104, a first recommendation mark 105 can be displayed on the same type of chess piece B and the chess piece C that has a fetter (i.e., an associated type) with chess piece B, so as to make recommendations to the user, thereby helping the user to flexibly match the lineup, which is conducive to the user to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience. In addition, the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce the waiting time and resource consumption of the server.

需要说明的是,针对终端设备和服务器协同实施的方案,主要涉及两种游戏模式, 分别为本地游戏模式和云游戏模式,其中,本地游戏模式是指终端设备和服务器协同运行游戏处理逻辑,玩家在终端设备中输入的操作指令,部分由终端设备运行游戏逻辑处理,另一部分由服务器运行游戏逻辑处理,并且,服务器运行的游戏逻辑处理往往更复杂,需要消耗更多的算力;云游戏模式是指完全由服务器(例如云端服务器)运行游戏逻辑处理,并由云端服务器将游戏场景数据渲染为音视频流,随后通过网络传输至终端设备进行显示。也就是说,终端设备只需要拥有基本的流媒体播放能力与获取玩家的操作指令并发送给服务器的能力即可。It should be noted that the solution for the coordinated implementation of terminal devices and servers mainly involves two game modes: They are local game mode and cloud game mode. Local game mode means that the terminal device and the server work together to run the game processing logic. The operation instructions entered by the player in the terminal device are partly processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. In addition, the game logic processing run by the server is often more complex and requires more computing power. Cloud game mode means that the game logic processing is completely run by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device through the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

在一些实施例中,终端设备400可以通过运行各种计算机可执行指令、或者计算机程序来实现本申请实施例提供的虚拟场景的互动处理方法,例如,计算机可执行指令可以是微程序级的命令、机器指令或软件指令。计算机程序可以是操作系统中的原生程序或软件模块;可以是本地(Native)应用程序(APP,APPlication),即需要在操作系统中安装才能运行的程序,例如多人对战策略类游戏APP(即上述的客户端410);也可以是小程序,即只需要下载到浏览器环境中就可以运行的程序;还可以是能够嵌入至任意APP中的游戏小程序。总而言之,上述计算机程序可以是任意形式的应用程序、模块或插件。In some embodiments, the terminal device 400 can implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a multiplayer strategy game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game applet that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

以计算机程序为应用程序为例,在实际实施时,终端设备400安装和运行有支持虚拟场景的应用程序。该应用程序可以是多人对战策略类游戏、虚拟现实应用程序、三维地图程序或者多人枪战类生存游戏中的任意一种。用户使用终端设备400操作位于虚拟场景中的虚拟对象进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、建造虚拟建筑中的至少一种。示意性的,该虚拟对象可以是虚拟人物,比如仿真人物角色或动漫人物角色等。Taking a computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports virtual scenes. The application program can be any one of a multiplayer strategy game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user uses the terminal device 400 to operate a virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings. Indicatively, the virtual object can be a virtual character, such as a simulated character or an anime character.

在另一些实施例中,本申请实施例还可以借助于云技术(Cloud Technology)实现,云技术是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.

云技术是基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、以及应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源。Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.

示例的,图1中的服务器200可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(CDN,Content Delivery Network)、以及大数据和人工智能平台等基础云计算服务的云服务器。终端设备400可以是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表、车载终端等,但并不局限于此。终端设备400以及服务器200可以通过有线或无线通信方式进行直接或间接地连接,本申请实施例中不做限制。For example, the server 200 in FIG. 1 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

下面继续对本申请实施例提供的电子设备的结构进行说明。以电子设备为终端设备为例,参见图2,图2是本申请实施例提供的电子设备500的结构示意图,图2所示的电子设备500包括:至少一个处理器510、存储器550、至少一个网络接口520和用户接口530。电子设备500中的各个组件通过总线系统540耦合在一起。可理解,总线系统540用于实现这些组件之间的连接通信。总线系统540除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图2中将各种总线都标为总线系统540。The structure of the electronic device provided by the embodiment of the present application will be described below. Taking the electronic device as a terminal device as an example, referring to FIG. 2, FIG. 2 is a schematic diagram of the structure of the electronic device 500 provided by the embodiment of the present application, and the electronic device 500 shown in FIG. 2 includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It is understandable that the bus system 540 is used to realize the connection communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are marked as bus systems 540 in FIG.

处理器510可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的 处理器等。The processor 510 may be an integrated circuit chip with signal processing capability, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., wherein the general-purpose processor may be a microprocessor or any conventional Processor, etc.

用户接口530包括使得能够呈现媒体内容的一个或多个输出装置531,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口530还包括一个或多个输入装置532,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

存储器550可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器550可选地包括在物理位置上远离处理器510的一个或多个存储设备。The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.

存储器550包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器550旨在包括任意适合类型的存储器。The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

在一些实施例中,存储器550能够存储数据以支持各种操作,这些数据的示例包括程序、模块和数据结构或者其子集或超集,下面示例性说明。In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

操作系统551,包括用于处理各种基本系统服务和执行硬件相关任务的系统程序,例如框架层、核心库层、驱动层等,用于实现各种基础业务以及处理基于硬件的任务;Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

网络通信模块552,用于经由一个或多个(有线或无线)网络接口520到达其他计算设备,示例性的网络接口520包括:蓝牙、无线相容性认证(WiFi)、和通用串行总线(USB,Universal Serial Bus)等;A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;

呈现模块553,用于经由一个或多个与用户接口530相关联的输出装置531(例如,显示屏、扬声器等)使得能够呈现信息(例如,用于操作外围设备和显示内容和信息的用户接口);a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);

输入处理模块554,用于对一个或多个来自一个或多个输入装置532之一的一个或多个用户输入或互动进行检测以及翻译所检测的输入或互动。The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.

在一些实施例中,本申请实施例提供的装置可以采用软件方式实现,图2示出了存储在存储器550中的虚拟场景的互动处理装置555,其可以是程序和插件等形式的软件,包括以下软件模块:显示模块5551、移动模块5552、屏蔽模块5553、获取模块5554、去重模块5555、排序模块5556、选取模块5557、更新模块5558、预测模块5559、训练模块55510和提升模块55511,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分。需要指出的是,在图2中为了方便表达,一次性示出了上述所有模块,但是不应视为在虚拟场景的互动处理装置555排除了可以只包括显示模块5551的实施,将在下文中说明各个模块的功能。In some embodiments, the device provided in the embodiments of the present application can be implemented in software. FIG. 2 shows an interactive processing device 555 of a virtual scene stored in a memory 550, which can be software in the form of programs and plug-ins, including the following software modules: a display module 5551, a moving module 5552, a shielding module 5553, an acquisition module 5554, a deduplication module 5555, a sorting module 5556, a selection module 5557, an update module 5558, a prediction module 5559, a training module 55510, and an enhancement module 55511. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in FIG. 2, for the convenience of expression, all the above modules are shown at one time, but it should not be regarded as excluding the implementation of only including the display module 5551 in the interactive processing device 555 of the virtual scene. The functions of each module will be explained below.

下面将结合本申请实施例提供的终端设备的示例性应用和实施,对本申请实施例提供的虚拟场景的互动处理方法进行具体说明。The interactive processing method of the virtual scene provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.

示例的,参见图3,图3是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图3示出的步骤进行说明。For example, see FIG3 , which is a flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG3 .

需要说明的是,图3示出的方法可以由终端设备运行的各种形式的计算机程序执行,并不局限于客户端,例如还可以是上文所述的操作系统、软件模块、脚本和小程序等,因此下文中以客户端的示例不应视为对本申请实施例的限定。此外,为了表述方便,下文中不对终端设备和终端设备运行的客户端进行具体区分。It should be noted that the method shown in FIG3 can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet described above, so the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the sake of convenience, the following does not specifically distinguish between the terminal device and the client running on the terminal device.

在步骤101中,显示虚拟场景。In step 101, a virtual scene is displayed.

这里,虚拟场景可以包括商店入口以及至少一个第一虚拟对象。Here, the virtual scene may include a store entrance and at least one first virtual object.

在一些实施例中,以客户端为多人对战策略类游戏APP为例,在用户关联的终端设备上可以运行有多人对战策略类游戏APP(例如自走棋类游戏APP),当接收到用户针 对多人对战策略类游戏APP的图标的点击操作时,可以显示游戏登录界面。用户可以在游戏登录界面中输入预先注册的游戏账号和密码,当用户输入的游戏账号和密码验证通过后,可以显示虚拟场景(例如虚拟棋盘),并在虚拟棋盘中显示商店入口以及至少一个用户已经购入并上场的虚拟棋子。In some embodiments, taking the client as a multiplayer strategy game APP as an example, a multiplayer strategy game APP (such as an auto chess game APP) can be run on the terminal device associated with the user. When the icon of a multiplayer strategy game APP is clicked, a game login interface may be displayed. The user may enter a pre-registered game account and password in the game login interface. When the game account and password entered by the user are verified, a virtual scene (such as a virtual chessboard) may be displayed, and a store entrance and at least one virtual chess piece that the user has purchased and played may be displayed on the virtual chessboard.

需要说明的是,本申请实施例中的第一虚拟对象并非特指某一虚拟对象,而是用户已经拥有的虚拟对象的统称,也就是说,用户已经拥有的虚拟对象可以统称为第一虚拟对象,例如以自走棋类游戏为例,第一虚拟对象可以是指用户已经购入的虚拟棋子。类似的,下文中的第二虚拟对象也并非特指某一虚拟对象,而是用户还未拥有的虚拟对象的统称,例如仍以自走棋类游戏为例,第二虚拟对象可以是指商店控件中用户还未购买的虚拟棋子。It should be noted that the first virtual object in the embodiment of the present application does not specifically refer to a certain virtual object, but is a general term for virtual objects that the user already owns. In other words, virtual objects that the user already owns can be collectively referred to as first virtual objects. For example, taking the auto chess game as an example, the first virtual object can refer to the virtual chess piece that the user has purchased. Similarly, the second virtual object in the following text does not specifically refer to a certain virtual object, but is a general term for virtual objects that the user does not yet own. For example, still taking the auto chess game as an example, the second virtual object can refer to the virtual chess piece that the user has not yet purchased in the store control.

在一些实施例中,在客户端的人机交互界面中可以是以第一人称视角显示虚拟场景(例如以用户自己的视角来扮演游戏中的虚拟对象);也可以是以第三人称视角显示虚拟场景(例如用户追着游戏中的虚拟对象来进行游戏);还可以是以鸟瞰大视角显示虚拟场景;其中,上述的不同视角之间可以进行任意的切换。In some embodiments, the virtual scene may be displayed from a first-person perspective in the human-computer interaction interface of the client (for example, the user plays the virtual object in the game from his own perspective); or from a third-person perspective (for example, the user chases the virtual object in the game to play the game); or from a bird's-eye view; wherein the above-mentioned different perspectives may be switched arbitrarily.

作为示例,第一虚拟对象可以是由游戏中的当前用户所控制的对象,当然,虚拟场景中还可以包括其他的虚拟对象,例如可以由其他用户控制或由机器人程序控制的虚拟对象。第一虚拟对象可以被划分到多个团队中的任意一个团队中,团队之间可以是敌对关系或协作关系,虚拟场景中的团队可以包括上述关系的一种或者全部。As an example, the first virtual object may be an object controlled by the current user in the game. Of course, the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other users or by a robot program. The first virtual object may be divided into any one of a plurality of teams. The teams may be in an adversarial relationship or a cooperative relationship. The teams in the virtual scene may include one or all of the above relationships.

以第一人称视角显示虚拟场景为例,在人机交互界面中显示的虚拟场景可以包括:根据第一虚拟对象在完整虚拟场景中的观看位置和视场角,确定第一虚拟对象的视场区域,呈现完整虚拟场景中位于视场区域中的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。因为第一人称视角是最能够给用户冲击力的观看视角,如此,能够实现用户在操作过程中身临其境的沉浸式感知。Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of the first virtual object according to the viewing position and field of view angle of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve immersive perception of users during the operation process.

以鸟瞰大视角显示虚拟场景为例,在人机交互界面中显示的虚拟场景可以包括:响应于针对全景虚拟场景的缩放操作,在人机交互界面中呈现对应缩放操作的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。如此,能够提高用户在操作过程中的可操作性,从而能够提高人机交互的效率。Taking the display of a virtual scene from a bird's eye view as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.

在另一些实施例中,还可以执行以下处理:响应于针对任一第一虚拟对象的触发操作,显示与被触发的第一虚拟对象对应的弹窗,其中,弹窗可以包括以下信息至少之一:与被触发的第一虚拟对象的类型关联的类型(例如虚拟棋子的羁绊)、被触发的第一虚拟对象的属性信息、被触发的第一虚拟对象的技能信息、被触发的第一虚拟对象的装备信息。In some other embodiments, the following processing can also be performed: in response to a trigger operation on any first virtual object, a pop-up window corresponding to the triggered first virtual object is displayed, wherein the pop-up window may include at least one of the following information: a type associated with the type of the triggered first virtual object (such as the bond of a virtual chess piece), attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.

示例的,以至少一个第一虚拟对象为用户已经购入的虚拟棋子A和虚拟棋子B为例,当接收到用户针对虚拟棋盘中显示的虚拟棋子A的点击操作时,可以在虚拟棋盘中显示与虚拟棋子A对应的弹窗,并在弹窗中显示与虚拟棋子A存在羁绊的虚拟棋子(例如虚拟棋子B和虚拟棋子C)、虚拟棋子A的属性信息、虚拟棋子A的技能信息、以及虚拟棋子A的装备信息(例如虚拟棋子A当前已经具有的虚拟装备),如此,用户可以通过点击的方式来查看已经上场的棋子的详情信息,方便用户进行后续的决策。当然,也可以在弹窗中显示虚拟棋子A存在的羁绊类型,例如羁绊1(即虚拟棋子A和虚拟棋子B之间的羁绊)和羁绊2(即虚拟棋子A和虚拟棋子C之间的羁绊),本申请实施例对此不做具体限定。For example, taking at least one first virtual object as a virtual chess piece A and a virtual chess piece B that the user has purchased as an example, when a user clicks on the virtual chess piece A displayed on the virtual chessboard, a pop-up window corresponding to the virtual chess piece A can be displayed on the virtual chessboard, and the virtual chess pieces (such as virtual chess piece B and virtual chess piece C) that are bound to the virtual chess piece A, the attribute information of the virtual chess piece A, the skill information of the virtual chess piece A, and the equipment information of the virtual chess piece A (such as the virtual equipment that the virtual chess piece A currently has) are displayed in the pop-up window, so that the user can view the detailed information of the chess pieces that have been put on the field by clicking, which is convenient for the user to make subsequent decisions. Of course, the type of bond that exists in the virtual chess piece A can also be displayed in the pop-up window, such as bond 1 (i.e., the bond between the virtual chess piece A and the virtual chess piece B) and bond 2 (i.e., the bond between the virtual chess piece A and the virtual chess piece C), and the embodiments of the present application do not specifically limit this.

在步骤102中,响应于针对商店入口的触发操作,显示商店控件。In step 102, in response to a trigger operation for a store entrance, a store control is displayed.

这里,商店控件可以包括多个第二虚拟对象。例如以自走棋类游戏为例,可以在商店控件中显示多个虚拟棋子分别对应的卡片。 Here, the store control may include multiple second virtual objects. For example, taking an auto chess game as an example, cards corresponding to multiple virtual chess pieces may be displayed in the store control.

在一些实施例中,以客户端为自走棋类游戏APP为例,当接收到用户针对虚拟棋盘中显示的商店入口的点击操作时,可以在虚拟棋盘中显示商店控件,其中,商店控件可以包括多个虚拟棋子分别对应的多个卡片。In some embodiments, taking the client as an auto chess game APP as an example, when a user clicks on a store entrance displayed in a virtual chessboard, a store control can be displayed in the virtual chessboard, wherein the store control can include multiple cards corresponding to multiple virtual chess pieces.

在步骤103中,针对多个第二虚拟对象,在与第一虚拟对象的类型相同的第二虚拟对象上、以及与第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。In step 103 , for the plurality of second virtual objects, a first recommendation identifier is displayed on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object.

在一些实施例中,以客户端为自走棋类游戏APP为例,当识别到虚拟棋盘中已经上场棋子B(即第一虚拟对象)时,针对商店控件中显示的多个虚拟棋子分别对应的卡片,可以在同类的棋子B的卡片上、以及与棋子B存在羁绊(即关联的类型)的棋子C的卡片上显示第一推荐标识,以向用户进行推荐,从而帮助用户搭配出一个完整的阵容结构。In some embodiments, taking the client as an auto chess game APP as an example, when a chess piece B (i.e., a first virtual object) that has been put on the virtual chessboard is identified, a first recommendation logo can be displayed on the card of the same type of chess piece B and on the card of the chess piece C that has a bond (i.e., an associated type) with chess piece B for the cards corresponding to the multiple virtual chess pieces displayed in the store control, so as to make a recommendation to the user, thereby helping the user to match a complete lineup structure.

需要说明的是,上述关联的类型可以是羁绊,其中,羁绊的类型可以包括阵容羁绊,即同一阵容的两个游戏角色(例如虚拟棋子)出现在同一个队伍时,会有额外的属性加成(例如会额外增加这两个游戏角色的生命值、攻击力、防御值等);情侣羁绊,即游戏背景中具有情侣关系的两个游戏角色同时出现在同一个队伍时,会有额外的属性加成(例如会额外增加这两个游戏角色的生命值或者增强游戏角色的技能伤害等);血脉羁绊,即游戏背景中拥有血脉关系的两个游戏角色同时出现在同一个队伍时,会有属性加成(例如会额外增加这两个游戏角色的生命值或者攻击力等)。It should be noted that the type of the above-mentioned association can be a bond, wherein the type of bond can include lineup bond, that is, when two game characters (such as virtual chess pieces) of the same lineup appear in the same team, there will be additional attribute bonuses (for example, the health, attack power, defense value, etc. of the two game characters will be additionally increased); couple bond, that is, when two game characters with a couple relationship in the game background appear in the same team at the same time, there will be additional attribute bonuses (for example, the health of the two game characters will be additionally increased or the skill damage of the game characters will be enhanced, etc.); blood bond, that is, when two game characters with a blood relationship in the game background appear in the same team at the same time, there will be attribute bonuses (for example, the health or attack power of the two game characters will be additionally increased).

在另一些实施例中,虚拟场景可以登录有第一账号,在商店入口中可以显示有第一账号具有的虚拟资源的数量(例如第一账号当前具有的虚拟金币的数量),则在执行完图3示出的步骤103之后,还可以执行图4A示出的步骤104和步骤105,将结合图4A示出的步骤进行说明。In other embodiments, a first account may be logged in to the virtual scene, and the number of virtual resources owned by the first account (for example, the number of virtual gold coins currently owned by the first account) may be displayed at the store entrance. After executing step 103 shown in FIG. 3 , steps 104 and 105 shown in FIG. 4A may also be executed, which will be explained in conjunction with the steps shown in FIG. 4A .

在步骤104中,响应于针对任一第二虚拟对象的触发操作,在扣除第一账号具有的相应数量的虚拟资源之后,将被触发的第二虚拟对象从商店控件移动至虚拟场景中。In step 104, in response to a triggering operation on any second virtual object, after deducting a corresponding amount of virtual resources owned by the first account, the triggered second virtual object is moved from the store control to the virtual scene.

在一些实施例中,以第一账号为用户A注册的游戏账号1为例,用户A在使用游戏账号1登录自走棋类游戏APP后,可以在商店入口中显示用户A当前具有的虚拟金币的数量(例如假设为5),用户A可以在商店控件中购买自己需要的虚拟棋子(例如显示有第一推荐标识的虚拟棋子),例如当接收到用户A针对商店控件中显示的棋子C对应的卡片(在卡片上显示有第一推荐标识)的点击操作时,在成功扣除用户A具有的相应数量的虚拟金币(例如2个虚拟金币)之后,可以将虚拟棋子C从商店控件移动至虚拟棋盘的备战区域中。In some embodiments, taking game account 1 registered by user A as an example, after user A uses game account 1 to log in to an auto chess game APP, the number of virtual gold coins currently owned by user A can be displayed in the store entrance (for example, assuming it is 5), and user A can purchase the virtual chess pieces he needs (for example, virtual chess pieces displayed with a first recommendation mark) in the store control. For example, when user A clicks on the card corresponding to chess piece C displayed in the store control (the card displays a first recommendation mark), after successfully deducting the corresponding number of virtual gold coins owned by user A (for example, 2 virtual gold coins), the virtual chess piece C can be moved from the store control to the preparation area of the virtual chessboard.

需要说明的是,用户在购买不同类型的虚拟对象时需要扣除的虚拟资源的数量可以是相同的,也可以是不同的,本申请实施例对此不做具体限定。It should be noted that the amount of virtual resources that needs to be deducted when a user purchases different types of virtual objects can be the same or different, and the embodiments of the present application do not specifically limit this.

在步骤105中,在商店入口中更新显示第一账号具有的虚拟资源的数量。In step 105, the amount of virtual resources owned by the first account is updated and displayed in the store portal.

在一些实施例中,以第一账号为用户A注册的游戏账号1为例,假设用户A当前具有的虚拟金币的数量为5,则可以在商店入口中显示数字“5”,表示用户A当前具有5个虚拟金币,随后,假设用户A在商店控件中购买棋子C消耗了2个虚拟金币,则可以将商店入口中显示的数字从“5”更新为“3”,以表示用户A当前只剩下3个虚拟金币,如此,用户可以直观的了解自己当前具有的虚拟金币的数量,方便用户进行后续的决策和操作。In some embodiments, taking the game account 1 registered by user A as an example, assuming that the number of virtual gold coins currently owned by user A is 5, the number "5" can be displayed in the store entrance, indicating that user A currently has 5 virtual gold coins. Subsequently, assuming that user A consumes 2 virtual gold coins to purchase chess piece C in the store control, the number displayed in the store entrance can be updated from "5" to "3" to indicate that user A currently has only 3 virtual gold coins left. In this way, the user can intuitively understand the number of virtual gold coins he currently has, which is convenient for the user to make subsequent decisions and operations.

在另一些实施例中,虚拟场景还可以包括刷新控件,且被触发的第二虚拟对象的类型与第一虚拟对象的类型不同,则还可以执行以下处理:响应于针对刷新控件的触发操作,在商店控件中更新显示其他类型的第二虚拟对象,其中,其他类型的第二虚拟对象与多个第二虚拟对象的至少部分的类型不同;针对其他类型的第二虚拟对象,在与被触发的第二虚拟对象的类型相同的第二虚拟对象上、以及与被触发的第二虚拟对象的类型 关联的类型的第二虚拟对象上显示第一推荐标识。In some other embodiments, the virtual scene may further include a refresh control, and if the type of the triggered second virtual object is different from the type of the first virtual object, the following processing may be performed: in response to the triggering operation on the refresh control, updating and displaying other types of second virtual objects in the store control, wherein the other types of second virtual objects are different from the types of at least some of the multiple second virtual objects; for the other types of second virtual objects, displaying the same type of the second virtual object as the triggered second virtual object and the same type of the second virtual object as the triggered second virtual object The first recommendation mark is displayed on the second virtual object of the associated type.

示例的,以至少一个第一虚拟对象为用户已经购入的棋子A和棋子B、被触发的第二虚拟对象为棋子C为例,用户在购入棋子C之后,还可以通过在虚拟棋盘中显示的刷新按钮,对商店控件中显示的虚拟棋子进行刷新,以购买其他类型的棋子。例如当接收到用户针对虚拟棋盘中显示的刷新按钮的点击操作时,可以在商店控件中更新显示其他类型的虚拟棋子,此外,针对其他类型的虚拟棋子,还可以在同类的棋子C对应的卡片上、以及与棋子C存在羁绊的棋子(例如棋子G)对应的卡片上显示第一推荐标识,以向用户进行推荐。也就是说,本申请实施例提供的技术方案,提供了一种针对当前战局实时反馈的阵容羁绊推荐机制,通过对同类羁绊以及分支羁绊的推荐,使得玩家可以更加灵活的激活阵容羁绊,从而更好的应对战局,提升了用户的游戏体验。For example, taking at least one first virtual object as chess piece A and chess piece B that the user has purchased, and the triggered second virtual object as chess piece C as an example, after purchasing chess piece C, the user can also refresh the virtual chess piece displayed in the store control through the refresh button displayed in the virtual chessboard to purchase other types of chess pieces. For example, when a user clicks on the refresh button displayed in the virtual chessboard, other types of virtual chess pieces can be updated and displayed in the store control. In addition, for other types of virtual chess pieces, a first recommendation mark can also be displayed on the card corresponding to the same type of chess piece C and the card corresponding to the chess piece (such as chess piece G) that has a fetter with chess piece C, so as to recommend it to the user. In other words, the technical solution provided in the embodiment of the present application provides a lineup fetter recommendation mechanism for real-time feedback of the current battle situation. By recommending the same type of fetters and branch fetters, players can activate lineup fetters more flexibly, thereby better coping with the battle situation and improving the user's gaming experience.

在一些实施例中,刷新控件(例如刷新按钮)可以包括第一数量,其中,第一数量是每次对商店控件进行更新时需要扣除的虚拟资源的数量,则可以通过以下方式实现上述的响应于针对刷新控件的触发操作,在商店控件中更新显示其他类型的第二虚拟对象:响应于针对刷新控件的触发操作,在扣除第一账号具有的第一数量的虚拟资源之后,在商店控件中更新显示其他类型的第二虚拟对象,以及在商店入口中更新显示第一账号具有的虚拟资源的数量。In some embodiments, a refresh control (e.g., a refresh button) may include a first quantity, wherein the first quantity is the quantity of virtual resources that needs to be deducted each time the store control is updated. The above-mentioned updating and displaying of other types of second virtual objects in the store control in response to a trigger operation on the refresh control may be implemented in the following manner: in response to a trigger operation on the refresh control, after deducting the first quantity of virtual resources owned by the first account, updating and displaying other types of second virtual objects in the store control, and updating and displaying the quantity of virtual resources owned by the first account in the store entrance.

示例的,以客户端为自走棋类游戏APP为例,假设用户每次对商店控件中显示的虚拟棋子进行刷新时,需要消耗2个虚拟金币,则可以在刷新按钮中显示数字“2”,当接收到用户针对刷新按钮的点击操作时,首先判断用户当前具有的虚拟金币的数量是否大于2,例如假设用户当前具有5个虚拟金币,则在成功扣除用户具有的2个虚拟金币之后,可以在商店控件中更新显示其他类型的虚拟棋子,同时还可以在商店入口中更新显示用户具有的虚拟金币的数量,例如将商店入口中显示的数字从“5”更新为“3”,以表示用户当前只剩3个虚拟金币。For example, taking the client as an auto chess game APP, assuming that each time the user refreshes the virtual chess pieces displayed in the store control, 2 virtual gold coins are consumed, the number "2" can be displayed in the refresh button. When the user clicks the refresh button, it is first determined whether the number of virtual gold coins currently owned by the user is greater than 2. For example, assuming that the user currently has 5 virtual gold coins, after successfully deducting the 2 virtual gold coins owned by the user, other types of virtual chess pieces can be updated and displayed in the store control. At the same time, the number of virtual gold coins owned by the user can also be updated in the store entrance. For example, the number displayed in the store entrance is updated from "5" to "3" to indicate that the user currently has only 3 virtual gold coins left.

在另一些实施例中,还可以执行以下处理:响应于第一账号具有的虚拟资源的数量小于第一数量,屏蔽响应针对刷新控件的触发操作,以及显示提示信息,其中,提示信息用于提示由于当前具有的虚拟资源的数量小于第一数量,导致无法对商店控件中显示的第二虚拟对象进行更新。In other embodiments, the following processing can also be performed: in response to the number of virtual resources owned by the first account being less than the first number, shielding a response to a trigger operation for a refresh control, and displaying a prompt message, wherein the prompt message is used to prompt that the second virtual object displayed in the store control cannot be updated because the current number of virtual resources owned is less than the first number.

示例的,承接上述示例,当用户当前拥有的虚拟金币的数量小于2个时,可以将刷新按钮切换为置灰状态,即用户当前无法通过点击刷新按钮来对商店控件中显示的虚拟棋子进行刷新,同时,还可以在虚拟棋盘中显示提示信息,以提示用户由于当前具有的虚拟金币的数量小于2个,导致无法对商店控件中显示的虚拟棋子进行刷新。For example, following the above example, when the number of virtual gold coins currently owned by the user is less than 2, the refresh button can be switched to a gray state, that is, the user cannot currently refresh the virtual chess pieces displayed in the store control by clicking the refresh button. At the same time, a prompt message can also be displayed in the virtual chessboard to prompt the user that the virtual chess pieces displayed in the store control cannot be refreshed because the number of virtual gold coins currently owned is less than 2.

在一些实施例中,还可以执行以下处理:获取与每个第一虚拟对象的类型关联的类型;对多个关联的类型进行去重处理,并在虚拟场景中显示去重后的多个关联的类型。In some embodiments, the following processing may also be performed: obtaining a type associated with the type of each first virtual object; performing deduplication processing on multiple associated types, and displaying the deduplicated multiple associated types in the virtual scene.

示例的,以至少一个第一虚拟对象为用户已经购入的棋子A和棋子B为例,则可以首先分别获取棋子A和棋子B的羁绊,例如假设与棋子A存在羁绊的棋子为棋子B、棋子C,与棋子B存在羁绊的棋子为棋子D、棋子C,则可以在虚拟棋盘中显示如下4个羁绊:羁绊1(例如棋子A和棋子B之间的羁绊)、羁绊2(例如棋子A和棋子C之间的羁绊)、羁绊3(例如棋子B和棋子C之间的羁绊)、羁绊4(例如棋子B和棋子D之间的羁绊)。此外,针对已激活的羁绊1(因为棋子A和棋子B都已上场)和未激活的羁绊2至羁绊4的显示方式可以是不同的,例如可以对已激活的羁绊1进行高亮显示,以提示用户场上已经激活的羁绊。For example, taking at least one first virtual object as chess piece A and chess piece B that the user has purchased, the fetters of chess piece A and chess piece B can be obtained first, for example, assuming that the chess pieces that have a fetter with chess piece A are chess piece B and chess piece C, and the chess pieces that have a fetter with chess piece B are chess piece D and chess piece C, the following four fetters can be displayed on the virtual chessboard: fetter 1 (for example, the fetter between chess piece A and chess piece B), fetter 2 (for example, the fetter between chess piece A and chess piece C), fetter 3 (for example, the fetter between chess piece B and chess piece C), and fetter 4 (for example, the fetter between chess piece B and chess piece D). In addition, the display methods for activated fetter 1 (because chess piece A and chess piece B are both on the field) and unactivated fetters 2 to 4 can be different. For example, the activated fetter 1 can be highlighted to prompt the user of the fetter that has been activated on the field.

在另一些实施例中,承接上述示例,还可以执行以下处理:响应于针对商店控件中的任一第二虚拟对象的触发操作,将被触发的第二虚拟对象从商店控件移动至虚拟场景中,以及在虚拟场景中更新显示与被触发的第二虚拟对象的类型关联的类型,其中,被 触发的第二虚拟对象的类型与第一虚拟对象的类型不同。In some other embodiments, following the above example, the following processing may be performed: in response to a trigger operation on any second virtual object in the store control, the triggered second virtual object is moved from the store control to the virtual scene, and the type associated with the type of the triggered second virtual object is updated and displayed in the virtual scene, wherein the triggered second virtual object is The type of the triggered second virtual object is different from the type of the first virtual object.

示例的,承接上文,以被触发的第二虚拟对象为棋子C为例,当用户从商店控件中购入棋子C之后,假设与棋子C存在羁绊的棋子为棋子B和棋子E,也就是说,用户在购入棋子C之后,激活了羁绊3(即棋子B和棋子C之间的羁绊),同时场上也多出了未激活的羁绊5(即棋子C和棋子E之间的羁绊),则可以对虚拟棋盘中显示的羁绊3进行高亮显示,以表征羁绊3被激活,同时还可以在虚拟棋盘中更新显示未激活的羁绊5,方便用户及时了解当前的战局。For example, following the above, taking the triggered second virtual object as chess piece C, after the user purchases chess piece C from the store control, assuming that the chess pieces that are bound to chess piece C are chess piece B and chess piece E, that is, after the user purchases chess piece C, bond 3 (i.e., the bond between chess piece B and chess piece C) is activated, and at the same time, there is an unactivated bond 5 (i.e., the bond between chess piece C and chess piece E) on the field, then bond 3 displayed in the virtual chessboard can be highlighted to indicate that bond 3 is activated, and the unactivated bond 5 can also be updated and displayed in the virtual chessboard, so that the user can understand the current situation in a timely manner.

在一些实施例中,参见图4B,图4B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,如图4B所示,在执行完图3示出的步骤103之后,还可以执行图4B示出的步骤106至步骤108,将结合图4B示出的步骤进行说明。In some embodiments, referring to FIG. 4B , FIG. 4B is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application. As shown in FIG. 4B , after executing step 103 shown in FIG. 3 , steps 106 to 108 shown in FIG. 4B may also be executed, which will be explained in conjunction with the steps shown in FIG. 4B .

在步骤106中,获取与每个第一虚拟对象的类型关联的类型、以及与商店控件中已出现的第二虚拟对象的类型关联的类型。In step 106, the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control are obtained.

在一些实施例中,以至少一个第一虚拟对象为用户已经购入的棋子A和棋子B、商店控件中已出现的多个第二虚拟对象为两个棋子B、一个棋子C、一个棋子D和一个棋子F为例,假设与棋子A存在羁绊的棋子为棋子B和棋子C,与棋子B存在羁绊的棋子为棋子A和棋子D,与棋子C存在羁绊的棋子为棋子B和棋子F,与棋子D存在羁绊的棋子为棋子A和棋子C,与棋子F存在羁绊的棋子为棋子C和棋子D,也就是说,当前一共存在8种羁绊类型,分别为:羁绊1(例如棋子A和棋子B之间的羁绊)、羁绊2(例如棋子A和棋子C之间的羁绊)、羁绊3(例如棋子B和棋子D之间的羁绊)、羁绊4(例如棋子B和棋子C之间的羁绊)、羁绊5(例如棋子C和棋子F之间的羁绊)、羁绊6(例如棋子A和棋子D之间的羁绊)、羁绊7(例如棋子C和棋子D之间的羁绊)和羁绊8(例如棋子F和棋子D之间的羁绊),其中,羁绊1的数量为3、羁绊2的数量为1、羁绊3的数量为3、羁绊4的数量为3、羁绊5的数量为1、羁绊6的数量为1、羁绊7的数量为1、羁绊8的数量为1。In some embodiments, taking at least one first virtual object as chess piece A and chess piece B that the user has purchased, and multiple second virtual objects that have appeared in the store control as two chess pieces B, one chess piece C, one chess piece D, and one chess piece F as an example, assuming that the chess pieces that are bound to chess piece A are chess piece B and chess piece C, the chess pieces that are bound to chess piece B are chess piece A and chess piece D, the chess pieces that are bound to chess piece C are chess piece B and chess piece F, the chess pieces that are bound to chess piece D are chess piece A and chess piece C, and the chess pieces that are bound to chess piece F are chess piece C and chess piece D. That is to say, there are currently a total of 8 types of bonds, namely: bond 1 (for example, between chess piece A and chess piece B); The number of bonds is 3, 1, 3, 4, 5, 6, 7, and 8. The number of bonds 1 is 3, 1, 2, 3, 4, 5, 6, 7, and 8 is the number of bonds.

在步骤107中,按照数量从多到少的顺序对多个关联的类型进行排序,并选取排序靠前的N个关联的类型。In step 107, the multiple associated types are sorted in order from large to small, and the top N associated types are selected.

这里,N为大于1的正整数。Here, N is a positive integer greater than 1.

在一些实施例中,承接上述示例,可以按照数量从多到少的顺序对上述的8种羁绊类型进行排序,得到排序结果。接着,可以从排序结果中选取排序靠前的N个羁绊类型,例如可以从排序结果中选取排序靠前的5个羁绊类型,假设分别为:羁绊1、羁绊3、羁绊4、羁绊7、羁绊2。In some embodiments, following the above example, the above 8 bond types can be sorted in order from large to small to obtain a sorting result. Then, the top N bond types can be selected from the sorting result. For example, the top 5 bond types can be selected from the sorting result, assuming that they are: bond 1, bond 3, bond 4, bond 7, and bond 2.

在步骤108中,在虚拟场景中显示与N个关联的类型对应的N维图。In step 108 , an N-dimensional graph corresponding to the N associated types is displayed in the virtual scene.

这里,N维图的每个维度对应一个关联的类型,且每个维度的显示占比与对应的关联的类型的数量正相关。Here, each dimension of the N-dimensional graph corresponds to an associated type, and the display proportion of each dimension is positively correlated with the number of corresponding associated types.

在一些实施例中,承接上述示例,在从排序结果中选取出排序靠前的5个羁绊类型之后,可以在虚拟棋盘中显示与5个羁绊类型对应的五维图,其中,五维图中的每个维度对应一个羁绊类型,并且每个维度的显示占比可以与对应的羁绊类型的数量正相关。也就是说,羁绊类型的数量越多,则对应的维度的显示占比也越大。例如由于羁绊1的数量为3,而羁绊2的数量为1,因此在五维图中羁绊1对应的维度的显示占比是大于羁绊2对应的维度的显示占比的,如此,用户可以通过五维图直观的了解到各个羁绊类型的数量,方便用户进行后续的决策和操作。In some embodiments, following the above example, after selecting the top five bond types from the sorting results, a five-dimensional graph corresponding to the five bond types can be displayed in a virtual chessboard, wherein each dimension in the five-dimensional graph corresponds to a bond type, and the display ratio of each dimension can be positively correlated with the number of corresponding bond types. In other words, the more bond types there are, the greater the display ratio of the corresponding dimension. For example, since the number of bonds 1 is 3 and the number of bonds 2 is 1, the display ratio of the dimension corresponding to bond 1 in the five-dimensional graph is greater than the display ratio of the dimension corresponding to bond 2. In this way, the user can intuitively understand the number of each bond type through the five-dimensional graph, which is convenient for the user to make subsequent decisions and operations.

在另一些实施例中,还可以执行以下处理:响应于商店控件包括的第二虚拟对象的类型发生更新,对N个关联的类型分别对应的数量进行更新;基于N个关联的类型分别对应的更新后的数量,对N维图进行更新,其中,更新后的N维图中每个维度的显 示占比与对应的关联的类型更新后的数量正相关。In some other embodiments, the following processing may also be performed: in response to an update of the type of the second virtual object included in the store control, the quantities corresponding to the N associated types are updated; based on the updated quantities corresponding to the N associated types, the N-dimensional graph is updated, wherein the display of each dimension in the updated N-dimensional graph is The percentage is positively correlated with the updated number of corresponding associated types.

示例的,承接上文,当接收到用户针对刷新按钮的点击操作时,可以对商店控件中显示的虚拟棋子进行更新,例如假设又出现了羁绊1和羁绊3两种羁绊类型,则在五维图中羁绊1和羁绊3对应的维度的显示占比会变大,而其他维度的显示占比会相应的减小,从而可以实时反映出当前各个羁绊类型的数量。For example, following the above, when the user clicks on the refresh button, the virtual chess pieces displayed in the store control can be updated. For example, if two bond types, bond 1 and bond 3, appear, the display proportion of the dimensions corresponding to bond 1 and bond 3 in the five-dimensional diagram will increase, while the display proportion of other dimensions will decrease accordingly, thereby reflecting the current number of each bond type in real time.

在一些实施例中,在执行完图3示出的步骤103之后,还可以执行以下处理:获取与每个第一虚拟对象的类型关联的类型、以及与商店控件中已出现的第二虚拟对象的类型关联的类型;按照数量从多到少的顺序对多个关联的类型进行排序,并选取排序靠前的N个关联的类型,其中,N为大于1的正整数;在虚拟场景中显示与N个关联的类型对应的N个指示控件(例如指示条控件或者指示环控件),其中,每个指示控件对应一个关联的类型,且指示控件的进度与对应的关联的类型的数量正相关,如此,用户可以通过指示控件直观的了解到当前已经存在的各个羁绊类型的数量,方便用户进行后续的决策和操作,提升了用户的游戏体验,同时也可以加速游戏的交互过程,降低服务器的等待时间和资源消耗。In some embodiments, after executing step 103 shown in Figure 3, the following processing can also be performed: obtain the type associated with the type of each first virtual object, and the type associated with the type of the second virtual object that has appeared in the store control; sort the multiple associated types in order from most to least, and select the top N associated types, where N is a positive integer greater than 1; display N indicator controls (such as indicator bar controls or indicator ring controls) corresponding to the N associated types in the virtual scene, where each indicator control corresponds to an associated type, and the progress of the indicator control is positively correlated with the number of corresponding associated types. In this way, the user can intuitively understand the number of each existing bond type through the indicator control, which is convenient for the user to make subsequent decisions and operations, and improves the user's gaming experience. At the same time, it can also speed up the game's interactive process and reduce the server's waiting time and resource consumption.

需要说明的是,除了可以采用N维图或者N个指示控件的方式进行显示外,还可以采用其他方式进行显示,例如可以直接在虚拟场景中显示N个关联的类型分别对应的数量,本申请实施例对此不做具体限定。It should be noted that in addition to displaying in the form of an N-dimensional graph or N indicator controls, other display methods can also be used. For example, the quantities corresponding to N associated types can be directly displayed in the virtual scene. The embodiments of the present application do not make specific limitations on this.

在一些实施例中,本申请实施例提供的虚拟场景的互动处理方法还可以结合人工智能(AI,Artificial Intelligence)技术实现,则还可以执行以下处理:获取与每个第一虚拟对象的类型关联的类型;基于第一虚拟对象的类型、以及每个关联的类型,调用机器学习模型进行预测处理,得到每个关联的类型对应的获胜概率;针对商店控件包括的多个第二虚拟对象,在获胜概率大于概率阈值的关联的类型的第二虚拟对象上显示第二推荐标识。In some embodiments, the interactive processing method of the virtual scene provided in the embodiments of the present application can also be implemented in combination with artificial intelligence (AI) technology, and the following processing can also be performed: obtaining the type associated with the type of each first virtual object; based on the type of the first virtual object and each associated type, calling the machine learning model for prediction processing to obtain the winning probability corresponding to each associated type; for multiple second virtual objects included in the store control, displaying a second recommendation logo on the second virtual object of the associated type whose winning probability is greater than the probability threshold.

示例的,以至少一个第一虚拟对象为用户已经购入的棋子A和棋子B为例,假设与棋子A存在羁绊的棋子为棋子B和棋子C,与棋子B存在羁绊的棋子为棋子A和棋子D,可以基于棋子A和棋子B的类型、以及每种羁绊类型,调用机器学习模型进行预测处理,得到每种羁绊类型分别对应的获取概率,接着,针对商店控件中显示的多个虚拟棋子,可以在最大获胜概率对应的羁绊类型的棋子(例如假设为棋子D)上显示第二推荐标识,如此,通过智能推荐给用户胜率最高的羁绊类型,可以提升玩家的获胜概率,进而可以获得更好的游戏体验。For example, taking at least one first virtual object as chess piece A and chess piece B that the user has purchased as an example, assuming that the chess pieces bound to chess piece A are chess piece B and chess piece C, and the chess pieces bound to chess piece B are chess piece A and chess piece D, the machine learning model can be called for prediction processing based on the types of chess piece A and chess piece B, and each type of bond, to obtain the acquisition probability corresponding to each type of bond. Then, for the multiple virtual chess pieces displayed in the store control, a second recommendation logo can be displayed on the chess piece of the bond type corresponding to the maximum winning probability (for example, assuming it is chess piece D). In this way, by intelligently recommending the bond type with the highest winning rate to the user, the player's winning probability can be improved, and a better gaming experience can be obtained.

在另一些实施例中,虚拟场景还可以包括与数量大于数量阈值的N个关联的类型对应的N维图,其中,N为大于1的正整数,且N维图中与获取概率大于概率阈值的关联的类型对应的维度的显示方式,区别于其他维度的显示方式。In other embodiments, the virtual scene may also include an N-dimensional graph corresponding to N types of associations whose number is greater than a quantity threshold, wherein N is a positive integer greater than 1, and the display method of the dimensions in the N-dimensional graph corresponding to the types of associations whose acquisition probability is greater than a probability threshold is different from the display method of other dimensions.

示例的,以客户端为自走棋类游戏APP为例,假设在调用机器学习模型进行预测处理后,得到获胜概率大于概率阈值的羁绊类型为羁绊1和羁绊2,则针对在虚拟棋盘中显示的五维图,可以对五维图中羁绊1和羁绊2对应的维度进行区别显示,例如可以对羁绊1和羁绊2对应的维度进行高亮显示,以提示用户羁绊1和羁绊2是获胜概率较高的羁绊类型,如此,可以从多个维度对用户进行推荐,以提升用户的获胜概率。For example, taking the client as an auto chess game APP, assuming that after calling the machine learning model for prediction processing, the bond types with a winning probability greater than the probability threshold are bond 1 and bond 2, then for the five-dimensional graph displayed on the virtual chessboard, the dimensions corresponding to bond 1 and bond 2 in the five-dimensional graph can be displayed differently. For example, the dimensions corresponding to bond 1 and bond 2 can be highlighted to prompt the user that bond 1 and bond 2 are the bond types with a higher winning probability. In this way, recommendations can be made to users from multiple dimensions to increase the user's winning probability.

在另一些实施例中,承接上述示例,在调用机器学习模型进行预测处理之前,还可以执行以下处理:获取样本胜方账号和样本败方账号的互动数据,其中,互动数据包括样本败方账号控制的虚拟对象的类型和与虚拟对象的类型关联的类型、以及样本胜方账号控制的虚拟对象的类型和与虚拟对象的类型关联的类型;基于互动数据,调用初始化的机器学习模型进行预测处理,得到预测结果;确定预测结果与标记数据之间的差异,并基于差异进行反向传播,在反向传播的过程中逐层更新机器学习模型的参数,其中, 标识数据包括样本胜方账号控制的虚拟对象的类型、以及与虚拟对象的类型关联的类型。In some other embodiments, following the above example, before calling the machine learning model for prediction processing, the following processing may also be performed: obtaining interaction data of the sample winner account and the sample loser account, wherein the interaction data includes the type of virtual object controlled by the sample loser account and the type associated with the type of virtual object, and the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object; based on the interaction data, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein, The identification data includes the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object.

示例的,参见图5,图5是本申请实施例提供的机器学习模型的结构示意图,如图5所示,本申请实施例提供的机器学习模型的示例性结构可以包括:输入层(即嵌入层)、编码层(例如可以由多个级联的卷积层组成)、全连接层和输出层(包括激活函数,例如Softmax函数),在获取到样本胜方账号和样本败方账号的互动数据之后,可以首先将互动数据输入至输入层中进行嵌入处理,接着可以通过编码层对输入层输出的嵌入特征向量进行编码处理,得到隐层特征向量,随后可以通过全连接层对隐层特征向量进行全连接处理,最后可以将全连接层输出的全连接结果输入至输出层,以使输出层进行激活处理,从而得到预测结果。在得到预测结果之后,可以将预测结果和标记数据代入损失函数,得到对应的差异,并可以基于差异进行反向传播,从而可以在反向传播的过程中逐层更新机器学习模型的参数,得到训练后的机器学习模型。For example, see Figure 5, which is a schematic diagram of the structure of the machine learning model provided by the embodiment of the present application. As shown in Figure 5, the exemplary structure of the machine learning model provided by the embodiment of the present application may include: an input layer (i.e., an embedding layer), an encoding layer (e.g., it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function). After obtaining the interactive data of the sample winner account and the sample loser account, the interactive data may first be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer may be encoded by the encoding layer to obtain the hidden layer feature vector, and then the hidden layer feature vector may be fully connected by the fully connected layer, and finally the fully connected result output by the fully connected layer may be input into the output layer to activate the output layer, thereby obtaining the prediction result. After obtaining the prediction result, the prediction result and the labeled data may be substituted into the loss function to obtain the corresponding difference, and back propagation may be performed based on the difference, so that the parameters of the machine learning model may be updated layer by layer during the back propagation process to obtain the trained machine learning model.

需要说明的是,上述的机器学习模型可以是神经网络模型(例如卷积神经网络、深度卷积神经网络、或者全连接神经网络)、决策树模型、梯度提升树、多层感知机、以及支持向量机等,本申请实施例不对机器学习模型的类型进行具体限定。It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of machine learning model.

在一些实施例中,虚拟场景可以登录有第一账号,且第一账号能够控制的虚拟对象的数量与账号等级正相关,则还可以执行以下处理:在虚拟场景中显示经验购买控件(例如经验购买按钮);响应于针对经验购买控件的触发操作,在扣除第一账号具有的相应数量的虚拟资源之后,提升第一账号的账号等级。In some embodiments, a first account can be logged in to the virtual scene, and the number of virtual objects that the first account can control is positively correlated with the account level. The following processing can also be performed: an experience purchase control (such as an experience purchase button) is displayed in the virtual scene; in response to a trigger operation on the experience purchase control, the account level of the first account is increased after deducting the corresponding number of virtual resources owned by the first account.

示例的,以第一账号为用户A注册的游戏账号1为例,用户A能够控制的虚拟棋子的数量可以是与游戏账号1的账号等级正相关的,即账号等级越高,则用户A能够控制的虚拟棋子的数量就越多。在虚拟棋盘中可以显示有经验购买按钮,用户A可以通过点击经验购买按钮来提升游戏账号1的账号等级,例如当用户A每次点击经验购买按钮时,会消耗用户A拥有的2个虚拟金币,并将游戏账号1的账号等级提升1级,如此,用户可以在账号等级和虚拟棋子的购买之间进行决策,例如用户可以根据当前的战局,确定消耗一定数量的虚拟金币来购买经验以提升账号等级,从而可以提高能够控制的虚拟棋子的数量上限,或者也可以消耗一定数量的虚拟金币来购买虚拟棋子,从而提高了游戏的趣味性。For example, taking the game account 1 registered by user A as the first account, the number of virtual chess pieces that user A can control may be positively correlated with the account level of game account 1, that is, the higher the account level, the more virtual chess pieces that user A can control. An experience purchase button may be displayed on the virtual chessboard, and user A can increase the account level of game account 1 by clicking the experience purchase button. For example, each time user A clicks the experience purchase button, 2 virtual gold coins owned by user A will be consumed, and the account level of game account 1 will be increased by 1 level. In this way, the user can make a decision between the account level and the purchase of virtual chess pieces. For example, the user can determine to consume a certain amount of virtual gold coins to purchase experience to increase the account level according to the current battle situation, so as to increase the upper limit of the number of virtual chess pieces that can be controlled, or a certain amount of virtual gold coins can be consumed to purchase virtual chess pieces, thereby increasing the fun of the game.

本申请实施例提供的虚拟场景的互动处理方法,提供了一种针对当前战局实时反馈的阵容推荐机制,根据虚拟场景中当前存在的第一虚拟对象,向玩家智能推荐同类的第二虚拟对象和与第一虚拟对象的类型关联的类型的第二虚拟对象,以帮助用户快速地搭配出一个完整的阵容结构,从而有利于用户更加深入了解游戏内容,提升游戏水平,进而获得更好的游戏体验。此外,本申请实施例提供的技术方案,相较于用户自行进行阵容的搭配,也可以明显减少用户的操作和决策的时间,加速了虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。The interactive processing method of the virtual scene provided in the embodiment of the present application provides a lineup recommendation mechanism for real-time feedback of the current battle situation. According to the first virtual object currently existing in the virtual scene, the second virtual object of the same type and the second virtual object of the type associated with the type of the first virtual object are intelligently recommended to the player to help the user quickly match a complete lineup structure, thereby helping the user to have a deeper understanding of the game content, improve the game level, and thus obtain a better game experience. In addition, the technical solution provided in the embodiment of the present application can also significantly reduce the user's operation and decision-making time compared to the user's own lineup matching, accelerate the process of interaction in the virtual scene, and thus reduce the server's waiting time and resource consumption.

下面,以自走棋类游戏为例,说明本申请实施例在一个实际的应用场景中的示例性应用。Below, taking the auto chess game as an example, an exemplary application of the embodiment of the present application in an actual application scenario is explained.

本申请实施例提供一种虚拟场景的互动处理方法,通过大数据后台收集阵容信息,并收集商店控件(简称为商店)中出现的棋子以及场上存在的阵容实时做出反馈,帮助玩家更好的达成阵容成型,并根据所有玩家的阵容选择胜率,进行学习,给出玩家胜率最高的阵容方向。具体来说,本申请实施例提供的技术方案中,学习如何达成羁绊这一认知采用了机器学习的方式,通过分析学习羁绊数据库,了解如何凑成羁绊组;而根据胜率智能推荐则应用了深度学习的方式,独立分层分析每一场对局对应的结果,层层输出结果传递,最后分析得出最优阵容推荐。The embodiment of the present application provides an interactive processing method for a virtual scene, which collects lineup information through a big data background, and collects the chess pieces that appear in the store control (referred to as the store) and the lineup on the field to provide real-time feedback, helping players to better achieve lineup formation, and learning based on the winning rate of all players' lineup selections, giving players the lineup direction with the highest winning rate. Specifically, in the technical solution provided by the embodiment of the present application, learning how to achieve the cognition of fetters adopts the method of machine learning, and through analyzing and learning the fetter database, understands how to put together the fetter group; and based on the intelligent recommendation of the winning rate, the method of deep learning is applied, and the results corresponding to each game are analyzed independently and layered, and the results are output layer by layer, and finally the optimal lineup recommendation is analyzed.

也就是说,本申请实施例提供的技术方案旨在通过指导性倾向帮助玩家在固定阵容 推荐的同时,增加对应阵容拓展性学习,可以在无法达成推荐阵容的时候,提供一种通过已有的其他羁绊类型来提升阵容战力的方式,方便玩家更加灵活对应战况,并通过大数据机械学习,得出获胜概率更高的阵容推荐方向,从而提升玩家的胜率。That is to say, the technical solution provided in the embodiment of the present application is to help players in a fixed lineup by guiding tendencies. While making recommendations, we also increase the corresponding lineup expansion learning. When the recommended lineup cannot be achieved, we can provide a way to improve the lineup's combat effectiveness through other existing bond types, so that players can respond to the battle situation more flexibly. Through big data machine learning, we can derive a lineup recommendation direction with a higher probability of winning, thereby improving the player's winning rate.

下面对本申请实施例提供的虚拟场景的互动处理方法进行具体说明。The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.

示例的,参见图6A,图6A是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6A所示,在虚拟棋盘601中显示有棋子602(例如棋子A)和棋子603(例如棋子B),即当前场上存在A、B两种棋子,当接收到用户针对棋子602的点击操作时,可以显示与棋子602对应的弹窗604,在弹窗604中显示有与棋子A存在羁绊的棋子B和棋子C、属性信息、技能信息和装备信息等。当接收到用户针对棋子603的点击操作时,可以显示与棋子603对应的弹窗605,在弹窗605中显示有与棋子B存在羁绊的棋子A和棋子D、属性信息、技能信息和装备信息等。此外,在虚拟棋盘601中还可以显示有已激活的羁绊606(即羁绊1,例如棋子A和棋子B之间的羁绊)、以及未激活的羁绊607(即羁绊2,例如棋子A和棋子C之间的羁绊)和羁绊608(即羁绊3,例如棋子B和棋子D之间的羁绊)。另外,在虚拟棋盘601中还可以显示有商店入口609,用户可以通过点击商店入口609进入商店购买棋子。For example, see FIG6A , which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG6A , a chess piece 602 (e.g., chess piece A) and a chess piece 603 (e.g., chess piece B) are displayed on a virtual chessboard 601, that is, there are two types of chess pieces A and B on the current field. When a user clicks on chess piece 602, a pop-up window 604 corresponding to chess piece 602 may be displayed, and chess pieces B and C, attribute information, skill information, and equipment information, etc., which are bound to chess piece A, are displayed in pop-up window 604. When a user clicks on chess piece 603, a pop-up window 605 corresponding to chess piece 603 may be displayed, and chess pieces A and D, attribute information, skill information, and equipment information, etc., which are bound to chess piece B, are displayed in pop-up window 605. In addition, activated bonds 606 (i.e., bonds 1, such as the bonds between chess piece A and chess piece B), inactivated bonds 607 (i.e., bonds 2, such as the bonds between chess piece A and chess piece C), and bonds 608 (i.e., bonds 3, such as the bonds between chess piece B and chess piece D) may also be displayed on the virtual chessboard 601. In addition, a store entrance 609 may also be displayed on the virtual chessboard 601, and the user may enter the store and purchase chess pieces by clicking on the store entrance 609.

在一些实施例中,可以将所有羁绊类型输入到数据库中,AI通过机器学习的方式了解这些阵容如何进行搭配,完成学习阶段后,客户端输入当前玩家的场上信息、商店信息到云端数据库,云端数据库通过判断识别商店对应内容,将符合推荐条件的棋子打上第一推荐标识(例如类似点赞的标识)。In some embodiments, all bond types can be input into the database, and the AI learns how to match these lineups through machine learning. After completing the learning phase, the client inputs the current player's on-field information and store information into the cloud database. The cloud database identifies the corresponding content of the store by judgment and marks the chess pieces that meet the recommendation conditions with the first recommendation mark (for example, a mark similar to a like).

示例的,参见图6B,图6B是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6B所示,当接收到玩家针对商店入口609的点击操作时,可以在虚拟棋盘601中显示商店控件610,在商店控件610中显示有多个棋子分别对应的购买卡片。当前场上存在羁绊1、羁绊2、羁绊3三种羁绊类型,以及A、B两种棋子,这里存在羁绊和棋子两个判断维度,识别到当前商店控件610中存在棋子B的购买卡片、以及带有羁绊2的棋子C的购买卡片,因此可以在棋子B和棋子C的购买卡片上显示第一推荐标识611。此时,用户可以通过点击购买卡片来购买对应的棋子。For example, see FIG6B , which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG6B , when a player clicks on a store entrance 609, a store control 610 may be displayed in a virtual chessboard 601, and purchase cards corresponding to multiple chess pieces are displayed in the store control 610. There are three types of bonds, namely, bond 1, bond 2, and bond 3, and two chess pieces, namely, A and B, on the current field. There are two judgment dimensions, namely, bonds and chess pieces. It is recognized that there are purchase cards for chess piece B and purchase cards for chess piece C with bond 2 in the current store control 610, so a first recommendation mark 611 may be displayed on the purchase cards for chess piece B and chess piece C. At this time, the user can purchase the corresponding chess piece by clicking on the purchase card.

示例的,参见图6C,图6C是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6C所示,当接收到玩家针对图6B中显示的棋子C的购买卡片612的点击操作时,可以在商店控件610中取消显示棋子C的购买卡片612,并在备战区中显示棋子C,同时,还可以将商店入口609中显示的数字从“5”更新为“3”,表示玩家在购买棋子C时花费了2个虚拟金币,当前只剩3个虚拟金币。玩家购买棋子C之后,上阵棋子C可以激活羁绊607(即羁绊2,例如棋子A和棋子C之间的羁绊),同时场上多出了未激活的羁绊613(即羁绊4,例如棋子C和棋子F之间的羁绊),此时客户端可以发出信息到云端数据库,云端数据库接收到信息后新增羁绊4和棋子C这两个判断元素。For example, see FIG6C, which is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by an embodiment of the present application. As shown in FIG6C, when a player clicks on a purchase card 612 for chess piece C shown in FIG6B, the purchase card 612 for chess piece C can be canceled in the store control 610, and chess piece C can be displayed in the battle preparation area. At the same time, the number displayed in the store entrance 609 can be updated from "5" to "3", indicating that the player spent 2 virtual gold coins when purchasing chess piece C, and only 3 virtual gold coins are currently left. After the player purchases chess piece C, chess piece C can activate bond 607 (i.e., bond 2, such as the bond between chess piece A and chess piece C), and at the same time, an unactivated bond 613 (i.e., bond 4, such as the bond between chess piece C and chess piece F) is added to the field. At this time, the client can send information to the cloud database, and the cloud database adds two judgment elements, bond 4 and chess piece C, after receiving the information.

示例的,参见图6D,图6D是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6D所示,玩家可以通过点击刷新按钮614来刷新商店,例如当接收到玩家针对刷新按钮614的点击操作时,可以对商店控件610中显示的棋子的购买卡片进行刷新,例如在进行刷新之后,商店控件610中出现了新的棋子G,同时假设棋子G与棋子A之间存在羁绊,则可以在棋子G对应的卡片上显示第一推荐标识611。同时,还可以将商店入口609中显示的数字从“3”更新为“1”,表示玩家在刷新商店时花费了2个虚拟金币,当前只剩1个虚拟金币。For example, see FIG6D , which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG6D , a player can refresh the store by clicking a refresh button 614. For example, when a player clicks on the refresh button 614, the purchase card of the chess piece displayed in the store control 610 can be refreshed. For example, after the refresh, a new chess piece G appears in the store control 610. At the same time, assuming that there is a bond between chess piece G and chess piece A, the first recommendation mark 611 can be displayed on the card corresponding to chess piece G. At the same time, the number displayed in the store entrance 609 can also be updated from "3" to "1", indicating that the player spent 2 virtual gold coins when refreshing the store, and currently only 1 virtual gold coin is left.

下面继续对阵容推荐部分的内容进行说明。The following is an explanation of the lineup recommendation section.

在一些实施例中,云端数据库会记录当前商店出现过的棋子与目前场上存在的棋子 类型,根据棋子羁绊的出现频率,推荐阵容走向,表现形式可以使用五维图或者其他形式进行表现,会选择全部羁绊中数量较靠前(例如大于数量阈值)的羁绊展示在外部。其中,羁绊数量=该羁绊类型棋子在商店的出现次数+场上存在的该羁绊棋子数量,该羁绊在当前的显示占比=羁绊数量/展示的羁绊数量之和。In some embodiments, the cloud database will record the chess pieces that have appeared in the current store and the chess pieces that are currently on the field. Type, based on the frequency of chess piece bonds, the recommended lineup trend can be expressed in a five-dimensional graph or other forms. The bonds with a relatively high number (for example, greater than the number threshold) will be selected to be displayed externally. Among them, the number of bonds = the number of times the chess pieces of the bond type appear in the store + the number of chess pieces with the bond on the field, and the current display ratio of the bond = the number of bonds / the sum of the number of displayed bonds.

示例的,参见图6E,图6E是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6E所示,假设当前羁绊最多的是羁绊1、羁绊2、羁绊3、羁绊4、羁绊5,则可以在虚拟棋盘601中显示与这5种羁绊类型对应的五维图615,根据羁绊数量出现的频次多少,不同的羁绊可以分别有着不同的显示占比,此外,玩家当前存在的羁绊(即已激活的羁绊)还可以区别显示。例如假设当前已经激活的“羁绊1”和“羁绊3”,则在五维图615中,可以采用其他的颜色对“羁绊1”和“羁绊3”进行区别显示,以提示玩家这两种羁绊已经激活。For example, see Figure 6E, which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in Figure 6E, assuming that the most common bonds at present are bond 1, bond 2, bond 3, bond 4, and bond 5, a five-dimensional graph 615 corresponding to these five bond types can be displayed in the virtual chessboard 601. Different bonds can have different display proportions according to the frequency of the number of bonds. In addition, the player's current bonds (i.e., activated bonds) can also be displayed differently. For example, assuming that "Bond 1" and "Bond 3" are currently activated, other colors can be used in the five-dimensional graph 615 to distinguish "Bond 1" and "Bond 3" to prompt the player that these two bonds have been activated.

示例的,参见图6F,图6F是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6F所示,假设玩家在购买棋子C之后,再次刷新,商店中又出现了羁绊5和羁绊3两种羁绊类型,即羁绊3的占比超过了羁绊1,则对应五维图615中,羁绊3和羁绊5的显示占比相应增加,其他羁绊对应减少显示占比。同时,假设由于棋子C的加入,“羁绊4”被激活,则在五维图615中,可以将“羁绊4”也采用其他颜色进行区别显示,以提示玩家“羁绊4”也已经被激活。For example, see FIG6F, which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG6F, assuming that after the player purchases chess piece C, refreshes again, and two types of bonds, bond 5 and bond 3, appear in the store, that is, the proportion of bond 3 exceeds bond 1, then in the corresponding five-dimensional graph 615, the display proportion of bond 3 and bond 5 increases accordingly, and the display proportion of other bonds decreases accordingly. At the same time, assuming that "bond 4" is activated due to the addition of chess piece C, in the five-dimensional graph 615, "bond 4" can also be displayed in other colors to remind the player that "bond 4" has also been activated.

在另一些实施例中,还可以通过统计使用该功能的各个玩家各类羁绊类型的胜率,在已有的推荐机制中加入最优推荐的额外标识(即第二推荐标识),帮助玩家更好的强化阵容强度,提升胜率。In other embodiments, it is also possible to count the win rates of various bond types of each player using this function, and add an additional optimal recommendation identifier (i.e., a second recommendation identifier) to the existing recommendation mechanism to help players better strengthen their lineups and improve their win rates.

示例的,参见图6G,图6G是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图6G所示,假设云端数据库根据当前战局计算得到的胜率最高的类型为棋子C,则针对商店控件610中显示的多个棋子的购买卡片,可以在棋子C的购买卡片上显示额外的推荐标识616,从而提升玩家的获胜概率。For example, see Figure 6G, which is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application. As shown in Figure 6G, assuming that the type with the highest winning rate calculated by the cloud database based on the current battle situation is chess piece C, then for the purchase cards of multiple chess pieces displayed in the store control 610, an additional recommendation logo 616 can be displayed on the purchase card of chess piece C, thereby increasing the player's chance of winning.

下面继续结合图7对本申请实施例提供的虚拟场景的互动处理方法进行说明。The interactive processing method of the virtual scene provided in the embodiment of the present application is described below in conjunction with FIG. 7 .

示例的,参见图7,图7是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图7示出的步骤进行说明。For example, see FIG. 7 , which is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 7 .

在步骤201中,将羁绊数据库导入云端,以使AI学习如何搭配阵容。In step 201, the bond database is imported into the cloud so that the AI can learn how to match the lineup.

在一些实施例中,可以创建羁绊相关内容的云端数据库,以使AI学习数据库内容,了解不同棋子对应的羁绊,以及如何推荐玩家获取同类羁绊棋子。In some embodiments, a cloud database of bond-related content can be created to enable AI to learn the database content, understand the bonds corresponding to different chess pieces, and how to recommend players to obtain chess pieces with similar bonds.

在步骤202中,客户端将场上信息和商店棋子信息反馈给云端。In step 202, the client feeds back the field information and store chess piece information to the cloud.

在一些实施例中,客户端可以检测玩家场上存在的棋子类型,作为判断元素A,以及检测场上存在的羁绊类型作为判断元素B,将判断元素A和判断元素B反馈到云端数据库,AI识别A、B两种判断元素,并获取该元素同类的棋子类型,作为判断条件。In some embodiments, the client can detect the type of chess pieces on the player's field as judgment element A, and detect the type of bonds on the field as judgment element B, and feed back judgment element A and judgment element B to the cloud database. The AI identifies the two judgment elements A and B, and obtains the type of chess pieces of the same type as the element as a judgment condition.

在步骤203中,云端筛选当前最多的若干羁绊,通知客户端进行显示。In step 203, the cloud selects the most common ties and notifies the client to display them.

在一些实施例中,客户端可以反馈当前出现过的棋子到云端数据库,AI统计羁绊数量出现频率,筛选出出现频率较高的若干羁绊类型,随后,云端数据库可以将数据反馈给客户端,以使客户端显示出现频率较高的若干羁绊类型。此外,客户端还可以上传当前战场已有的羁绊到云端数据库,AI识别该类羁绊并反馈给客户端,以使客户端采用特殊标识样式进行显示。In some embodiments, the client can feedback the chess pieces that have appeared currently to the cloud database, and the AI counts the frequency of occurrence of the number of fetters, and selects several fetter types with higher frequency. Subsequently, the cloud database can feedback the data to the client so that the client can display several fetter types with higher frequency. In addition, the client can also upload the existing fetters in the current battlefield to the cloud database, and the AI identifies such fetters and feedbacks them to the client so that the client can display them in a special identification style.

在步骤204中,判断是否为已有阵容,若否,则执行步骤205;若是,则执行步骤206。In step 204, it is determined whether there is an existing lineup. If not, step 205 is executed; if so, step 206 is executed.

在步骤205中,采用常态显示。In step 205, a normal display is adopted.

在步骤206中,采用特殊样式突出显示。 In step 206, a special style is used for highlighting.

在一些实施例中,客户端可以上传商店当前存在的棋子到云端数据库,AI根据当前判断元素筛选出符合对应条件的棋子,并反馈到客户端,以使客户端在对应棋子的购买卡片上添加推荐标识。In some embodiments, the client can upload the chess pieces currently available in the store to the cloud database. The AI selects the chess pieces that meet the corresponding conditions based on the current judgment elements and feeds them back to the client so that the client can add a recommendation mark on the purchase card of the corresponding chess piece.

在步骤207中,判断是否为胜率最优阵容,若否,则执行步骤208;若是,则执行步骤209。In step 207, determine whether it is the best lineup in terms of winning rate. If not, execute step 208; if so, execute step 209.

在步骤208中,不显示额外的推荐标识。In step 208, no additional recommendation logo is displayed.

在步骤209中,显示额外的推荐标识。In step 209, additional recommendation indicators are displayed.

下面继续结合图8对本申请实施例提供的虚拟场景的互动处理方法进行说明。The interactive processing method of the virtual scene provided in the embodiment of the present application is described below in conjunction with FIG. 8 .

示例的,参见图8,图8是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图8示出的步骤进行说明。For example, see FIG8 , which is a flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG8 .

在步骤301中,将羁绊数据库导入云端,以使AI学习如何搭配阵容。In step 301, the bond database is imported into the cloud so that the AI can learn how to match the lineup.

在步骤302中,客户端将场上信息和商店棋子信息反馈给云端。In step 302, the client feeds back the field information and store chess piece information to the cloud.

在步骤303中,云端将棋子、羁绊作为判断元素。In step 303, the cloud uses chess pieces and ties as judgment elements.

在步骤304中,判断商店中是否存在对应棋子或羁绊,若否,则执行步骤305;若是,则执行步骤306。In step 304, determine whether there is a corresponding chess piece or bond in the store. If not, execute step 305; if so, execute step 306.

在步骤305中,不显示推荐标识。In step 305, the recommendation mark is not displayed.

在步骤306中,在对应棋子上显示推荐标识。In step 306, a recommendation mark is displayed on the corresponding chess piece.

在步骤307中,判断是否为胜率最优方向,若否,则执行步骤308;若是,则执行步骤309。In step 307 , determine whether it is the optimal direction for winning rate, if not, execute step 308 ; if so, execute step 309 .

在步骤308中,不显示额外的推荐标识。In step 308, no additional recommendation logo is displayed.

在步骤309中,在对应棋子上显示额外的推荐标识。In step 309, an additional recommendation mark is displayed on the corresponding chess piece.

在一些实施例中,同类羁绊不同的数量搭配比会有不同的效果,每类主羁绊也存在不同的分支羁绊发展方向,这种随机性和可能性会产生不同的阵容搭配效果,其胜率也会不同。本申请实施例通过收集每局玩家最后的阵容结构,结合其该局胜率,将阵容结构对应胜率从客户端调取,并上传到云端数据库,以使AI分析数据库信息,得出综合的各类羁绊类型/发展方向对应的胜率,再将胜率较高的羁绊搭配类型反馈给客户端,以使客户端在商店中对应的棋子的购买卡片上显示额外的推荐标识,以及在羁绊推荐维度图显示特殊推荐样式。In some embodiments, different quantity matching ratios of the same type of bonds will have different effects, and each type of main bond also has different branch bond development directions. This randomness and possibility will produce different lineup matching effects, and their winning rates will also be different. The embodiment of the present application collects the final lineup structure of the player in each game, combines it with the winning rate of the game, retrieves the winning rate corresponding to the lineup structure from the client, and uploads it to the cloud database, so that AI analyzes the database information, obtains the comprehensive winning rate corresponding to various types of bond types/development directions, and then feeds back the bond matching type with a higher winning rate to the client, so that the client can display an additional recommendation logo on the purchase card of the corresponding chess piece in the store, and display a special recommendation style in the bond recommendation dimension diagram.

综上所述,本申请实施例提供的虚拟场景的互动处理方法具有以下有益效果:解决了玩家在单一阵容下受到阵容棋子限制,在未获得阵容中棋子时无法应对灵活多变战局的问题,提供了一种针对当前战局实时反馈的阵容羁绊推荐机制,通过对于同类羁绊以及分支羁绊的推荐使得玩家可以更加灵活的激活阵容羁绊,更好的应对战局,同时通过收集大量玩家的对局记录,深度学习羁绊搭配胜率,智能推荐给玩家胜率最高的羁绊类型,提升玩家的获胜概率;羁绊分支的推荐学习也培养了玩家构成羁绊的能力,有利于更加深入了解游戏内容,提升游戏水平,从而获得更好的游戏体验。In summary, the interactive processing method of the virtual scene provided in the embodiment of the present application has the following beneficial effects: it solves the problem that players are restricted by lineup pieces under a single lineup and cannot cope with flexible and changeable battle situations when they do not obtain the pieces in the lineup, and provides a lineup bond recommendation mechanism with real-time feedback on the current battle situation. By recommending similar bonds and branch bonds, players can activate lineup bonds more flexibly and better cope with the battle situation. At the same time, by collecting a large number of players' game records and deeply learning the bond matching win rate, they can intelligently recommend the bond type with the highest win rate to players, thereby increasing the player's chance of winning. The recommended learning of bond branches also cultivates the player's ability to form bonds, which is conducive to a deeper understanding of the game content, improving the game level, and thus obtaining a better game experience.

下面继续说明本申请实施例提供的虚拟场景的互动处理装置555的实施为软件模块的示例性结构,在一些实施例中,如图2所示,存储在存储器550的虚拟场景的互动处理装置555中的软件模块可以包括:显示模块5551。The following continues to describe the exemplary structure of the virtual scene interactive processing device 555 provided in the embodiment of the present application implemented as a software module. In some embodiments, as shown in Figure 2, the software module stored in the virtual scene interactive processing device 555 in the memory 550 may include: a display module 5551.

显示模块5551,配置为显示虚拟场景,其中,虚拟场景包括商店入口以及至少一个第一虚拟对象;显示模块5551,还配置为响应于针对商店入口的触发操作,显示商店控件,其中,商店控件包括多个第二虚拟对象;显示模块5551,还配置为针对多个第二虚拟对象,在与第一虚拟对象的类型相同的第二虚拟对象上、以及与第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。Display module 5551 is configured to display a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object; display module 5551 is also configured to display a store control in response to a trigger operation on the store entrance, wherein the store control includes multiple second virtual objects; display module 5551 is also configured to display a first recommendation logo on a second virtual object of the same type as the first virtual object and on a second virtual object of a type associated with the type of the first virtual object for the multiple second virtual objects.

在一些实施例中,虚拟场景登录有第一账号,在商店入口中显示有第一账号具有的 虚拟资源的数量;虚拟场景的互动处理装置555还包括移动模块5552,配置为响应于针对任一第二虚拟对象的触发操作,在扣除第一账号具有的相应数量的虚拟资源之后,将被触发的第二虚拟对象从商店控件移动至虚拟场景中;显示模块5551,还配置为在商店入口中更新显示第一账号具有的虚拟资源的数量。In some embodiments, the virtual scene is logged in with a first account, and the store entrance displays the first account's The number of virtual resources; the interactive processing device 555 of the virtual scene also includes a moving module 5552, which is configured to respond to a trigger operation on any second virtual object, and after deducting the corresponding number of virtual resources owned by the first account, move the triggered second virtual object from the store control to the virtual scene; the display module 5551 is also configured to update the display of the number of virtual resources owned by the first account in the store entrance.

在一些实施例中,虚拟场景还包括刷新控件,且被触发的第二虚拟对象的类型与第一虚拟对象的类型不同;显示模块5551,还配置为响应于针对刷新控件的触发操作,在商店控件中更新显示其他类型的第二虚拟对象,其中,其他类型的第二虚拟对象与多个第二虚拟对象的至少部分的类型不同;针对其他类型的第二虚拟对象,在与被触发的第二虚拟对象的类型相同的第二虚拟对象上、以及与被触发的第二虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。In some embodiments, the virtual scene also includes a refresh control, and the type of the triggered second virtual object is different from the type of the first virtual object; the display module 5551 is also configured to update and display other types of second virtual objects in the store control in response to a trigger operation on the refresh control, wherein the other types of second virtual objects are different from the type of at least part of the multiple second virtual objects; for the other types of second virtual objects, a first recommendation logo is displayed on a second virtual object of the same type as the triggered second virtual object and on a second virtual object of a type associated with the type of the triggered second virtual object.

在一些实施例中,刷新控件包括第一数量,第一数量是每次对商店控件进行更新时需要扣除的虚拟资源的数量;显示模块5551,还配置为响应于针对刷新控件的触发操作,在扣除第一账号具有的第一数量的虚拟资源之后,在商店控件中更新显示其他类型的第二虚拟对象,以及在商店入口中更新显示第一账号具有的虚拟资源的数量。In some embodiments, the refresh control includes a first quantity, which is the number of virtual resources that need to be deducted each time the store control is updated; the display module 5551 is also configured to respond to a trigger operation on the refresh control, after deducting the first number of virtual resources owned by the first account, update and display other types of second virtual objects in the store control, and update and display the number of virtual resources owned by the first account in the store entrance.

在一些实施例中,虚拟场景的互动处理装置555还包括屏蔽模块5553,配置为响应于第一账号具有的虚拟资源的数量小于第一数量,屏蔽响应针对刷新控件的触发操作;显示模块5551,还配置为显示提示信息,其中,提示信息用于提示由于当前具有的虚拟资源的数量小于第一数量,导致无法对商店控件中显示的第二虚拟对象进行更新。In some embodiments, the interactive processing device 555 of the virtual scene also includes a shielding module 5553, which is configured to shield a response to a trigger operation for a refresh control in response to the number of virtual resources owned by the first account being less than a first number; the display module 5551 is also configured to display a prompt message, wherein the prompt message is used to prompt that the second virtual object displayed in the store control cannot be updated because the current number of virtual resources owned is less than the first number.

在一些实施例中,虚拟场景的互动处理装置555还包括获取模块5554和去重模块5555,其中,获取模块5554,配置为获取与每个第一虚拟对象的类型关联的类型;去重模块5555,配置为对多个关联的类型进行去重处理;显示模块5551,还配置为在虚拟场景中显示去重后的多个关联的类型。In some embodiments, the interactive processing device 555 of the virtual scene also includes an acquisition module 5554 and a deduplication module 5555, wherein the acquisition module 5554 is configured to acquire the type associated with the type of each first virtual object; the deduplication module 5555 is configured to perform deduplication processing on multiple associated types; and the display module 5551 is further configured to display the multiple associated types after deduplication in the virtual scene.

在一些实施例中,移动模块5552,还配置为响应于针对任一第二虚拟对象的触发操作,将被触发的第二虚拟对象从商店控件移动至虚拟场景中;显示模块5551,还配置为在虚拟场景中更新显示与被触发的第二虚拟对象的类型关联的类型,其中,被触发的第二虚拟对象的类型与第一虚拟对象的类型不同。In some embodiments, the movement module 5552 is further configured to move the triggered second virtual object from the store control to the virtual scene in response to a trigger operation on any second virtual object; the display module 5551 is further configured to update the display in the virtual scene with a type associated with the type of the triggered second virtual object, wherein the type of the triggered second virtual object is different from the type of the first virtual object.

在一些实施例中,获取模块5554,还配置为获取与每个第一虚拟对象的类型关联的类型、以及与商店控件中已出现的第二虚拟对象的类型关联的类型;虚拟场景的互动处理装置555还包括排序模块5556和选取模块5557,其中,排序模块5556,配置为按照数量从多到少的顺序对多个关联的类型进行排序;选取模块5557,配置为选取排序靠前的N个关联的类型,其中,N为大于1的正整数;显示模块5551,还配置为在虚拟场景中显示与N个关联的类型对应的N维图,其中,N维图的每个维度对应一个关联的类型,且每个维度的显示占比与对应的关联的类型的数量正相关。In some embodiments, the acquisition module 5554 is further configured to acquire the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control; the interactive processing device 555 of the virtual scene also includes a sorting module 5556 and a selection module 5557, wherein the sorting module 5556 is configured to sort the multiple associated types in order from large to small; the selection module 5557 is configured to select the top N associated types, wherein N is a positive integer greater than 1; the display module 5551 is further configured to display an N-dimensional graph corresponding to the N associated types in the virtual scene, wherein each dimension of the N-dimensional graph corresponds to an associated type, and the display proportion of each dimension is positively correlated with the number of corresponding associated types.

在一些实施例中,虚拟场景的互动处理装置555还包括更新模块5558,配置为响应于商店控件包括的第二虚拟对象的类型发生更新,对N个关联的类型分别对应的数量进行更新;基于N个关联的类型分别对应的更新后的数量,对N维图进行更新,其中,更新后的N维图中每个维度的显示占比与对应的关联的类型更新后的数量正相关。In some embodiments, the interactive processing device 555 of the virtual scene also includes an update module 5558, which is configured to update the quantities corresponding to the N associated types in response to an update of the type of the second virtual object included in the store control; based on the updated quantities corresponding to the N associated types, the N-dimensional graph is updated, wherein the display proportion of each dimension in the updated N-dimensional graph is positively correlated with the updated quantity of the corresponding associated type.

在一些实施例中,获取模块5554,还配置为获取与每个第一虚拟对象的类型关联的类型、以及与商店控件中已出现的第二虚拟对象的类型关联的类型;排序模块5556,还配置为按照数量从多到少的顺序对多个关联的类型进行排序;选取模块5557,还配置为选取排序靠前的N个关联的类型,其中,N为大于1的正整数;显示模块5551,还配置为在虚拟场景中显示与N个关联的类型对应的N个指示条控件,其中,每个指示条控件对应一个关联的类型,且指示条控件的长度与对应的关联的类型的数量正相关。In some embodiments, the acquisition module 5554 is further configured to acquire the type associated with the type of each first virtual object and the type associated with the type of the second virtual object that has appeared in the store control; the sorting module 5556 is further configured to sort the multiple associated types in order from most to least quantity; the selection module 5557 is further configured to select the top N associated types, wherein N is a positive integer greater than 1; the display module 5551 is further configured to display N indicator bar controls corresponding to the N associated types in the virtual scene, wherein each indicator bar control corresponds to an associated type, and the length of the indicator bar control is positively correlated with the number of corresponding associated types.

在一些实施例中,获取模块5554,还配置为获取与每个第一虚拟对象的类型关联的 类型;虚拟场景的互动处理装置555还包括预测模块5559,配置为基于第一虚拟对象的类型、以及每个关联的类型,调用机器学习模型进行预测处理,得到每个关联的类型对应的获胜概率;显示模块5551,还配置为针对多个第二虚拟对象,在获取概率大于概率阈值的关联的类型的第二虚拟对象上显示第二推荐标识。In some embodiments, the acquisition module 5554 is further configured to acquire a type associated with each first virtual object. type; the interactive processing device 555 of the virtual scene also includes a prediction module 5559, which is configured to call the machine learning model for prediction processing based on the type of the first virtual object and the type of each association, and obtain the winning probability corresponding to each associated type; the display module 5551 is also configured to display a second recommendation logo on the second virtual object of the associated type with a probability greater than a probability threshold for multiple second virtual objects.

在一些实施例中,虚拟场景的互动处理装置555还包括训练模块55510,配置为在预测模块5559调用机器学习模型进行预测处理之前,执行以下处理:获取样本胜方账号和样本败方账号的互动数据,其中,互动数据包括样本败方账号控制的虚拟对象的类型和与虚拟对象的类型关联的类型、以及样本胜方账号控制的虚拟对象的类型和与虚拟对象的类型关联的类型;基于互动数据,调用初始化的机器学习模型进行预测处理,得到预测结果;确定预测结果与标记数据之间的差异,并基于差异进行反向传播,在反向传播的过程中逐层更新机器学习模型的参数,其中,标记数据包括样本胜方账号控制的虚拟对象的类型、以及与虚拟对象的类型关联的类型。In some embodiments, the interaction processing device 555 of the virtual scene also includes a training module 55510, which is configured to perform the following processing before the prediction module 5559 calls the machine learning model for prediction processing: obtaining the interaction data of the sample winner account and the sample loser account, wherein the interaction data includes the type of virtual object controlled by the sample loser account and the type associated with the type of virtual object, and the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object; based on the interaction data, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein the labeled data includes the type of virtual object controlled by the sample winner account and the type associated with the type of virtual object.

在一些实施例中,虚拟场景还包括与数量大于数量阈值的N个关联的类型对应的N维图,其中,N为大于1的正整数,且N维图中与获取概率大于概率阈值的关联的类型对应的维度的显示方式,区别于其他维度的显示方式。In some embodiments, the virtual scene also includes an N-dimensional graph corresponding to N types of associations whose number is greater than a quantity threshold, wherein N is a positive integer greater than 1, and the display method of the dimensions in the N-dimensional graph corresponding to the types of associations whose acquisition probability is greater than a probability threshold is different from the display method of other dimensions.

在一些实施例中,显示模块5551,还配置为响应于针对任一第一虚拟对象的触发操作,显示与被触发的第一虚拟对象对应的弹窗,其中,弹窗包括以下信息至少之一:与被触发的第一虚拟对象的类型关联的类型、被触发的第一虚拟对象的属性信息、被触发的第一虚拟对象的技能信息、被触发的第一虚拟对象的装备信息。In some embodiments, the display module 5551 is further configured to display a pop-up window corresponding to the triggered first virtual object in response to a trigger operation on any first virtual object, wherein the pop-up window includes at least one of the following information: a type associated with the type of the triggered first virtual object, attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.

在一些实施例中,虚拟场景登录有第一账号,第一账号能够控制的虚拟对象的数量与账号等级正相关;显示模块5551,还配置为在虚拟场景中显示经验购买控件;虚拟场景的互动处理装置555还包括提升模块55511,配置为响应于针对经验购买控件的触发操作,在扣除第一账号具有的相应数量的虚拟资源之后,提升第一账号的账号等级。In some embodiments, a first account is logged into the virtual scene, and the number of virtual objects that the first account can control is positively correlated with the account level; the display module 5551 is also configured to display experience purchase controls in the virtual scene; the interactive processing device 555 of the virtual scene also includes an enhancement module 55511, which is configured to respond to a trigger operation for the experience purchase control and enhance the account level of the first account after deducting the corresponding number of virtual resources owned by the first account.

需要说明的是,本申请实施例装置的描述,与上述方法实施例的描述是类似的,具有同方法实施例相似的有益效果,因此不做赘述。对于本申请实施例提供的虚拟场景的互动处理装置中未尽的技术细节,可以根据图3、图4A、或图4B任一附图的说明而理解。It should be noted that the description of the device of the embodiment of the present application is similar to the description of the above-mentioned method embodiment, and has similar beneficial effects as the method embodiment, so it is not repeated. The unfinished technical details of the interactive processing device of the virtual scene provided in the embodiment of the present application can be understood according to the description of any of Figures 3, 4A, or 4B.

本申请实施例提供了一种计算机程序产品,该计算机程序产品包括计算机程序或计算机可执行指令,该计算机程序或计算机可执行指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机可执行指令,处理器执行该计算机可执行指令,使得该计算机设备执行本申请实施例上述的虚拟场景的互动处理方法。The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

本申请实施例提供一种存储有计算机可执行指令的计算机可读存储介质,其中存储有计算机可执行指令,当计算机可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的虚拟场景的互动处理方法,例如,如图3、图4A、或图4B示出的虚拟场景的互动处理方法。An embodiment of the present application provides a computer-readable storage medium storing computer executable instructions, wherein computer executable instructions are stored. When the computer executable instructions are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, the interactive processing method of the virtual scene shown in Figure 3, Figure 4A, or Figure 4B.

在一些实施例中,计算机可读存储介质可以是FRAM、ROM、PROM、EPROM、EEPROM、闪存、磁表面存储器、光盘、或CD-ROM等存储器;也可以是包括上述存储器之一或任意组合的各种设备。In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

作为示例,可执行指令可被部署为在一个电子设备上执行,或者在位于一个地点的多个电子设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个电子设备 上执行。As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed in multiple locations and interconnected by a communication network. Execute on.

以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。 The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims (20)

一种虚拟场景的互动处理方法,由电子设备执行,所述方法包括:A method for interactive processing of a virtual scene, executed by an electronic device, comprising: 显示虚拟场景,其中,所述虚拟场景包括商店入口以及至少一个第一虚拟对象;Displaying a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object; 响应于针对所述商店入口的触发操作,显示商店控件,其中,所述商店控件包括多个第二虚拟对象;In response to a trigger operation on the store entrance, displaying a store control, wherein the store control includes a plurality of second virtual objects; 针对所述多个第二虚拟对象,在与所述第一虚拟对象的类型相同的第二虚拟对象上、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。For the plurality of second virtual objects, a first recommendation indicator is displayed on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object. 根据权利要求1所述的方法,其中,The method according to claim 1, wherein 所述虚拟场景登录有第一账号,在所述商店入口中显示有所述第一账号具有的虚拟资源的数量;The virtual scene is logged with a first account, and the number of virtual resources owned by the first account is displayed in the store entrance; 所述方法还包括:The method further comprises: 响应于针对任一所述第二虚拟对象的触发操作,在扣除所述第一账号具有的相应数量的虚拟资源之后,将被触发的所述第二虚拟对象从所述商店控件移动至所述虚拟场景中,以及In response to a triggering operation on any of the second virtual objects, after deducting a corresponding amount of virtual resources from the first account, moving the triggered second virtual object from the store control to the virtual scene, and 在所述商店入口中更新显示所述第一账号具有的虚拟资源的数量。The amount of virtual resources owned by the first account is updated and displayed in the store entrance. 根据权利要求2所述的方法,其中,The method according to claim 2, wherein 所述虚拟场景还包括刷新控件,且被触发的所述第二虚拟对象的类型与所述第一虚拟对象的类型不同;The virtual scene further includes a refresh control, and the type of the second virtual object triggered is different from the type of the first virtual object; 所述方法还包括:The method further comprises: 响应于针对所述刷新控件的触发操作,在所述商店控件中更新显示其他类型的第二虚拟对象,其中,所述其他类型的第二虚拟对象与所述多个第二虚拟对象的至少部分的类型不同;In response to a trigger operation on the refresh control, updating and displaying other types of second virtual objects in the store control, wherein the other types of second virtual objects are different from the types of at least part of the plurality of second virtual objects; 针对所述其他类型的第二虚拟对象,在与被触发的所述第二虚拟对象的类型相同的第二虚拟对象上、以及与被触发的所述第二虚拟对象的类型关联的类型的第二虚拟对象上显示所述第一推荐标识。For the other types of second virtual objects, the first recommendation identifier is displayed on a second virtual object of the same type as the triggered second virtual object and a second virtual object of a type associated with the type of the triggered second virtual object. 根据权利要求3所述的方法,其中,The method according to claim 3, wherein 所述刷新控件包括第一数量,所述第一数量是每次对所述商店控件进行更新时需要扣除的虚拟资源的数量;The refresh control includes a first quantity, which is the quantity of virtual resources that need to be deducted each time the store control is updated; 所述响应于针对所述刷新控件的触发操作,在所述商店控件中更新显示其他类型的第二虚拟对象,包括:In response to the triggering operation on the refresh control, updating and displaying the other type of second virtual object in the store control includes: 响应于针对所述刷新控件的触发操作,在扣除所述第一账号具有的所述第一数量的虚拟资源之后,在所述商店控件中更新显示其他类型的第二虚拟对象,以及In response to a trigger operation on the refresh control, after deducting the first amount of virtual resources owned by the first account, updating and displaying a second virtual object of another type in the store control, and 在所述商店入口中更新显示所述第一账号具有的虚拟资源的数量。The amount of virtual resources owned by the first account is updated and displayed in the store entrance. 根据权利要求4所述的方法,其中,所述方法还包括:The method according to claim 4, wherein the method further comprises: 响应于所述第一账号具有的虚拟资源的数量小于所述第一数量,屏蔽响应针对所述刷新控件的触发操作,以及In response to the number of virtual resources owned by the first account being less than the first number, shielding a response to a triggering operation on the refresh control, and 显示提示信息,其中,所述提示信息用于提示由于当前具有的虚拟资源的数量小于所述第一数量,导致无法对所述商店控件中显示的第二虚拟对象进行更新。Prompt information is displayed, wherein the prompt information is used to prompt that the second virtual object displayed in the store control cannot be updated because the number of virtual resources currently available is less than the first number. 根据权利要求1至5任一项所述的方法,其中,所述多个第二虚拟对象是以卡片的样式在所述商店控件中显示的;The method according to any one of claims 1 to 5, wherein the plurality of second virtual objects are displayed in the store control in the form of cards; 所述在与所述第一虚拟对象的类型相同的第二虚拟对象上、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识,包括:The displaying of the first recommendation mark on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object comprises: 针对所述多个第二虚拟对象中,与所述第一虚拟对象的类型相同的第二虚拟对象、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象,在所述第二虚拟对象对应的卡片上显示第一推荐标识。For second virtual objects of the same type as the first virtual object and second virtual objects of a type associated with the type of the first virtual object among the plurality of second virtual objects, a first recommendation identifier is displayed on a card corresponding to the second virtual object. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:The method according to any one of claims 1 to 5, wherein the method further comprises: 获取与每个所述第一虚拟对象的类型关联的类型; Obtaining a type associated with the type of each of the first virtual objects; 对多个所述关联的类型进行去重处理,并在所述虚拟场景中显示去重后的多个所述关联的类型。Deduplication processing is performed on the multiple associated types, and the multiple associated types after deduplication are displayed in the virtual scene. 根据权利要求7所述的方法,其中,所述方法还包括:The method according to claim 7, wherein the method further comprises: 响应于针对任一所述第二虚拟对象的触发操作,将被触发的所述第二虚拟对象从所述商店控件移动至所述虚拟场景中,以及In response to a triggering operation on any of the second virtual objects, moving the triggered second virtual object from the store control to the virtual scene, and 在所述虚拟场景中更新显示与被触发的所述第二虚拟对象的类型关联的类型,其中,被触发的所述第二虚拟对象的类型与所述第一虚拟对象的类型不同。The type associated with the type of the triggered second virtual object is updated and displayed in the virtual scene, wherein the type of the triggered second virtual object is different from the type of the first virtual object. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:The method according to any one of claims 1 to 5, wherein the method further comprises: 获取与每个所述第一虚拟对象的类型关联的类型、以及与所述商店控件中已出现的第二虚拟对象的类型关联的类型;Obtaining a type associated with the type of each first virtual object and a type associated with the type of a second virtual object that has appeared in the store control; 按照数量从多到少的顺序对多个所述关联的类型进行排序,并选取排序靠前的N个所述关联的类型,其中,N为大于1的正整数;Sorting the plurality of associated types in descending order of number, and selecting the top N associated types, where N is a positive integer greater than 1; 在所述虚拟场景中显示与N个所述关联的类型对应的N维图,其中,所述N维图的每个维度对应一个所述关联的类型,且每个所述维度的显示占比与对应的所述关联的类型的数量正相关。An N-dimensional graph corresponding to the N associated types is displayed in the virtual scene, wherein each dimension of the N-dimensional graph corresponds to one associated type, and the display proportion of each dimension is positively correlated with the number of the corresponding associated types. 根据权利要求9所述的方法,其中,所述方法还包括:The method according to claim 9, wherein the method further comprises: 响应于所述商店控件包括的第二虚拟对象的类型发生更新,对N个所述关联的类型分别对应的数量进行更新;In response to an update of the type of the second virtual object included in the store control, updating the quantities corresponding to the N associated types respectively; 基于N个所述关联的类型分别对应的更新后的数量,对所述N维图进行更新,其中,更新后的所述N维图中每个所述维度的显示占比与对应的所述关联的类型更新后的数量正相关。The N-dimensional graph is updated based on the updated quantities corresponding to the N types of associations, wherein the display proportion of each dimension in the updated N-dimensional graph is positively correlated with the updated quantity of the corresponding type of association. 根据权利要求1至5任一项所述的方法,其中,所述方法还包括:The method according to any one of claims 1 to 5, wherein the method further comprises: 获取与每个所述第一虚拟对象的类型关联的类型、以及与所述商店控件中已出现的第二虚拟对象的类型关联的类型;Obtaining a type associated with the type of each first virtual object and a type associated with the type of a second virtual object that has appeared in the store control; 按照数量从多到少的顺序对多个所述关联的类型进行排序,并选取排序靠前的N个所述关联的类型,其中,N为大于1的正整数;Sorting the plurality of associated types in descending order of number, and selecting the top N associated types, where N is a positive integer greater than 1; 在所述虚拟场景中显示与N个所述关联的类型对应的N个指示控件,其中,每个所述指示控件对应一个所述关联的类型,且所述指示控件的进度与对应的所述关联的类型的数量正相关。N indicator controls corresponding to the N associated types are displayed in the virtual scene, wherein each indicator control corresponds to one associated type, and the progress of the indicator control is positively correlated with the number of the corresponding associated types. 根据权利要求1至11任一项所述的方法,其中,所述方法还包括:The method according to any one of claims 1 to 11, wherein the method further comprises: 获取与每个所述第一虚拟对象的类型关联的类型;Obtaining a type associated with the type of each of the first virtual objects; 基于所述第一虚拟对象的类型、以及每个所述关联的类型,调用机器学习模型进行预测处理,得到每个所述关联的类型对应的获胜概率;Based on the type of the first virtual object and the type of each of the associations, calling a machine learning model to perform prediction processing to obtain a winning probability corresponding to each of the types of the associations; 针对所述多个第二虚拟对象,在获取概率大于概率阈值的所述关联的类型的第二虚拟对象上显示第二推荐标识。For the plurality of second virtual objects, a second recommendation identifier is displayed on a second virtual object of the associated type whose acquisition probability is greater than a probability threshold. 根据权利要求12所述的方法,其中,在所述调用机器学习模型进行预测处理之前,所述方法还包括:The method according to claim 12, wherein, before calling the machine learning model for prediction processing, the method further comprises: 获取样本胜方账号和样本败方账号的互动数据,其中,所述互动数据包括所述样本败方账号控制的虚拟对象的类型和与所述虚拟对象的类型关联的类型、以及所述样本胜方账号控制的虚拟对象的类型和与所述虚拟对象的类型关联的类型;Acquire interaction data of a sample winner account and a sample loser account, wherein the interaction data includes the type of a virtual object controlled by the sample loser account and the type associated with the type of the virtual object, and the type of a virtual object controlled by the sample winner account and the type associated with the type of the virtual object; 基于所述互动数据,调用初始化的所述机器学习模型进行预测处理,得到预测结果;Based on the interaction data, calling the initialized machine learning model to perform prediction processing to obtain a prediction result; 确定所述预测结果与标记数据之间的差异,并基于所述差异进行反向传播,在所述反向传播的过程中逐层更新所述机器学习模型的参数,其中,所述标记数据包括所述样本胜方账号控制的虚拟对象的类型、以及与所述虚拟对象的类型关联的类型。Determine the difference between the prediction result and the labeled data, and perform back propagation based on the difference, and update the parameters of the machine learning model layer by layer during the back propagation process, wherein the labeled data includes the type of the virtual object controlled by the sample winning account and the type associated with the type of the virtual object. 根据权利要求12所述的方法,其中, The method according to claim 12, wherein 所述虚拟场景还包括与数量大于数量阈值的N个所述关联的类型对应的N维图,其中,N为大于1的正整数,且所述N维图中与获取概率大于概率阈值的所述关联的类型对应的维度的显示方式,区别于其他维度的显示方式。The virtual scene also includes an N-dimensional graph corresponding to N types of associations whose number is greater than a quantity threshold, wherein N is a positive integer greater than 1, and the display method of the dimensions in the N-dimensional graph corresponding to the types of associations whose acquisition probability is greater than a probability threshold is different from the display method of other dimensions. 根据权利要求1至11任一项所述的方法,其中,所述方法还包括:The method according to any one of claims 1 to 11, wherein the method further comprises: 响应于针对任一所述第一虚拟对象的触发操作,显示与被触发的所述第一虚拟对象对应的弹窗,其中,所述弹窗包括以下信息至少之一:与被触发的所述第一虚拟对象的类型关联的类型、被触发的所述第一虚拟对象的属性信息、被触发的所述第一虚拟对象的技能信息、被触发的所述第一虚拟对象的装备信息。In response to a trigger operation on any of the first virtual objects, a pop-up window corresponding to the triggered first virtual object is displayed, wherein the pop-up window includes at least one of the following information: a type associated with the type of the triggered first virtual object, attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object. 根据权利要求1至11任一项所述的方法,其中,The method according to any one of claims 1 to 11, wherein 所述虚拟场景登录有第一账号,所述第一账号能够控制的虚拟对象的数量与账号等级正相关;The virtual scene is logged with a first account, and the number of virtual objects that can be controlled by the first account is positively correlated with the account level; 所述方法还包括:The method further comprises: 在所述虚拟场景中显示经验购买控件;Displaying experience purchase controls in the virtual scene; 响应于针对所述经验购买控件的触发操作,在扣除所述第一账号具有的相应数量的虚拟资源之后,提升所述第一账号的账号等级。In response to the triggering operation on the experience purchase control, after deducting a corresponding amount of virtual resources owned by the first account, the account level of the first account is increased. 一种虚拟场景的互动处理装置,所述装置包括:A virtual scene interactive processing device, the device comprising: 显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括商店入口以及至少一个第一虚拟对象;A display module configured to display a virtual scene, wherein the virtual scene includes a store entrance and at least one first virtual object; 所述显示模块,还配置为响应于针对所述商店入口的触发操作,显示商店控件,其中,所述商店控件包括多个第二虚拟对象;The display module is further configured to display a store control in response to a trigger operation on the store entrance, wherein the store control includes a plurality of second virtual objects; 所述显示模块,还配置为针对所述多个第二虚拟对象,在与所述第一虚拟对象的类型相同的第二虚拟对象上、以及与所述第一虚拟对象的类型关联的类型的第二虚拟对象上显示第一推荐标识。The display module is further configured to display, for the plurality of second virtual objects, a first recommendation identifier on a second virtual object of the same type as the first virtual object and a second virtual object of a type associated with the type of the first virtual object. 一种电子设备,包括:An electronic device, comprising: 存储器,用于存储可执行指令;A memory for storing executable instructions; 处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至16任一项所述的虚拟场景的互动处理方法。A processor is used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 16 when executing the executable instructions stored in the memory. 一种计算机可读存储介质,存储有计算机可执行指令,所述计算机可执行指令被处理器执行时,实现权利要求1至16任一项所述的虚拟场景的互动处理方法。A computer-readable storage medium stores computer-executable instructions, which, when executed by a processor, implement the interactive processing method of a virtual scene as described in any one of claims 1 to 16. 一种计算机程序产品,包括计算机程序或计算机可执行指令,所述计算机程序或计算机可执行指令被处理器执行时,实现权利要求1至16任一项所述的虚拟场景的互动处理方法。 A computer program product comprises a computer program or a computer executable instruction, wherein when the computer program or the computer executable instruction is executed by a processor, the interactive processing method of a virtual scene as claimed in any one of claims 1 to 16 is implemented.
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