Method and apparatus for playing a game based on a virtual-real combined object
By introducing a combination of physical and virtual objects into the game and using game intelligence to analyze action information, the problem of lack of immersion in player interaction with virtual opponents is solved, resulting in a more realistic gaming experience.
Patent Information
- Application Number
- CN202511800522.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-02
- Publication Date
- 2026-03-20
- Estimated Expiration
- 2045-12-02
AI Technical Summary
In existing competitive games, the interaction between players and virtual opponents lacks the immersive feeling of real combat, which affects the gaming experience.
By introducing a combination of physical and virtual objects, the game's intelligent agent analyzes action execution information and context information to control the combined physical and virtual objects to perform corresponding actions.
It enhances the immersive experience of players interacting with objects that combine virtual and real elements, significantly improving the gaming experience.
Smart Images

Figure CN121233015B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method and apparatus for playing games based on a combination of virtual and real objects. Background Technology
[0002] With the rapid development of technology, games have become an indispensable form of entertainment in people's daily lives. Whether it's a leisurely afternoon or a tiring night, more and more players choose to turn on their electronic devices and immerse themselves in the rich and colorful world of games to relax, relieve stress, and experience wonderful adventures that are hard to find in real life.
[0003] However, in many competitive games, players often face virtual opponents, which significantly impacts the gaming experience. For example, in table tennis games, players often face virtual opponents who operate according to a predetermined program. However, interacting with virtual opponents fails to provide the same immersive experience as real matches, thus greatly diminishing the gaming experience. Summary of the Invention
[0004] This application provides a method and apparatus for playing games based on virtual and real combined objects. Since physical objects are incorporated into the virtual and real combined objects, when players interact with the virtual and real combined objects, they feel as if they are in a real battle scene, which greatly enhances the sense of immersion and thus significantly improves the game experience.
[0005] Firstly, this application provides a method for playing games based on a combination of virtual and real objects, the method comprising:
[0006] Obtain action execution information for controlling a first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player;
[0007] A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object.
[0008] The virtual-real combined object is controlled to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position.
[0009] Optionally, controlling the virtual-real hybrid object to perform corresponding actions based on the target action information includes:
[0010] Obtain the functional information of the target entity object and the type information of the second virtual object;
[0011] Based on the functional information and the target action information, first action information is determined, and the first action information is sent to the target entity object so that the target entity object performs the corresponding action according to the first action information;
[0012] Based on the type information and the target action information, second action information is determined, and the second virtual object is controlled to perform the corresponding action based on the second action information.
[0013] Optionally, obtaining the action execution information for controlling the first virtual object to perform a specific action includes:
[0014] Receive the first action execution information input through the target input device;
[0015] Receive a voice message input through the target entity object, recognize the voice message, and obtain second action execution information;
[0016] The action execution information is determined based on the first action execution information and the second action execution information.
[0017] Optionally, when a game start command is received, the method further includes:
[0018] Obtain the functional information of the target entity object;
[0019] Among all preset virtual objects, detect whether there is a virtual object that matches the functional information;
[0020] If a virtual object exists that matches the aforementioned functional information, the matching virtual object will be identified as the second virtual object.
[0021] If no virtual object matches the functional information, a second virtual object corresponding to the target entity object is determined based on the functional information.
[0022] Optionally, determining the second virtual object corresponding to the target entity object based on the functional information includes:
[0023] Obtain the target image of the target entity object;
[0024] Based on the target image and the functional information, draw the second virtual object corresponding to the target entity object.
[0025] Optionally, the step of invoking a preset game agent to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object includes:
[0026] Receive the current state information of the target entity object;
[0027] A preset game agent is invoked to analyze the action execution information, the context information of the specific action, and the current state information to obtain the target action information to be executed by the virtual-real hybrid object.
[0028] Optionally, when a game exit command is received, the method further includes:
[0029] Obtain the initial state information of the target entity object;
[0030] Based on the initial state information and the current state information, determine the state adjustment information of the target entity object;
[0031] The state adjustment information is sent to the target entity object so that the target entity object is adjusted from the current state to the initial state.
[0032] Secondly, this application provides a device for playing games based on a combination of virtual and real objects, the device comprising:
[0033] The acquisition unit is used to acquire action execution information that controls the first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player;
[0034] The invocation unit is used to invoke a preset game agent to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real combination object.
[0035] An execution unit is used to control the virtual-real combined object to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position.
[0036] Optionally, the execution unit is used for:
[0037] Obtain the functional information of the target entity object and the type information of the second virtual object;
[0038] Based on the functional information and the target action information, first action information is determined, and the first action information is sent to the target entity object so that the target entity object performs the corresponding action according to the first action information;
[0039] Based on the type information and the target action information, second action information is determined, and the second virtual object is controlled to perform the corresponding action based on the second action information.
[0040] Optional, the acquisition unit is used for:
[0041] Receive the first action execution information input through the target input device;
[0042] Receive a voice message input through the target entity object, recognize the voice message, and obtain second action execution information;
[0043] The action execution information is determined based on the first action execution information and the second action execution information.
[0044] Optionally, when a game start command is received, the device further includes a matching unit, the matching unit being configured to:
[0045] Obtain the functional information of the target entity object;
[0046] Among all preset virtual objects, detect whether there is a virtual object that matches the functional information;
[0047] If a virtual object exists that matches the aforementioned functional information, the matching virtual object will be identified as the second virtual object.
[0048] If no virtual object matches the functional information, a second virtual object corresponding to the target entity object is determined based on the functional information.
[0049] Optionally, the matching unit is used for:
[0050] Obtain the target image of the target entity object;
[0051] Based on the target image and the functional information, draw the second virtual object corresponding to the target entity object.
[0052] Optionally, the calling unit is used for:
[0053] Receive the current state information of the target entity object;
[0054] A preset game agent is invoked to analyze the action execution information, the context information of the specific action, and the current state information to obtain the target action information to be executed by the virtual-real hybrid object.
[0055] Optionally, when a game exit command is received, the device further includes an adjustment unit, the adjustment unit being configured to:
[0056] Obtain the initial state information of the target entity object;
[0057] Based on the initial state information and the current state information, determine the state adjustment information of the target entity object;
[0058] The state adjustment information is sent to the target entity object so that the target entity object is adjusted from the current state to the initial state.
[0059] Thirdly, this application provides a device for playing games based on a combination of virtual and real objects, comprising: at least one communication interface; at least one bus connected to the at least one communication interface; at least one processor connected to the at least one bus; and at least one memory connected to the at least one bus, wherein the processor is configured to:
[0060] Obtain action execution information for controlling a first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player;
[0061] A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object.
[0062] The virtual-real combined object is controlled to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position.
[0063] Fourthly, this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method for playing games based on a combination of virtual and real objects.
[0064] Compared with the prior art, the technical solution provided in this application has the following advantages: In the embodiments of this application, the game system first obtains action execution information for controlling a first virtual object to perform a specific action; then, it calls a pre-set game agent and uses the agent to analyze the action execution information and the context information of the specific action to obtain the target action information to be performed by the virtual-real combined object; finally, based on the determined target action information, it controls the virtual-real combined object to perform the corresponding action on the display screen. Because the virtual-real combined object incorporates physical objects, when players interact with the virtual-real combined object, they feel as if they are in a real battle scene, greatly enhancing the sense of immersion and thus significantly improving the game experience. Attached Figure Description
[0065] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.
[0066] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0067] One or more embodiments are illustrated by way of example with reference numerals in the accompanying drawings. These illustrations do not constitute a limitation on the embodiments. Elements with the same reference numerals in the drawings are denoted as similar elements. Unless otherwise stated, the figures in the drawings are not to be limited by scale.
[0068] Figure 1 A schematic diagram illustrating a method for playing games based on a combination of virtual and real objects, provided as an embodiment of this application;
[0069] Figure 2 A flowchart illustrating a method for playing games based on a combination of virtual and real objects, provided as an embodiment of this application;
[0070] Figure 3 A schematic diagram of a system architecture for a game intelligence agent provided in an embodiment of this application;
[0071] Figure 4 A flowchart illustrating an action control method provided in an embodiment of this application;
[0072] Figure 5 A flowchart illustrating a device for playing games based on a combination of virtual and real objects, provided as an embodiment of this application;
[0073] Figure 6 This is a schematic diagram of a device for playing games based on a combination of virtual and real objects, provided as an embodiment of this application. Detailed Implementation
[0074] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0075] The following disclosure provides numerous different embodiments or examples for implementing various structures of the invention. To simplify the disclosure, specific examples of components and arrangements are described below. These are merely examples and are not intended to limit the scope of the invention. Furthermore, reference numerals and / or letters may be repeated in different examples. Such repetition is for simplification and clarity and does not in itself indicate a relationship between the various embodiments and / or arrangements discussed.
[0076] First, a brief introduction to the game system involved in this application: The game system includes an input device, an electronic device with a display screen, and a target physical object. The input device can be various, including gamepads and motion-sensing devices. Specifically, with a gamepad, players control the virtual object to perform corresponding actions in the game scene by pressing buttons and moving joysticks. With a motion-sensing device, the device can capture the player's body movements, allowing the controlled virtual object to replicate the player's posture and actions in real time. For example, a user holds a smartphone with a racket displayed on the screen; the phone's inertial measurement unit (IMU) senses the user's swing and posture, achieving motion control closer to a real racket swing. The motion-sensing device can also be a simple, wireless physical racket model with a built-in IMU sensor, which the user swings to control the game. This is more immersive than a gamepad and less expensive than a full-featured robot. Of course, the input device can also be a hybrid input device consisting of a gamepad for inputting movement information and a voice input device for inputting skill actions. Players can use the gamepad to control the movement range of the virtual object while simultaneously using the voice input device to input various skill actions via voice commands. Of course, the input device can be other devices as well, and is not limited here. Electronic devices with a display screen can be desktop computers, laptops, electronic devices with projection capabilities, in-vehicle devices with displays, etc. The target entity is placed near the display screen, and can be various types of robots, such as robots with mobility but no arms, robots with mobility and fixed-length arms, stationary robots with telescopic arms, wheeled vehicles, or micro-drones, etc. Taking an in-vehicle voice assistant robot (hereinafter referred to as an in-vehicle voice assistant) as an example, such as... Figure 1 As shown in the smiley face image, the in-car voice assistant is mounted on the vehicle's display screen and has a horizontal track below it for short-range movement. The voice assistant has two modes: a voice assistance mode, in which it can interact with the user via voice, such as answering various questions; and a game assistance mode, in which it can interact with virtual objects in a game to create a virtual-real hybrid, adding more interactivity and fun to the game.
[0077] likeFigure 1 As shown, the target entity is a mobile in-vehicle voice assistant, and its corresponding virtual object is a virtual arm displayed on the in-vehicle screen that corresponds to the voice assistant. This creates a virtual-real hybrid object composed of the voice assistant and the virtual arm. A specific scenario using this virtual hybrid object method is described: A player clicks on a ping-pong game on the in-vehicle screen, displaying the game interface. This interface offers multiple options, including "Machine vs. Player" and "Player vs. Player." When the player selects the "Machine vs. Player" option, the in-vehicle screen displays the ping-pong table, the virtual object controlled by the player, and the virtual-real hybrid object composed of the voice assistant and the virtual arm. At the start of the game, if the virtual-real hybrid object serves first by default, the game system controls its serve according to a preset serving strategy; if the player serves first by default, the player inputs a command through an input device, enabling the game system to obtain action execution information and, based on this information, control the virtual object on the in-vehicle screen to perform the corresponding action and invoke the game's intelligent agent. The game's intelligent agent analyzes action execution information and its context to determine the required actions, timing, facial expressions, and voice commands for the virtual-real hybrid object. Based on this information, it controls the hybrid object to perform corresponding actions; for example, it controls the simultaneous movement of a virtual arm and the in-car voice assistant, and controls the virtual arm to swing at a specific moment. During the game, if the hybrid object catches the ball, it continues playing against the player; if it fails to catch the ball, the in-car display shows "Player wins." When the player clicks the game exit option on the in-car display, the system moves the in-car voice assistant back to its initial position.
[0078] Based on the above, this application provides a method for playing games based on a combination of virtual and real objects. Because physical objects are integrated into the virtual-real objects, players feel as if they are in a real battle scene when interacting with them, greatly enhancing immersion and significantly improving the gaming experience. Figure 2 As shown, the specific steps include:
[0079] Step 201: Obtain action execution information for controlling the first virtual object to perform a specific action.
[0080] In this context, the first virtual object is the virtual object controlled by the target player. For example, in a table tennis game, the first virtual object is a virtual table tennis player controlled by the target player in real time. Figure 1As shown, the first virtual object controlled by the target player is displayed below the central control panel. It is controlled via a connected input device to move left and right, serve, and receive the ball. Specific actions are the key actions performed by the virtual object controlled by the target player. Taking a table tennis game as an example, specific actions generally include two types: non-skill actions, such as movement and jumping; and skill actions, which can be key hitting actions such as slice, smash, and chop. Action execution information includes key elements related to the specific actions of the first virtual object. For example, action execution information includes the movement distance, speed, action type, force and direction of the action, and the action trigger time of the virtual object controlled by the player.
[0081] In this step, when the target player is playing the table tennis game, they will control the first virtual object to perform various actions through an input device. The game system captures these actions in real time, thereby obtaining action execution information that controls the first virtual object to perform specific actions.
[0082] Step 202: Invoke the preset game agent to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real combination object.
[0083] The game agent is essentially a pre-trained intelligent model (an intelligent model is a software system or algorithm architecture built using artificial intelligence technology that can simulate human intelligent behavior, analyze and process input information, and make decisions or provide solutions according to certain rules) used to handle specific tasks related to games. This game agent can be deployed in the cloud, leveraging its powerful computing and storage capabilities; or it can be deployed on various other devices such as in-vehicle systems, mobile devices, and computers, depending on actual needs. Regardless of its specific location, the key is that it can be easily invoked in real-world application scenarios to ensure the effective functioning of the game agent. Furthermore, the game agent has been trained on a large amount of relevant data and scenarios before use. This training data includes action execution records, contextual information, and corresponding optimal decisions in various game scenarios. Through training, the game agent learns the correlation patterns between different scenarios and optimal decisions, thereby acquiring analytical and decision-making capabilities. The training process of the game agent is similar to that of existing technologies and will not be elaborated upon here. Taking table tennis as an example, the game's intelligent system analyzes the action execution information and the contextual information of a specific action to arrive at the optimal decision. This optimal decision includes not only action information, but also visually displayed facial expressions, the trajectory of the table tennis ball displayed on the in-vehicle screen, game effects, and other information.
[0084] When game intelligence agents are applied to the field of table tennis, the system architecture of the game intelligence agent is as follows: Figure 3As shown, the architecture presents the perception, reasoning, and decision-making processes of the agent in receiving and serving scenarios from multiple dimensions. The architecture is divided into three main parts: First, the core components of the agent include "Content (context, such as player basic parameters, game rules, ball state, etc.)," "Tools (tools, such as serving scenarios, receiving scenarios, referee scenarios, facial expression models, etc.)," and "Actions (actions, such as hardware movement, virtual hand movements, facial expression display)." Second, it refines the "basic action parameters" (self-movement speed, swing force / angle curve, etc.) and "ball state" (ball speed, spatial coordinates, motion curve, etc.). Finally, for receiving, serving, and referee scenarios, it clearly outlines the complete logical chain of "perception layer → reasoning layer → decision layer," comprehensively demonstrating how the game agent achieves human-like table tennis action planning through multi-level information processing and decision-making.
[0085] The implementation of the aforementioned core components (Content, Tools, Actions) and scenario logic chain relies on the collaborative work of sub-agents corresponding to the architecture modules and scenario requirements. These sub-agents are responsible for specific modules within the core components and adapt to the task logic of scenarios such as receiving, serving, and refereeing. Specifically, they include referee sub-agents, serving sub-agents, and receiving sub-agents. The training logic for the referee sub-agent involves inputting the table tennis rules into the cloud and pre-training it to acquire key capabilities such as judging the outcome of the match, scoring, and identifying fouls. This referee sub-agent acts as the arbiter of fair competition during the game, ensuring that the game proceeds in an orderly manner according to the rules.
[0086] The reasoning and decision-making process of the serving agent is as follows: First, it perceives the positions of the opponent and itself, and then infers the optimal serving position. This position must ensure that the trajectory of the ball after it is served minimizes the probability of the opponent successfully receiving the ball. Considering that the opponent may also move during the process, it is necessary to calculate the optimal timing for tossing the ball to increase the success rate and effectiveness of the serve. Since the timing of the swing, the swing force, and the swing angle all affect the speed, height, and angle of the return ball, the solution that minimizes the probability of the opponent successfully receiving the ball is calculated, provided that the ball crosses the net and does not go out of bounds. This solution encompasses the optimal swing timing, optimal swing posture, optimal swing force, and optimal swing angle.
[0087] The reasoning and decision-making process of the ball-catching AI is as follows: First, it perceives the ball's state (such as position and speed), the opponent's position, and its own position. Based on this, it infers and predicts the ball's landing point on the table, its trajectory after bouncing, its trajectory after being caught, and the probability of the opponent successfully catching the ball. While ensuring the ball crosses the net and doesn't go out of bounds, it calculates the optimal catching strategy, again aiming to minimize the opponent's probability of successfully catching the ball. The optimal catching strategy specifically includes the optimal swing position, optimal swing timing, optimal swing posture, optimal swing force, and optimal swing angle. It's important to note that different swing postures correspond to different swing force and swing angle curves, and these factors all affect the catching effect.
[0088] In addition to the aforementioned sub-agents, the game's intelligent agent also includes a player sub-agent. The training logic for this player sub-agent involves inputting player ability data into the cloud and conducting pre-training. This player sub-agent needs to possess several core capabilities, such as perception, reasoning, and decision-making. Perception enables precise sensing of the ball's position and speed, while simultaneously acquiring information about the opponent's and the player's own positions, providing foundational data support for subsequent reasoning and decision-making. Reasoning allows for accurate prediction and reasoning about the timing of serving, receiving, receiving position, and the ball's trajectory based on the perceived information. For example, in a serving scenario, by analyzing the opponent's and player's positions, the optimal serving position and the ball's trajectory after being served from that position can be inferred to reduce the opponent's probability of successfully receiving the ball. In a receiving scenario, based on the ball's state, the opponent's, and the player's positions, the landing point on the table and its trajectory after bouncing can be predicted. Decision-making allows for making reasonable decisions based on the reasoning results, including controlling the character's movement, serving, and receiving actions.
[0089] The game's intelligent agent also includes a pre-trained facial expression model using AIGC technology. This model can obtain facial expression information in scenarios such as winning, losing, continuous winning, continuous losing, and match point, so that target entities with displays can visualize and display corresponding emotional expressions.
[0090] By analyzing action execution information and contextual information of specific actions through various sub-agents within the game's intelligent agent, the optimal decision is obtained. This optimal decision includes determining the target action information to be performed by the virtual-real hybrid object. Additionally, the game's intelligent agent receives other information; for example, in a table tennis game, it obtains the trajectory of the table tennis ball and sends this trajectory to the game system so that the system can display the ball's trajectory on the in-vehicle display screen.
[0091] Contextual information includes various key factors required by the game agent, such as the current game scene, situation, and score. Target action information encompasses the first action information required by the target entity and the second action information required by the second virtual object. The first and second action information may be the same or may differ depending on the specific scenario. For example, when the target entity is a mobile in-vehicle voice assistant without a robotic arm, the second virtual object is set as a virtual arm. In this case, the first action information may include movement information such as the in-vehicle voice assistant's direction and speed, as well as facial expressions displayed in conjunction with the game context and voice messages generated based on interactive content; while the second action information may include arm movements such as extending and waving the virtual arm, as well as relevant movement information related to the movement of the in-vehicle voice assistant.
[0092] The virtual-real hybrid object consists of a target entity object positioned near the display screen (e.g., above, below, to the left, right, behind, or embedded in the display screen) and a second virtual object synchronously displayed on the screen. To ensure close association and collaborative interaction between the two, the second virtual object corresponds to the target entity object in position. Specifically, the second virtual object has a corresponding design for different types of target entity objects. For example, for a robot with mobility capabilities, the second virtual object can be a virtual arm of fixed length or a complete virtual object with a virtual arm to coordinate with the robot's movements; while for a robot with a fixed position, the second virtual object can be designed as a retractable virtual arm or a complete virtual object with a retractable virtual arm.
[0093] In this step, the game system acquires contextual information for a specific action and sends the action execution information and contextual information to a pre-defined game agent. Upon receiving the action execution information and contextual information, the game agent analyzes this information to obtain action information, which it then sends to the game system. The game system receives this action information and obtains the target action information that the virtual-real hybrid object needs to perform.
[0094] Step 203: Control the virtual and real combined object to perform the corresponding action based on the target action information.
[0095] In this step, first action information and second action information are obtained from the target action information. The first action information is sent to the target entity object so that the target entity object performs the corresponding action according to the first action information. At the same time, the game system controls the second virtual object to perform the corresponding action on the display screen according to the second action information.
[0096] Furthermore, taking a table tennis game as an example, the game system can include pre-trained models of game scene elements using AIGC technology, such as the table tennis table, scoreboard, ball, and racket. These models can not only be displayed on the screen at a reasonable size but also support switching theme styles. The game system also includes level models. With this model, operators can flexibly adjust parameters, such as fine-tuning various basic parameters related to the player's sub-agent, to precisely control the player's ability level. In this way, it is easy to set up levels with different difficulty gradients. From simple levels suitable for novice players to high-difficulty levels that test the skills and strategies of experienced players, all can be achieved through flexible parameter adjustments, thus bringing players a rich, diverse, and challenging gaming experience.
[0097] The game system boasts powerful tournament management features, allowing players to create official tournament events and flexibly set prizes for different rankings. These prizes can be redeemed online or picked up offline, greatly facilitating players. Players can easily view official tournament information when opening the application. If interested, players can directly register to participate. After successful registration, players will participate in multiple rounds of intense competition, earning points along the way. Throughout the tournament, the system will dynamically rank players based on their points in real time. When the tournament concludes, players who rank highly based on their outstanding performance will have their names displayed prominently on the winners' list and will receive a prize redemption certificate, which can be used to redeem the prize online or offline.
[0098] In the embodiments of this application, the game system first obtains action execution information for controlling a first virtual object to perform a specific action; then, it calls a pre-set game agent and uses this agent to analyze the action execution information and the context information of the specific action to obtain the target action information to be performed by the virtual-real hybrid object; finally, based on the determined target action information, it controls the virtual-real hybrid object to perform the corresponding action on the display screen. Because the virtual-real hybrid object incorporates a real object, when players interact with the virtual-real hybrid object, they feel as if they are in a real battle scene, greatly enhancing the sense of immersion and thus significantly improving the game experience.
[0099] In this embodiment of the application, since the target action information includes the first action information to be performed by the target entity object and the second action information to be performed by the second virtual object, when the first action information and the second action information are the same, that is, when the first action information, the second action information and the target action information are the same, the target action information can be sent to the target entity object so that the target entity object can perform the corresponding action according to the target action information, and use the target action information to control the second virtual object to perform the corresponding action.
[0100] When the first action information and the second action information differ, it is necessary to obtain the functional information of the target entity object and the type information of the second virtual object. Then, based on the functional information and the target action information, the first action information is determined, and based on the type information and the target action information, the second action information is determined. Finally, control is performed based on the determined action information. Therefore, embodiments of this application provide an action control method, such as... Figure 4 The method specifically includes the following steps:
[0101] Step 401: Obtain the functional information of the target entity object and the type information of the second virtual object.
[0102] The functional information includes the functions possessed by the target entity object, such as the ability to move, display, and play audio. The type information indicates the type of the second virtual object; for example, whether the second virtual object is a movable fixed arm type or a fixed arm extendable type.
[0103] In this step, the game system stores the functional information of the target entity object and the type information of the second virtual object. When this step needs to be executed, the functional information and type information are retrieved.
[0104] Step 402: Based on the functional information and the target action information, determine the first action information and send the first action information to the target entity object so that the target entity object can perform the corresponding action according to the first action information.
[0105] In this step, the game system analyzes the functional information and then determines the action information that the target entity object can perform based on the target action information. This action information is the first action information. Then, the first action information can be sent to the target entity object so that the target entity object can perform the corresponding action based on the first action information.
[0106] For example, in a table tennis game, target action information includes movement information, skill action information, facial expression information, and voice messages. Based on the target entity's functional information, it's known that the target entity doesn't move but has retractable arms. Therefore, if the target entity doesn't move but has retractable arms, the game system needs to convert the movement information in the target action information into arm retraction information and include this arm retraction information as part of the first action information. Alternatively, based on the target entity's functional information, it's known that the target entity can move. Therefore, if the target entity can move, the game system can include the movement information in the target action information as part of the first action information.
[0107] Based on the functional information of the target entity, it is known that the target entity has a display screen, so the facial expression information in the target action information can be used as part of the first action information. Based on this functional information, it is known that the target entity has a voice playback function, so the voice message in the target action information can be used as part of the first action information.
[0108] In this way, all the information in the first action information is obtained through the above method. After obtaining the first action information, it is sent to the target entity object so that the target entity object can perform the corresponding operation based on the information in the first action information, thereby completing the corresponding action.
[0109] Step 403: Determine the second action information based on the type information and the target action information, and control the second virtual object to perform the corresponding action based on the second action information.
[0110] In this step, the game system analyzes the type information and then determines the action information that the second virtual object can execute based on the target action information. This action information is then called the second action information. Afterward, the game system can control the second virtual object to perform the corresponding action based on the second action information.
[0111] For example, in a table tennis game, target action information includes movement information, skill action information, facial expressions, voice messages, and skill effects. Based on the type information of the second virtual object, it can be determined that the second virtual object does not move but has retractable arms. Therefore, in the case where the second virtual object does not move but has retractable arms, the game system needs to convert the movement information in the target action information into arm retraction information and include this arm retraction information as part of the second action information. Alternatively, based on the type information of the second virtual object, it can be determined that the second virtual object is a movable virtual object. Therefore, in the case where the second virtual object is movable, the game system can include the movement information in the target action information as part of the second action information.
[0112] Since virtual objects typically possess the ability to perform skill actions, the skill action information from the target action information can be included as part of the second action information. To further enhance the user experience and strengthen the game's visual effects and immersion, skill effect information from the target action information can also be included as part of the second action information.
[0113] In this embodiment, when the target entity has voice input functionality, the input device can be a hybrid input device consisting of a controller for inputting movement information and a voice input device for inputting skill actions. Players can control the movement range of the first virtual object using the controller, while simultaneously inputting voice commands for various skill actions using the voice input device. This further enhances the user's immersion and significantly improves the gaming experience. Therefore, this embodiment provides a method for determining action execution information. The specific steps of this method include: receiving first action execution information input through the target input device; receiving a voice message input through the target entity, the voice message including second action execution information for an upcoming skill action; and determining the action execution information based on the first and second action execution information.
[0114] The target input device is an electronic device used to input movement information, such as a game controller. The first action execution information is input by the player through the target input device. Target input devices like game controllers and motion-sensing devices can accurately convey the player's detailed commands for manipulating game objects. For example, a player uses the joystick on a game controller to control the movement of a virtual character on one side of a table tennis table. In this case, the first action execution information includes information such as movement speed and distance. The second action execution information is input through a physical object, and it includes information such as the names of various skill actions. For example, in a table tennis game scenario, if the player shouts "powerful forehand smash," then "powerful forehand smash" is the second action execution information.
[0115] In the table tennis game, the entire information interaction and action execution process is as follows: First, the user interacts with the game system using a gamepad. The gamepad acts as the target input device, allowing the user to control a first virtual object, such as its movement speed—whether it moves slowly or sprints quickly. This movement information about the first virtual object input via the gamepad constitutes the first action execution information. Simultaneously, the user can communicate with the in-car voice assistant via voice. The user speaks commands related to skill actions, such as "forehand smash" or "backhand slice." The in-car voice assistant receives these voice messages in real time and sends them to the game system. After receiving the voice messages, the game system uses its speech recognition function to analyze the speech content, extracting key information about the skill actions to obtain the second action execution information. Finally, the game system integrates the first and second action execution information to obtain the final action execution information.
[0116] In this application, the game system uses only a single type of virtual object. During gameplay, this virtual object is directly identified as the second virtual object. Of course, the game system can also use multiple different types of virtual objects, such as a movable virtual object with a fixed-length arm, or a non-movable virtual object with a retractable arm. When the game system uses multiple different types of virtual objects, the virtual object matching the target entity object can be selected from among the various types of virtual objects during the first gameplay based on the entity object, or upon receiving a game start command from the target player. This application uses receiving a game start command from the target player as an example. When the game start command is received, the functional information of the target entity object is obtained, and then the second virtual object of the target entity object is determined based on this functional information. Therefore, this application provides a method for determining a second virtual object. The specific steps of this method include: obtaining the functional information of the target entity object; detecting whether a virtual object matching the functional information exists among all preset virtual objects; if a virtual object matching the functional information exists, identifying the virtual object as the second virtual object; if no virtual object matching the functional information exists, determining the second virtual object corresponding to the target entity object based on the functional information.
[0117] In this step, the process is explained in detail using an in-vehicle voice assistant as the target entity: After the game system establishes a connection with the in-vehicle voice assistant, the game system automatically collects various information about the in-vehicle voice assistant, including its model, version, attributes, and functions, and stores this information within the game system. When the target player clicks the "Start Game" option on the game interface, the game system immediately receives the game start command. Subsequently, the system extracts the in-vehicle voice assistant's functional information from the pre-stored information. Alternatively, when the target player clicks the "Start Game" option on the game interface, the target entity continuously transmits its own motion status data, such as its horizontal position (which can be determined by positioning sensors, visual markers, or other methods, and is not limited here), movement speed, whether it has a robotic arm, and the extension range of the robotic arm, to the game system via a preset communication protocol. After receiving this data, the game system determines the in-vehicle voice assistant's functional information based on its content.
[0118] In addition, the functional information of the in-vehicle voice assistant can be determined by obtaining its structural information. For example, if the in-vehicle voice assistant has movable structures such as wheels or is mounted on rails, it is determined that the in-vehicle voice assistant has a moving function. If the arm of the in-vehicle voice assistant is designed with components that can achieve extension and retraction, such as springs or hydraulic devices, it is determined that the in-vehicle voice assistant has an extendable arm function.
[0119] Meanwhile, the game system acquires the type information of each virtual object it has set. Next, the game system matches the type information of the virtual objects with the function information of the in-vehicle voice assistant, and identifies the matching virtual object as the second virtual object. When the type information of each virtual object does not match the function information of the in-vehicle voice assistant, the second virtual object is determined based on the function information.
[0120] For example, virtual object 1 is classified as movable with a fixed-length arm, while virtual object 2 is classified as immovable with a retractable arm. When the in-vehicle voice assistant has a movable function, the virtual object matched with that voice assistant is identified as virtual object 1. When the in-vehicle voice assistant does not have a movable function but its arm is retractable, the virtual object matched with that voice assistant is identified as virtual object 2.
[0121] To further enhance the user experience and strengthen the visual effects and immersion of the game, when no virtual object matching the functional information of the target entity object exists, an image of the target entity object can be acquired. Based on the shape and functional information of the target entity object in the image, a second virtual object corresponding to the target entity object can be drawn. Since the second virtual object is created based on the image of the target entity object, the virtual and real objects combined are seamlessly integrated, further enhancing the visual effects of the game and thus improving the user experience. Therefore, this application provides a method for determining a second virtual object, the specific steps of which include: acquiring a target image of the target entity object; and creating a second virtual object corresponding to the target entity object based on the target image and functional information.
[0122] In this step, the target player can use an electronic device to photograph the target object, thereby acquiring an image of the target and uploading it to the game system. Additionally, the game system can directly acquire data from a camera positioned in a specific location to ensure a clear image of the target object. Once the game system obtains the target image, it will then use the image and functional information to create a second virtual object following a pre-defined virtual object rendering strategy.
[0123] The virtual object rendering strategy extracts features such as the robot's outline, color, and texture. Then, it shapes the second virtual object according to these features, making it highly similar to the target physical object in appearance and function.
[0124] In this embodiment of the application, in order to accurately control the target entity object, the game agent not only needs to obtain the action execution information and context information, but also needs to obtain the current state information of the target entity object. Then, the game agent analyzes the action execution information, the context information of the specific action, and the current state information to obtain the target action information to be executed by the virtual-real combined object.
[0125] Among them, the state information reflects the state of the target entity in certain aspects. For example, when the target entity has a movement function, the state information includes location information to clarify its specific orientation in space. When the target entity has a retractable arm, the state information includes arm extension and retraction information to reflect the current degree of extension or retraction of the arm and other related states.
[0126] In this step, the target entity object acquires its current state information and sends it to the game system. Upon receiving this current state information, the game system forwards it to the game agent. The game agent analyzes the action execution information, the context information of the specific action, and the current state information to obtain the target action information that the virtual-real hybrid object needs to perform, and sends it to the game system so that the game system can control the object based on this target action information.
[0127] In this embodiment, when the game system receives a game exit command, in addition to performing regular operations, it will also focus on detecting whether the target entity is in its initial state. If the detection finds that the target entity is not in its initial state, the system will automatically start an adjustment program to accurately adjust the current state of the target entity to its initial state. Taking a car voice assistant with mobility but no arm as an example, in actual use, for aesthetic reasons, users often place the car voice assistant in the upper right corner of the car display screen. However, during game operation, the car voice assistant may deviate from its initial position due to various interactive operations. When exiting the game, if the car voice assistant is still in a non-initial position on the car display screen, it will not conform to the user's usual aesthetic habits. Therefore, the game system will move the car voice assistant back to the initially set position to ensure that the user is faced with the initial layout that meets their aesthetic expectations every time they start the game. Therefore, this application provides a state adjustment method, which includes the following steps: obtaining initial state information of a target entity object; determining state adjustment information of the target entity object based on the initial state information and the current state information; and sending the state adjustment information to the target entity object so that the target entity object is adjusted from the current state to the initial state.
[0128] In this step, after the game system receives the game exit command, it obtains the initial state information and current state information of the target entity object. The method for obtaining the initial state information is as follows: when the target entity object establishes a connection with the game system, the game system receives the initial state information sent by the target entity object.
[0129] After obtaining the initial and current state information, the two are compared to obtain state adjustment information. For example, when the state information is only position information, the initial position and the current position can be compared to obtain the direction and distance of movement. When the state information is only arm extension / retraction information, the initial extension / retraction information and the current extension / retraction information are compared to obtain the arm extension / retraction direction and extension / retraction amount.
[0130] Finally, after obtaining the state adjustment information, the state adjustment information is sent to the target entity object so that the target entity object is adjusted from the current state to the initial state.
[0131] Additionally, the target object is equipped with a special device capable of emitting harmless low-energy laser points or making small projections. The trajectory of this laser point or projection on the screen is used to simulate the ball's path. During the interaction, the user needs to control their virtual racket to "block" the laser point, thus simulating the action of receiving a ball in table tennis.
[0132] like Figure 5 As shown, this application embodiment provides a device for playing games based on a combination of virtual and real objects. This device corresponds to the method embodiment and specifically includes:
[0133] The acquisition unit 501 is used to acquire action execution information that controls the first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player;
[0134] The calling unit 502 is used to call a preset game agent to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real combination object.
[0135] The execution unit 503 is used to control the virtual-real combined object to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position.
[0136] Optionally, the execution unit 503 is used for:
[0137] Obtain the functional information of the target entity object and the type information of the second virtual object;
[0138] Based on the functional information and the target action information, first action information is determined, and the first action information is sent to the target entity object so that the target entity object performs the corresponding action according to the first action information;
[0139] Based on the type information and the target action information, second action information is determined, and the second virtual object is controlled to perform the corresponding action based on the second action information.
[0140] Optionally, the acquisition unit 501 is used for:
[0141] Receive the first action execution information input through the target input device;
[0142] Receive a voice message input through the target entity object, recognize the voice message, and obtain second action execution information;
[0143] The action execution information is determined based on the first action execution information and the second action execution information.
[0144] Optionally, when a game start command is received, the device further includes a matching unit 504, the matching unit 504 being configured to:
[0145] Obtain the functional information of the target entity object;
[0146] Among all preset virtual objects, detect whether there is a virtual object that matches the functional information;
[0147] If a virtual object exists that matches the aforementioned functional information, the matching virtual object will be identified as the second virtual object.
[0148] If no virtual object matches the functional information, a second virtual object corresponding to the target entity object is determined based on the functional information.
[0149] Optionally, the matching unit 504 is used for:
[0150] Obtain the target image of the target entity object;
[0151] Based on the target image and the functional information, draw the second virtual object corresponding to the target entity object.
[0152] Optionally, the calling unit 502 is used for:
[0153] Receive the current state information of the target entity object;
[0154] A preset game agent is invoked to analyze the action execution information, the context information of the specific action, and the current state information to obtain the target action information to be executed by the virtual-real hybrid object.
[0155] Optionally, when a game exit command is received, the device further includes an adjustment unit 505, the adjustment unit 505 being configured to:
[0156] Obtain the initial state information of the target entity object;
[0157] Based on the initial state information and the current state information, determine the state adjustment information of the target entity object;
[0158] The state adjustment information is sent to the target entity object so that the target entity object is adjusted from the current state to the initial state.
[0159] like Figure 6 As shown in the figure, this application embodiment provides a device for playing games based on a combination of virtual and real objects, including a processor 601, a communication interface 602, a memory 603, and a communication bus 604, wherein the processor 601, the communication interface 602, and the memory 603 communicate with each other through the communication bus 604.
[0160] Memory 603 is used to store computer programs;
[0161] In one embodiment of this application, when the processor 601 executes a program stored in the memory 603, it implements the method for playing games based on a combination of virtual and real objects provided in any of the foregoing method embodiments, including:
[0162] Obtain action execution information for controlling a first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player;
[0163] A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object.
[0164] The virtual-real combined object is controlled to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position.
[0165] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the method for playing games based on a combination of virtual and real objects as provided in any of the foregoing method embodiments.
[0166] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs.
[0167] Through the above description of the embodiments, those skilled in the art can clearly understand that each embodiment can be implemented using software plus a general-purpose hardware platform, or of course, using hardware. Based on this understanding, the above technical solutions, in essence or the parts that contribute to the related technology, can be embodied in the form of a software product. This computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute the methods described in the various embodiments or some parts of the embodiments.
[0168] It should be understood that the terminology used herein is for the purpose of describing particular exemplary embodiments only and is not intended to be limiting. Unless the context clearly indicates otherwise, the singular forms “a,” “an,” and “described” as used herein may also include the plural forms. The terms “comprising,” “including,” “containing,” and “having” are inclusive and therefore indicate the presence of the stated features, steps, operations, elements, and / or components, but do not exclude the presence or addition of one or more other features, steps, operations, elements, components, and / or combinations thereof. The method steps, processes, and operations described herein are not construed as requiring them to be performed in a particular order described or illustrated unless the order of performance is explicitly indicated. It should also be understood that additional or alternative steps may be used.
[0169] The above description is merely a specific embodiment of the present invention, enabling those skilled in the art to understand or implement the invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the invention. Therefore, the present invention is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features claimed herein.
Claims
1. A method for playing games based on a combination of virtual and real objects, characterized in that, The method includes: Obtain action execution information for controlling a first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player; A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object. The virtual-real combined object is controlled to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position. When a game start command is received, the method further includes: Obtain the functional information of the target entity object; Among all preset virtual objects, detect whether there is a virtual object that matches the functional information; If a virtual object exists that matches the aforementioned functional information, the matching virtual object will be identified as the second virtual object. If no virtual object matches the functional information, a second virtual object corresponding to the target entity object is determined based on the functional information.
2. The method according to claim 1, characterized in that, Controlling the virtual-real hybrid object to perform corresponding actions based on the target action information includes: Obtain the functional information of the target entity object and the type information of the second virtual object; Based on the functional information and the target action information, first action information is determined, and the first action information is sent to the target entity object so that the target entity object performs the corresponding action according to the first action information; Based on the type information and the target action information, second action information is determined, and the second virtual object is controlled to perform the corresponding action based on the second action information.
3. The method according to claim 1, characterized in that, Obtain action execution information that controls the first virtual object to perform a specific action, including: Receive the first action execution information input through the target input device; Receive a voice message input through the target entity object, recognize the voice message, and obtain second action execution information; The action execution information is determined based on the first action execution information and the second action execution information.
4. The method according to claim 1, characterized in that, Based on the functional information, determining the second virtual object corresponding to the target entity object includes: Obtain the target image of the target entity object; Based on the target image and the functional information, draw the second virtual object corresponding to the target entity object.
5. The method according to claim 1, characterized in that, A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object, including: Receive the current state information of the target entity object; A preset game agent is invoked to analyze the action execution information, the context information of the specific action, and the current state information to obtain the target action information to be executed by the virtual-real hybrid object.
6. The method according to claim 5, characterized in that, When a game exit command is received, the method further includes: Obtain the initial state information of the target entity object; Based on the initial state information and the current state information, determine the state adjustment information of the target entity object; The state adjustment information is sent to the target entity object so that the target entity object is adjusted from the current state to the initial state.
7. A device for playing games based on a combination of virtual and real objects, characterized in that, The device includes: The acquisition unit is used to acquire action execution information that controls the first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player; The invocation unit is used to invoke a preset game agent to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real combination object. An execution unit is used to control the virtual-real combined object to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position. When a game start command is received, the device further includes a detection unit, which is used to acquire the functional information of the target entity object; detect whether there is a virtual object matching the functional information among all preset virtual objects; if there is a virtual object matching the functional information, determine the matching virtual object as the second virtual object; if there is no virtual object matching the functional information, determine the second virtual object corresponding to the target entity object according to the functional information.
8. A device for playing games based on a combination of virtual and real objects, characterized in that, include: At least one communication interface; At least one bus connected to the at least one communication interface; at least one processor connected to the at least one bus; At least one memory connected to the at least one bus, wherein the processor is configured to: Obtain action execution information for controlling a first virtual object to perform a specific action, wherein the first virtual object is a virtual object controlled by the target player; A preset game agent is invoked to analyze the action execution information and the context information of the specific action to determine the target action information to be executed by the virtual-real hybrid object. The virtual-real combined object is controlled to perform corresponding actions according to the target action information. The virtual-real combined object is composed of a target entity object set near the display screen and a second virtual object displayed on the display screen. The second virtual object corresponds to the target entity object in position. When a game start command is received, the function information of the target entity object is obtained; among all preset virtual objects, it is detected whether there is a virtual object that matches the function information; if there is a virtual object that matches the function information, the matched virtual object is determined as the second virtual object; if there is no virtual object that matches the function information, the second virtual object corresponding to the target entity object is determined according to the function information.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the method for playing games based on a combination of virtual and real objects as described in any one of claims 1 to 6.
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