Information Processing Method, Device, and Electronic Terminal in a Game

By calculating the energy value exhaustion time of virtual characters when they escape in the game, determining the escape plan range, and displaying the escape map, the problem of insufficient targeted information of the existing game map is solved, and the accuracy and game experience of players during the escape process are improved.

CN114028816BActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111315528.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-08
Publication Date
2025-05-27
Estimated Expiration
2041-11-08

AI Technical Summary

Technical Problem

The information provided by maps in existing games is low in targeted, which leads to players being prone to misjudgments during the escape process, affecting the game experience.

Method used

By providing a graphical user interface for players in the game, the required time for energy value exhaustion is calculated in response to the virtual character being in the escape state, and thus determine the escape plan range and display the corresponding escape map.

Benefits of technology

It provides a more targeted escape map to help players avoid misjudgment, improve the success rate of escape, and improve the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an information processing method, device and electronic terminal in a game, which relates to the technical field of games and alleviates the technical problem that the information provided by the map in the game has low pertinence, resulting in easy misjudgment of escape by players. The method includes: in response to a first virtual character being in an escape state in a game scene, if the first virtual character in the escape state will have its energy value exhausted, determining the required duration for the energy value to be exhausted as the escape planning duration; taking the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range, determining the escape planning range of the first virtual character in the game scene; and displaying an escape map corresponding to the escape planning range in a graphical user interface.
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Description

Technical Field

[0001] The present application relates to the technical field of games, and in particular, to a method and apparatus for information processing in a game and an electronic terminal. Background Art

[0002] In current games, there are various gameplay modes for player-versus-player battles. In addition to the situation of immediate defeat on the spot, pursuit and injured escape are also common scenarios. During the process of injured escape, the game map can provide relevant game information for players, which helps players to escape successfully. For example, when the character controlled by the player is injured and running away in a game battle, the game map can display the current positions of some teammates and some enemies for the player to assist in the escape operation.

[0003] However, for the maps in existing games, the information they can provide has low pertinence, resulting in easy misjudgment by players during the escape process and affecting the players' gaming experience. Summary of the Invention

[0004] The purpose of the present application is to provide a method and apparatus for information processing in a game and an electronic terminal to alleviate the technical problem that the information provided by the map in the game has low pertinence, resulting in easy misjudgment by players during the escape process.

[0005] In a first aspect, an embodiment of the present application provides a method for information processing in a game. A graphical user interface is provided by a first terminal, and a first virtual character controlled by the first terminal is included in the game scene of the game. The method includes:

[0006] In response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have its energy value exhausted, then determine the required duration for the energy value to be exhausted as the escape planning duration;

[0007] With the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range, determine the escape planning range of the first virtual character in the game scene;

[0008] Display the escape map corresponding to the escape planning range in the graphical user interface.

[0009] In a possible implementation, the step of in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have its energy value exhausted, then determine the required duration for the energy value to be exhausted as the escape planning duration includes:

[0010] In response to the first virtual character being in an escape state in the game scene, determine whether the first virtual character in the escape state will experience an exhaustion of energy value;

[0011] If the first virtual character will experience the exhaustion of energy value, determine the required duration for the exhaustion of energy value as the escape planning duration.

[0012] In a possible implementation, after the step of determining whether the first virtual character in the escape state will experience an exhaustion of energy value, the following is further included:

[0013] If the first virtual character will not experience the exhaustion of energy value, determine a specified duration as the escape planning duration.

[0014] In a possible implementation, the first virtual character has an energy loss rate and an energy recovery rate corresponding to the escape state;

[0015] The step of determining whether the first virtual character in the escape state will experience an exhaustion of energy value includes:

[0016] Determine whether the energy loss rate is greater than the energy recovery rate;

[0017] If the energy loss rate is greater than the energy recovery rate, determine that the first virtual character in the escape state will experience an exhaustion of energy value;

[0018] If the energy loss rate is less than or equal to the energy recovery rate, determine that the first virtual character in the escape state will not experience an exhaustion of energy value.

[0019] In a possible implementation, if the energy loss rate is greater than the energy recovery rate, the required duration for the exhaustion of energy value is the current energy value of the first virtual character divided by the difference between the energy loss rate and the energy recovery rate.

[0020] In a possible implementation, the first virtual character corresponds to an optimism coefficient; the game scene also includes a second virtual character of a different camp from the first virtual character; after the step of determining the escape planning range of the first virtual character in the game scene, the following is further included:

[0021] Determine all the first paths contacted by the first virtual character within the escape planning range;

[0022] Use the trained ARIMA model to predict the position of the second virtual character after the prediction duration, and obtain the second character position; wherein, the prediction duration is proportional to the optimism coefficient and less than the required duration for the energy value to be exhausted.

[0023] If the second character position is located in the first path, determine the target first path between the second character position and the first virtual character.

[0024] Hide the target first path in the escape map.

[0025] In a possible implementation, the step of using the trained ARIMA model to predict the position of the second virtual character after the prediction duration and obtaining the second character position includes:

[0026] Use the trained ARIMA model to predict the position of the second virtual character after the prediction duration multiple times according to the prediction frequency, and obtain the second character position; wherein, the prediction frequency is inversely proportional to the optimism coefficient.

[0027] In a possible implementation, the game scene further includes a third virtual character in the same camp as the first virtual character.

[0028] After the step of determining the escape planning range of the first virtual character in the game scene, it further includes:

[0029] If the third virtual character is included in the escape planning range, based on the combat power, energy value, and combat data of the third virtual character and the first virtual character, predict the predicted winning rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character; wherein, the chasing virtual character is the virtual character chasing the first virtual character in the game scene.

[0030] Determine the first-level third virtual characters with the predicted winning rate greater than or equal to the preset winning rate, and send a joint combat request to the second terminal corresponding to the first-level third virtual characters.

[0031] In a possible implementation, after the step of sending a joint combat request to the second terminal corresponding to the first-level third virtual characters, it further includes:

[0032] If the consent request feedback from the second terminal is received, determine the shortest second path between the first-level third virtual character and the first virtual character.

[0033] Perform a movement prompt in the graphical user interface based on the second path.

[0034] In a possible implementation, after the step of sending a joint combat request to the second terminal corresponding to the first-level third virtual character, the following steps are further included:

[0035] If the consent request feedback from the second terminal is not received, or the rejection request feedback from the second terminal is received, then a third path is determined based on the first-level third virtual character and the first virtual character;

[0036] Hide the third path in the escape map.

[0037] In a possible implementation, after the step of predicting the predicted winning rate of the joint battle between the third virtual character and the first virtual character against the chasing virtual character, the following steps are further included:

[0038] Determine the second-level third virtual characters whose predicted winning rate is less than the preset winning rate;

[0039] Send a warning message to the third terminal corresponding to the second-level third virtual character, so that the third terminal warns against the chasing virtual character.

[0040] In a possible implementation, after the step of determining the second-level third virtual characters whose predicted winning rate is less than the preset winning rate, the following steps are further included:

[0041] Determine the fourth path between the second-level third virtual character and the first virtual character;

[0042] Hide the fourth path in the escape map.

[0043] In a possible implementation, the energy value includes any one or more of the following:

[0044] The health value, blood volume value, signal value, and magic value of the first virtual character.

[0045] In a second aspect, an information processing device in a game is provided. A graphical user interface is provided through a first terminal, and a first virtual character controlled by the first terminal is included in the game scene of the game; the device includes:

[0046] A first determination module, configured to, in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have a situation of energy value exhaustion, determine the required duration of the energy value exhaustion as the escape planning duration;

[0047] A second determination module, configured to determine an escape planning range of the first virtual character in the game scene with the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range;

[0048] A display module, configured to display an escape map corresponding to the escape planning range in the graphical user interface.

[0049] In a third aspect, an embodiment of the present application further provides an electronic terminal, including a memory and a processor. A computer program that can run on the processor is stored in the memory. When the processor executes the computer program, the steps of the method described in the first aspect above are implemented.

[0050] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to run the method described in the first aspect above.

[0051] The embodiments of the present application bring the following beneficial effects:

[0052] An information processing method, device, and electronic terminal in a game provided by an embodiment of the present application can, in response to a first virtual character being in an escape state in a game scene, if the first virtual character in the escape state will have its energy value exhausted, determine the required duration for the energy value to be exhausted as the escape planning duration. Then, with the current position of the first virtual character in the game scene as the center and the maximum displacement of the first virtual character within the escape planning duration as the radius range, determine the escape planning range of the first virtual character in the game scene, and further be able to display an escape map corresponding to the escape planning range in the graphical user interface. In this solution, after the first virtual character controlled by the player enters the escape state, the system can determine whether the energy value of the first virtual character will be exhausted. If the first virtual character will have its energy value exhausted, the system can determine the maximum distance that the first virtual character can move before the energy value is exhausted based on the required duration for the energy value to be exhausted, thereby determining the survival movement range of the first virtual character in the game scene, and then displaying a more targeted escape map for the player in the graphical user interface, realizing the display of a more targeted escape map that can target the survival movement range for the escape state, avoiding misjudgment by the player during the escape process, contributing to the escape process, and alleviating the technical problem that the information provided by the map in the game has low pertinence, resulting in easy misjudgment by the player during the escape process. Description of the Drawings

[0053] To more clearly illustrate the specific embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0054] Figure 1 Schematic diagram of the application scenario provided by the embodiment of the present application;

[0055] Figure 2 Schematic diagram showing the structure of an electronic terminal provided by the embodiment of the present application;

[0056] Figure 3 Schematic flowchart of a method for processing information in a game provided by the embodiment of the present application;

[0057] Figure 4 Schematic diagram of an electronic terminal showing a graphical user interface provided by the embodiment of the present application;

[0058] Figure 5 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0059] Figure 6 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0060] Figure 7 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0061] Figure 8 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0062] Figure 9 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0063] Figure 10 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0064] Figure 11 Schematic diagram of an electronic terminal showing another graphical user interface provided by the embodiment of the present application;

[0065] Figure 12 Schematic diagram of the structure of an information processing device in a game provided by the embodiment of the present application. Specific embodiments

[0066] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution of the present application will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.

[0067] The terms "including" and "having" and any variations thereof mentioned in the embodiments of the present application are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device including a series of steps or units is not limited to the listed steps or units, but may optionally include other steps or units that are not listed, or may optionally include other steps or units that are inherent to these processes, methods, products or devices.

[0068] In current games, there are various gameplays that require players to fight each other. In addition to defeating on the spot, pursuit and escape from injury are also common situations. Most games on the market use distinguishable colors to mark the positions of enemy and friendly players on the escape map. Players on the same team can obtain the exact position of their teammates by sending coordinates in the team channel, and in this way, they can infer which friendly player the bright spot on the escape map is.

[0069] However, existing games only use distinguishable color highlights on the escape map to mark the player's camp situation, and do not mark the player's real-time health bar, player combat power and other battle data information, and whether the player is in a non-hang-up state. When a player wants to ask for help from teammates, it is difficult to use the existing information to determine whether the player can increase his or her escape possibility, and it is also difficult to determine whether choosing the player as a recent joint attack partner will further increase casualties. Moreover, the interactive method provided by existing games, which sends coordinates in the team channel and then infers the identity of nearby bright spot players, places too high demands on escape players who need to move quickly. Players need to complete a series of operations such as sending distress signals, exchanging coordinates, determining identities, and deciding the direction of escape in a very short time, which is very difficult for ordinary players.

[0070] It can be seen from the above defects that the escape maps in existing games can provide less information and are less targeted, which makes it easy for players to make misjudgments and affects the game experience of players.

[0071] Based on this, the embodiments of the present application provide an information processing method, device and electronic terminal in the game, which alleviates the technical problem that the information provided by the map in the game is less targeted, which leads to players' easy misjudgment during the escape process. In addition, the present application also reduces unnecessary calculations, improves the calculation speed and saves computing resources by defining the escape planning range.

[0072] In one embodiment of the present application, the information processing method in the game can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0073] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0074] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0075] In one possible implementation, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0076] For example, Figure 1 As shown, Figure 1Schematic diagram of an application scenario provided by an embodiment of the present application. The application scenario may include a touch terminal (e.g., mobile phone 102) and a server 101. The touch terminal may communicate with the server 101 through a wired network or a wireless network. The touch terminal is used to run a virtual desktop, and through this virtual desktop, it can interact with the server 101 to control the virtual character in the server 101.

[0077] The touch terminal in this embodiment is described by taking the mobile phone 102 as an example. The mobile phone 102 includes components such as a Radio Frequency (RF) circuit 210, a memory 220, a touch screen 230, and a processor 240. Those skilled in the art can understand that Figure 2 the mobile phone structure shown in does not constitute a limitation on the mobile phone, and it may include more or fewer components than shown, or combine certain components, or split certain components, or have different component arrangements. Those skilled in the art can understand that the touch screen 230 belongs to the User Interface (UI), and the mobile phone 102 may include more or fewer user interfaces than shown.

[0078] The RF circuit 210 can also communicate with the network and other devices through wireless communication. The wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), etc.

[0079] The memory 220 can be used to store software programs and modules. The processor 240 executes various functional applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 220. The memory 220 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function, etc.; the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 220 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0080] The touch screen 230 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 230 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can collect contact or non-contact operations of the user thereon or nearby (for example, as Figure 3 shown, the operations of the user using any suitable object or accessory such as a finger 301, a stylus, etc. on or near the touch panel), and generate preset operation instructions. In addition, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation and posture of the user, and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into information that can be processed by the processor, and then sends it to the processor 240, and can receive and execute the commands sent by the processor 240. In addition, various types such as resistive, capacitive, infrared, and surface acoustic wave can be used to implement the touch panel, and any technology developed in the future can also be used to implement the touch panel. Further, the touch panel can cover the display panel, and the user can operate on or near the touch panel covering the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation thereon or nearby, it is transmitted to the processor 240 to determine the user input, and then the processor 240 provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.

[0081] The processor 240 is the control center of the mobile phone 102, connects various parts of the entire mobile phone through various interfaces and lines, runs or executes software programs and / or modules stored in the memory 220, and calls data stored in the memory 220, executes various functions of the mobile phone 102 and processes data, so as to monitor the mobile phone as a whole.

[0082] The embodiments of the present application will be further introduced below with reference to the accompanying drawings.

[0083] Figure 4 It is a schematic flowchart of an information processing method in a game provided by an embodiment of the present application. Among them, this method can be applied to a first terminal that can present a graphical user interface (such as Figure 2 the mobile phone 102 shown), provide a graphical user interface through the first terminal, and the game scene of the game includes a first virtual character controlled by the first terminal. As Figure 4 shown, this method includes:

[0084] Step S410, in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state is about to run out of energy, determine the required duration for running out of energy as the escape planning duration.

[0085] Exemplarily, the first virtual character controlled by the player is in an escape state in the game scene. The first virtual character continuously loses energy due to being injured, and using items such as supplies cannot prevent the continuous loss of energy, that is, the energy loss rate of the first virtual character is greater than the energy recovery rate. Continuing like this, the first virtual character will run out of energy. Then, the required duration for running out of energy, that is, the escape planning duration, can be calculated through the following formula:

[0086] Current energy value ÷ (energy loss rate - energy recovery rate) = escape planning duration.

[0087] Among them, the current energy value is the energy value currently possessed by the first virtual character, the energy loss rate is the current energy loss rate of the first virtual character, and the energy recovery rate is the current energy recovery rate of the first virtual character.

[0088] In a possible implementation manner, when the system detects that the energy loss rate of the first virtual character is greater than the energy recovery rate, the system can obtain the information of supply items that the first virtual character can use or purchase, and ask the player whether to replace the relevant supply items to help the first virtual character recover energy.

[0089] Step S420, with the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range, determine the escape planning range of the first virtual character in the game scene.

[0090] Exemplarily, as Figure 5 shown, a circular area, that is, the escape planning range 503, can be circled with the current position of the first virtual character 501 as the center and the longest displacement 502 of the first virtual character within the escape planning duration as the radius. The longest displacement 502 of the first virtual character within the escape planning duration can be calculated through the following formula:

[0091] Moving speed × escape planning duration = longest displacement.

[0092] Among them, the moving speed is the current moving speed of the first virtual character in the game scene. The longest displacement 502 is the maximum distance that the first virtual character 501 can displace before running out of energy.

[0093] Step S430, display the escape map corresponding to the escape planning range in the graphical user interface.

[0094] Exemplarily, such as Figure 5 As shown, the game scene map can be abstracted with the corner 504 in the game scene as the point and the path 505 as the side to generate an escape map corresponding to the escape planning range 503.

[0095] In the embodiment of the present application, after the first virtual character controlled by the player enters the escape state, the system can determine whether the energy value of the first virtual character will be exhausted. If the energy value of the first virtual character will be exhausted, the system can determine the maximum distance that the first virtual character can move before the energy value is exhausted according to the required duration of the energy value exhaustion, so as to determine the survival movement range of the first virtual character in the game scene. Furthermore, a more targeted escape map is displayed for the player in the graphical user interface, realizing a more targeted escape map that can target the survival movement range for the escape state, avoiding misjudgment by the player during the escape process, contributing to the escape process, and alleviating the technical problem that the information provided by the map in the game is less targeted, resulting in easy misjudgment by the player during the escape process.

[0096] The above steps are introduced in detail below.

[0097] In some embodiments, the system can determine whether the energy value of the first virtual character will be exhausted. If the energy value will be exhausted, the system can calculate the movable time of the first virtual character before the energy value is exhausted, and then provide the escape planning duration and range for the player, making the determination of the escape planning range closer to the real-time situation of the first virtual character and more targeted. As an example, the above step S410 can specifically include the following steps:

[0098] Step a), in response to the first virtual character being in the escape state in the game scene, determine whether the first virtual character in the escape state will have its energy value exhausted.

[0099] Step b), if the first virtual character will have its energy value exhausted, determine the required duration of the energy value exhaustion as the escape planning duration.

[0100] Exemplarily, the first virtual character controlled by the player is in the escape state in the game scene. The first virtual character continuously loses energy due to being injured, and using items such as supplies cannot prevent the continuous loss of energy value, that is, the energy loss rate of the first virtual character is greater than the energy recovery rate. Continuing like this, the first virtual character will have its energy exhausted. Then the system can calculate the required duration of the energy value exhaustion of the first virtual character and determine it as the escape planning duration.

[0101] The system determines whether the energy value of the first virtual character in the escape state is in a healthy condition, that is, whether the first virtual character will experience exhaustion of the energy value. If the first virtual character will experience exhaustion of the energy value, the system can determine the required duration for the energy value to be exhausted as the escape planning duration, and then prompt the player with the available escape time to assist the player in performing escape operations and improving the player's gaming experience.

[0102] Based on the above steps a) and b), the system can judge whether the energy value of the first virtual character will be exhausted. If the energy value cannot be exhausted, the system can use the set specified duration as the escape planning duration to determine the escape planning range, and can also prompt the player to escape within the planning duration to increase the player's escape probability. As an example, after the above step a), the method may further include the following steps:

[0103] Step c), if the first virtual character will not experience exhaustion of the energy value, then determine the specified duration as the escape planning duration.

[0104] Exemplarily, the first virtual character controlled by the player is in the escape state in the game scene. The first virtual character continuously loses energy due to being injured, but since using items such as supplies can help restore the energy value, that is, the energy loss rate of the first virtual character is less than or equal to the energy recovery rate, and the first virtual character will not experience exhaustion of the energy value if it continues like this. Therefore, the specified duration can be set as the escape planning duration, and then the escape map can be refreshed regularly according to the specified duration.

[0105] In practical applications, the specified duration can be preset by the player before entering the game, or can be set by the player according to the game situation during the game session. The value of the specified duration in the embodiments of this application is not limited and can be 10 seconds, 20 seconds, 30 seconds, etc.

[0106] The system determines whether the energy value of the first virtual character in the escape state is in a healthy condition, that is, whether the first virtual character will experience exhaustion of the energy value. If the first virtual character will not experience exhaustion of the energy value, the system can use the set specified duration as the escape planning duration, and then can refresh the escape map regularly according to the specified duration to assist the player in performing escape operations and improving the player's gaming experience.

[0107] Based on the above steps a) and b), the system can use the energy loss rate and energy recovery rate of the first virtual character as the judgment basis. By comparing the values of the two, it can accurately judge whether the energy value of the first virtual character is likely to be exhausted, and then provide corresponding assistance for the player's escape operation. Exemplarily, the first virtual character has an energy loss rate and an energy recovery rate in the escape state; the above step a) can specifically include the following steps:

[0108] Step d), determine whether the energy loss rate is greater than the energy recovery rate.

[0109] Step e), if the energy loss rate is greater than the energy recovery rate, determine that the energy value of the first virtual character in the escape state will be exhausted.

[0110] Step f), if the energy loss rate is less than or equal to the energy recovery rate, determine that the energy value of the first virtual character in the escape state will not be exhausted.

[0111] As an example, the first virtual character controlled by the player is in the escape state in the game scene. The first virtual character continuously loses energy due to being injured, with an energy loss rate of 10 energy values per second and an energy recovery rate of 5 energy values per second. By comparison, the energy loss rate of the first virtual character is greater than the energy recovery rate, so it can be determined that the first virtual character in the escape state will have its energy exhausted.

[0112] As another example, the first virtual character controlled by the player is in the escape state in the game scene. The first virtual character continuously loses energy due to being injured, with an energy loss rate of 10 energy values per second. However, since using items such as supplies can help restore the energy value, its energy recovery rate is 15 energy values per second. By comparison, the energy loss rate of the first virtual character is less than the energy recovery rate, so it can be determined that the first virtual character in the escape state will not have its energy exhausted.

[0113] As another example, the first virtual character controlled by the player is in the escape state in the game scene. The first virtual character continuously loses energy due to being injured, with an energy loss rate of 10 energy values per second. However, since using items such as supplies can help restore the energy value, its energy recovery rate is 10 energy values per second. By comparison, the energy loss rate of the first virtual character is equal to the energy recovery rate, so it can be determined that the first virtual character in the escape state will not have its energy exhausted.

[0114] The system obtains the energy loss rate and energy recovery rate of the first virtual character, and uses the values of the two as the basis for judgment. By comparing the values of the two, it can accurately determine whether the energy value of the first virtual character will be exhausted, thereby providing assistance for the player's escape operation and improving the player's gaming experience.

[0115] Based on the above steps d), e), and f), after the system determines that the energy loss rate is greater than the energy recovery rate, it can divide the current energy value of the first virtual character by the difference between the energy loss rate and the energy recovery rate, so as to obtain the required time for the energy value of the first virtual character to be exhausted, and then provide an accurate escape planning time for the player. As an example, if the energy loss rate is greater than the energy recovery rate, the required time for the energy value to be exhausted is the current energy value of the first virtual character divided by the difference between the energy loss rate and the energy recovery rate.

[0116] Exemplarily, the first virtual character controlled by the player is in an escape state in the game scene. The first virtual character continuously loses energy due to being injured, and using items such as supplies cannot prevent the continuous loss of energy value, that is, the energy loss rate of the first virtual character is greater than the energy recovery rate. If the energy exhaustion will occur if it continues, the required time for the energy value to be exhausted, that is, the escape planning time, can be calculated through the following formula:

[0117] Current energy value ÷ (Energy loss rate - Energy recovery rate) = Escape planning time.

[0118] Among them, the current energy value is the energy value currently possessed by the first virtual character, the energy loss rate is the current energy loss rate of the first virtual character, and the energy recovery rate is the current energy recovery rate of the first virtual character.

[0119] In practical applications, assuming that the current energy value of the first virtual character is 100, the energy loss rate of the first virtual character is 10 energy values per second, and the energy recovery rate is 5 energy values per second, then the escape planning time can be calculated as:

[0120] Escape planning time = 100 ÷ (10 - 5) = 20 seconds.

[0121] The system compares the values of the energy loss rate and the energy recovery rate. After determining that the energy loss rate is greater than the energy recovery rate, it can divide the current energy value of the first virtual character by the difference between the energy loss rate and the energy recovery rate, so as to obtain the required time for the energy value of the first virtual character to be exhausted, and then provide an accurate escape planning time for the player, helping the player to perform the escape operation and enhancing the player's gaming experience.

[0122] In some embodiments, the system can determine all escape routes for the player in the escape map, predict the positions of the enemies at the same time, and hide and display the escape routes occupied by the enemies to prevent the player from choosing the wrong route and encountering the enemies. Moreover, the prediction duration of the enemy positions is determined according to the optimism coefficient, which is more targeted at the personal situation of the character itself. As an example, the first virtual character corresponds to an optimism coefficient; the game scene also includes a second virtual character in a different camp from the first virtual character; after the above step S420, the method may further include the following steps:

[0123] Step g), determining all the first paths contacted by the first virtual character within the escape planning range.

[0124] Step h), using the trained ARIMA model to predict the position of the second virtual character after the prediction duration to obtain the second character position.

[0125] Step i), if the second character position is located in the first path, determining the target first path between the second character position and the first virtual character.

[0126] Step j), hiding the target first path in the escape map.

[0127] For the above step h), the prediction duration is proportional to the optimism coefficient and is less than the required duration for the energy value to be exhausted.

[0128] Exemplarily, as Figure 6 shown, the system first determines all the first paths contacted by the first virtual character 601 within the escape planning range, that is, the escape paths that the player can choose. Figure 6 There are 4 first paths in total, among which the enemy virtual character 602, the friendly virtual character 603, the friendly virtual character 604, and the friendly virtual character 605 are respectively located in different first paths.

[0129] The above Autoregressive Integrated Moving Average (ARIMA) model is a model for time series prediction among many statistical models. The ARIMA model refers to a model established by regressing the dependent variable only on its lagged values and the present and lagged values of the random error terms during the process of transforming a non-stationary time series into a stationary time series. It has the characteristic of a simple model and only requires its own variables without the need to rely on other exogenous variables. Using this model, the positions of other virtual characters in the game scene after the prediction duration can be predicted to obtain the positions of other virtual characters.

[0130] The above-mentioned optimism coefficient is a constant. Taking the optimism coefficient of 0.5 as an example, the prediction duration is proportional to the optimism coefficient. It can be understood that the prediction duration is 0.5 seconds, that is, the system uses 0.5 seconds to complete a prediction of the positions of other virtual characters. The optimism coefficient can be preset by the system or set by the player according to the game situation in the game.

[0131] In practical applications, the system can use the ARIMA model to predict the position of the enemy virtual character 602 (the second virtual character) after 0.5 seconds, and obtain the position of the enemy virtual character 602 after 0.5 seconds. Since the position of the enemy virtual character 602 is on the first path, the target first path between the position of the enemy virtual character 602 and the first virtual character 601 is determined, and the target first path in the escape map is hidden. The hidden escape map is as Figure 7 shown.

[0132] First, the system can determine all the first paths that the first virtual character touches within the escape planning range, that is, provide all the escape paths for the player in the escape map. At the same time, it predicts the positions of the enemies chasing behind and hides and displays the escape paths occupied by the enemies, so as to prevent the player from choosing the wrong path and meeting the enemies, realizing the function of helping the player escape and improving the player's gaming experience.

[0133] Based on the above steps g), h), i) and j), the system can predict the positions of enemy virtual characters multiple times per unit time according to the optimism coefficient, and timely and accurately prompt the player with the position information of the enemy virtual characters. For example, the more optimistic the player is, the smaller the frequency of predicting the enemy's position, which is more targeted at the player's personal optimism. As an example, the above step h) can specifically include the following steps:

[0134] Step k), use the trained ARIMA model to predict the position of the second virtual character after the prediction duration multiple times according to the prediction frequency, and obtain the second character position.

[0135] For the above step k), the prediction frequency is inversely proportional to the optimism coefficient.

[0136] Exemplarily, the above-mentioned optimism coefficient is a constant, and the prediction frequency of the system for the positions of virtual characters per unit time can be obtained through the following formula:

[0137]

[0138] Taking the optimism coefficient as 0.5 and the unit time as 1 second as an example, it can be obtained that the prediction frequency of the system for the position of the virtual character within the unit time is 2 times per second. The prediction frequency is inversely proportional to the optimism coefficient. It can be understood that the more optimistic the player's escape situation is, the larger the optimism coefficient is, the lower the prediction frequency is, and the lower the refresh rate of the position of the enemy virtual character (the second character) is; the more critical the player's escape situation is, the smaller the optimism coefficient is, the higher the prediction frequency is, and the higher the refresh rate of the position of the enemy virtual character is. The optimism coefficient can be preset by the system or set by the player according to the game situation during the game.

[0139] The system predicts the position of the enemy virtual character after the prediction duration by using the trained ARIMA model multiple times according to the prediction frequency, so as to obtain the real-time position of the enemy virtual character, and then can prompt the position information of the enemy virtual character for the player in a timely and accurate manner, achieving the goal of helping the player to perform escape operations.

[0140] In some embodiments, in the game, the predicted teammate cooperation win rate can also be used to jointly fight with teammates to improve the escape success rate. For example, the system can obtain information such as the attributes and battle data of the first virtual character and the teammates within the escape planning range, predict whether the first virtual character and the teammates can defeat the chasing enemy based on the above information, and send a cooperation request to the teammate with a higher predicted cooperation win rate to increase the player's escape probability. Exemplarily, the game scene also includes a third virtual character in the same camp as the first virtual character; after the above step S420, the method may further include the following steps:

[0141] Step l), if the third virtual character is included in the escape planning range, predict the predicted win rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character based on the combat power, energy value and battle data of the third virtual character and the first virtual character.

[0142] Step m), determine the first-level third virtual characters with a predicted win rate greater than or equal to the preset win rate, and send a joint combat request to the second terminal corresponding to the first-level third virtual characters.

[0143] For the above step l), the chasing virtual character is the virtual character that chases the first virtual character in the game scene.

[0144] As an example, such as Figure 7As shown in the figure, the first virtual character 701 is being chased by an enemy virtual character 702 (the chasing virtual character) in the game scene. The escape planning range includes a friendly virtual character 703 (the third virtual character). The system obtains the combat power, energy value, and combat data of the first virtual character 701 and the friendly virtual character 703, and predicts the winning rate of the first virtual character 701 and the friendly virtual character 703 jointly fighting against the enemy virtual character 702. If the predicted winning rate is greater than or equal to the preset winning rate, the friendly virtual character 702 is determined as the first-level third virtual character, and a joint combat request is sent to the friendly virtual character 702.

[0145] As another example, as Figure 8 shown in the figure, the first virtual character 801 is being chased by an enemy virtual character 802 (the chasing virtual character) in the game scene. The escape planning range includes multiple third virtual characters, namely the friendly virtual character 803, the friendly virtual character 804, and the friendly virtual character 805. The system obtains the combat power, energy value, and combat data of the first virtual character 801, the friendly virtual character 803, the friendly virtual character 804, and the friendly virtual character 805, and predicts the winning rates of the first virtual character 801 and the friendly virtual character 803, or the friendly virtual character 804, or the friendly virtual character 805 jointly fighting against the enemy virtual character 802 respectively. If the predicted winning rates of the first virtual character 801 and the friendly virtual character 803, or the friendly virtual character 804 are greater than or equal to the preset winning rate, the friendly virtual character 803 and the friendly virtual character 804 are determined as the first-level third virtual characters, and the friendly virtual characters are sorted according to the winning rates. The sorting method can be in ascending order or descending order, which can be selected by the player. In this embodiment of the application, the ascending order is taken as an example, that is, a joint combat request is preferentially sent to the friendly virtual character with the highest predicted winning rate.

[0146] It should be noted that the preset winning rate can be preset by the system or set by the player according to the game situation during the game. The value of the preset winning rate in this embodiment of the application is not limited, and can be 40%, 50%, 100%, etc.

[0147] The system obtains information such as the attributes and combat data of the first virtual character and the teammates in the escape planning range, and predicts whether the first virtual character and the teammates can defeat the chasing enemy through cooperation according to the above information. In the case of multiple teammates in the escape planning range, the teammates with predicted winning rates greater than the preset winning rate are sorted according to the winning rates, and a cooperation request is preferentially sent to the teammate with a higher predicted winning rate to increase the player's escape probability and improve the player's game experience.

[0148] Based on the above steps l) and m), after the teammate responds to the player's cooperation request, the system can calculate the shortest path between the player and the teammate through a special algorithm, and guide the player to meet with the teammate, so as to quickly reach the teammate to achieve joint combat and increase the player's escape probability. As an example, after the above step m), the method may further include the following steps:

[0149] Step n), if the consent request feedback by the second terminal is received, determine the shortest second path between the first-level third virtual character and the first virtual character.

[0150] Step o), based on the second path, perform a movement prompt in the graphical user interface.

[0151] Exemplarily, as Figure 9 shown, the first virtual character 901 is chased by the enemy virtual character 902 (chasing virtual character) in the game scene, and the friendly virtual character 903 (first-level third virtual character) in the escape planning range responds to the player's joint combat request. Therefore, the system can determine the shortest second path between the friendly virtual character 903 and the first virtual character 901, and perform a movement prompt in the escape map.

[0152] It should be noted that the movement prompt can not only provide prompts for the player in the escape map, but also provide prompts for the player from the first-person perspective or third-person perspective of the player in the main game screen. This movement prompt is only visible to the two cooperative players, that is, it is only displayed on the first terminal corresponding to the first virtual character 901 and the second terminal corresponding to the friendly virtual character 902.

[0153] In practical applications, the A* algorithm can be used to calculate the shortest path between the friendly virtual character 903 and the first virtual character 901. The A* (A-Star) algorithm is the most effective direct search method for solving the shortest path in a static road network and is also an effective algorithm for solving many search problems. The closer the distance estimate value in the algorithm is to the actual value, the faster the final search speed will be.

[0154] After the teammate responds to the player's cooperation request, the system can calculate the shortest path between the player and the teammate through the A* algorithm, and display a movement prompt on the devices of the player and the teammate to guide the player to meet with the teammate to achieve joint combat and increase the player's escape probability.

[0155] Based on the above steps l) and m), in the game, the path to a teammate who will not cooperate can also be hidden. For example, if a teammate refuses or does not respond to the player's cooperation request, the system can hide and display the escape path where the teammate is located to prevent the player from choosing the wrong path and leading the enemy to the teammate, which may affect the gaming experience of both sides. As an example, after the above step m), the method may further include the following steps:

[0156] Step p), if the consent request feedback from the second terminal is not received, or the rejection request feedback from the second terminal is received, then determine the third path based on the first-level third virtual character and the first virtual character.

[0157] Step q), hide the third path in the escape map.

[0158] Exemplarily, as Figure 10 shown, the first virtual character 1001 is being chased by the enemy virtual character 1002 (chasing virtual character) in the game scene, and the friendly virtual character 1003 (first-level third virtual character) in the escape planning range refuses the player's request for joint combat. Therefore, the system can determine the third path between the friendly virtual character 1003 and the first virtual character 1001 and hide and display the third path in the escape map.

[0159] After a teammate refuses or does not respond to the player's cooperation request, the system can hide and display the escape path where the teammate is located in the escape planning range to prevent the player from choosing the wrong path and leading the enemy to the teammate, which may affect the gaming experience of both sides.

[0160] Based on the above steps l) and m), the system can send a warning signal to a teammate with a relatively low predicted cooperation win rate to prompt that there is an enemy chasing nearby. As an example, after the above step l), the method may further include the following steps:

[0161] Step r), determine the second-level third virtual character whose predicted win rate is less than the preset win rate.

[0162] Step s), send a warning message to the third terminal corresponding to the second-level third virtual character so that the third terminal can give a warning regarding the chasing virtual character.

[0163] Exemplarily, as Figure 8As shown in the figure, the first virtual character 801 is being chased by the enemy virtual character 802 (the chasing virtual character) in the game scene. The escape planning range includes multiple third virtual characters, namely the friendly virtual characters 803, 804, and 805. The system obtains the combat power, energy value, and battle data of the first virtual character 801, the friendly virtual characters 803, 804, and 805, and predicts the winning probabilities of the first virtual character 801 and the friendly virtual character 803, or the friendly virtual character 804, or the friendly virtual character 805 jointly fighting against the enemy virtual character 802 respectively. If the predicted winning probability of the first virtual character 801 and the friendly virtual character 805 is less than the preset winning probability, the friendly virtual character 805 is determined as the secondary third virtual character, and a warning message is sent to the corresponding third terminal, so that the third terminal can give a warning against the chasing virtual character.

[0164] In practical applications, the system can send a warning message to the third terminal, reminding the player corresponding to the third terminal that there is an enemy player nearby, and at the same time flashing the position of the enemy player once on the mini-map of the third terminal.

[0165] The system sends a warning signal to the teammate with a lower predicted cooperation winning probability to remind the teammate that there is an enemy chasing nearby, and displays the enemy position on the game device of the teammate, so as to avoid the situation where a teammate with weaker combat power meets the enemy and causes the game situation to deteriorate.

[0166] Based on the above steps r) and s), the system can calculate the shortest path between the player and the teammate with a lower cooperation winning probability through a special algorithm, and hide and display the escape path where the teammate is located, so as to prevent the player from choosing the wrong path and leading the enemy to the teammate, resulting in the deterioration of the game situation. As an example, after the above step r), the method may further include the following steps:

[0167] Step t), determining the fourth path between the secondary third virtual character and the first virtual character

[0168] Step u), hiding the fourth path in the escape map.

[0169] Exemplarily, as Figure 11 shown, the first virtual character 1101 is being chased by the enemy virtual character 1102 (the chasing virtual character) in the game scene. The predicted winning probability of the friendly virtual character 1103 (the secondary third virtual character) in the escape planning range and the first virtual character 1101 jointly fighting against the enemy virtual character 1102 is less than the preset winning probability. Therefore, the system can use the A* algorithm to determine the shortest fourth path between the friendly virtual character 1103 and the first virtual character 1101, and hide and display it in the escape map.

[0170] The system calculates the shortest path between the player and the teammate with a lower cooperation win rate through the A* algorithm, and hides and displays the escape path where the teammate is located to prevent the player from choosing the wrong path and leading the enemy to the teammate, which may deteriorate the game situation.

[0171] In some embodiments, the energy value may include multiple types to adapt to different gameplay in different games. As an example, the energy value includes any one or more of the following:

[0172] The health value, blood volume value, signal value, and magic value of the first virtual character.

[0173] Exemplarily, in some games, the energy value of the virtual character is defined as the health value, and the health value will gradually decrease during the escape process; in some other games, the energy value of the virtual character is defined as the blood volume value, and the health value will be gradually deducted during the escape process; in some other games, the energy value of the virtual character is defined as the signal value, and the signal value will gradually decay during the escape process; in some other games, the energy value of the virtual character is defined as the magic value, and the magic value will gradually be lost during the escape process.

[0174] By enabling the energy value to cover multiple types, the information processing method in a game provided by the embodiments of the present application can be adapted to multiple game types and multiple gameplay.

[0175] Figure 12 A schematic structural diagram of an information processing device 1200 in a game is provided. Among them, the device can be applied to an electronic terminal that can run a game program. The device provides a graphical user interface through a first terminal, and the game scene of the game includes a first virtual character controlled by the first terminal. As Figure 12 , the information processing device 1200 in the game includes:

[0176] A first determination module 1201, configured to, in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have a situation where the energy value is exhausted, determine the required duration for the energy value to be exhausted as the escape planning duration;

[0177] A second determination module 1202, configured to determine an escape planning range of the first virtual character in the game scene with the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range;

[0178] A display module 1203, configured to display an escape map corresponding to the escape planning range in the graphical user interface.

[0179] In some embodiments, the first determination module 1201 is specifically configured to:

[0180] In response to the first virtual character being in an escape state in the game scene, determine whether the first virtual character in the escape state will run out of energy;

[0181] If the first virtual character will run out of energy, determine the required duration for running out of energy as the escape planning duration.

[0182] In some embodiments, the device further includes:

[0183] A judgment module, configured to, after judging whether the first virtual character in the escape state will run out of energy, if the first virtual character will not run out of energy, determine the specified duration as the escape planning duration.

[0184] In some embodiments, the first virtual character has an energy loss rate and an energy recovery rate in the escape state; the first determination module 1201 is specifically configured to:

[0185] Judge whether the energy loss rate is greater than the energy recovery rate;

[0186] If the energy loss rate is greater than the energy recovery rate, determine that the first virtual character in the escape state will run out of energy;

[0187] If the energy loss rate is less than or equal to the energy recovery rate, determine that the first virtual character in the escape state will not run out of energy.

[0188] In some embodiments, if the energy loss rate is greater than the energy recovery rate, the required duration for running out of energy is the current energy value of the first virtual character divided by the difference between the energy loss rate and the energy recovery rate.

[0189] In some embodiments, the first virtual character corresponds to an optimism coefficient; the game scene also includes a second virtual character of a different camp from the first virtual character; the device further includes:

[0190] A third determination module, configured to, after determining the escape planning range of the first virtual character in the game scene, determine all first paths contacted by the first virtual character in the escape planning range;

[0191] Use the trained ARIMA model to predict the position of the second virtual character after the prediction duration to obtain the second character position; wherein, the prediction duration is proportional to the optimism coefficient and less than the required duration for running out of energy;

[0192] If the second character position is located on the first path, determine the target first path between the second character position and the first virtual character;

[0193] Hide the target first path in the escape map.

[0194] In some embodiments, the third determination module is specifically configured to:

[0195] Use the trained ARIMA model multiple times according to the prediction frequency to predict the position of the second virtual character after the prediction duration, obtaining the second character position; wherein, the prediction frequency is inversely proportional to the optimism coefficient.

[0196] In some embodiments, the game scenario further includes a third virtual character in the same camp as the first virtual character; the apparatus further includes:

[0197] A prediction module, configured to, after determining the escape planning range of the first virtual character in the game scenario, if the third virtual character is included in the escape planning range, predict the predicted winning rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character based on the combat power, energy value, and combat data of the third virtual character and the first virtual character; wherein, the chasing virtual character is the virtual character that chases the first virtual character in the game scenario;

[0198] Determine the first-level third virtual characters with a predicted winning rate greater than or equal to the preset winning rate, and send a joint combat request to the second terminal corresponding to the first-level third virtual characters.

[0199] In some embodiments, the apparatus further includes:

[0200] A prompt module, configured to, after sending a joint combat request to the second terminal corresponding to the first-level third virtual characters, if an approval request feedback from the second terminal is received, determine the shortest second path between the first-level third virtual character and the first virtual character;

[0201] Perform a movement prompt in the graphical user interface based on the second path.

[0202] In some embodiments, the apparatus further includes:

[0203] A first hiding module, configured to, after sending a joint combat request to the second terminal corresponding to the first-level third virtual characters, if an approval request feedback from the second terminal is not received, or a rejection request feedback from the second terminal is received, determine a third path based on the first-level third virtual character and the first virtual character;

[0204] Hide the third path in the escape map.

[0205] In some embodiments, the apparatus further includes:

[0206] A warning module, configured to, after predicting the predicted winning rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character, determine the second-level third virtual characters with a predicted winning rate less than the preset winning rate;

[0207] Send a warning message to the third terminal corresponding to the second-level third virtual character, so that the third terminal warns against the chasing virtual character.

[0208] In some embodiments, the device further includes:

[0209] A second hiding module, configured to determine a fourth path between the second-level third virtual character and the first virtual character after determining a second-level third virtual character with a predicted winning rate less than a preset winning rate;

[0210] Hide the fourth path in the escape map.

[0211] In some embodiments, the energy value includes any one or more of the following:

[0212] The health value, blood volume value, signal value, and magic value of the first virtual character.

[0213] The information processing device in the game provided by the embodiments of the present application has the same technical features as the information processing method in the game provided by the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0214] Corresponding to the information processing method in the above game, the embodiments of the present application further provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and run by a processor, the computer-executable instructions cause the processor to run the steps of the information processing method in the above game.

[0215] The information processing device in the game provided by the embodiments of the present application can be specific hardware on a device or software or firmware installed on the device. The implementation principle and the technical effects produced by the device provided by the embodiments of the present application are the same as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the device embodiments, reference may be made to the corresponding content in the foregoing method embodiments. Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems, devices, and units described above can all refer to the corresponding processes in the above method embodiments, and will not be repeated here.

[0216] In the embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.

[0217] For another example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of the devices, methods and computer program products according to multiple embodiments of this application. In this regard, each block in the flowchart or block diagram can represent a module, a program segment or a part of the code, and the module, the program segment or the part of the code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order from that marked in the accompanying drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, as well as the combination of blocks in the block diagram and / or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.

[0218] The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they can be located in one place, or can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0219] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.

[0220] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the information processing method in the game described in various embodiments of this application. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0221] It should be noted that: similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.

[0222] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, a graphical user interface is provided by a first terminal, and a first virtual character controlled by the first terminal is included in the game scene of the game; the method includes: in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have its energy value exhausted, determining the required duration for the energy value to be exhausted as the escape planning duration; centering on the current position of the first virtual character in the game scene and using the maximum displacement of the first virtual character within the escape planning duration as the radius range, determining the escape planning range of the first virtual character in the game scene; displaying an escape map corresponding to the escape planning range in the graphical user interface; a third virtual character of the same camp as the first virtual character is also included in the game scene; if the third virtual character is included in the escape planning range, predicting the predicted winning rate of the third virtual character and the first virtual character jointly fighting against a chasing virtual character based on the combat power, energy value, and combat data of the third virtual character and the first virtual character; wherein, the chasing virtual character is a virtual character in the game scene that chases the first virtual character; determining a first-level third virtual character whose predicted winning rate is greater than or equal to a preset winning rate, and sending a joint combat request to a second terminal corresponding to the first-level third virtual character.

2. The method according to claim 1, characterized in that, the step of in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will have its energy value exhausted, determining the required duration for the energy value to be exhausted as the escape planning duration includes: in response to the first virtual character being in an escape state in the game scene, determining whether the first virtual character in the escape state will have its energy value exhausted; if the first virtual character will have its energy value exhausted, determining the required duration for the energy value to be exhausted as the escape planning duration.

3. The method according to claim 2, characterized in that, after the step of determining whether the first virtual character in the escape state will have its energy value exhausted, the method further includes: if the first virtual character will not have its energy value exhausted, determining a specified duration as the escape planning duration.

4. The method according to claim 2, characterized in that, the first virtual character has an energy loss rate and an energy recovery rate corresponding to the escape state; the step of determining whether the first virtual character in the escape state will have its energy value exhausted includes: determining whether the energy loss rate is greater than the energy recovery rate; if the energy loss rate is greater than the energy recovery rate, determining that the first virtual character in the escape state will have its energy value exhausted; If the energy loss rate is less than or equal to the energy recovery rate, it is determined that the first virtual character in the escape state will not exhaust the occurrence energy value.

5. The method according to claim 4, wherein, if the energy loss rate is greater than the energy recovery rate, the required duration for the energy value to be exhausted is the current energy value of the first virtual character divided by the difference between the energy loss rate and the energy recovery rate.

6. The method according to claim 1, wherein, the first virtual character corresponds to an optimism coefficient; the game scenario also includes a second virtual character in a different camp from the first virtual character; after the step of determining the escape planning range of the first virtual character in the game scenario, it further includes: determining all first paths contacted by the first virtual character in the escape planning range; using the trained ARIMA model to predict the position of the second virtual character after the prediction duration to obtain the second character position; wherein, the prediction duration is proportional to the optimism coefficient and less than the required duration for the energy value to be exhausted; if the second character position is located in the first path, determining the target first path between the second character position and the first virtual character; hiding the target first path in the escape map.

7. The method according to claim 6, wherein, the step of using the trained ARIMA model to predict the position of the second virtual character after the prediction duration to obtain the second character position includes: using the trained ARIMA model to predict the position of the second virtual character after the prediction duration multiple times according to the prediction frequency to obtain the second character position; wherein, the prediction frequency is inversely proportional to the optimism coefficient.

8. The method according to claim 1, wherein, after the step of sending a joint combat request to the second terminal corresponding to the first-level third virtual character, it further includes: if the consent request feedback from the second terminal is received, determining the shortest second path between the first-level third virtual character and the first virtual character; performing a movement prompt in the graphical user interface based on the second path.

9. The method according to claim 1, wherein, after the step of sending a joint combat request to the second terminal corresponding to the first-level third virtual character, it further includes: if the consent request feedback from the second terminal is not received, or the rejection request feedback from the second terminal is received, determining a third path based on the first-level third virtual character and the first virtual character; hiding the third path in the escape map.

10. The method according to claim 1, wherein, after the step of predicting the predicted winning rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character, it further includes: determining the second-level third virtual characters with the predicted winning rate less than the preset winning rate; Send a warning message to the third terminal corresponding to the second-level third virtual character, so that the third terminal warns against the chasing virtual character.

11. The method according to claim 10, wherein, after the step of determining the second-level third virtual character whose predicted winning rate is less than the preset winning rate, further includes: Determine the fourth path between the second-level third virtual character and the first virtual character; Hide the fourth path in the escape map.

12. The method according to claim 1, wherein, The energy value includes any one or more of the following: The health value, blood volume value, signal value, and magic value of the first virtual character.

13. An information processing device in a game, wherein, Provide a graphical user interface through a first terminal, and the game scene of the game includes a first virtual character controlled by the first terminal; the device includes: A first determination module, configured to, in response to the first virtual character being in an escape state in the game scene, if the first virtual character in the escape state will experience an exhaustion of energy value, determine the required duration for the exhaustion of the energy value as the escape planning duration; A second determination module, configured to determine an escape planning range of the first virtual character in the game scene with the current position of the first virtual character in the game scene as the center and the longest displacement of the first virtual character within the escape planning duration as the radius range; A display module, configured to display an escape map corresponding to the escape planning range in the graphical user interface; The game scene further includes a third virtual character in the same camp as the first virtual character; the device further includes a prediction module, configured to: after determining the escape planning range of the first virtual character in the game scene, if the escape planning range includes the third virtual character, based on the combat power, energy value, and combat data of the third virtual character and the first virtual character, predict the predicted winning rate of the third virtual character and the first virtual character jointly fighting against the chasing virtual character; wherein, the chasing virtual character is a virtual character in the game scene that chases the first virtual character; determine the first-level third virtual character whose predicted winning rate is greater than or equal to the preset winning rate, and send a joint combat request to the second terminal corresponding to the first-level third virtual character.

14. An electronic terminal, including a memory and a processor, and a computer program is stored in the memory and can run on the processor, wherein, When the processor executes the computer program, the steps of the method according to any one of claims 1 to 12 are implemented.

15. A computer-readable storage medium, wherein, The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and run by the processor, the computer-executable instructions cause the processor to run the method according to any one of claims 1 to 12.