Game interaction method, device, electronic device and computer-readable storage medium

By using virtual clones to fight in online games, the problem of players not being able to fight when offline or hang up is solved, the game interactivity and fun is improved, and the online rate is increased.

CN114405009BActive Publication Date: 2025-09-02BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202111612982.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2025-09-02
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

In online games, players cannot fight with other players when they are offline or hung up, resulting in reduced game interaction.

Method used

By storing clone data in the player database, using virtual clones to execute combat strategies to fight player characters, the player can achieve combat in the offline or hang up state.

Benefits of technology

It improves the interactivity and fun among gamers and increases the online rate of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiments of the present invention propose a game interaction method, device, electronic device and computer-readable storage medium, which belong to the field of network game technology. The method includes: responding to a battle request sent by a terminal, determining the combat power data of the player character of the terminal, obtaining battleable players matching the combat power data from a preset player database, and sorting the battleable players and sending them to the terminal to display an avatar ranking list on the terminal; responding to the target battle player selected by the terminal on the avatar ranking list, initializing a virtual avatar according to the avatar data of the target battle player, thereby using the virtual avatar to execute a battle strategy and fight against the player character of the terminal; and then, after the terminal selects the target battle player, being able to initialize the virtual avatar according to the avatar data, so as to use the virtual avatar to fight against the player character of the terminal, thereby improving the problem of existing games that players can no longer fight against other players after logging off or hanging up.
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Description

Technical Field

[0001] The present invention relates to the field of online game technology, and in particular to a game interaction method, device, electronic device and computer-readable storage medium. Background Art

[0002] Games are currently a popular form of entertainment for some people. Games are primarily categorized as online and single-player games. Most online games involve player-versus-player interaction. For example, in MMORGs, players interact in real time, through battles (including competitive matches), chats, and trades.

[0003] However, once a player has logged off or is in idle mode, he or she can no longer play against other players. Summary of the Invention

[0004] In view of this, the purpose of the present invention is to provide a game interaction method, device, electronic device and computer-readable storage medium, which can improve the problem of existing games that after players go offline or are in an idle state, they can no longer play against other players.

[0005] In order to achieve the above objectives, the technical solutions adopted in the embodiments of the present invention are as follows.

[0006] In a first aspect, the present invention provides a game interaction method, which adopts the following technical solution.

[0007] A game interaction method, comprising:

[0008] In response to a battle request sent by a terminal, determining battle power data of a player character of the terminal;

[0009] Obtaining playable players that match the combat power data from a preset player database, sorting the playable players and sending them to the terminal so as to display an avatar ranking list on the terminal; wherein the player database stores the avatar data of each player;

[0010] In response to a target player selected by the terminal on the avatar ranking list, initializing a virtual avatar according to the avatar data of the target player, the virtual avatar being used to execute a battle strategy according to the avatar data;

[0011] The virtual avatar is used to execute the battle strategy and fight against the player character of the terminal.

[0012] In a feasible embodiment, the method further includes:

[0013] After the battle is over, the ranking of the player character in the avatar ranking list is updated according to the battle result, a battle reward is issued to the player character at the terminal, and the battle result is sent to the target player in the form of an email.

[0014] In a feasible implementation, the method further includes a step of storing the player's avatar data, which includes:

[0015] Receiving avatar data uploaded by a player, and storing the avatar data in a mapping relationship with the player in the player database;

[0016] If the player has not uploaded the avatar data and is offline, the avatar data is obtained based on the player's attribute values, ranking and skill selection when the player is offline, and the avatar data is stored in the player database in a mapping relationship with the player;

[0017] If the player has not uploaded the avatar data and is not offline, the default data is used as the player's avatar data, and the avatar data is stored in the player database in a mapping relationship with the player.

[0018] In a feasible implementation manner, the combat power data includes ranking;

[0019] The step of obtaining, based on the combat power data, available players that match the combat power data from a preset player database, and sorting the available players and sending them to the terminal comprises:

[0020] According to the ranking, obtaining players that match the ranking from a preset player database, and sorting the players and sending them to the terminal;

[0021] The avatar ranking list includes the ranking and attribute values ​​of each of the battleable players.

[0022] In a feasible implementation manner, the avatar data includes skill selection and attribute values;

[0023] The step of initializing the virtual avatar according to the avatar data of the target player comprises:

[0024] The virtual avatar is initialized according to the attribute values ​​of the target player, and a battle strategy is generated according to the skill selection and attribute values.

[0025] In a feasible implementation manner, after the step of using the virtual avatar to execute the battle strategy to fight against the player character of the terminal, the method further includes:

[0026] Determine whether the target player is selected by multiple terminals at the same time. If so, obtain the battle results between the player characters of each terminal and the target player, including the battle duration and battle decision.

[0027] The step of updating the ranking of the player character in the avatar ranking list according to the battle result after the battle ends includes:

[0028] Swapping the ranking of the player character of the terminal whose challenge is determined to be successful and whose battle duration is the shortest with the ranking of the target battle player;

[0029] According to the battle duration, the rankings of the remaining player characters of the terminals whose battles are judged as successful are swapped with the ranking of the target battle player in sequence.

[0030] In a feasible implementation manner, the step of using the virtual avatar to execute the battle strategy to fight against the player character of the terminal includes:

[0031] Initializing a battle scene, and transferring the player character of the terminal to the battle scene;

[0032] In the battle scene, the virtual avatar is used to execute the battle strategy and fight against the player character of the terminal.

[0033] In a second aspect, the present invention provides a game interaction device, which adopts the following technical solution.

[0034] A game interaction device, comprising a matching module, an initialization module and a battle module;

[0035] The matching module is configured to respond to a battle request sent by a terminal, determine the combat power data of the player character of the terminal, obtain battleable players that match the combat power data from a preset player database, sort the battleable players, and send them to the terminal so that an avatar ranking list is displayed on the terminal; wherein the player database stores the avatar data of each player;

[0036] an initialization module, configured to initialize a virtual avatar according to the avatar data of a target player selected by the terminal on the avatar ranking list, wherein the virtual avatar is configured to execute a battle strategy according to the avatar data;

[0037] The battle module is used to use the virtual avatar to execute the battle strategy and fight against the player character of the terminal.

[0038] In a third aspect, the present invention provides an electronic device that adopts the following technical solution.

[0039] An electronic device includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor can execute the machine-executable instructions to implement the game interaction method as described in the first aspect.

[0040] In a fourth embodiment, the present invention provides a computer-readable storage medium, which adopts the following technical solution.

[0041] A computer-readable storage medium stores a computer program, which, when executed by a processor, implements the game interaction method described in the first aspect.

[0042] The game interaction method provided by the embodiment of the present invention is that after the player stores his own avatar data in the player database, when receiving the battle request sent by the terminal, the player can select the battle-capable players that match the combat power data of the terminal's player character from the player database, and send the battle-capable players to the terminal after sorting to be displayed in the form of an avatar ranking list. Therefore, after the terminal selects the target battle player on the avatar ranking list, it can initialize the virtual avatar according to the avatar data of the target battle player, and use the virtual avatar to execute the battle strategy and fight against the terminal's player character. As long as the avatar data of each player is stored in the player database, the virtual avatar can be initialized to fight against the terminal's player character, thereby improving the problem of existing games that after the player goes offline or is in an idle state, the player can no longer fight against other players.

[0043] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.

[0045] Figure 1 A block diagram of a game interaction system provided by an embodiment of the present invention is shown.

[0046] Figure 2 A block diagram of a server provided by an embodiment of the present invention is shown.

[0047] Figure 3 A flow chart of a game interaction method provided by an embodiment of the present invention is shown.

[0048] Figure 4A block diagram of an avatar ranking list provided by an embodiment of the present invention is shown.

[0049] Figure 5 Another flowchart of the game interaction method provided by an embodiment of the present invention is shown.

[0050] Figure 6 Shown Figure 5 Flow chart of some sub-steps of step S100.

[0051] Figure 7 Another flow chart of the game interaction method provided by the embodiment of the present invention is shown.

[0052] Figure 8 Shown Figure 7 Flow chart of some sub-steps of step S109.

[0053] Figure 9 A block diagram of a game interaction device provided by an embodiment of the present invention is shown.

[0054] Icons: 110 - game interaction system; 120 - server; 130 - terminal; 140 - memory; 150 - processor; 160 - communication module; 170 - game interaction device; 180 - matching module; 190 - initialization module; 200 - battle module. DETAILED DESCRIPTION

[0055] The following will be combined with the accompanying drawings to clearly and completely describe the technical solutions of the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings herein can be arranged and designed in a variety of different configurations.

[0056] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but rather merely represents selected embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative work are within the scope of protection of the present invention.

[0057] It should be noted that relational terms such as "first" and "second" are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article, or apparatus comprising the element.

[0058] Massive Multiplayer Online Role-Playing Game (MMORPG) is a type of online game. In all role-playing games, players play a fictional character and control many of the character's activities.

[0059] In MMORPGs, players need to interact with each other in real time, such as dueling, chatting, and trading. Duel, also known as competitive mode, is a key gameplay element in MMORPGs. Players can compete in multi-player or one-on-one formats. The game system ranks players based on their performance and updates the duel results in real time via a leaderboard. However, if a player is offline or idle, they cannot duel with other players.

[0060] Based on the above considerations, the present invention provides a game interaction method, device, electronic device and computer-readable storage medium.

[0061] Please refer to Figure 1 The game interaction method provided by the present invention can be applied to Figure 1 In the game interaction system 110, the game interaction system 110 includes a server 120 and a terminal 130. The server 120 and the terminal 130 are connected via a network. The server 120 includes a player database that stores avatar data for each player character. Users can log in to the game on the terminal 130 and interact with the game system on the server 120, thereby implementing the game interaction method provided by the present invention.

[0062] Please refer to Figure 2, is a block diagram of server 120. Server 120 includes memory 140, processor 150, and communication module 160. Memory 140, processor 150, and communication module 160 are electrically connected to each other, directly or indirectly, to enable data transmission or exchange. For example, these components may be electrically connected via one or more communication buses or signal lines.

[0063] Memory 140 is used to store programs or data. Memory 140 may be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.

[0064] The processor 150 is used to read / write data, computer programs or machine-executable instructions stored in the memory 140 and perform corresponding functions. In addition, the processor 150 can execute computer programs or machine-executable instructions to implement the game interaction method.

[0065] The communication module 160 is used to establish a communication connection between the server 120 and other communication terminals 130 through the network, and to send and receive data through the network.

[0066] It should be understood that Figure 2 The structure shown is only a schematic diagram of the structure of the server 120. The server 120 may also include Figure 2 More or fewer components than shown, or with Figure 2 Different configurations shown. Figure 2 Each component shown in the figure can be implemented by hardware, software or a combination thereof.

[0067] In addition, the server 120 may be a single server 120 or a server 120 cluster.

[0068] In one embodiment, reference Figure 3 , Figure 3 This is a flow chart of a game interaction method provided by the present invention. This embodiment mainly applies this method to Figure 1 and Figure 2 In this embodiment, the method may include the following steps.

[0069] S101 , in response to a battle request sent by a terminal, determining combat power data of a player character of the terminal.

[0070] Specifically, the player logs into the game interface through the terminal 130, opens the battle option (or battle button, etc.) in the game, and clicks the battle option. The terminal 130 starts to send a battle request to the server 120. In response to the battle request sent by the terminal 130, the server 120 determines the combat power data of the player character of the terminal 130.

[0071] S103, obtaining the battleable players that match the battle power data from the preset player database, sorting the battleable players and sending them to the terminal, so as to display the avatar ranking list on the terminal.

[0072] The player database stores the avatar data of each player.

[0073] Specifically, the server 120 obtains the battleable players that match the combat power data of the player character of the terminal 130 from the preset player database, and sorts the battleable players and sends them to the terminal 130 in the form of an avatar ranking list. After receiving the sorted battleable players, the terminal 130 displays the sorted battleable players on the avatar ranking list.

[0074] S105 , in response to the terminal selecting a target opposing player on the avatar ranking list, initializing a virtual avatar according to the avatar data of the target opposing player.

[0075] Among them, the virtual avatar is used to execute combat strategies based on the avatar data.

[0076] Specifically, refer to Figure 4 After the avatar ranking list is displayed on terminal 130, the player selects a target player on the avatar ranking list and clicks the "Fight" button, triggering the selection command on terminal 130. In response to terminal 130 selecting the target player on the avatar ranking list, server 120 initializes a virtual avatar based on the target player's avatar data, thereby constructing a virtual avatar. This virtual avatar contains all the target player's data.

[0077] S107, using the virtual avatar to execute a battle strategy and fight against the player character of the terminal.

[0078] Specifically, the server 120 uses the virtual avatar to execute the battle strategy obtained from the avatar data to fight against the player character of the terminal 130.

[0079] In the above-mentioned game interaction method, after the player stores his own avatar data in the player database, when receiving the battle request sent by the terminal 130, the player can select the battle players that match the combat power data of the player character of the terminal 130 from the player database, and send the battle players to the terminal 130 after sorting them to be displayed in the form of an avatar ranking list. Therefore, after the terminal 130 selects the target battle player on the avatar ranking list, it can initialize the virtual avatar according to the avatar data of the target battle player, and use the virtual avatar to execute the battle strategy and fight against the player character of the terminal 130. As long as the avatar data of each player is stored in the player database, the virtual avatar can be initialized to fight against the player character of the terminal 130, thereby improving the problem of existing games that after the player goes offline or is in an idle state, the player can no longer fight with other players.

[0080] In MMORPG games, fictional characters can belong to different professions, sects, forces, etc. Therefore, the relevant data of the player character is also related to the profession, sect, force, etc.

[0081] On this basis, the avatar data stored in the player database may include attribute values, rankings, and skill selections. Attribute values ​​include, but are not limited to, health, mana, attack value, defense value, and other data related to combat damage calculations. Skill selections include, but are not limited to, basic attacks, class skills, and defensive skills. Rankings may refer to rankings in the battle leaderboard.

[0082] Furthermore, the combat power data of the player character of the terminal 130 may also include data such as attribute values ​​and rankings.

[0083] In addition, the avatar ranking list displayed by terminal 130 can be displayed by page, and the first page displayed (such as the first page) is the battleable player with the highest matching degree of combat power data with the player character of terminal 130. Figure 4 Each playable player will occupy a column in the clone leaderboard, and the column also includes a "Play" button. Clicking the "Play" button will trigger the play selection.

[0084] Further, refer to Figure 5 , the game interaction method also includes step S100.

[0085] S100, storing the player's avatar data.

[0086] Specifically, each terminal 130 actively uploads avatar data to the server 120 , and the server 120 stores each player's avatar data in the player database based on the uploaded avatar data.

[0087] Please continue to refer to Figure 5, the game interaction method also includes step S109.

[0088] S109, after the battle is over, the ranking of the player character in the avatar ranking list is updated according to the battle result, a battle reward is issued to the terminal player character, and the battle result is sent to the target battle player in the form of an email.

[0089] Specifically, after the battle ends, the server 120 updates the player character's ranking on the leaderboard based on the battle results, distributes battle rewards to the player character on the terminal 130, and sends the battle results to the target player via email. After the target player's corresponding email address receives the battle results, the target player's personal interface notifies the target player of the battle results, thereby reminding the target player.

[0090] Typically, if the player character at terminal 130 wins, the ranking of the player character at terminal 130 is swapped with the ranking of the target opposing player; otherwise, no swap is performed. For example, if the ranking of the player character at terminal 130 is 51 and the ranking of the target opposing player is 20, if the player character at terminal 130 wins, the ranking of the player character at the middle terminal is updated to 20 and the ranking of the target opposing player is updated to 51.

[0091] Optionally, in one embodiment, referring to Figure 6 , FIG is a flow chart of some sub-steps of S100 , which specifically includes the following steps.

[0092] S100-1, receiving the avatar data uploaded by the player, and storing the avatar data in a player database in a mapping relationship with the player.

[0093] S100-2, if the player has not uploaded the avatar data and is offline, the avatar data is obtained based on the player's attribute values, ranking and skill selection when the player is offline, and the avatar data is stored in the player database in a mapping relationship with the player.

[0094] S100-3, if the player has not uploaded the avatar data and is not offline, the default data is used as the player's avatar data, and the avatar data is stored in the player database in a mapping relationship with the player.

[0095] Specifically, players at each terminal 130 can upload avatar data using the "Upload Attribute" option in the avatar leaderboard. Terminal 130 then sends the uploaded avatar data to the server 120 player database for storage. If a player has not uploaded avatar data and is offline, server 120 generates avatar data based on the player's attribute values, ranking, and skill selections at the time of their offline session and stores it in the player database. If a player has not uploaded avatar data and is not offline, server 120 uses the default data as the player's avatar data and stores it in the player database.

[0096] It should be understood that before the player actively uploads the avatar data, the server 120 can update the player's avatar data in the player database in real time according to the player's offline status.

[0097] It should be noted that the avatar rankings are sorted by the ranking of each player character after participating in the battle. After the player triggers a battle request on the terminal 130, the server 120 searches the preset player database for players that match the ranking of the player character based on the combat power ranking of the player character on the terminal 130.

[0098] Specifically, the difference between the ranking of some of the players available for battle and the ranking of the player character of the terminal 130 is within a first preset range, and the difference between the ranking of some of the players available for battle and the ranking of the player character of the terminal 130 is within a second preset range. In practice, the specific preset ranges may be set according to actual conditions.

[0099] After obtaining the available players, the server 120 sorts the available players according to their rankings and sends the sorted data to the terminal 130. It should be understood that the sorted data of the available players sent to the terminal 130 includes other data of each player's avatar, including but not limited to any of the following: ranking, attribute values, school, profession, etc.

[0100] Therefore, for step S103, the step of obtaining the battleable players that match the combat power data from the preset player database, and sorting the battleable players and sending them to the terminal 130 can be specifically as follows: according to the ranking, obtaining the battleable players that match the ranking from the preset player database, and sorting the battleable players and sending them to the terminal 130.

[0101] Among them, the avatar ranking list includes the ranking and attribute values ​​of each battleable player.

[0102] For example, refer to Figure 4 , Figure 4 The avatar ranking list displayed on terminal 130 includes the player character's ranking, ID, level, occupation, combat power, etc., and also includes a "Battle" option. Clicking the "Battle" option in the column of each playable player in the avatar ranking list allows you to select that playable player as the target player.

[0103] Furthermore, when the terminal 130 selects a certain battleable player in the avatar ranking list, a certain area of ​​the avatar ranking list may display the attribute values, skills and other data of the battleable player.

[0104] The player on the terminal 130 can view all players on the list through the avatar ranking list, that is, the avatar ranking list can display all players on the list, but gives priority to matching players.

[0105] In other embodiments, matching players can be selected from the database based on data such as combat power and attribute values. In other words, ranking is not the only data or metric used to match matching players. Different matching metrics can be used to match matching players based on actual match rules.

[0106] Furthermore, after the target player is selected on the terminal 130, the virtual avatar can be initialized according to the avatar data of the target player through the following steps in S105: the virtual avatar is initialized according to the attribute values ​​in the avatar data of the target player, and a battle strategy is generated according to the skill selection and attribute values.

[0107] Initializing the avatar is to build the avatar. The avatar has all the data needed to fight against the player, including but not limited to: appearance, companion (pet), attributes, skills, etc.

[0108] Generally, in practice, the specific process of S107 may be as follows: after the terminal 130 selects the target player, the server 120 immediately initializes the battle scene, creates a virtual avatar in the battle scene, and simultaneously sends a teleportation instruction to the terminal 130. After receiving the teleportation instruction, the terminal 130 teleports the player character to the battle scene. After the player character is teleported to the battle scene, the server 120 begins a countdown. After the countdown ends, the server 120 uses the virtual avatar to execute the battle strategy and engage in battle with the player character of the terminal 130.

[0109] In actual game battles, it is easy for the player characters of several terminals 130 to challenge a target player at the same time. Therefore, in one embodiment, please refer to Figure 7 The game interaction method provided by the present invention also includes step S108, which is executed after step S107 and before step S109.

[0110] S108 , determining whether the target player is selected by multiple terminals 130 at the same time. If so, obtaining the battle results between the player characters of each terminal 130 and the target player.

[0111] At this time, based on the above S108, refer to Figure 8 , which is a flowchart of some sub-steps of S109. Through the following steps, it is possible to achieve "updating the ranking of the player character in the avatar ranking list according to the battle results after the battle is over."

[0112] S109-1, swapping the ranking of the player character of the terminal 130 whose challenge is determined to be successful and whose battle duration is the shortest with the ranking of the target battle player.

[0113] S109-2, based on the battle duration, the rankings of the player characters of the terminal 130 whose remaining battles are judged as successful are swapped with the ranking of the target battle player in sequence.

[0114] For example, if players ranked 20, 30, and 40 simultaneously challenge a target player ranked 10, and all three challenges are successful, with the 20th player's match duration being 30 seconds, the 30th player's match duration being 25 seconds, and the 40th player's match duration being 35 seconds, the 30th player will swap ranks with the target player. That is, after the 30th player and the target player finish their match, the target player's rank becomes 30, and the 30th player's rank is updated to 10. The 20th player's rank remains unchanged after the match, and the 40th player swaps ranks with the target player's rank 30.

[0115] In the above-mentioned game interaction method, when a player is idle or offline, the other players can also choose the available players in the avatar ranking list to fight against the virtual avatars of the available players, and can obtain battle rewards based on the results of the battle, thereby improving the interactivity between game players, increasing the fun of the game, and thus helping to increase the game online rate.

[0116] It should be understood that although Figure 3-Figure 8 The steps in the flowchart are shown in sequence as indicated by the arrows, but these steps are not necessarily executed in the order indicated by the arrows. Unless otherwise specified in this document, there is no strict order restriction for the execution of these steps, and these steps can be executed in other orders. In addition, Figure 3-Figure 8 At least part of the steps may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily executed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be executed in turn or alternately with other steps or at least part of the sub-steps or stages of other steps.

[0117] In order to execute the corresponding steps in the above-mentioned embodiments and various possible methods, a method for implementing the game interaction device 170 is given below. Optionally, the game interaction device 170 can adopt the above-mentioned Figure 2 The device structure of the server 120 is shown in FIG. Figure 9 , Figure 9This is a functional block diagram of a game interaction device 170 provided in an embodiment of the present invention. It should be noted that the basic principles and technical effects of the game interaction device 170 provided in this embodiment are the same as those in the aforementioned embodiments. For the sake of brevity, any details not mentioned in this embodiment are referred to the corresponding content in the aforementioned embodiments. The game interaction device 170 includes a matching module 180, an initialization module 190, and a battle module 200.

[0118] The matching module 180 is used to respond to the battle request sent by the terminal 130, determine the combat power data of the player character of the terminal 130, obtain the battleable players that match the combat power data from the preset player database, and sort the battleable players and send them to the terminal 130 to display the avatar ranking list on the terminal 130.

[0119] The player database stores the avatar data of each player.

[0120] The initialization module 190 is configured to respond to the target player selected by the terminal 130 on the avatar ranking list and initialize the virtual avatar according to the avatar data of the target player.

[0121] The battle module 200 is used to use the virtual avatar to execute a battle strategy and fight against the player character of the terminal 130.

[0122] Optionally, the above modules can be stored in the form of software or firmware. Figure 2 The memory 140 shown in FIG. 140 or the operating system (OS) of the server 120 may be fixed and may be used by Figure 2 Meanwhile, the data, program codes, etc. required to execute the above modules may be stored in the memory 140.

[0123] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For 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 the present invention. In this regard, each box in the flowchart or block diagram can represent a module, program segment or part of the code, and the module, program segment or 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 box can also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, as well as the combination of boxes in the block diagram and / or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or action, or can be implemented using a combination of dedicated hardware and computer instructions.

[0124] In addition, the functional modules in various embodiments of the present invention may be integrated together to form an independent part, or each module may exist independently, or two or more modules may be integrated to form an independent part.

[0125] If the functions are implemented in the form of software function modules 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 the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server 120, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0126] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that various modifications and variations are possible. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention are intended to be within the scope of protection of the present invention.

Claims

1. A game interaction method, characterized in that: The method comprises: In response to a battle request sent by a terminal, determining battle power data of a player character of the terminal; Obtaining playable players that match the combat power data from a preset player database, sorting the playable players and sending them to the terminal so as to display an avatar ranking list on the terminal; wherein the player database stores the avatar data of each player; In response to a target player selected by the terminal on the avatar ranking list, initializing a virtual avatar according to the avatar data of the target player, wherein the virtual avatar is used to execute a battle strategy according to the avatar data; Utilizing the virtual avatar to execute the battle strategy and fight against the player character of the terminal; the method further includes: After the battle is over, the ranking of the player character in the avatar ranking list is updated according to the battle result, a battle reward is issued to the player character at the terminal, and the battle result is sent to the target player in the form of an email.

2. The game interaction method according to claim 1, characterized in that: The method further includes a step of storing the player's avatar data, which step includes: Receiving avatar data uploaded by a player, and storing the avatar data in a mapping relationship with the player in the player database; If the player has not uploaded the avatar data and is offline, the avatar data is obtained based on the player's attribute values, ranking and skill selection when the player is offline, and the avatar data is stored in the player database in a mapping relationship with the player; If the player has not uploaded the avatar data and is not offline, the default data is used as the player's avatar data, and the avatar data is stored in the player database in a mapping relationship with the player.

3. The game interaction method according to claim 1, characterized in that: Said combat power data includes ranking; The step of obtaining, based on the combat power data, available players that match the combat power data from a preset player database, and sorting the available players and sending them to the terminal comprises: According to the ranking, obtaining players that match the ranking from a preset player database, and sorting the players and sending them to the terminal; The avatar ranking list includes the ranking and attribute values ​​of each of the battleable players.

4. The game interaction method according to claim 1 or 3, characterized in that: The clone data includes skill selection and attribute values; The step of initializing the virtual avatar according to the avatar data of the target player comprises: The virtual avatar is initialized according to the attribute values ​​of the target player, and a battle strategy is generated according to the skill selection and attribute values.

5. The game interaction method according to claim 1, characterized in that: After the step of using the virtual avatar to execute the battle strategy to fight against the player character of the terminal, the method further includes: Determine whether the target player is selected by multiple terminals at the same time. If so, obtain the battle results between the player characters of each terminal and the target player, including the battle duration and battle decision. The step of updating the ranking of the player character in the avatar ranking list according to the battle result after the battle ends includes: Swapping the ranking of the player character of the terminal whose challenge is determined to be successful and whose battle duration is the shortest with the ranking of the target battle player; According to the battle duration, the rankings of the remaining player characters of the terminals whose battles are judged as successful are swapped with the ranking of the target battle player in sequence.

6. The game interaction method according to claim 1, characterized in that: The step of using the virtual avatar to execute the battle strategy and fight against the player character of the terminal includes: Initializing a battle scene, and transferring the player character of the terminal to the battle scene; In the battle scene, the virtual avatar is used to execute the battle strategy and fight against the player character of the terminal.

7. A game interaction device, characterized in that: The game interaction method comprises a matching module, an initialization module and a battle module to implement the game interaction method according to any one of claims 1 to 6; The matching module is configured to respond to a battle request sent by a terminal, determine the combat power data of the player character of the terminal, obtain battleable players that match the combat power data from a preset player database, sort the battleable players, and send them to the terminal so that an avatar ranking list is displayed on the terminal; wherein the player database stores the avatar data of each player; an initialization module, configured to initialize a virtual avatar according to the avatar data of a target player selected by the terminal on the avatar ranking list, wherein the virtual avatar is configured to execute a battle strategy according to the avatar data; The battle module is used to use the virtual avatar to execute the battle strategy and fight against the player character of the terminal.

8. An electronic device, characterized in that: The game interaction method comprises a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor can execute the machine-executable instructions to implement the game interaction method according to any one of claims 1 to 6.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the game interaction method according to any one of claims 1 to 6 is implemented.

Citation Information

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