Rescue interaction processing method, device, equipment, program product and storage medium

By carrying distress items on virtual objects and attaching them to the sensing area of ​​virtual vehicles, the cumbersome operation problem in the interaction process of virtual vehicles is solved, and efficient connection between virtual objects and vehicles is achieved, improving resource utilization and interaction efficiency.

CN114425160BActive Publication Date: 2025-11-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111653527.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-12-02
Filing Date
2021-12-30
Publication Date
2025-11-04
Estimated Expiration
2041-12-30

AI Technical Summary

Technical Problem

In virtual scenarios, ordinary operators often find it difficult to efficiently enter virtual vehicles, leading to resource waste and low interaction efficiency. This is especially true in large-scale virtual scenarios where the interaction between virtual objects and other objects is cumbersome.

Method used

By carrying a distress signal on a virtual object, the device can be triggered to launch the distress signal to the target location. When the virtual vehicle moves into the sensing area, the virtual object can be attached to the vehicle. A connector is used to connect the virtual object and the vehicle, allowing the virtual object to follow the vehicle's movement.

Benefits of technology

It simplifies the interaction process of virtual vehicles, reduces resource consumption, improves interaction efficiency, allows operators to focus on interacting with other objects, and enhances the resource utilization of terminal devices and servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a rescue interaction processing method and device of a virtual scene, electronic equipment, a computer program product and a computer readable storage medium; the method comprises the following steps: displaying a virtual object in the virtual scene, wherein the virtual object carries a rescue prop; in response to the rescue prop being triggered, controlling the rescue prop to be launched to a target position, wherein the rescue prop and the virtual object are connected through a connecting piece; in response to a virtual vehicle moving to a sensing area of the rescue prop, controlling the rescue prop to be adsorbed to the virtual vehicle, so that the connecting piece connects the virtual vehicle and the virtual object, wherein the connecting piece is used for towing the virtual object to move along with the virtual vehicle. Through the application, a simple and efficient interaction mode of the virtual object with the virtual vehicle can be provided, and resource consumption of the electronic equipment in the virtual vehicle interaction process is saved.
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Description

[0001] This application claims priority to application number 202111461514.3, filed on December 2, 2021, entitled "Rescue Interaction Processing Method, Apparatus, Equipment, Program Product and Storage Medium". Technical Field

[0002] This application relates to human-computer interaction technology, and more particularly to a method, device, electronic device, computer program product, and computer-readable storage medium for handling rescue interactions in virtual scenarios. Background Technology

[0003] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual characters controlled by users or artificial intelligence according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real battle process between virtual characters.

[0004] With the popularization of information technology, more and more users are participating in virtual scene interaction through electronic devices. Users interact with virtual objects in the virtual scene by controlling them. Due to the large scale of the virtual scene, in order to improve the movement speed and interaction efficiency of virtual objects in the virtual scene, it is necessary to use virtual vehicles, such as airplanes, cars and so on.

[0005] The use of virtual vehicles follows the rules of the real world, such as parking on the ground. For ordinary operators, entering a virtual vehicle is difficult and time-consuming, and they cannot focus on interacting with other objects. This process wastes the resources of terminal devices and servers (including communication and computing resources). Summary of the Invention

[0006] This application provides a method, apparatus, electronic device, computer program product, and computer-readable storage medium for handling rescue interactions in virtual scenes. It can provide a simple and efficient way for virtual objects to interact with virtual vehicles, saving resources consumed by electronic devices during virtual vehicle interaction.

[0007] The technical solution of this application embodiment is implemented as follows:

[0008] This application provides a method for handling rescue interactions in a virtual scene, including:

[0009] Virtual objects are displayed in the virtual scene, wherein the virtual objects carry distress props;

[0010] In response to the triggering of the distress item, the distress item is controlled to be launched to the target location, wherein the distress item and the virtual object are connected by a connector;

[0011] In response to the virtual vehicle moving to the sensing area of ​​the distress prop, the distress prop is controlled to attach to the virtual vehicle, so that the connector connects the virtual vehicle and the virtual object, wherein the connector is used to pull the virtual object to follow the virtual vehicle.

[0012] This application provides a rescue interaction processing device for a virtual scene, including:

[0013] A display module is used to display virtual objects in the virtual scene, wherein the virtual objects carry distress props;

[0014] A distress module is used to control the distress prop to be launched to a target location in response to the distress prop being triggered, wherein the distress prop and the virtual object are connected by a connector;

[0015] A connection module is used to control the help-seeking prop to attach to the virtual vehicle in response to the virtual vehicle moving to the sensing area of ​​the help-seeking prop, so that the connector connects the virtual vehicle and the virtual object, wherein the connector is used to pull the virtual object to follow the movement of the virtual vehicle.

[0016] This application provides an electronic device, including:

[0017] Memory, used to store executable instructions;

[0018] The processor, when executing executable instructions stored in the memory, implements the virtual scene rescue interaction processing method provided in the embodiments of this application.

[0019] This application provides a computer-readable storage medium storing executable instructions, which, when executed by a processor, implement the virtual scene rescue interaction processing method provided in this application.

[0020] The embodiments of this application have the following beneficial effects:

[0021] In response to the triggering of a distress item, the system controls the launch of the distress item, which is connected to the virtual object via a connector, to the target location. In response to the virtual vehicle moving to the distress item's sensing area, the system controls the distress item to attach to the virtual vehicle, thus connecting the virtual vehicle and the virtual object via the connector. The virtual object is then guided to follow the virtual vehicle's movement through the connector. Because the distress item is launched to the target location, it can be detected by the virtual vehicle. The virtual vehicle only needs to enter the distress item's sensing area to connect with the virtual object and guide it to follow. The distress item provides a simple and efficient way for virtual objects to interact with virtual vehicles, reducing the complexity of carrying virtual objects on virtual vehicles. Ordinary operators can focus on interactions with other objects, improving the utilization rate of terminal devices and server resources (including communication and computing resources) and saving resource consumption of electronic devices during virtual vehicle interactions. Attached Figure Description

[0022] Figure 1 This is a schematic diagram of the display interface for the virtual scene rescue interaction processing method provided by related technologies;

[0023] Figure 2A This is a schematic diagram illustrating the application mode of the virtual scene rescue interaction processing method provided in the embodiments of this application;

[0024] Figure 2B This is a schematic diagram illustrating the application mode of the virtual scene rescue interaction processing method provided in the embodiments of this application;

[0025] Figure 3 This is a schematic diagram of the structure of an electronic device for the rescue interaction processing method in a virtual scene provided in the embodiments of this application;

[0026] Figures 4A-4C This is a flowchart illustrating the rescue interaction processing method for virtual scenes provided in the embodiments of this application;

[0027] Figure 5A This is a schematic diagram of the display interface of the virtual scene rescue interaction processing method provided in the embodiments of this application;

[0028] Figure 5B This is a schematic diagram of virtual props for the virtual scene rescue interaction processing method provided in the embodiments of this application;

[0029] Figure 5C This is a schematic diagram of virtual props for the virtual scene rescue interaction processing method provided in the embodiments of this application;

[0030] Figure 5D This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0031] Figure 5E This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0032] Figure 5F This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0033] Figure 5G This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0034] Figure 5H This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0035] Figure 5I This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0036] Figure 5J This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment;

[0037] Figure 5K This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment.

[0038] Figure 5L This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment.

[0039] Figure 5M This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment.

[0040] Figure 5N This is a schematic diagram illustrating the implementation of the virtual scene rescue interaction processing method provided in this application embodiment.

[0041] Figure 6A This is a schematic diagram of the virtual object process of the rescue interaction processing method for virtual scenes provided in the embodiments of this application;

[0042] Figure 6B This is a schematic diagram of the virtual object process of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation

[0043] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0044] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0045] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0046] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0047] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0048] 1) A virtual scene is a scene displayed (or provided) by an application while it is running on a terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual characters to move within this virtual scene.

[0049] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0050] 3) Client: An application running in a terminal that provides various services, such as a game client.

[0051] 4) Virtual objects are objects that interact in a virtual scene. They are controlled by the user or a robot program (e.g., an AI-based robot program) and can remain still, move, and perform various behaviors in the virtual scene, such as various characters in a game.

[0052] 5) Virtual vehicles are objects used for transportation in a virtual scene. They are controlled by users or robotic programs (e.g., AI-based robotic programs) and can assist virtual objects in rapid transfer within the virtual scene. Examples include flying vehicles, land vehicles, and water vehicles.

[0053] 6) Request for help props: Virtual props used in virtual scenes to provide virtual objects with the function of requesting help. Through request for help props, virtual objects can help other virtual objects with cooperative relationships to request help, so that other virtual objects can drive virtual vehicles to carry virtual objects that use request for help props.

[0054] 7) Scene data: This represents the characteristic data of the virtual scene, such as the area of ​​the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.

[0055] See Figure 1 , Figure 1 This is a schematic diagram of the display interface for a virtual scene rescue interaction processing method provided by related technologies. In these technologies, when a virtual vehicle 302 (e.g., a helicopter) picks up other teammates, it needs to be controlled to land on the ground. When a virtual object 303 approaches the helicopter, a boarding button 301 pops up on the virtual object 303's human-computer interaction interface. Responding to the virtual object's trigger operation on button 301, the virtual object 303 successfully boards the virtual vehicle. The entire boarding process in these technologies is lengthy. Moreover, the purpose of the virtual object boarding the vehicle is to help it escape danger zones; however, the virtual vehicle may be ambushed by enemies during its slow descent to the ground, potentially harming the entire team. Furthermore, some locations are inconvenient for virtual vehicles to dock in, such as on rooftops, mountaintops, or in the sea, making it difficult for the virtual object to board the vehicle.

[0056] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for handling rescue interactions in virtual scenes. It can provide a simple and efficient way for virtual objects to interact with virtual vehicles, saving resources consumed by electronic devices during virtual vehicle interaction. The following describes exemplary applications of the electronic devices provided in this application. The electronic devices provided in this application can be implemented as various types of user terminals such as laptops, tablets, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices).

[0057] To facilitate a clearer understanding of the virtual scene rescue interaction processing method provided in this application embodiment, an exemplary implementation scenario of the virtual scene rescue interaction processing method provided in this application embodiment is first described. The virtual scene can be output entirely based on the terminal, or output based on the collaboration between the terminal and the server.

[0058] In some embodiments, the virtual scene can be an environment for game characters to interact, such as a virtual scene for game characters to fight each other. By controlling the actions of virtual objects, two parties can interact in the virtual scene, thereby allowing users to relieve life stress during the game.

[0059] In one implementation scenario, see Figure 2A , Figure 2A This is a schematic diagram of the application mode of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. It is applicable to some application modes that can complete the relevant data calculation of virtual scene 100 by relying entirely on the computing power of terminal 400, such as stand-alone / offline games, and the output of virtual scene is completed by terminal 400 such as smartphones, tablets and virtual reality / augmented reality devices.

[0060] When visual perception of virtual scene 100 is formed, terminal 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of display data. The graphics output hardware outputs video frames that can form visual perception of virtual scene. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, the device can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0061] As an example, terminal 400 runs a client (e.g., a standalone game application). During the client's operation, it outputs a virtual scene with role-playing elements. The virtual scene is an environment for game characters to interact with, such as plains, streets, valleys, etc., for game characters to fight in. The virtual scene includes a virtual object 110 and a support item 130. The virtual object 110 can be a game character controlled by the user (or player), meaning the virtual object 110 is controlled by the real user and will move in the virtual scene in response to the real user's operations on the controller (including touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the left, the virtual object 110 will move to the left in the virtual scene. It can also remain stationary, jump, and use various functions (such as skills and items). The support item 130 can... The aid prop 130 is a prop used by the virtual object 110 in the virtual scene 100. It is mainly used by the virtual object 110 to request help and assist the virtual object 110 in quickly boarding the virtual vehicle 120. The virtual object 110 can use the aid prop 130 in the virtual scene and the process of the virtual object 110 using the aid prop 130 is displayed. When the aid prop 130 is triggered, the client controls the aid prop 130 to be launched to the target location. The aid prop 130 and the virtual object 110 are connected by the connector 140. When the virtual vehicle 120 moves to the sensing area of ​​the aid prop 130, the client controls the aid prop 130 to be attached to the virtual vehicle 120 so that the connector 140 connects the virtual vehicle 120 and the virtual object 110, thereby pulling the virtual object 110 to follow the virtual vehicle 120.

[0062] In another implementation scenario, see Figure 2B , Figure 2B This is a schematic diagram of the application mode of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. It is applied to the terminal 400 and the server 200. Generally, it is suitable for application modes that rely on the computing power of the server 200 to complete the calculation of virtual scenes and output the virtual scenes on the terminal 400.

[0063] Taking the visual perception of virtual scene 100 as an example, server 200 calculates the display data related to the virtual scene and sends it to terminal 400. Terminal 400 relies on graphics computing hardware to load, parse and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of the terminal, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0064] As an example, terminal 400 runs a client (e.g., a web-based game application) and interacts with other users by connecting to a game server (i.e., server 200). The client responds to a trigger operation of a control for a help item, controlling virtual object 110 to use help item 130 in virtual scene 100. The client sends the trigger operation configuration information for virtual object 110 using help item 130 to server 200 via network 300. Server 200 calculates display data based on this information, showing help item 130 being launched to the target location, and sends this display data to the client. The client relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception, i.e., displaying virtual object 110 using help item 130. During the process of launching the distress prop 130 to the target location, when other clients respond to the control operation of the virtual vehicle 120, the configuration information of the control operation of the virtual object 110 on the virtual vehicle 120 by the other clients is sent to the server 200 through the network 300. Based on the above information, the server 200 calculates the movement of the virtual vehicle 120 to the sensing area of ​​the distress prop 130, and the attachment of the distress prop 130 to the virtual vehicle 120, so that the connector 140 connects the virtual vehicle 120 and the virtual object 110. The display data of the virtual object 110 following the movement of the virtual vehicle 120 is displayed through the connector 140, and the above display data is sent to the client. The client relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form visual perception.

[0065] In some embodiments, the terminal 400 can implement the virtual scene rescue interaction processing method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a game APP (i.e., the client mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded to the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0066] The embodiments of this application can be implemented with the help of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.

[0067] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand use with flexibility and convenience. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.

[0068] As an example, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, or smartwatch, but is not limited to these. Terminal 400 and server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0069] See Figure 3 , Figure 3 This is a schematic diagram of the electronic device used in the rescue interaction processing method for virtual scenarios provided in this application embodiment. The explanation uses the electronic device as a terminal as an example. Figure 3 The terminal 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 3 The general labeled all buses as Bus System 440.

[0070] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0071] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0072] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0073] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0074] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0075] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0076] The network communication module 452 is used to reach other computing devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0077] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0078] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0079] In some embodiments, the virtual scene rescue interaction processing device provided in this application can be implemented in software. Figure 3A rescue interactive processing device 455 for a virtual scene stored in memory 450 is shown. It can be software in the form of programs and plug-ins, including the following software modules: display module 4551, rescue module 4552, and connection module 4553. These modules are logical and can therefore be arbitrarily combined or further split according to the functions they implement. The functions of each module will be described below.

[0080] The rescue interaction processing method for virtual scenes provided in this application embodiment will be described in detail below with reference to the accompanying drawings. The rescue interaction processing method for virtual scenes provided in this application embodiment can be executed by the terminal 400 in Figure 2 alone, or it can be executed collaboratively by the terminal 400 and the server 200 in Figure 2.

[0081] The following description uses the example of the rescue interaction processing method for a virtual scene provided in this application being executed solely by the terminal 400 in Figure 2. (See also...) Figure 4A , Figure 4A This is a flowchart illustrating the virtual scene rescue interaction processing method provided in the embodiments of this application, which will be combined with... Figure 4A The steps shown are explained.

[0082] It should be noted that, Figure 4A The method shown can be executed by various forms of computer programs running on terminal 400, and is not limited to the client described above. It can also be the operating system 461, software modules and scripts mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of this application.

[0083] In step 101, virtual objects are displayed in the virtual scene.

[0084] As an example, the virtual object carries a distress prop, such as holding the distress prop in its hand or carrying it on its back. The distress prop can take many forms; for example, the distress prop can be a backpack carried on the virtual object's back, or it can be a signal light held by the virtual object.

[0085] In step 102, in response to the distress item being triggered, the distress item is controlled to be launched to the target location.

[0086] As an example, to ensure a physical binding between the help item and the virtual object, a connector can be used to connect the virtual object and the help item. When the connector is contained within the help item, the item can exhibit the following forms: For example, the help item is in a stored state when carried, and automatically switches to an open state to release the connector after being launched to the target location. In response to the help item being triggered, not only can the help item be controlled to be launched to the target location, but the connector can also be released at the target location. After the connector is released, in response to the virtual object's clinging operation to the connector, the help item and the virtual object are connected through the connector; for example, the help item is in a stored state when carried, and automatically switches to an open state after being triggered. Switching to the open state releases the connector. In response to the triggering of a distress item, the system controls the distress item to release the connector in real time. One end of the released connector is automatically bound to the virtual object, and the system controls the other end of the connector to be used to launch the distress item to the target location. Therefore, during the launch of the distress item, the virtual object and the distress item always have a physical binding connection. When the connector is not included inside the distress item, the item has the following form of appearance: In response to the triggering of a distress item, the system controls the distress item to be launched to the target location. The distress item is fixedly connected to the connector, and the other end of the connector is connected to the virtual object by default. Therefore, during the launch of the distress item, the virtual object and the distress item always have a physical binding connection.

[0087] In step 103, in response to the virtual vehicle moving to the sensing area of ​​the distress prop, the distress prop is controlled to attach to the virtual vehicle so that the connector connects the virtual vehicle and the virtual object.

[0088] As an example, in response to a virtual vehicle moving to the sensing area of ​​a distress item, where the sensing area is centered on the target location of the distress item, the distress item is controlled to attach to the virtual vehicle. After the distress item is attached to the virtual vehicle, it can be hidden or displayed again, so that the connector connects the virtual vehicle and the virtual object. That is, the connector was originally used to connect the distress item and the virtual object, but after the distress item is attached to the virtual vehicle, the connector is used to connect the virtual vehicle and the virtual object. The connector is used to pull the virtual object to follow the virtual vehicle's movement, that is, the virtual object can move synchronously with the virtual vehicle through the pull of the connector.

[0089] As an example, a virtual object carries a distress signal. In response to the virtual object's throwing action, the distress signal is launched to the target location. The distress signal itself can serve as a distress signal from the virtual object. In addition, the distress signal also functions as a searchlight. When the distress signal is at the target location, the searchlight attached to the distress signal can shine light on the virtual object. That is, both the virtual object that has been illuminated and the distress signal itself can be regarded as a distress signal, thereby more effectively guiding cooperative virtual objects (virtual objects in the same group as the virtual object) to drive virtual vehicles to carry out rescue operations for the virtual object.

[0090] As an example, the land vehicle includes at least one of the following: a land vehicle, a water vehicle, and an air vehicle. For the land vehicle, when the land vehicle moves to the sensing area of ​​the distress prop, the distress prop is controlled to attach to the land vehicle, so that a connector connects the land vehicle and the virtual object. The connector is used to guide the virtual object to move with the land vehicle; that is, the virtual object can move synchronously with the land vehicle through the traction of the connector. During synchronous movement, the virtual object can use auxiliary props, such as roller skates. For the land vehicle, when the land vehicle moves to the sensing area of ​​the distress prop, the distress prop is controlled to attach to the water vehicle, so that a connector connects the water vehicle and the virtual object. The connector is used to guide the virtual object to move with the water vehicle; that is, the virtual object can move synchronously with the water vehicle through the traction of the connector. During synchronous movement, the virtual object can use auxiliary props, such as water skates.

[0091] In some embodiments, see Figure 4B , Figure 4B This is a flowchart illustrating the rescue interaction processing method for a virtual scene provided in this application embodiment. In step 102, in response to the triggering of the distress prop, the distress prop can be controlled to be launched to the target location. Figure 4B The steps 1021 or 1022 shown are implemented.

[0092] In step 1021, in response to the virtual object's triggering operation on the distress prop, the distress prop is controlled to be launched to the target location.

[0093] In step 1022, in response to the automatic triggering condition being met, the distress prop is automatically launched to the target location.

[0094] As an example, the launch of the distress item in step 1021 is triggered by a specific action, while the launch in step 1022 is completed automatically when the automatic triggering conditions are met; that is, the entire process requires no user intervention. Controlling the launch of the distress item to the target location through a triggering action puts the launch under user control, thereby improving the user experience and sense of participation. Intelligent control of the distress item's launch via automatic triggering effectively improves human-computer interaction efficiency.

[0095] In some embodiments, the above-mentioned control of launching the distress prop to the target location can be achieved through the following technical solutions: displaying a trigger control for the corresponding distress prop; when a trigger operation is used to trigger the trigger control for the corresponding distress prop, controlling the distress prop to move in a set direction until the linear movement distance of the distress prop reaches the length of the connector and reaches the target location; triggering through the trigger control in the human-computer interaction interface can effectively improve the efficiency of human-computer interaction; when a trigger operation is used to throw the distress prop, controlling the distress prop to move in the throwing direction until the distress prop reaches the farthest target position in the horizontal direction or the highest target position in the gravitational direction according to the throwing force; triggering by throwing the distress prop can simulate distress behavior in real-world scenarios and improve the user's sense of participation in the virtual scenario.

[0096] As an example, see Figure 5A , Figure 5A This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in this application embodiment. The virtual object that needs to ride the virtual vehicle launches a distress prop by manual triggering. The human-computer interaction interface 501A displays the virtual object 502A that needs to ride the virtual vehicle. In response to the virtual object 502A's triggering operation on the trigger control 503A, the distress prop 504A held by the virtual object is launched. Regarding the trigger control 503A, the trigger control 503A can also be displayed on the distress prop 504A. For example, the distress prop is provided with a trigger control. The distress prop moves in a set direction until the linear movement distance of the distress prop reaches the length of the connecting piece. Reaching and maintaining the target position depends on the direction set by the trigger operation. The movement is either linear or parabolic, and the movement process is also determined by the trigger operation. When the trigger operation is used to throw a distress item, the distress item is controlled to move in a linear or parabolic direction according to the throwing direction until the distress item reaches the farthest target position in the horizontal direction or the highest target position in the gravitational direction based on the throwing force and maintains the target position. The movement process of the distress item is determined based on the simulated physical environment. For example, the horizontal distance of the farthest target position in the horizontal direction is positively correlated with the throwing force, and the vertical distance of the highest target position in the gravitational direction is negatively correlated with air resistance.

[0097] In some embodiments, the above-mentioned response to a virtual object's triggering operation on a distress prop, controlling the launch of the distress prop to the target location, can be achieved through the following technical solutions: In response to a virtual object's triggering operation on a distress prop, perform any of the following processes: display at least one candidate target location; in response to a location selection operation, determine the candidate target location pointed to by the location selection operation as the target location, and control the launch of the distress prop to the target location. Determining the target location from the candidate target locations through the location selection operation intelligently provides the user with both a selection range and a location selection function, thereby improving human-computer interaction efficiency and the intelligence level of the virtual scene; determining the target location from at least one candidate target location and controlling the launch of the distress prop to the target location, by directly determining the target location and eliminating manual selection, can maximize the intelligence level of the virtual scene and improve the user's survival rate in emergency distress scenarios.

[0098] As an example, see Figure 5F , Figure 5F This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. At least one candidate target location 503F is displayed in the human-computer interaction interface 501F. In response to the location selection operation of the virtual object 502F, the candidate target location pointed to by the location selection operation is determined as the target location 504F, and the rescue prop is controlled to be launched to the target location.

[0099] As an example, see Figure 5G , Figure 5G This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. The candidate target location area 504G is displayed in the human-computer interaction interface 501G. In response to the location determination operation of the virtual object 502G, the location pointed to by the location determination operation is determined as the target location 503G, and the rescue prop is controlled to be launched to the target location. The location determination operation is the operation of the user inputting latitude and longitude information in the human-computer interaction interface, or the location determination operation is the user clicking on a certain location in the candidate target location area 504G.

[0100] As an example, the terminal's processor automatically determines the target location from at least one candidate target location and controls the distress prop to be automatically launched to the target location.

[0101] In some embodiments, whether the target location is automatically determined from candidate target locations or determined in response to a location selection operation, the types of candidate target locations include: attack avoidance location, obstacle avoidance location, and shortest path location.

[0102] As an example, when the distress signal is in an evasion position, the probability of a virtual vehicle being attacked by an adversary virtual object within the distress signal's sensing area is lowest. Since the adversary virtual object and the virtual vehicle are in different groups, and the virtual vehicle needs to enter the distress signal's sensing area to mount the virtual object, and the distress signal's sensing area is centered on the distress signal's target location, to avoid attacks from adversary virtual objects, an evasion position needs to be determined. This ensures that when the virtual vehicle enters the sensing area centered on the evasion position, the probability of it being attacked by adversary virtual objects within the distress signal's sensing area is minimized. When the candidate target location is automatically determined, a location in the virtual scene where the distance to the adversary virtual object is greater than a second distance threshold and the distance to the virtual object is less than a first distance threshold is identified and used as the evasion position.

[0103] As an example, when the distress prop is in an obstacle avoidance position, the movement trajectory of the virtual vehicle to the sensing area of ​​the distress prop has the fewest obstacles. Obstacles include at least one of the following: roadblocks, mines, aerial bombs, and rocket launchers. Since the virtual vehicle needs to enter the sensing area of ​​the distress prop before it can carry the virtual object, to avoid attacks on the virtual object by opposing virtual objects, it is necessary to obtain the obstacle avoidance position in the virtual scene. This ensures that the movement trajectory of the virtual vehicle into the sensing area centered on the obstacle avoidance position has the fewest obstacles, thereby guaranteeing that the virtual vehicle arrives at the sensing area as quickly and safely as possible. When the candidate target position is automatically determined, the unobstructed reach range of the virtual vehicle is determined in the virtual scene. The unobstructed range is automatically calculated based on the environmental data of the virtual scene. Positions within the unobstructed reach range that are less than a first distance threshold are sampled and used as obstacle avoidance positions. Since the distance between the obstacle avoidance position and the virtual object is less than the first distance threshold, the virtual object can quickly board the virtual vehicle using the distress prop, thus effectively improving boarding efficiency.

[0104] As an example, when the distress prop is at its shortest travel distance, the virtual vehicle reaches the distress prop's sensing area in the shortest time. Since the virtual vehicle needs to enter the distress prop's sensing area before it can pick up the virtual object, to prevent the virtual object from being attacked by an adversary virtual object, it is necessary to obtain the shortest travel distance in the virtual scene. This minimizes the time it takes for the virtual vehicle to enter the sensing area centered on the shortest travel distance, ensuring that the virtual vehicle arrives at the sensing area as quickly and safely as possible. When the candidate target location is automatically determined, the location in the virtual scene that minimizes the objective function and is less than a first distance threshold from the virtual object is identified as the shortest travel distance. The objective function is the ratio between the distance the virtual vehicle travels to the distress prop's sensing area and the virtual vehicle's speed. Since the distance between the shortest travel distance and the virtual object is less than the first distance threshold, the virtual object can quickly board the virtual vehicle using the distress prop, effectively improving boarding efficiency.

[0105] In some embodiments, location sampling processing is performed on areas where the distance to the virtual object is less than a first distance threshold to obtain multiple sampling locations; first geographic data is acquired for each sampling location, and first geographic features are extracted from the first geographic data; environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle are acquired, and first environmental features of the environmental data, first state features of the object state data, and second state features of the vehicle state data are extracted; a first fusion processing is performed on the geographic features, first environmental features, first state features, and second state features through a first neural network to obtain a first fusion feature, and a first fully connected processing is performed on the first fusion feature to obtain an index corresponding to each type for each sampling location; the following processing is performed for each type: the sampling location corresponding to the largest index among the multiple sampling locations for the type is determined as the candidate target location for the corresponding type. Through the neural network model, suitable sampling locations can be intelligently determined for different types of candidate target locations. Intelligent processing can accelerate the game's processing progress, reduce resource consumption of terminal devices and servers, and improve the user's gaming experience.

[0106] As an example, the first geographic data of the sampling location includes the geographic coordinates and geographic type of the sampling location. The environmental data of the virtual scene includes the map type, size, location of cooperative virtual objects, and location of adversarial virtual objects. The object state data of the virtual objects includes their location, health, defense, and ammunition in the virtual scene. The vehicle state data of the virtual vehicles includes the type and location of the virtual vehicles. Feature engineering is used to extract the features of the corresponding data from these data. Then, the pooling layer of the first neural network is called to perform a first fusion process on the geographic features, the first environmental features, the first state features, and the second state features to obtain the first fused features. Then, the fully connected layer of the first neural network is called to perform a fully connected process on the first fused features to obtain the index corresponding to each type for each sampling location. The index is the probability that each sampling location belongs to the attack avoidance location, the probability that each sampling location belongs to the obstacle avoidance location, and the probability that each sampling location belongs to the shortest path location. The intelligent processing of the first neural network can speed up the game's processing progress, reduce the resource consumption of terminal devices and servers, and improve the user's gaming experience.

[0107] For example, the initialized first neural network can be trained in the following way: based on the first geographic data of the sample sampling location (the first geographic data includes geographic coordinates and geographic type), the environmental data of the sample virtual scene (the environmental data includes map type, size, the location of the sample cooperative virtual object, and the location of the sample adversarial virtual object), the object state data of the sample virtual object (the object state data includes its location, health, defense, ammunition, etc. in the sample virtual scene), and the vehicle state data of the sample virtual vehicle (the vehicle state data includes the type and location of the virtual vehicle), the initialized first neural network is called to perform the first feature fusion processing and the first fully connected processing to obtain the predicted index for each type corresponding to each sample sampling location. The difference between the predicted index and the labeled true index is determined, and backpropagation is performed based on the difference. In the backpropagation, the parameters of the first neural network are updated layer by layer. Among them, the labeled true index is used to characterize whether the sample sampling location belongs to the attack avoidance location, whether the sample sampling location belongs to the obstacle avoidance location, and whether the sample sampling location belongs to the shortest path location.

[0108] It should be noted that in practical applications, the first neural network described above can also be replaced by a decision tree model, gradient boosting tree, multilayer perceptron, and support vector machine, etc. The embodiments of this application do not specifically limit the type of the first neural network.

[0109] In some embodiments, the above-mentioned trigger control for displaying the corresponding aid item can be implemented through the following technical solution: when any one of the display conditions is met, the trigger control is displayed according to its salience; wherein, the salience is positively correlated with the degree of matching of the display conditions, and the display conditions include: the distance between the virtual vehicle and the virtual object is less than a third distance threshold, the distance between the virtual object and the opposing virtual object is less than a fourth distance threshold, the opposing virtual object and the virtual object are in different groups, and the survival value of the virtual object is lower than the survival threshold. Since the trigger control can only be displayed when any one of the display conditions is met, the display efficiency of the human-computer interaction interface can be improved, providing users with a wider field of operation. Displaying the trigger control according to different saliences can provide users with prompt information to remind them that the current situation requires the use of the aid item, thereby improving the efficiency of human-computer interaction.

[0110] As an example, see Figure 5H-5I , Figure 5H and Figure 5I This is a schematic diagram of the display interface for the virtual scene rescue interaction processing method provided in this application embodiment. The display conditions include the following three: First, the distance between the virtual vehicle and the virtual object is less than a third distance threshold; second, the distance between the virtual object and the adversary virtual object is less than a fourth distance threshold, and the adversary virtual object and the virtual object are in different groups; third, the survival value of the virtual object is lower than the survival threshold. When any one of the above three display conditions is met, a trigger control can be displayed in the human-computer interaction interface. That is, the display timing of the trigger control is constrained to avoid the user's field of vision being limited when controlling the virtual object through the human-computer interaction interface, which can effectively improve the efficiency of human-computer interaction. The salience of the trigger control is positively correlated with the degree to which the display conditions are matched. For example, when only the first condition is met, Figure 5H The distance between virtual object 503H and virtual vehicle 504H is less than the third distance threshold. Figure 5H The human-computer interaction interface 501H displays a trigger control 502H, which triggers when the first, second, and third conditions are met simultaneously. Figure 5I The distance between virtual object 503I and virtual vehicle 504I is less than the third distance threshold, the distance between virtual object 503I and adversary virtual object 505I is less than the fourth distance threshold, the survivability value of virtual object 503I is lower than the survivability threshold, and it has a higher degree of matching with the display conditions. Figure 5I The trigger control 502I is displayed in the human-computer interaction interface 501I, and the significance of trigger control 502I is higher than that of trigger control 502H.

[0111] In some embodiments, before controlling the distress prop to be automatically launched to the target location in response to the automatic triggering condition being met, decision reference data is obtained, wherein the decision reference data includes at least one of the following: environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle; and a decision-making process is performed based on the decision reference data to determine whether the automatic triggering condition is met.

[0112] In some embodiments, the automatic triggering conditions include at least one of the following: environmental data and object status data indicate that the aid item can be launched; object status data indicates that the virtual object is in combat and the virtual object's survival value is lower than the survival threshold; vehicle status data indicates that the distance between the virtual vehicle and the virtual object is less than a third distance threshold. By adapting different automatic triggering conditions to different scenarios requiring automatic triggering, the intelligence level of aid items in the scenario can be effectively improved, thereby improving the efficiency of human-computer interaction.

[0113] In some embodiments, the decision-making process based on decision reference data regarding whether the automatic triggering conditions are met can be implemented through the following technical solution: The following processing is performed through a second neural network model: extracting second environmental features from environmental data, third state features from object state data, and fourth state features from vehicle state data; fusing the environmental features, third state features, and fourth state features to obtain a second fused feature; performing a second fully connected processing on the second fused feature to obtain the positive impact value of triggering the aid item; determining that the automatic triggering conditions are met when the positive impact value is greater than the impact threshold, and determining that the automatic triggering conditions are not met when the positive impact value is less than or equal to the impact threshold. This intelligent processing through the second neural network can accelerate the game's processing progress, reduce resource consumption of terminal devices and servers, and improve the user's gaming experience.

[0114] As an example, the environmental data of the virtual scene includes map type, size, location of cooperative virtual objects, and location of adversarial virtual objects. The object state data of virtual objects includes their location, health, defense, and ammunition in the virtual scene. The vehicle state data of virtual vehicles includes their type and location. Feature engineering is used to extract the features of the corresponding data from these data. Then, the pooling layer of the second neural network is called to fuse the environmental features, the third state features, and the fourth state features to obtain the second fused feature. Finally, the fully connected layer of the second neural network is called to perform a second fully connected processing on the second fused feature to obtain the positive impact value of triggering the aid item.

[0115] For example, the initialized second neural network can be trained in the following way: Based on the environmental data of the sample virtual scene (environmental data includes map type, size, location of sample cooperative virtual objects, and location of sample adversarial virtual objects), the object state data of the sample virtual objects (object state data includes location, health, defense, ammunition, etc. in the sample virtual scene), and the vehicle state data of the sample virtual vehicles (vehicle state data includes type, location, etc. of virtual vehicles), the initialized second neural network is called to perform second feature fusion processing and second fully connected processing to obtain the predicted positive impact value of triggering the aid item, determine the difference between the predicted positive impact value and the marked true positive impact value, and perform backpropagation based on the difference, updating the parameters of the second neural network layer by layer during backpropagation.

[0116] It should be noted that in practical applications, the aforementioned second neural network can also be replaced by decision tree models, gradient boosting trees, multilayer perceptrons, and support vector machines, etc. The embodiments of this application do not specifically limit the type of the second neural network.

[0117] In some embodiments, the help request item is visible to cooperative virtual objects in the same group as the virtual object, and invisible to adversarial virtual objects in different groups. Selectively displaying help requests items for different types of virtual objects can prevent the help requests items from becoming attack targets and effectively improve the success rate of virtual objects requesting help.

[0118] As an example, see Figure 5J , Figure 5J This is a schematic diagram of the display interface of the virtual scene rescue interaction processing method provided in the embodiments of this application. Figure 5JThis includes two user interfaces, 501J and 502J. User interface 501J controls the user controlling the cooperative virtual object, while user interface 502J controls the user controlling the adversary virtual object. The cooperative virtual object is the virtual object's teammate, and the adversary virtual object is the virtual object's enemy, belonging to a different group. For the adversary virtual object, the support item is invisible; that is, the support item is not displayed in user interface 502J. Only the virtual object 505J is displayed. For the cooperative virtual object, the support item... When in a visible state, the help-seeking prop 503J is displayed in the human-computer interaction interface 501J. For example, the help-seeking prop can be displayed directly in the virtual scene. The help-seeking prop is visible when it is within the field of vision of the cooperating virtual object. The location marker of the help-seeking prop can also be displayed in the minimap 504J of the human-computer interaction interface 501J. When the location marker of the help-seeking prop is displayed in the minimap of the human-computer interaction interface, the location marker of the virtual object can also be displayed at the same time. The two location markers can overlap, and the location markers of the help-seeking prop and the virtual object are highlighted to guide the cooperating virtual object to the rescue.

[0119] In some embodiments, see [link to relevant documentation] Figure 4C , Figure 4C This is a flowchart illustrating the rescue interaction processing method for a virtual scene provided in this application embodiment. Step 102, after controlling the launch of the distress signal prop to the target location, can achieve... Figure 4C At least one of steps 104 or 105 shown.

[0120] In step 104, the timer starts from when the distress prop arrives at the target location. When the timer reaches the time threshold and the virtual vehicle is outside the sensing area, the distress prop and its connector are hidden in the virtual scene. Hiding the distress prop after the set time can prevent the distress prop from becoming an attack target and improve the success rate of the virtual object's distress call.

[0121] As an example, see Figure 5K , Figure 5K This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. The virtual vehicle 502K is displayed in the human-computer interaction interface 501K. The virtual vehicle 502K is outside the sensing area 504K of the rescue prop 503K, and the time for the rescue prop 503K to reach the target location has exceeded the time threshold. Therefore, it is necessary to hide the rescue prop 503K and the connector 505K, that is, hide the rescue prop 503K and the connector 505K in the human-computer interaction interface 501K.

[0122] In step 105, in response to the hiding operation of the distress prop, the distress prop and the connector are hidden in the virtual scene. Hiding the distress prop in response to the hiding operation can prevent the distress prop from becoming an attack target and improve the success rate of the virtual object's distress call.

[0123] As an example, see Figure 5L , Figure 5L This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. The human-computer interaction interface 501L displays the virtual vehicle 502L. In response to the virtual object's hiding operation on the rescue prop 503L, such as the triggering operation on the hiding control 504L, the rescue prop 503L and the connector 505L are hidden in the virtual scene, that is, the rescue prop 503L and the connector 505L are hidden in the human-computer interaction interface 501L.

[0124] In some embodiments, in response to the virtual object being located at a position that is not the recommended launch position for the corresponding target location before the distress item is triggered, a prompt message is displayed. The prompt message is used to prompt the virtual object to move to the recommended launch position. The environment in the virtual scene is complex, and not every position is suitable for launching distress items. Launching distress items in an unsuitable position will not only waste the resources used for the distress items, but also increase the probability of being attacked. By prompting the virtual object to move to the recommended launch position in the virtual scene, the success rate of using distress items can be effectively improved, thereby improving the game process, reducing the resource consumption of terminal devices and servers, and also improving the user's gaming experience.

[0125] As an example, see Figure 5M , Figure 5M This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. When the location of the virtual object 502M is not the recommended launch position 503M of the corresponding target location, a prompt message 504M is displayed in the human-computer interaction interface 501M. The prompt message is used to prompt the virtual object 502M to move to the recommended launch position 503M. For example, the recommended launch position is the vertical projection position of the target location, or a position that is easy for the virtual object 502M to hide, thereby reducing the probability of the virtual object being attacked.

[0126] In some embodiments, multiple candidate launch locations corresponding to the target location are obtained in an area centered on the virtual object; second geographic data of the target location and third geographic data of each candidate launch location are obtained; environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle are obtained; third environmental features of the environmental data, second geographic features of the second geographic data, third geographic features of the third geographic data, fifth state features of the object state data, and sixth state features of the vehicle state data are extracted through a third neural network model; and the third environmental features, second geographic features, third geographic features, fifth state features, and sixth state features are fused through the third neural network. The third fusion feature is obtained, and then processed by the third fully connected layer of the third neural network to obtain a comprehensive index for each candidate launch position. The comprehensive index is positively correlated with the concealment of the candidate launch position relative to the adversarial virtual object, and negatively correlated with the distance between the candidate launch position and the virtual object, indicating that the adversarial virtual object and the virtual object are in different groups. Based on the comprehensive index of each candidate launch position, the multiple candidate launch positions are sorted in descending order, and the top-ranked candidate launch positions are used as recommended launch positions. The intelligent processing of the third neural network can speed up the game's processing progress, reduce the resource consumption of terminal devices and servers, and improve the user's gaming experience.

[0127] As an example, the second geographic data of the target location includes the geographic coordinates and geographic type of the target location; the third geographic data of the candidate launch location includes the geographic coordinates and geographic type of the candidate launch location; the environmental data of the virtual scene includes the map type, size, location of cooperative virtual objects, and location of adversarial virtual objects; the object state data of the virtual objects includes their location, health, defense, and ammunition in the virtual scene; and the vehicle state data of the virtual vehicles includes their type and location. Features are extracted from these data through feature engineering, and then the pooling layer of the third neural network is used to fuse the third environmental feature, the second geographic feature, the third geographic feature, the fifth state feature, and the sixth state feature to obtain the third fused feature. The third fused feature is then processed by the third fully connected layer of the third neural network to obtain the comprehensive index of each candidate launch location.

[0128] For example, the initialized third neural network can be trained as follows: based on the second geographic data of the sample target location (the second geographic data includes geographic coordinates and geographic type), the third geographic data of the candidate launch location (the third geographic data includes geographic coordinates and geographic type), the environmental data of the sample virtual scene (the environmental data includes map type, size, the location of the sample cooperative virtual object, and the location of the sample adversarial virtual object), the object state data of the sample virtual object (the object state data includes its location, health, defense, ammunition, etc. in the sample virtual scene), and the vehicle state data of the sample virtual vehicle (the vehicle state data includes the type and location of the virtual vehicle, etc.), the initialized third neural network is called to perform third feature fusion processing and third fully connected processing to obtain the predicted comprehensive index of each candidate launch location, determine the difference between the predicted comprehensive index and the labeled true comprehensive index, and perform backpropagation based on the difference, updating the parameters of the third neural network layer by layer in the backpropagation.

[0129] It should be noted that in practical applications, the aforementioned third neural network can also be replaced by decision tree models, gradient boosting trees, multilayer perceptrons, and support vector machines, etc. The embodiments of this application do not specifically limit the type of the third neural network.

[0130] In some embodiments, after the distress prop is attached to the virtual vehicle, at least one of the following is performed: controlling the virtual object to retract its connector to enter the virtual vehicle; controlling the connector to automatically retract to pull the virtual object into the virtual vehicle. There are various ways for the virtual object to enter the virtual vehicle. By controlling the virtual object to retract its connector and automatically retracting the connector, a variety of interactive experiences can be provided to the user, enhancing the user's sense of participation in the virtual scene.

[0131] As an example, one end of the connector is connected to the virtual object, and the other end is connected to the distress item. After the virtual vehicle enters the distress item's sensing area, one end of the connector remains connected to the virtual object, while the other end remains connected to the virtual vehicle. The reason the other end of the connector can be connected to the virtual vehicle is that the distress item can be attached to the virtual vehicle. After being attached to the virtual vehicle, the distress item can be hidden or kept visible. See [link to documentation]. Figure 5N , Figure 5N This is a schematic diagram of the display interface of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. The human-computer interaction interface 501N displays a virtual vehicle 502N connected to a virtual object 504N through a connector 503N. The virtual object 504N is controlled to retract the connector 503N to enter the virtual vehicle, or the connector 503N is controlled to automatically retract to pull the virtual object 504N into the virtual vehicle.

[0132] By providing virtual objects through the aid tool, a simple and efficient way to interact with virtual vehicles is achieved. This reduces the complexity of virtual vehicles carrying virtual objects, allowing ordinary operators to focus on interactions with other objects. It also improves the utilization rate of terminal devices and server resources (including communication and computing resources) and saves resources consumed by electronic devices during virtual vehicle interaction.

[0133] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0134] Terminal 400 runs a client (such as a standalone game application). During the client's operation, it outputs a virtual scene that includes role-playing elements. This virtual scene is an environment for game characters to interact with, such as plains, streets, valleys, etc., used for battles. The virtual scene includes virtual objects and support items. The virtual objects can be game characters controlled by the user (or player), meaning they are controlled by the real user and will move in response to the user's actions on the controller (including touchscreen, voice-activated switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the left, the virtual object will move to the left in the virtual scene, or it can remain stationary. The system includes stopping, jumping, and using various functions (such as skills and items). Aid items can be used by virtual objects in a virtual scene. Aid items are primarily used by virtual objects to request assistance and help them quickly board virtual vehicles. Virtual objects can use aid items in the virtual scene, and the process of using aid items is displayed. The client responds to the triggering of an aid item by controlling its launch to the target location. The aid item and the virtual object are connected via a connector. When the virtual vehicle moves to the aid item's sensing area, the client controls the aid item to attach to the virtual vehicle, thus connecting the virtual vehicle and the virtual object via the connector. The virtual object is then pulled along by the connector to follow the virtual vehicle's movement.

[0135] This application provides a method for handling rescue interactions in a virtual scene. It does not require the virtual vehicle to slow down and stop. The virtual vehicle only needs to maintain its original speed and pass near the virtual object being picked up, so that the virtual object can successfully pick up the virtual vehicle. This method can help virtual objects pick up virtual vehicles very efficiently, while avoiding the virtual object and virtual vehicle from being ambushed by the enemy, thus improving the user experience for players.

[0136] In some embodiments, see Figure 5A The virtual object that needs to ride the virtual vehicle launches a distress signal by manually triggering it. The virtual object 502A that needs to ride the virtual vehicle is displayed in the human-computer interaction interface 501A. In response to the virtual object 502A's trigger operation on the trigger control (distress signal button) 503A, the distress signal 504A is launched from the virtual object.

[0137] In some embodiments, see Figure 5B The virtual prop 501B consists of two parts: a distress prop 502B and a rope 503B. The distress prop 502B, which resembles a hot air balloon, is strongly bound to the virtual object 504B via the rope 503B. The distress prop 502B cannot pull the virtual object 504B into the sky like a hot air balloon, but it can provide traction. When a virtual vehicle approaches the distress prop 502B, the virtual vehicle will pull the virtual object off the ground and make the virtual object move synchronously with the virtual vehicle.

[0138] In some embodiments, see Figure 5C , Figure 5C This is a schematic diagram of virtual props for the rescue interaction processing method in a virtual scene provided in this application embodiment. The human-computer interaction interface 501C is the human-computer interaction interface of the driver of the virtual vehicle. The human-computer interaction interface 501C displays a small map 502C referenced by the pilot of the virtual vehicle 503C. The small map 502C displays the location marker 504C of the teammate being picked up. The location marker 504C is highlighted in the form of a circle. If the virtual vehicle 503C approaches the virtual object 505C, the driver can see the rescue prop 506C and the rope 507C above the virtual object 505C.

[0139] In some embodiments, see Figure 5D , Figure 5D This is a schematic diagram of the virtual scene rescue interaction processing method provided in the embodiments of this application. The virtual vehicle 501D flies towards the virtual object 502D under the control of the pilot and carries the virtual object 502D. The virtual vehicle 501D approaches the distress prop 503D. The virtual vehicle 501D does not need to completely overlap with the distress prop 503D. The virtual vehicle 501D is within the spherical range 504D outside the distress prop 503D. The virtual vehicle 501D can then connect the virtual object 502D, that is, a binding relationship is formed between the virtual vehicle 501D and the virtual object 502D.

[0140] In some embodiments, see Figure 5E , Figure 5E This is a schematic diagram of the virtual scene rescue interaction processing method provided in the embodiment of this application. After the virtual vehicle 503E in the human-computer interaction interface is connected to the virtual object 502E through the connector 501E, the rescue prop can be hidden. Throughout the process, the virtual vehicle 503E maintains its original speed.

[0141] In some embodiments, see Figure 6A , Figure 6A This is a schematic diagram of the virtual object flow of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. Figure 6AThe process of a virtual object triggering a distress signal is illustrated. In step 601A, a trigger operation from the virtual object to the trigger control is received. In step 602A, the distress signal pops out from the virtual object. In step 603A, the distress signal is kept suspended vertically above the virtual object, and a rope is used to maintain the mutual traction between the virtual object and the distress signal. In step 604A, a small map is displayed in the human-computer interaction interface of the corresponding cooperating virtual object. The small map displays the location marker of the received virtual object, and the location marker flashes continuously.

[0142] In some embodiments, see Figure 6B , Figure 6B This is a schematic diagram of the virtual object flow of the rescue interaction processing method for virtual scenes provided in the embodiments of this application. Figure 6B The process of a pilot controlling a virtual vehicle carrying a virtual object is illustrated. In step 601B, a small map is displayed on the human-machine interface of the corresponding cooperating virtual object, showing the location marker of the received virtual object. The virtual vehicle approaches the virtual object, and as it approaches, a distress signal above the virtual object is displayed on the human-machine interface of the corresponding cooperating virtual object. The virtual vehicle maintains its original speed as it approaches the distress signal. In step 602B, it is determined whether the virtual vehicle has entered the dotted-line sensing area. In step 603B, when the virtual vehicle has entered the dotted-line sensing area of ​​the distress signal, a physical binding relationship is established between the virtual object and the virtual vehicle. In step 604B, after the virtual object is picked up, the distress signal is hidden. Figure 5E The virtual vehicle is displayed in the human-computer interaction interface. In step 605B, the virtual vehicle pulls the virtual object to maintain its original speed. The virtual vehicle does not need to land on the ground or decelerate during the entire process of picking up the virtual object.

[0143] This application provides a method for a virtual object to be loaded with a virtual vehicle. The virtual vehicle does not need to decelerate and land on the ground. The virtual vehicle only needs to maintain its original flight speed and fly over the head of the virtual object to be loaded, so that the virtual object can be successfully loaded with the virtual vehicle. This method can help virtual objects to be loaded with virtual vehicles very efficiently, while avoiding being ambushed by enemies, and can improve the user experience for players.

[0144] It is understood that in the embodiments of this application, data such as user information are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0145] The following description continues to illustrate the exemplary structure of the virtual scene rescue interaction processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 3 As shown, the software modules in the rescue interaction processing device 455 of the virtual scene stored in the memory 450 may include: a display module 4551, used to display virtual objects in the virtual scene, wherein the virtual objects carry rescue props;

[0146] The distress module 4552 is used to control the distress prop to be launched to the target location in response to the distress prop being triggered. The distress prop and the virtual object are connected by a connector.

[0147] The connection module 4553 is used to control the aid item to attach to the virtual vehicle in response to the virtual vehicle moving to the sensing area of ​​the aid item, so that the connector connects the virtual vehicle and the virtual object, wherein the connector is used to pull the virtual object to follow the virtual vehicle.

[0148] In some embodiments, the distress module 4552 is further configured to: control the distress prop to be launched to the target location in response to a triggering operation of the virtual object on the distress prop, or control the distress prop to be launched to the target location in response to the automatic triggering condition being met.

[0149] In some embodiments, the distress module 4552 is further configured to: display a trigger control for the corresponding distress prop; when a trigger operation is used to trigger the trigger control for the corresponding distress prop, control the distress prop to move in a set direction until the linear movement distance of the distress prop reaches the length of the connector and reaches the target position; when a trigger operation is used to throw the distress prop, control the distress prop to move in the throwing direction until the distress prop reaches the farthest target position in the horizontal direction or the highest target position in the gravitational direction according to the throwing force.

[0150] In some embodiments, the distress module 4552 is further configured to: in response to a virtual object’s triggering operation on the distress prop, perform any of the following processes: display at least one candidate target location; in response to a location selection operation, determine the candidate target location pointed to by the location selection operation as the target location, and control the distress prop to be launched to the target location; determine the target location from at least one candidate target location, and control the distress prop to be launched to the target location.

[0151] In some embodiments, the types of candidate target locations include: attack avoidance location, wherein when the distress aid is in an attack avoidance location, the probability of the virtual vehicle being attacked by an adversary virtual object within the sensing area of ​​the distress aid is the lowest, and the adversary virtual object and the virtual object are in different groups; obstacle avoidance location, wherein when the distress aid is in an obstacle avoidance location, the movement trajectory of the virtual vehicle to the sensing area of ​​the distress aid has the fewest obstacles; and shortest travel location, wherein when the distress aid is in a shortest travel location, the time for the virtual vehicle to reach the sensing area of ​​the distress aid is the shortest.

[0152] In some embodiments, the distress call module 4552 is further configured to: determine, in the virtual scene, a position where the distance to the adversary virtual object is greater than a second distance threshold and the distance to the virtual object is less than a first distance threshold, and use this position as an attack avoidance position; determine, in the virtual scene, the unobstructed reach range of the virtual vehicle, sample positions from the unobstructed reach range where the distance to the virtual object is less than the first distance threshold, and use these positions as obstacle avoidance positions; and determine, in the virtual scene, a position that minimizes the objective function and where the distance to the virtual object is less than the first distance threshold, and use this position as the shortest travel position, wherein the objective function is the ratio between the moving distance of the virtual vehicle to the sensing area of ​​the distress call prop and the moving speed of the virtual vehicle.

[0153] In some embodiments, the assistance module 4552 is further configured to: perform location sampling processing on areas where the distance to the virtual object is less than a first distance threshold to obtain multiple sampling locations; acquire first geographic data for each sampling location and extract first geographic features from the first geographic data; acquire environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle, and extract first environmental features from the environmental data, first state features from the object state data, and second state features from the vehicle state data; perform a first fusion processing on the geographic features, first environmental features, first state features, and second state features through a first neural network to obtain a first fusion feature, and perform a first fully connected processing on the first fusion feature to obtain an index corresponding to each type for each sampling location; and perform the following processing for each type: determine the sampling location corresponding to the largest index among the multiple sampling locations for the type as the candidate target location for the corresponding type.

[0154] In some embodiments, the distress module 4552 is further configured to: display a trigger control according to salience when any one of the display conditions is met; wherein, salience is positively correlated with the degree to which the display conditions are matched, and the display conditions include: the distance between the virtual vehicle and the virtual object is less than a third distance threshold, the distance between the virtual object and the adversary virtual object is less than a fourth distance threshold, the adversary virtual object and the virtual object are in different groups, and the survival value of the virtual object is lower than the survival threshold.

[0155] In some embodiments, the distress module 4552 is further configured to acquire decision reference data before controlling the distress prop to be launched to the target location in response to the automatic triggering condition being met, wherein the decision reference data includes at least one of the following: environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle; and to make a decision on whether the automatic triggering condition is met based on the decision reference data.

[0156] In some embodiments, the automatic triggering conditions include at least one of the following: environmental data and object status data indicate that the distress item can be launched; object status data indicates that the virtual object is in combat and the virtual object's survival value is lower than a survival threshold; vehicle status data indicates that the distance between the virtual vehicle and the virtual object is less than a third distance threshold.

[0157] In some embodiments, the distress module 4552 is further configured to perform the following processing through a second neural network model: extracting a second environmental feature from environmental data, a third state feature from object state data, and a fourth state feature from vehicle state data; performing a fusion processing on the environmental feature, the third state feature, and the fourth state feature to obtain a second fused feature; performing a second fully connected processing on the second fused feature to obtain a positive impact value that triggers the distress prop; determining that the automatic triggering condition is met when the positive impact value is greater than the impact threshold, and determining that the automatic triggering condition is not met when the positive impact value is less than or equal to the impact threshold.

[0158] In some embodiments, the distress prop is visible to cooperative virtual objects in the same group as the virtual object, and invisible to adversarial virtual objects in a different group.

[0159] In some embodiments, after the distress prop is launched to the target location, the connection module 4553 is further configured to perform at least one of the following: start timing from when the distress prop arrives at the target location; when the timing reaches a time threshold and the virtual vehicle is outside the sensing area, hide the distress prop and the connector in the virtual scene; and hide the distress prop and the connector in the virtual scene in response to the hiding operation of the distress prop.

[0160] In some embodiments, in response to the distress prop being triggered, the distress module 4552 is further configured to display a prompt message when the location of the virtual object is not the recommended launch location of the corresponding target location, wherein the prompt message is used to prompt the virtual object to move to the recommended launch location.

[0161] In some embodiments, the distress module 4552 is further configured to acquire multiple candidate launch locations corresponding to the target location; acquire second geographic data of the target location and third geographic data of each candidate launch location; acquire environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle; extract third environmental features of the environmental data, second geographic features of the second geographic data, third geographic features of the third geographic data, fifth state features of the object state data, and sixth state features of the vehicle state data through a third neural network model; fuse the third environmental features, second geographic features, third geographic features, fifth state features, and sixth state features through a third neural network to obtain a third fused feature, and perform a third fully connected processing on the third fused feature through a third neural network to obtain a comprehensive index for each candidate launch location, wherein the comprehensive index is positively correlated with the concealment degree of the candidate launch location relative to the adversarial virtual object, and negatively correlated with the distance between the candidate launch location and the virtual object, indicating that the adversarial virtual object and the virtual object are in different groups; based on the comprehensive index of each candidate launch location, sort the multiple candidate launch locations in descending order, and use the multiple candidate launch locations with the highest ranking as recommended launch locations.

[0162] In some embodiments, after the distress prop is attached to the virtual vehicle, the connection module 4553 is further configured to perform at least one of the following: control the virtual object to retract the connector to enter the virtual vehicle; control the connector to retract to pull the virtual object into the virtual vehicle.

[0163] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual scene rescue interaction processing method described above in this application.

[0164] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, the processor will execute the virtual scene rescue interaction processing method provided in this application embodiment. For example, ... Figures 4A-4C The demonstration shows the rescue interaction handling method in a virtual scenario.

[0165] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0166] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0167] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0168] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0169] In summary, this application embodiment, in response to the triggering of a distress prop, controls the distress prop connected to the virtual object via a connector to be launched to the target location. In response to the virtual vehicle moving to the sensing area of ​​the distress prop, controls the distress prop to be attached to the virtual vehicle, so that the connector connects the virtual vehicle and the virtual object. Thus, the virtual object is pulled to follow the virtual vehicle through the connector. Since the distress prop is launched to the target location, it can be detected by the virtual vehicle. The virtual vehicle only needs to enter the sensing area of ​​the distress prop to connect with the virtual object and pull the virtual object to follow the virtual vehicle. The distress prop provides a simple and efficient way for virtual objects to interact with virtual vehicles, reducing the complexity of virtual vehicles carrying virtual objects. Ordinary operators can focus on interactions with other objects, improving the utilization rate of terminal devices and server resources (including communication and computing resources), and saving resource consumption of electronic devices during virtual vehicle interaction.

[0170] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for handling rescue interactions in a virtual scene, characterized in that, The method includes: Virtual objects are displayed in the virtual scene, wherein the virtual objects carry distress props; When the location of the virtual object is not the recommended launch location of the corresponding target location, a prompt message is displayed, wherein the prompt message is used to prompt the virtual object to move to the recommended launch location; In response to the virtual object's triggering operation on the distress prop, the distress prop is controlled to be launched to the target location among at least one candidate target location, wherein the distress prop and the virtual object are connected by a connector, and the types of the candidate target locations include: attack avoidance location, obstacle avoidance location, and shortest travel location. The attack avoidance location is used to indicate that the probability of the virtual vehicle being attacked by an anti-virtual object within the sensing area of ​​the distress prop is the lowest, and the anti-virtual object is in a different group from the virtual object. The obstacle avoidance location is used to indicate that the movement trajectory of the virtual vehicle to the sensing area of ​​the distress prop has the fewest obstacles. The shortest travel location is used to indicate that the time for the virtual vehicle to reach the sensing area of ​​the distress prop is the shortest. In response to the virtual vehicle moving to the sensing area of ​​the distress prop, the distress prop is controlled to attach to the virtual vehicle, so that the connector connects the virtual vehicle and the virtual object, wherein the sensing area is centered on the target position of the distress prop, and the connector is used to pull the virtual object to follow the virtual vehicle.

2. The method according to claim 1, characterized in that, The step of responding to the virtual object's triggering operation on the distress signal item, and controlling the distress signal item to be launched to a target location among at least one candidate target location, includes: In response to the fulfillment of the automatic triggering conditions, the distress signal is controlled to be launched to the target location.

3. The method according to claim 1, characterized in that, The control of launching the distress device to a target location among at least one candidate target location includes: Display the trigger control corresponding to the rescue item. When the trigger operation is used to trigger the trigger control corresponding to the rescue item, control the rescue item to move in the set direction until the straight-line movement distance of the rescue item reaches the length of the connector and reaches the target position. When the trigger operation is used to throw the distress item, the distress item is controlled to move in the throwing direction until the distress item reaches the farthest target position in the horizontal direction or the highest target position in the gravitational direction according to the throwing force.

4. The method according to claim 1, characterized in that, The control of launching the distress device to a target location among at least one candidate target location includes: Display at least one candidate target location, and in response to a location selection operation, determine the candidate target location pointed to by the location selection operation as the target location, and control the distress item to be launched to the target location; or, The target location is determined from at least one candidate target location, and the distress signal is launched to the target location.

5. The method according to claim 1, characterized in that, The method further includes: In the virtual scene, a position is determined where the distance to the adversarial virtual object is greater than a second distance threshold and the distance to the virtual object is less than a first distance threshold, and this position is used as the attack avoidance position. In the virtual scene, the unobstructed access range of the virtual vehicle is determined, and the positions where the distance to the virtual object is less than a first distance threshold are sampled from the unobstructed access range and used as the obstacle avoidance positions; In the virtual scene, a position is determined that minimizes the objective function and is less than a first distance threshold from the virtual object, and this position is taken as the shortest travel position. The objective function is the ratio between the distance the virtual vehicle travels to the sensing area of ​​the distress prop and the speed of the virtual vehicle.

6. The method according to claim 5, characterized in that, The method further includes: The region whose distance from the virtual object is less than a first distance threshold is sampled to obtain multiple sampling locations; Acquire first geographic data for each of the sampling locations, and extract first geographic features from the first geographic data; The environment data of the virtual scene, the object state data of the virtual object, and the vehicle state data of the virtual vehicle are obtained, and the first environment feature of the environment data, the first state feature of the object state data, and the second state feature of the vehicle state data are extracted. The first neural network performs a first fusion process on the geographical features, the first environmental features, the first state features, and the second state features to obtain a first fused feature. The first fused feature is then subjected to a first fully connected process to obtain an index corresponding to each type for each sampling location. For each of the types, the following process is performed: the sampling position corresponding to the largest index among the multiple sampling positions for the type is determined as the candidate target position for the corresponding type.

7. The method according to claim 3, characterized in that, The trigger control for displaying the corresponding distress item includes: When any one of the display conditions is met, the trigger control is displayed according to its salience. The salience is positively correlated with the degree to which the display conditions are matched. The display conditions include: the distance between the virtual vehicle and the virtual object is less than a third distance threshold; the distance between the virtual object and the adversary virtual object is less than a fourth distance threshold; the adversary virtual object and the virtual object are in different groups; and the survival value of the virtual object is lower than the survival threshold.

8. The method according to claim 2, characterized in that, Before controlling the launch of the distress item to the target location in response to the fulfillment of the automatic triggering condition, the method further includes: Obtain decision reference data, wherein the decision reference data includes at least one of the following: environmental data of the virtual scene, object state data of the virtual object, and vehicle state data of the virtual vehicle; The decision-making reference data is used to determine whether the automatic triggering conditions are met.

9. The method according to claim 8, characterized in that, The automatic triggering conditions include at least one of the following: The environmental data and the object status data indicate that the distress signal can be launched; The object status data indicates that the virtual object is in combat and that the virtual object's survival value is below the survival threshold; The vehicle status data indicates that the distance between the virtual vehicle and the virtual object is less than a third distance threshold.

10. The method according to claim 8, characterized in that, The decision-making process based on the decision reference data to determine whether the automatic triggering condition is met includes: The following processing is performed using a second neural network model: extracting a second environmental feature from the environmental data, a third state feature from the object state data, and a fourth state feature from the vehicle state data; fusing the environmental feature, the third state feature, and the fourth state feature to obtain a second fused feature; and performing a second fully connected processing on the second fused feature to obtain a positive impact value that triggers the aid item. When the positive impact value is greater than the impact threshold, the automatic triggering condition is determined to be met; when the positive impact value is less than or equal to the impact threshold, the automatic triggering condition is determined not to be met.

11. The method according to claim 1, characterized in that, For cooperative virtual objects in the same group as the virtual object, the distress signal is visible; for adversarial virtual objects in a different group, the distress signal is invisible.

12. The method according to claim 1, characterized in that, After controlling the launch of the distress signal to a target location among at least one candidate target location, the method further includes: Perform at least one of the following: The timer starts from when the distress prop arrives at the target location. When the timer reaches a time threshold and the virtual vehicle is outside the sensing area, the distress prop and the connector are hidden in the virtual scene. In response to a hiding operation of the distress prop, the distress prop and the connector are hidden in the virtual scene.

13. The method according to claim 1, characterized in that, The method further includes: Obtain multiple candidate launch locations corresponding to the target location; Acquire second geographic data of the target location and third geographic data of each candidate launch location; Acquire the environmental data of the virtual scene, the object state data of the virtual object, and the vehicle state data of the virtual vehicle; The third environmental feature of the environmental data, the second geographical feature of the second geographical data, the third geographical feature of the third geographical data, the fifth state feature of the object state data, and the sixth state feature of the vehicle state data are extracted through the third neural network model. The third environmental feature, the second geographical feature, the third geographical feature, the fifth state feature, and the sixth state feature are fused through the third neural network to obtain the third fused feature. The third fused feature is then processed by the third fully connected neural network to obtain a comprehensive index for each candidate launch location. The comprehensive index is positively correlated with the concealment degree of the candidate launch location relative to the adversarial virtual object, and negatively correlated with the distance between the candidate launch location and the virtual object. The adversarial virtual object and the virtual object are in different groups. Based on the comprehensive indicators of each candidate launch location, the candidate launch locations are sorted in descending order, and the top-ranked candidate launch locations are selected as the recommended launch locations.

14. The method according to any one of claims 1 to 13, characterized in that, After controlling the distress prop to attach to the virtual vehicle, the method further includes: Perform at least one of the following: Control the virtual object to retract the connector to enter the virtual vehicle; The connector is controlled to retract in order to pull the virtual object into the virtual vehicle.

15. A virtual scene rescue interactive processing device, characterized in that, The device includes: A display module is used to display virtual objects in the virtual scene, wherein the virtual objects carry distress props; The distress module is used to display a prompt message when the location of the virtual object is not the recommended launch location of the corresponding target location. The prompt message is used to prompt the virtual object to move to the recommended launch location. The distress module is further configured to respond to a trigger operation by the virtual object on the distress prop, and control the distress prop to be launched to the target location among at least one candidate target location. The distress prop and the virtual object are connected by a connector. The types of candidate target locations include: attack avoidance location, obstacle avoidance location, and shortest travel location. The attack avoidance location indicates that the probability of the virtual vehicle being attacked by an anti-virtual object within the sensing area of ​​the distress prop is the lowest. The anti-virtual object is in a different group from the virtual object. The obstacle avoidance location indicates that the movement trajectory of the virtual vehicle to the sensing area of ​​the distress prop has the fewest obstacles. The shortest travel location indicates that the time for the virtual vehicle to reach the sensing area of ​​the distress prop is the shortest. A connection module is used to control the help-seeking prop to attach to the virtual vehicle in response to the virtual vehicle moving to the sensing area of ​​the help-seeking prop, so that the connector connects the virtual vehicle and the virtual object, wherein the sensing area is centered on the target position of the help-seeking prop, and the connector is used to pull the virtual object to follow the virtual vehicle.

16. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the rescue interaction processing method for a virtual scene as described in any one of claims 1 to 14.

17. A computer-readable storage medium storing executable instructions, characterized in that, When the executable instructions are executed by the processor, they implement the rescue interaction processing method for the virtual scene as described in any one of claims 1 to 14.

18. A computer program product comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by the processor, they implement the rescue interaction processing method for the virtual scene as described in any one of claims 1 to 14.