Virtual object control method, device, terminal and storage medium

By allocating the system to the eliminated virtual objects in the BR game and reassigning them in the current game, the problem of high server load is solved and more efficient resource utilization is achieved.

CN114712850BActive Publication Date: 2025-05-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111616784.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-01-04
Filing Date
2021-12-27
Publication Date
2025-05-30
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

After the virtual objects are eliminated, the existing BR game technology requires the server to rematch the new game game, resulting in a large server load.

Method used

When the virtual object is eliminated, assign a virtual object of the system control camp to the user account, and reassign the virtual object in the current game game to avoid creating a new game game.

Benefits of technology

Saves load and processing overhead on the server side and reduces the need to rematch gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application disclose a virtual object control method, apparatus, terminal, and storage medium, belonging to the fields of computer and Internet technologies. The method includes: displaying a game session interface, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating; wherein, the game session interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp; in the case where the first virtual object is eliminated, displaying a second virtual object assigned to the first user account for control in the game session interface, and the second virtual object belongs to the system-controlled camp; in response to a control operation for the second virtual object, controlling the second virtual object to perform corresponding operations in the game session. Embodiments of the present application do not require the server to re-match a new game session to the user in the case where a virtual object is eliminated. Compared with the need to create a new game session, it helps to save the load and processing overhead on the server side.
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Description

[0001] This application claims the priority of a Chinese patent application with the application number 202110003688.9 and the invention title "Virtual Object Control Method, Device, Terminal and Storage Medium", which was filed on January 4, 2021, and the entire content of which is incorporated herein by reference. Technical Field

[0002] Embodiments of this application relate to the fields of computer and Internet technologies, and particularly relate to a virtual object control method, device, terminal and storage medium. Background Art

[0003] A BR (Battle Royale) game is a game that places virtual objects in a virtual environment and provides a series of escape rules. After players formulate escape strategies according to the escape rules, they control the virtual objects in the game to achieve escape.

[0004] Generally, the game result of a BR game is determined according to the escape result of the virtual object. That is, when the virtual object escapes successfully, the game result is victory. In the related art, during the process of a user controlling a virtual object to escape in a virtual environment, the virtual object controlled by the user can fight against the virtual objects controlled by other users until all the users in other teams are eliminated, and finally the users in the team that are not eliminated escape successfully.

[0005] However, in the above related art, if the virtual object is eliminated, the server needs to re-match a new game session for the user, which results in a large load on the server. Summary of the Invention

[0006] Embodiments of this application provide a virtual object control method, device, terminal and storage medium, which helps to save the load and processing overhead on the server side. The technical solutions are as follows:

[0007] On the one hand, embodiments of this application provide a virtual object control method, and the method includes:

[0008] Display a game session interface, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating; wherein, the game session interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp;

[0009] In the case where the first virtual object is eliminated, display a second virtual object assigned to the first user account in the game session interface, the second virtual object belongs to the system-controlled camp, and the control authority of the second virtual object is assigned to the first user account;

[0010] In response to a control operation for the second virtual object, control the second virtual object to perform corresponding operations in the game session.

[0011] On the other hand, an embodiment of the present application provides a virtual object control device, the device includes:

[0012] An interface display module, configured to display a game session interface of a game session, the game session includes multiple human-controlled camps and at least one system-controlled camp participating; wherein, the game session interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp;

[0013] An object display module, configured to display, in the game session interface, a second virtual object assigned to the first user account for control in the case where the first virtual object is eliminated, the second virtual object belongs to the system-controlled camp, and the control authority of the second virtual object is assigned to the first user account;

[0014] An object control module, configured to control the second virtual object to perform corresponding operations in the game session in response to a control operation for the second virtual object.

[0015] On the other hand, an embodiment of the present application provides a terminal, the terminal includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the virtual object control method as described in the above aspect.

[0016] On yet another aspect, an embodiment of the present application provides a computer-readable storage medium, and at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual object control method as described in the above aspect.

[0017] On yet another aspect, an embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the above virtual object control method.

[0018] The technical solutions provided by the embodiments of the present application can bring the following beneficial effects:

[0019] When a virtual object controlled by a human is eliminated, a virtual object controlled by the system is assigned to the user account. In the embodiments of the present application, it is not necessary for the server to re-match a new game session for the user when the virtual object is eliminated. Instead, a virtual object is re-assigned to the user in the current game session. Compared with creating a new game session, it helps to save the server load and processing overhead. Description of the Drawings

[0020] To more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0021] Figure 1 It is a block diagram of a computer system provided by an embodiment of the present application;

[0022] Figure 2 It is a flowchart of a virtual object control method provided by an embodiment of the present application;

[0023] Figure 3 It is a schematic diagram of a second virtual object provided by an embodiment of the present application;

[0024] Figure 4 It is a schematic diagram of the second virtual object in a moving state provided by an embodiment of the present application;

[0025] Figure 5 It is a schematic diagram of the second virtual object in an attacking state provided by an embodiment of the present application;

[0026] Figure 6 It is a flowchart of a virtual object control method provided by another embodiment of the present application;

[0027] Figure 7 It is a flowchart of a virtual object control method provided by another embodiment of the present application;

[0028] Figure 8 It is a schematic diagram of victory indication information provided by an embodiment of the present application;

[0029] Figure 9 It is a flowchart of a virtual object control method provided by another embodiment of the present application;

[0030] Figure 10 It is a block diagram of a virtual object control device provided by an embodiment of the present application;

[0031] Figure 11It is a structural block diagram of a terminal provided by an embodiment of the present application. Detailed implementation manners

[0032] To make the objectives, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0033] First, briefly introduce the nouns involved in the embodiments of the present application:

[0034] 1. Virtual object

[0035] A virtual object refers to a game character controlled by a user account in a game application. A virtual object can also be referred to as a virtual character. A virtual object can be in human form, or in the form of an animal, a cartoon, or other forms, and the embodiments of the present application do not make any limitations thereto. A virtual object can be displayed in three dimensions or in two dimensions, and the embodiments of the present application do not make any limitations thereto.

[0036] In different game applications, the operations that a user account can control a virtual object to perform may also be different. For example, in a shooting application, a user account can control a virtual object to perform operations such as shooting, running, and jumping; for another example, in a MOBA (Multiplayer Online Battle Arena) game application, a user account can control a virtual object to perform operations such as moving, releasing skills, killing enemy objects, and destroying enemy defense towers.

[0037] 2. Virtual item

[0038] A virtual item refers to an item equipped by a virtual object. Virtual items include but are not limited to at least one of the following: virtual clothing, materials for making virtual clothing, game equipment, character skins, virtual pets. Virtual clothing can include clothing and accessories such as tops, pants, shoes, hats, and accessories that are assembled on different parts of a virtual object. Materials for making virtual clothing can include materials such as silk, animal skins, rough cloth strips, tree branches, plant rhizomes, nylon cloth, fiber cloth, and plastic. Game equipment can be equipment of different types such as bows, knives, swords, and axes. A character skin refers to the appearance form displayed by a game character (such as a virtual object). A virtual pet refers to a pet owned by a game character (such as a virtual object), such as various animals like cats, dogs, rabbits, or virtual creatures in cartoon form. In different game applications, the types, varieties, and styles of virtual items may all be different, and the embodiments of the present application do not make any limitations thereto.

[0039] 3. Virtual environment

[0040] The virtual environment is the virtual environment displayed (or provided) when the game application runs on the terminal. The virtual environment can be a simulated world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual environment. Optionally, the virtual environment includes a symmetric lower left region and an upper right region, and virtual characters belonging to two opposing camps respectively occupy one of the regions, and the victory goal is to destroy the target building / stronghold / base / crystal deep in the other party's region.

[0041] 4. BR Game

[0042] A BR game is a game in which virtual characters are placed in a virtual environment and a series of escape rules are provided. After the user formulates an escape strategy according to the escape rules, the virtual characters in the game are controlled to achieve escape.

[0043] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and so on. An application program that supports the virtual environment is installed and run in the terminal, such as an application program that supports a three-dimensional virtual environment. The application program can be any one of a competitive game, a virtual reality application program, a three-dimensional map program, and a Multiplayer Online Battle Arena (MOBA). Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.

[0044] Figure 1 The structural block diagram of a computer system provided by an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 110, a server cluster 120, and a second terminal 130.

[0045] The first terminal 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client can be any one of a MOBA game, a tactical competitive game, and an SLG (Simulation Game, strategy game) game. In this embodiment, the client is an MOBA game for example. The first terminal 110 is a terminal used by the first user 101. The first user 101 uses the first terminal 110 to control the first virtual object in the virtual environment to carry out activities. The first virtual object can be called the main virtual character of the first user 101, and the game account of the first user can be called the first user account. The first virtual object is a virtual object controlled by the first user account. The activities of the first virtual object include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual character, such as a simulation character or an animation character.

[0046] The second terminal 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a MOBA game, a tactical competitive game, and an SLG game. In this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 102. The second user 102 uses the second terminal 130 to control the second virtual object located in the virtual environment to carry out activities. The second virtual object can be called the main virtual character of the second user 102, and the game account of the second user can be called the second user account. The second virtual object is a virtual object controlled by the second user account. Schematically, the second virtual object is a second virtual character, such as a simulated character or an anime character.

[0047] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.

[0048] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers.

[0049] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server cluster 120. In some embodiments, there is at least one terminal 140 that is the terminal corresponding to the developer. A development and editing platform for the client of the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server cluster 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server cluster 120 to update the client.

[0050] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server cluster 120 through a wireless network or a wired network.

[0051] The server cluster 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 120 is used to provide background services for the client that supports the 3D virtual environment. Optionally, the server cluster 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server cluster 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server cluster 120 and the terminals (the first terminal 110 and the second terminal 130) for collaborative computing.

[0052] Optionally, the above-mentioned terminals and servers are all computer devices.

[0053] In a schematic example, the server cluster 120 includes servers 121 and 126. Server 121 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in server 121 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatars of the user accounts, the nicknames of the user accounts, the combat power indexes of the user accounts, and the service areas where the user accounts are located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0054] Please refer to Figure 2 , which shows a flowchart of a virtual object control method provided by an embodiment of the present application. This method can be applied to the first terminal shown in Figure 1 or other terminals in the computer system. The method may include the following steps:

[0055] Step 201, display the game session interface. The game session includes multiple human-controlled camps and at least one system-controlled camp participating.

[0056] Among them, the game session interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp.

[0057] A game session refers to a session in which different user accounts control different virtual objects to conduct battles. Exemplarily, the game session is a session in which limited numbers of escape qualifications are snatched in a virtual environment where the safe area is constantly shrinking. At least two virtual objects are required for one round of game session. The at least two virtual objects include: a first virtual object controlled by a first user account, and other virtual objects controlled by other user accounts (and / or AI (Artificial Intelligence)). The first user account and other user accounts can be matched by the server from multiple online user accounts.

[0058] The game session can include a preparation stage and a battle stage. After the preparation stage ends, the battle stage is entered. In the preparation stage, the virtual objects participating in the game session cannot attack each other; in the battle stage, the virtual objects participating in the game session can attack each other.

[0059] The game interface is the interface of the application displayed on the terminal, and the game interface is the interface after the start of the game. Exemplarily, the user controls the virtual object to fight in the game interface to strive for the qualification to escape.

[0060] The first virtual object can be any virtual object. A virtual object is an object with the ability to move, such as an anime image, a soldier, an animal, etc. In the embodiment of the present application, the first virtual object is the virtual object controlled by the first user account, and the first user account is the user account currently logged in to the terminal. The first user account can be any account.

[0061] The human-controlled camp refers to the camp composed of virtual objects controlled by user accounts, and the system-controlled camp refers to the camp composed of virtual objects not controlled by user accounts. For example, the system-controlled camp refers to the camp composed of virtual objects controlled by AI.

[0062] In a possible implementation, the virtual objects in the human-controlled camp have the same basic identity, and the identity attributes of the basic identity include the identity attributes necessary to complete the game. The identity attributes of the basic identity include at least one of the following: basic skills, basic items, basic rewards, basic tasks, and basic winning conditions. Exemplarily, the basic skills are the skills common to all virtual objects, the basic items are the virtual items that all virtual objects can obtain, the basic rewards are the rewards that all virtual objects can obtain after meeting the acquisition conditions, the basic tasks are the tasks that all virtual objects can accept, and the basic winning condition is to obtain the qualification to escape. The game play of the virtual objects with the basic identity is the same.

[0063] The virtual objects in the system-controlled camp have an identity with a game play different from that of the basic identity. The difference in the game play is reflected by the exclusive identity attributes of the virtual objects in the system-controlled camp. The exclusive identity attributes may include: exclusive skills, exclusive items, exclusive rewards, exclusive tasks, and exclusive winning conditions. The exclusive skills refer to the functions that only the virtual objects in the system-controlled camp have and the virtual objects in the human-controlled camp do not have. The exclusive items refer to the items that only the virtual objects in the system-controlled camp have and the virtual objects in the human-controlled camp do not have. The exclusive rewards refer to the rewards that only the virtual objects in the system-controlled camp can obtain and the virtual objects in the human-controlled camp cannot obtain. The exclusive tasks refer to the tasks that only the virtual objects in the system-controlled camp can accept and the virtual objects in the human-controlled camp cannot accept. The exclusive winning condition refers to the winning condition that only the virtual objects in the system-controlled camp have and the virtual objects in the human-controlled camp do not have. For example, the winning condition of the virtual objects in the system-controlled camp can be to eliminate all the virtual objects in the human-controlled camp.

[0064] In one example, the first human-controlled camp may only include the first virtual object controlled by the first user account; in another example, in addition to the first virtual object controlled by the first user account, the first human-controlled camp may further include other virtual objects controlled by other user accounts. The other user accounts may include one user account or multiple user accounts. For example, it may include 2 user accounts, 3 user accounts, or even more user accounts. The embodiments of the present application do not limit this. The number of user accounts included in the first human-controlled camp may be determined by the matching mode. For example, when the matching mode is the single-player teaming mode, the first human-controlled camp only includes the first virtual object controlled by the first user account; when the matching mode is the two-player teaming mode, in addition to the first virtual object controlled by the first user account, the first human-controlled camp further includes other virtual objects controlled by the second user account; when the matching mode is the three-player teaming mode, in addition to the first virtual object controlled by the first user account, the first human-controlled camp further includes other virtual objects controlled by the second user account and other virtual objects controlled by the third user account. The number of other virtual objects may match the number of other user accounts. For example, when one user account can only control one virtual object, the number of other virtual objects is the same as the number of other user accounts; when one user account can control multiple virtual objects, the number of other virtual objects is greater than the number of other user accounts.

[0065] Step 202, in the case where the first virtual object is eliminated, display, in the game interface, the second virtual object assigned to be controlled by the first user account. The second virtual object belongs to the system-controlled camp.

[0066] In a possible implementation, when the health value of the first virtual object is lower than a preset value, it is determined that the first virtual object is eliminated. Exemplarily, the following events may cause the health value of the first virtual object to be lower than the preset value, thereby causing the first virtual object to be eliminated: the first virtual object is in a danger zone (the danger zone refers to the map area in the BR game that causes environmental damage to the virtual object, and the danger zone will gradually increase), the first virtual object is killed by other virtual objects (the other virtual objects may be virtual objects in other human-controlled camps or virtual objects in the system-controlled camp, and the embodiments of the present application do not limit this). Of course, in other possible implementations, there may be other events that cause the first virtual object to be eliminated, and the embodiments of the present application do not limit this. Exemplarily, the elimination of the first virtual object can also be understood as the first virtual object being in a dead state.

[0067] In the embodiments of the present application, the control authority of the second virtual object is assigned to the first user account. In one example, the second virtual object controlled by the first user account may be a previously created second virtual object. In this case, the control authority of the second virtual object is transferred from the system to the first user account. In another example, the second virtual object controlled by the first user account may be a newly generated or newly created second virtual object when the first virtual object is eliminated. In this case, the control authority of the second virtual object can be directly assigned to the first user account.

[0068] In a possible implementation, the second virtual object includes an NPC (Non-Player Character). In a possible implementation, all virtual objects in the system-controlled camp are NPCs. An NPC itself is a monster controlled by AI, and its behavior logic is relatively simple. It is a resource and challenge in the game session. When the first virtual object is eliminated, it is resurrected as the second virtual object according to certain rules, and allowing the NPC to be operated by the user can enable other users in the eliminated state to have the opportunity to participate in and influence the game session.

[0069] In a possible implementation, the terminal randomly selects an NPC as the second virtual object controlled by the first user account. The terminal pre-generates at least one NPC to be selected, and the terminal randomly selects an NPC from the at least one NPC to be selected as the second virtual object. Exemplarily, as Figure 3 shown, which shows a schematic diagram of the second virtual object provided by an embodiment of the present application, Figure 3 the second virtual object 300 shown can also be called a nano-person, Figure 3 part (a) in it is a schematic diagram of the original state of the second virtual object 300 when it does not use skills, Figure 3 part (b) in it is a schematic diagram of the second virtual object 300 after using skills. In a possible implementation, the nano-person is an "elite monster" in the game session, and it can control the surrounding small monsters to participate in the game session.

[0070] For the introduction of how the terminal specifically displays the second virtual object controlled by the first user account in the game interface, reference can be made to the following embodiments, and no detailed introduction will be made here.

[0071] Step 203, in response to a control operation on the second virtual object, control the second virtual object to perform corresponding operations in the game session.

[0072] In a possible implementation, the second virtual object participates in the game with the new 3C, which includes control, character, and camera.

[0073] In a possible implementation, the terminal receives a movement control operation for the second virtual object, and then the terminal controls the second virtual object to move in the corresponding area according to the movement control operation. The movement control operation can be triggered by the user through a keyboard, a mouse, a touch operation of a finger, a voice, a gesture, etc., and is used to control the movement of the second virtual object. For example, Figure 4 As shown, it shows a schematic diagram of a second virtual object in a moving state provided by an embodiment of the present application, and the first user account can control the second virtual object 400 to move in the direction of the arrow.

[0074] In a possible implementation, when the terminal receives an attack control operation for the second virtual object, the terminal controls the second virtual object to attack other virtual objects according to the attack control operation. The attack control operation can be triggered by a user through a keyboard, a mouse, a touch operation of a finger, a voice, a gesture, etc., and is used to control the second virtual object to attack other virtual objects. For example, Figure 5 As shown, it shows a schematic diagram of a second virtual object in an attacking state provided by an embodiment of the present application. The first user account can control the second virtual object 500 to attack other virtual objects 510.

[0075] In a possible implementation, the second virtual object controlled by the first user account can attack the virtual object in the first human-controlled camp. After being resurrected as the second virtual object, the first user account no longer belongs to the first human-controlled camp, but to the system-controlled camp. At this time, the first user account can control the second virtual object to attack the virtual object in the first human-controlled camp. Of course, the first user account can also control the second virtual object to attack virtual objects in other human-controlled camps.

[0076] To summarize, in the technical solution provided in the embodiment of the present application, a virtual object of the system-controlled camp is allocated to the user account when the virtual object of the human-controlled camp is eliminated. The embodiment of the present application does not require the server to re-match a new game match to the user when the virtual object is eliminated. Instead, a virtual object is reallocated to the user in the current game match, which helps to save the load and processing overhead on the server side compared to the need to create a new game match.

[0077] Please refer to Figure 6 , which shows a flowchart of a virtual object control method provided by another embodiment of the present application, which can be applied toFigure 1 In the first terminal shown or in other terminals in the computer system, the method may include the following steps:

[0078] Step 601, display the game interface of the game session, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating.

[0079] Among them, the game interface includes a first virtual object controlled by the first user account and belonging to the first human-controlled camp.

[0080] For the introduction and description of step 601, reference can be made to the above embodiments, and details will not be repeated here.

[0081] Step 602, when the first virtual object is eliminated, determine a second virtual object controlled by the first user account.

[0082] In a possible implementation, the terminal determines the second virtual object in the following manner:

[0083] In one example, in response to receiving a selection instruction for a target virtual object in the first virtual object set, the target virtual object is determined as the second virtual object, and the first virtual object set includes at least one selectable virtual object.

[0084] The selection instruction refers to an instruction for selecting the second virtual object. Exemplarily, the selection instruction can be triggered by a keyboard, a mouse, user touch, voice, gesture, etc., and the embodiments of the present application do not limit this.

[0085] In a possible implementation, the terminal displays a virtual object selection list in the game interface, and the virtual object selection list includes the first virtual object set. When receiving a selection instruction for a target virtual object in the virtual object selection list, the target virtual object is determined as the second virtual object. Allowing the user to select the second virtual object by themselves provides high flexibility.

[0086] In another example, based on the performance information of the first virtual object in the game session, the second virtual object is determined. The performance information of the first virtual object in the game session includes at least one of the following: the elimination quantity of the first virtual object in the game session, the task completion situation of the first virtual object in the game session, and the virtual item acquisition situation of the first virtual object in the game session.

[0087] The elimination quantity refers to the number of other virtual objects eliminated by the first virtual object controlled by the first user account in the game session.

[0088] The task completion status refers to the situation where the first virtual object controlled by the first user account completes tasks in the game session. The tasks can be pre-assigned by the system or tasks triggered in real time by the virtual object during the game session. Exemplarily, the tasks can include the virtual object moving to a certain location, the virtual object eliminating a specified wild monster, etc., and the embodiments of the present application do not limit this.

[0089] The virtual item acquisition status refers to the number of virtual items acquired by the first virtual object controlled by the first user account in the game session.

[0090] In a possible implementation, the terminal can comprehensively determine the performance parameter of the first virtual object in the game session based on the elimination quantity, task completion status, and virtual item acquisition request, and then determine the second virtual object based on the performance parameter. Exemplarily, the corresponding relationship between the performance parameter and the second virtual object is stored in the terminal, and the terminal can select the second virtual object corresponding to the performance parameter of the first virtual object from the corresponding relationship.

[0091] In another example, the second virtual object is randomly determined from the second virtual object set, and the second virtual object set includes at least one virtual object for selection.

[0092] The second virtual object set can be the same as the first virtual object set or different from the first virtual object set. That is, the second virtual object set can have some identical virtual objects with the first virtual object set, can have completely identical virtual objects, or can have completely different virtual objects, and the embodiments of the present application do not limit this.

[0093] Step 603, determine the spawning position of the second virtual object in the virtual environment of the game session.

[0094] The virtual environment is at least one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. The embodiments of the present application take the virtual environment as a three-dimensional virtual environment as an example for illustration.

[0095] The spawning position refers to the position where the second virtual object appears in the virtual environment of the game session.

[0096] In a possible implementation, based on the candidate position set and the position determination information, determine the spawning position of the second virtual object in the virtual environment of the game session; where the position determination information includes at least one of the following: the elimination time of the first virtual object in the game session, the elimination position of the first virtual object in the game session, and the position of other virtual objects belonging to the human-controlled camp at the elimination time in the virtual environment.

[0097] The set of candidate positions includes at least one candidate position, and the candidate position can be preset or determined in real time based on the real-time situation of the game session.

[0098] The elimination time of the first virtual object in the game session is used to indicate the time when the first virtual object is eliminated, that is, the time when the first virtual object is in a dead state.

[0099] The elimination position of the first virtual object in the game session is used to indicate the position where the first virtual object is eliminated, that is, the position where the first virtual object is in a dead state.

[0100] In a possible implementation, other virtual objects belonging to the human-controlled camp include at least one of the following: other virtual objects belonging to the first human-controlled camp, and virtual objects of other human-controlled camps that do not belong to the first human-controlled camp.

[0101] In an example, in response to the elimination time matching the first progress of the game session, the candidate positions that meet the first rule in the set of candidate positions are determined as the respawn positions, and the first rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is located at the edge of the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position.

[0102] The candidate position being the closest to the elimination position means that the straight-line distance between the candidate position and the elimination position is the shortest.

[0103] The candidate position being located at the edge of the map corresponding to the virtual environment means that the candidate position is located outside the map corresponding to the virtual environment.

[0104] There being no other virtual objects around the candidate position means that there are no other virtual objects within k (k is a positive number) meters from the candidate position.

[0105] The progress of the game session is used to indicate the implementation situation of the game session. In a possible implementation, the progress of the game session can be determined based on the game duration, the number of eliminated camps, the number of remaining camps, the number of eliminated virtual objects, the number of remaining virtual objects, etc. The game duration can be determined based on the respawn duration of the safe zone (the safe zone refers to the area that will not affect the health value of the virtual object) or the respawn duration of the dangerous zone (the dangerous zone refers to the area that will affect the health value of the virtual object). After the virtual environment is created, the safe zone can be updated according to the preset time rule. For example, it can be updated at regular or irregular time intervals in sequence. Each time the safe zone is updated, a new safe zone can be determined within the previously updated safe zone to narrow the activity range of each virtual object in the virtual environment.

[0106] In a possible implementation, the first progress of the game session is within the first refresh duration of the safe zone. When the elimination time is within the first refresh duration of the safe zone, it is determined that the elimination time matches the first progress of the game session.

[0107] In a possible implementation, the first progress of the game session is that the number of eliminated camps in the game session is n, where n is a positive integer. When the number of eliminated camps in the game session is less than or equal to n at the elimination time, it is determined that the elimination time matches the first progress of the game session.

[0108] Exemplarily, the first progress of the game session can be referred to as the early stage of the game session. When the elimination time is in the early stage of the game session, the refresh position is at the edge of the map, and the refresh position is not a monster spawning point that is very close to other virtual objects (a monster spawning point refers to a location where monsters appear densely and have a fast spawning speed), and the refresh position is the closest to the elimination position.

[0109] In another example, in response to the elimination time matching the second progress of the game session, the candidate positions that meet the second rule in the candidate position set are determined as the refresh positions. The second rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is outside the spawn point on the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position.

[0110] The second progress of the game session is a different progress from the first progress of the game session, and the second progress of the game session is after the first progress of the game session.

[0111] In a possible implementation, the second progress of the game session is within the second refresh duration of the safe zone, and the duration of the second refresh duration is longer than the duration of the first refresh duration. When the elimination time is within the second refresh duration of the safe zone, it is determined that the elimination time matches the second progress of the game session.

[0112] In a possible implementation, the second progress of the game session is that the number of eliminated camps in the game session is m, where m is a positive integer greater than or equal to n. When the number of eliminated camps in the game session is greater than or equal to m at the elimination time, it is determined that the elimination time matches the second progress of the game session.

[0113] In a possible implementation, the spawn point can also be referred to as the initial position, which means the starting position of a virtual object in a virtual environment when a game session starts. A user selects an initial position during the initial position selection phase, which refers to a period of time for each user participating in the game session to select an initial position. For example, the duration of the initial position selection phase can be 30 seconds, 40 seconds, 1 minute, etc., and the embodiments of the present application do not limit this. In a possible implementation, during the initial position selection phase, a limited number of initial positions are provided for the user to select. In each game session, the number of initial positions can be the same or different.

[0114] Exemplarily, the second progress of the game session can be referred to as the middle and late stages of the game session. When the elimination time is in the middle and late stages of the game session, the refresh position is located outside the spawn point, and the refresh position is not a monster spawning point that is very close to other virtual objects, and the refresh position is the closest to the elimination position.

[0115] Step 604, display a second virtual object at the refresh position.

[0116] After the terminal determines the second virtual object and the refresh position, the terminal can display the second virtual object at the refresh position.

[0117] Step 605, in response to a control operation on the second virtual object, control the second virtual object to perform corresponding operations in the game session.

[0118] For the introduction and description of step 605, reference can be made to the above embodiments, and details will not be repeated here.

[0119] Please refer to Figure 7 , which shows a flowchart of a virtual object control method provided by another embodiment of the present application. This method can be applied to a first terminal as shown in Figure 1 or other terminals in the computer system. This method may include the following steps:

[0120] Step 701, display the game interface of the game session, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating.

[0121] Among them, the game interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp.

[0122] For the introduction and description of step 701, reference can be made to the above embodiments, and details will not be repeated here.

[0123] Step 702, obtain the elimination time of the first virtual object in the game session.

[0124] The elimination time refers to the time when the first virtual object is eliminated, that is, the time when the first virtual object is in a dead state.

[0125] In a possible implementation, the terminal is provided with a timer, and the terminal determines the time on the timer when the first virtual object is eliminated as the elimination time of the first virtual object in the game session.

[0126] Step 703, determine whether the elimination time of the first virtual object in the game session matches the third progress of the game session. In response to the elimination time of the first virtual object in the game session not matching the third progress of the game session, execute step 704; in response to the elimination time of the first virtual object in the game session matching the third progress of the game session, start executing from step 705.

[0127] In a possible implementation, the third progress of the game session is within the third refresh duration of the safe zone. When the elimination time is within the third refresh duration of the safe zone, it is determined that the elimination time matches the third progress of the game session. The third refresh duration is the same as the second refresh duration, or the duration of the third refresh duration may be longer than the duration of the second refresh duration.

[0128] In a possible implementation, the third progress of the game session is that the number of eliminated camps in the game session is p, where p is a positive integer. When the number of eliminated camps in the game session is less than p at the elimination time, it is determined that the elimination time matches the third progress of the game session.

[0129] Exemplarily, the third progress of the game session can be referred to as the progress before the final circle. The final circle refers to the third or fourth last safe zone, or the safe zone when the number of remaining virtual objects in the game session is less than the preset number.

[0130] Step 704, trigger the first virtual object to leave the game session in the eliminated state.

[0131] In response to the elimination time of the first virtual object in the game session not matching the third progress of the game session, trigger the first virtual object to leave the game session in the eliminated state. In a possible implementation, in response to the elimination time of the first virtual object in the game session matching the final circle, trigger the first virtual object to leave the game session in the eliminated state.

[0132] Step 705, display an indication message, where the indication message is used to indicate whether to continue participating in the game session.

[0133] In response to the elimination time of the first virtual object in the game session matching the third progress of the game session, display an indication message. In a possible implementation, in response to the elimination time of the first virtual object in the game session not matching the final circle, display an indication message.

[0134] Step 706, determine whether a confirmation instruction for the indication information is received. In response to receiving the confirmation instruction for the indication information, start execution from step 707; in response to not receiving the confirmation instruction for the indication information, execute step 704.

[0135] When the terminal receives the confirmation instruction for the indication information, it indicates that the user wants to control the second virtual object to continue participating in the game session; when the terminal does not receive the confirmation instruction for the indication information, it indicates that the user does not want to control the second virtual object to continue participating in the game session.

[0136] The confirmation instruction refers to an instruction to confirm participation in the game session. In a possible implementation, the confirmation instruction can be triggered by means such as a keyboard, a mouse, user touch, voice, gesture, etc.

[0137] Step 707, display the second virtual object assigned to the control of the first user account in the game session interface, and the second virtual object belongs to the system-controlled camp.

[0138] Step 708, in response to a control operation on the second virtual object, control the second virtual object to perform corresponding operations in the game session.

[0139] For the introduction and description of steps 707 to 708, reference can be made to the above embodiments, and details are not described herein again.

[0140] In a possible implementation, when the system-controlled camp eliminates the human-controlled camp in the game session, a victory indication information is displayed, and the victory indication information is used to indicate that the system-controlled camp wins the game session.

[0141] Exemplarily, when the system-controlled camp eliminates all virtual objects in the human-controlled camp in the game session, the victory indication information is displayed. As Figure 8 shown, it shows a schematic diagram of the victory indication information provided by an embodiment of the present application. Exemplarily, the system-controlled camp is called the Nano camp. When the Nano camp eliminates the human-controlled camp in the game session, the victory indication information 800 is displayed, and the victory indication information can be "Nano camp wins". Of course, in other possible implementations, the victory indication information can also have other forms of expression, and the embodiments of the present application do not limit this.

[0142] In a possible implementation, based on the performance information of the first virtual object and / or the second virtual object in the game session, determine the rewards obtained by the first user account, and the performance information includes at least one of the following: the elimination amount in the game session, the task completion situation in the game session, and the virtual item acquisition situation in the game session.

[0143] The elimination quantity refers to the number of virtual objects eliminated by the virtual object controlled by the first user account. Exemplarily, the elimination quantity may include any one of the following: the elimination quantity of the first virtual object in the game session, the elimination quantity of the second virtual object in the game session, the elimination quantity of the first virtual object and the second virtual object in the game session.

[0144] The task completion situation refers to the situation of the virtual object controlled by the first user account completing tasks in the game session. Exemplarily, the task completion situation may include any one of the following: the task completion situation of the first virtual object in the game session, the task completion situation of the second virtual object in the game session, the task completion situation of the first virtual object and the second virtual object in the game session.

[0145] The virtual item acquisition situation refers to the number of virtual items acquired by the virtual object controlled by the first user account in the game session. Exemplarily, the virtual item acquisition situation includes any one of the following: the virtual item acquisition situation of the first virtual object in the game session, the virtual item acquisition situation of the second virtual object in the game session, the virtual item acquisition situation of the first virtual object and the second virtual object in the game session.

[0146] In a possible implementation manner, if the reward acquisition conditions corresponding to the first virtual object and the second virtual object are the same, the terminal may determine the reward obtained by the first user account based on the overall performance information of the first virtual object and the second virtual object.

[0147] In a possible implementation manner, if the reward acquisition conditions corresponding to the first virtual object and the second virtual object are different, the terminal determines the reward corresponding to the first virtual object based on the performance information of the first virtual object and the reward acquisition conditions corresponding to the first virtual object; and determines the reward corresponding to the second virtual object based on the performance information of the second virtual object and the reward acquisition conditions corresponding to the second virtual object; the terminal determines the sum of the reward corresponding to the first virtual object and the reward corresponding to the second virtual object as the reward obtained by the first user account.

[0148] Step 709, in the case where the second virtual object is eliminated, obtain the refresh times of the second virtual object.

[0149] In a possible implementation manner, the second virtual object may be eliminated by the virtual object in the artificially controlled camp. At this time, when the second virtual object is eliminated, the terminal obtains the refresh times of the second virtual object. The refresh times of the second virtual object may also be referred to as the resurrection times of the second virtual object.

[0150] In a possible implementation manner, a counter is set in the terminal, and the counter is used to determine the refresh times of the second virtual object.

[0151] Step 710: Determine whether the refresh count of the second virtual object reaches a threshold. In response to the refresh count of the second virtual object not reaching the threshold, execute again from step 707; in response to the refresh count of the second virtual object reaching the threshold, execute step 711.

[0152] In a possible implementation, the threshold can be a default threshold or a value determined based on the size of the map corresponding to the virtual environment. For example, if the map corresponding to the virtual environment is small, the threshold can be set to 1 time; if the map corresponding to the virtual environment is large, the threshold can be set to multiple times, such as 2 times, 3 times or even more times. The embodiments of the present application do not limit this.

[0153] In response to the refresh count of the second virtual object not reaching the threshold, the terminal can display the second virtual object controlled by the first user account in the game interface. The second virtual objects assigned to the first user account corresponding to different refresh counts can be the same or different. The embodiments of the present application do not limit this.

[0154] Step 711: Trigger the second virtual object to leave the game session in the eliminated state.

[0155] In response to the refresh count of the second virtual object reaching the threshold, trigger the second virtual object to leave the game session in the eliminated state.

[0156] Please refer to Figure 9 , which shows a flowchart of a virtual object control method provided by another embodiment of the present application. Figure 9 Taking the second virtual object as an NPC as an example for introduction and explanation.

[0157] Step 901: The first virtual object joins the game session.

[0158] Step 902: The first virtual object is eliminated in the game session.

[0159] Step 903: Determine whether the elimination time is in the final circle. In response to the elimination time being in the final circle, execute step 904; in response to the elimination time not being in the final circle, start executing from step 905.

[0160] Step 904: Trigger the first virtual object to leave the game session in the eliminated state.

[0161] The first virtual object is directly eliminated and the user enters the spectator mode.

[0162] Step 905: Determine the refresh location based on the elimination time and the positions of other virtual objects.

[0163] Step 906: Randomly determine an NPC.

[0164] Step 907, the NPC eliminates all virtual objects in the human-controlled camps.

[0165] Step 908, display victory indication information.

[0166] Step 909, the NPC is eliminated.

[0167] Step 910, determine whether the refresh count of the NPC reaches a threshold. In response to the refresh count of the NPC not reaching the threshold, execute from Step 905; in response to the refresh count of the NPC reaching the threshold, execute Step 911.

[0168] Step 911, trigger the NPC to leave the game session in the eliminated state.

[0169] It should be noted that the above embodiments are only described by taking the application in the BR game as an example. In other possible implementation manners, the embodiments of the present application can also be applied to other types of games, such as TPS games, RPS games, MOBA games, etc. The embodiments of the present application are not limited thereto.

[0170] The following is an embodiment of the apparatus of the present application, which can be used to execute the method embodiment of the present application. For the details not disclosed in the apparatus embodiment of the present application, please refer to the method embodiment of the present application.

[0171] Please refer to Figure 10 , which shows a block diagram of a virtual object control device provided by an embodiment of the present application. The device has the functions of implementing the above method examples, and the functions can be implemented by hardware or by hardware executing corresponding software. The device can be a terminal or can be set in a terminal. The device 1000 may include:

[0172] An interface display module 1010, configured to display a game session interface, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating; wherein, the game session interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp;

[0173] An object display module 1020, configured to display a second virtual object assigned to the first user account in the game session interface when the first virtual object is eliminated, the second virtual object belongs to the system-controlled camp, and the control authority of the second virtual object is assigned to the first user account;

[0174] An object control module 1030, configured to control the second virtual object to perform corresponding operations in the game session in response to a control operation on the second virtual object.

[0175] In summary, in the technical solution provided by the embodiments of the present application, when a virtual object controlled by a human-controlled camp is eliminated, a virtual object of the system-controlled camp is assigned to the user account. In the embodiments of the present application, it is not necessary for the server to re-match a new game session for the user when the virtual object is eliminated, but to re-assign a virtual object to the user in the current game session. Compared with creating a new game session, it helps to save the load and processing overhead on the server side.

[0176] In the illustrative embodiment, the object display module 1020 includes: an object determination unit, a position determination unit, and an object display unit (not shown in the figure).

[0177] The object determination unit is configured to determine a second virtual object assigned to be controlled by the first user account;

[0178] The position determination unit is configured to determine a spawning position of the second virtual object in the virtual environment of the game session;

[0179] The object display unit is configured to display the second virtual object at the spawning position.

[0180] In the illustrative embodiment, the position determination unit is configured to:

[0181] Based on a set of candidate positions and position determination information, determine a spawning position of the second virtual object in the virtual environment of the game session;

[0182] Wherein, the position determination information includes at least one of the following: the elimination time of the first virtual object in the game session, the elimination position of the first virtual object in the game session, and the positions of other virtual objects belonging to the human-controlled camp at the elimination time in the virtual environment.

[0183] In the illustrative embodiment, the position determination unit is configured to:

[0184] In response to the elimination time matching the first progress of the game session, determine a candidate position that conforms to the first rule in the set of candidate positions as the spawning position, and the first rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is located at the edge of the map corresponding to the virtual environment, and there are no other virtual objects on the periphery of the candidate position;

[0185] In response to the elimination time matching the second progress of the game session, determine the candidate positions that meet the second rule in the set of candidate positions as the refresh positions, where the second rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is located on the periphery of the spawn point on the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position.

[0186] In the exemplary embodiment, the object determination unit is configured to:

[0187] In response to receiving a selection instruction for a target virtual object in the first virtual object set, determine the target virtual object as the second virtual object, where the first virtual object set includes at least one virtual object for selection;

[0188] Or,

[0189] Based on the performance information of the first virtual object in the game session, determine the second virtual object, where the performance information of the first virtual object in the game session includes at least one of the following: the elimination count of the first virtual object in the game session, the task completion status of the first virtual object in the game session, and the virtual item acquisition status of the first virtual object in the game session;

[0190] Or,

[0191] Randomly determine the second virtual object from the second virtual object set, where the second virtual object set includes at least one virtual object for selection.

[0192] In the exemplary embodiment, the device further includes: a time acquisition module and an information display module (not shown in the figure).

[0193] The time acquisition module is configured to acquire the elimination time of the first virtual object in the game session;

[0194] The information display module is configured to display an indication message in response to the elimination time of the first virtual object in the game session matching the third progress of the game session, where the indication message is used to indicate whether to continue participating in the game session;

[0195] The object display module is further configured to execute the step of displaying the second virtual object assigned to the control of the first user account in the game session interface in response to receiving a confirmation instruction for the indication message.

[0196] In the exemplary embodiment, the device further includes:

[0197] An object detachment module (not shown in the figure) is configured to trigger the first virtual object to detach from the game session in the eliminated state in response to a mismatch between the elimination time of the first virtual object in the game session and the third progress of the game session.

[0198] In an exemplary embodiment, the apparatus further includes:

[0199] An information display module (not shown in the figure) is configured to display a victory indication message when the system-controlled camp eliminates the human-controlled camp in the game session, and the victory indication message is used to indicate that the system-controlled camp wins the game session.

[0200] In an exemplary embodiment, the apparatus further includes:

[0201] A count acquisition module (not shown in the figure) is configured to acquire the refresh count of the second virtual object when the second virtual object is eliminated;

[0202] The object display module is further configured to, in response to the refresh count of the second virtual object not reaching a threshold, start executing again from the step of displaying the second virtual object assigned to be controlled by the first user account in the game interface;

[0203] An object detachment module (not shown in the figure) is configured to trigger the second virtual object to detach from the game session in the eliminated state in response to the refresh count of the second virtual object reaching the threshold.

[0204] In an exemplary embodiment, the apparatus further includes:

[0205] A reward acquisition module (not shown in the figure) is configured to determine the reward obtained by the first user account based on the performance information of the first virtual object and / or the second virtual object in the game session, where the performance information includes at least one of the following: the elimination count in the game session, the task completion status in the game session, and the virtual item acquisition status in the game session.

[0206] It should be noted that when the apparatus provided in the above embodiments implements its functions, only the above-mentioned functional module divisions are used for illustration. In actual applications, the above functions can be allocated to different functional modules according to needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus provided in the above embodiments and the method embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments and will not be repeated here.

[0207] Please refer to Figure 11, which shows a structural block diagram of a terminal 1100 provided in an embodiment of the present application. The terminal 1100 may be a mobile phone, a tablet computer, a smart TV, a multimedia playback device, a PC, etc.

[0208] Generally, the terminal 1100 includes: a processor 1101 and a memory 1102.

[0209] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.

[0210] The memory 1102 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1102 may further include a high-speed random access memory and a non-volatile memory, such as one or more disk storage devices and flash storage devices.

[0211] In some embodiments, the terminal 1100 may further optionally include: a peripheral device interface 1103 and at least one peripheral device. The processor 1101, the memory 1102, and the peripheral device interface 1103 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1103 through a bus, signal lines, or a circuit board. Specifically, the peripheral device may include at least one of a display screen 1104, an audio circuit 1105, a communication interface 1106, and a power supply 1107.

[0212] Those skilled in the art can understand, Figure 11The structure shown does not constitute a limitation on the terminal 1100, and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0213] In a schematic embodiment, a terminal is further provided, which includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory. The at least one instruction, the at least one program, the code set or the instruction set is configured to be executed by one or more processors to implement the above virtual object control method.

[0214] In a schematic embodiment, a computer-readable storage medium is further provided, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set implements the above virtual object control method when executed by a processor of the terminal.

[0215] Optionally, the above computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, etc.

[0216] In an exemplary embodiment, a computer program product or a computer program is further provided, which includes computer instructions stored in a computer-readable storage medium. The processor of the terminal reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the terminal executes the above virtual object control method.

[0217] It should be understood that "a plurality of" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after. In addition, the step numbers described herein only exemplarily show a possible execution sequence between steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two steps with different numbers are executed simultaneously, or two steps with different numbers are executed in the reverse order of the illustration. The embodiments of the present application do not limit this.

[0218] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by instructing relevant hardware through a program. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a disk, an optical disc, etc.

[0219] The above are only exemplary embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for controlling virtual objects, characterized in that, the method includes: displaying a game round interface for a game round in which multiple human-controlled camps and at least one system-controlled camp participate; wherein, the game round interface includes a first virtual object controlled by a first user account and belonging to a first human-controlled camp; in the case where the first virtual object is eliminated, determining a second virtual object assigned to be controlled by the first user account, and displaying in the game round interface the second virtual object assigned to be controlled by the first user account, the second virtual object belonging to the system-controlled camp, and the control authority of the second virtual object being assigned to the first user account; in response to a control operation on the second virtual object, controlling the second virtual object to perform corresponding operations in the game round; wherein, the determining the second virtual object assigned to be controlled by the first user account includes: in response to receiving a selection instruction for a target virtual object in a first virtual object set, determining the target virtual object as the second virtual object, where the first virtual object set includes at least one selectable virtual object; or, based on the performance information of the first virtual object in the game round, determining the second virtual object, where the performance information of the first virtual object in the game round includes at least one of the following: the elimination count of the first virtual object in the game round, the task completion status of the first virtual object in the game round, the virtual item acquisition status of the first virtual object in the game round; or, randomly determining the second virtual object from a second virtual object set, where the second virtual object set includes at least one selectable virtual object.

2. The method according to claim 1, characterized in that, the displaying in the game round interface the second virtual object assigned to be controlled by the first user account includes: determining a spawning position of the second virtual object in the virtual environment of the game round; displaying the second virtual object at the spawning position.

3. The method according to claim 2, characterized in that, the determining a spawning position of the second virtual object in the virtual environment of the game round includes: based on a candidate position set and position determination information, determining a spawning position of the second virtual object in the virtual environment of the game round; wherein, the position determination information includes at least one of the following: the elimination time of the first virtual object in the game round, the elimination position of the first virtual object in the game round, the positions of other virtual objects belonging to the human-controlled camp at the elimination time in the virtual environment.

4. The method according to claim 3, characterized in that, the based on a candidate position set and position determination information, determining a spawning position of the second virtual object in the virtual environment of the game round includes: In response to the elimination time matching the first progress of the game session, determine the candidate positions that meet the first rule in the set of candidate positions as the refresh positions, where the first rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is located at the edge of the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position; In response to the elimination time matching the second progress of the game session, determine the candidate positions that meet the second rule in the set of candidate positions as the refresh positions, where the second rule includes at least one of the following: the candidate position is the closest to the elimination position, the candidate position is located outside the spawn point on the map corresponding to the virtual environment, and there are no other virtual objects around the candidate position.

5. The method according to claim 1, wherein, after displaying the game session interface, further includes: obtain the elimination time of the first virtual object in the game session; in response to the elimination time of the first virtual object in the game session matching the third progress of the game session, display an indication message for indicating whether to continue participating in the game session; in response to receiving a confirmation instruction for the indication message, perform the step of displaying the second virtual object controlled by the first user account in the game session interface.

6. The method according to claim 5, wherein, after obtaining the elimination time of the first virtual object in the game session, further includes: in response to the elimination time of the first virtual object in the game session not matching the third progress of the game session, trigger the first virtual object to leave the game session in the eliminated state.

7. The method according to claim 1, wherein, after controlling the second virtual object to perform corresponding operations in the game session, further includes: when the system-controlled camp eliminates the human-controlled camp in the game session, display a victory indication message for indicating that the system-controlled camp wins the game session.

8. The method according to claim 1, wherein, after controlling the second virtual object to perform corresponding operations in the game session, further includes: when the second virtual object is eliminated, obtain the refresh count of the second virtual object; in response to the refresh count of the second virtual object not reaching the threshold, start executing again from the step of displaying the second virtual object controlled by the first user account in the game session interface; in response to the refresh count of the second virtual object reaching the threshold, trigger the second virtual object to leave the game session in the eliminated state.

9. The method according to any one of claims 1 to 8, wherein, after controlling the second virtual object to perform corresponding operations in the game session, further includes: Determine the rewards obtained by the first user account based on the performance information of the first virtual object and / or the second virtual object in the game session, where the performance information includes at least one of the following: the number of eliminations in the game session, the task completion status in the game session, and the virtual item acquisition status in the game session.

10. A virtual object control device Characterized in that The device includes: An interface display module, configured to display the game interface of the game session, where the game session includes multiple human-controlled camps and at least one system-controlled camp participating; wherein, the game interface includes a first virtual object controlled by the first user account and belonging to the first human-controlled camp; An object display module, configured to determine a second virtual object assigned to the first user account when the first virtual object is eliminated, and display the second virtual object assigned to the first user account in the game interface, where the second virtual object belongs to the system-controlled camp and the control authority of the second virtual object is assigned to the first user account; An object control module, configured to control the second virtual object to perform corresponding operations in the game session in response to a control operation on the second virtual object; Wherein, the object display module is specifically configured to: In response to receiving a selection instruction for a target virtual object in the first virtual object set, determine the target virtual object as the second virtual object, where the first virtual object set includes at least one selectable virtual object; or, Based on the performance information of the first virtual object in the game session, determine the second virtual object, where the performance information of the first virtual object in the game session includes at least one of the following: the number of eliminations of the first virtual object in the game session, the task completion status of the first virtual object in the game session, and the virtual item acquisition status of the first virtual object in the game session; or, Randomly determine the second virtual object from the second virtual object set, where the second virtual object set includes at least one selectable virtual object.

11. A terminal Characterized in that The terminal includes a processor and a memory, and at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to implement the virtual object control method according to any one of claims 1 to 10.

12. A computer-readable storage medium Characterized in that At least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the virtual object control method according to any one of claims 1 to 10.

13. A computer program product Characterized in that The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual object control method according to any one of claims 1 to 10.

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