Information prompt method and device, storage medium and electronic device

By determining the operation weight value matching the task attribute label in a multiplayer online tactical competitive game and adjusting the weight value, key operation performance parameters are generated, and the problem of low accuracy of information prompts is solved, and the individual contribution to virtual character operations and accurate evaluation of key operations is achieved.

CN115888097BActive Publication Date: 2025-08-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111109638.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-22
Publication Date
2025-08-12
Estimated Expiration
2041-09-22

AI Technical Summary

Technical Problem

In the prior art, the accuracy of the information prompt results in multiplayer online tactical competitive games is low, and it is impossible to distinguish the importance of different operational performances, resulting in some players who are not helpful to the battle situation instead present better evaluation information.

Method used

By determining the operation weight value that matches the task attribute label of the current adversarial task, and obtaining the task result data at the end of the task, adjusting the operation weight value according to the gain operation weight coefficient, and generating an effective adversarial behavior parameter value representing the performance of the critical operation of the virtual character.

Benefits of technology

It is achieved to highlight the individual operation contribution of each virtual character in the evaluation system, avoid misleading the global average performance, and more objectively and accurately prompt the role of the operation of the virtual character in the confrontation task and the importance of key operations.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention discloses an information prompting method and device, a storage medium, and an electronic device. The method comprises: when a first virtual character controlled by a first user account enters a current confrontation task, determining a first operation weight value that matches a task attribute tag of the current confrontation task, where the current confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior; at the end of the current confrontation task, obtaining task result data corresponding to the current confrontation task; adjusting the first operation weight value according to a gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value; and prompting an effective confrontation behavior parameter value generated using the second operation weight value that matches the first virtual character. The present invention solves the technical problem of low accuracy of information prompting results provided in related technologies.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to an information prompting method and device, a storage medium, and an electronic device. Background Art

[0002] Nowadays, in various Multiplayer Online Battle Arena (MOBA) games, in order to intuitively show players their operational performance in a confrontation mission, after the confrontation mission is completed, the player's operational performance evaluation information in multiple dimensions is often displayed in the display interface.

[0003] At present, the evaluation information provided in related technologies are usually global cumulative statistical values, such as 1) KD value (kill-death ratio), which refers to the "number of kills / number of deaths" completed by the player in the battle; 2) ADR value (average damage per round), which refers to the damage caused to the enemy in a single round; 3) assist statistics, which refers to the number of enemies caused enough damage but not killed in a single round, and the number of times the enemy was killed by teammates; 4) the overall statistical evaluation results of various operational behaviors such as "kills" and "assists" completed in a single round.

[0004] In other words, the evaluation information provided by related technologies is based on a global perspective, reflecting the average performance of each player in a single game. This makes it impossible to distinguish the importance of different operational performances. For example, it ignores the contribution of each player's individual operations to a single game and overlooks the role of some valuable operations. This can lead to players who contribute nothing to the game being given better evaluation information. In other words, the information provided by related technologies suffers from low accuracy.

[0005] To address the above-mentioned problems, no effective solutions have been proposed so far. Summary of the Invention

[0006] The embodiments of the present invention provide an information prompting method and device, a storage medium, and an electronic device, so as to at least solve the technical problem that the information prompting results provided in the related art have low accuracy.

[0007] According to one aspect of an embodiment of the present invention, there is provided an information prompt method, which is applied to a target game application, the method comprising: when a first virtual character controlled by a first user account enters a current round confrontation task, determining a first operation weight value that matches a task attribute tag of the current round confrontation task, wherein the current round confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior; when the current round confrontation task ends, obtaining task result data corresponding to the current round confrontation task, wherein the task result data includes: the confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task; adjusting the first operation weight value according to a gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value; and prompting an effective confrontation behavior parameter value generated by the second operation weight value and matching the first virtual character, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current round confrontation task.

[0008] According to another aspect of an embodiment of the present invention, an information prompting device is provided for use in a target game application. The device includes: a determining unit for determining, when a first virtual character controlled by a first user account enters a current round confrontation task, a first operation weight value that matches a task attribute tag of the current round confrontation task, wherein the current round confrontation task is a task completed through confrontational interactive behavior between the first virtual character and a second virtual character controlled by a second user account; an acquiring unit for acquiring task result data corresponding to the current round confrontation task upon completion of the current round confrontation task, wherein the task result data includes: a confrontation result of the current round confrontation task, first operation data generated by the first virtual character after performing an interactive operation in the current round confrontation task, and second operation data generated by the second virtual character after performing an interactive operation in the current round confrontation task; an adjusting unit for adjusting the first operation weight value according to a gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value; and a prompting unit for prompting an effective confrontation behavior parameter value generated using the second operation weight value and matching the first virtual character, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current round confrontation task.

[0009] According to another aspect of an embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is configured to execute the above-mentioned information prompt method when running.

[0010] According to another aspect of an embodiment of the present invention, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the information prompt method through the computer program.

[0011] In an embodiment of the present invention, when a first virtual character controlled by a first user account enters a current round of a competitive task, a first operation weight value matching the task attribute tag of the current round of the competitive task is determined. At the end of the current round of the competitive task, task result data corresponding to the current round of the competitive task is obtained. The task result data includes the task result, the first operation data generated by the first virtual character in the current round of the competitive task, and the second operation data generated by the second virtual character in the current round of the competitive task. Then, the first operation weight value is adjusted according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value, and an effective competitive behavior parameter value generated using the second operation weight value is displayed, representing the key operation performance of the first virtual character in the current round of the competitive task. This introduces effective competitive behavior parameter values for evaluating key operation performance into the evaluation system, highlighting the contribution of each virtual character's individual operation in the competitive task, rather than simply displaying the global average performance. This avoids the situation where some players who contribute nothing to the game are taking advantage of the situation. The system more objectively and accurately displays the role of the virtual character's operation performance in the competitive task and the importance of certain key operations, thereby overcoming the problem of low accuracy of information display results in related technologies. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0013] Figure 1 is a schematic diagram of a hardware environment of an optional information prompt method according to an embodiment of the present invention;

[0014] Figure 2 is a flowchart of an optional information prompt method according to an embodiment of the present invention;

[0015] Figure 3 is a schematic diagram of another optional information prompt method according to an embodiment of the present invention;

[0016] Figure 4is a schematic diagram of another optional information prompt method according to an embodiment of the present invention;

[0017] Figure 5 is a schematic diagram of another optional information prompt method according to an embodiment of the present invention;

[0018] Figure 6 is a schematic diagram of another optional information prompt method according to an embodiment of the present invention;

[0019] Figure 7 is a flowchart of another optional information prompt method according to an embodiment of the present invention;

[0020] Figure 8 is a flowchart of another optional information prompt method according to an embodiment of the present invention;

[0021] Figure 9 is a schematic diagram of another optional information prompt method according to an embodiment of the present invention;

[0022] Figure 10 This is a schematic structural diagram of an optional information prompting device according to an embodiment of the present invention;

[0023] Figure 11 FIG. 4 is a schematic structural diagram of an optional electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0024] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.

[0025] It should be noted that the terms "first", "second", etc. in the description and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0026] According to one aspect of an embodiment of the present invention, an information prompting method is provided. Optionally, as an optional implementation, the information prompting method can be applied to, but is not limited to, Figure 1 In the hardware environment shown. Among them, the information prompt system may include but is not limited to a terminal device 102, a network 104, a server 106 and a database 108. A client of a target game application logged in using a first user account is running in the terminal device 102. The terminal device 102 includes a human-computer interaction screen, a processor and a memory. The human-computer interaction screen is used to display the task running interface of the current confrontation task, as well as the confrontation behavior parameters for representing the operation performance of the first virtual character in the confrontation task; it is also used to provide a human-computer interaction interface to receive a human-computer interaction operation for controlling the first virtual character to perform a predetermined action. For example, the predetermined action here can be a confrontation interaction action to control the first virtual character to perform on the second virtual character in the current confrontation task. The processor is used to generate an interaction instruction in response to the human-computer interaction operation and send the interaction instruction to the server. The memory is used to store the task attribute label, task result data and operation weight values before and after adjustment of the current confrontation task.

[0027] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108, such as storing the task data received from the terminal device 102 in the database 108, storing the task result data obtained after the current round of confrontation task is completed in the database 108, or reading the above-mentioned task result data from the database 108 to determine the gain operation weight coefficient, and adjusting the operation weight value based on the gain operation weight coefficient, so as to obtain an effective confrontation behavior parameter value for representing the key operation performance of the first virtual character in the current round of confrontation task.

[0028] The specific process is as follows: In step S102, in the client running on terminal device 102, a first user account controls a first virtual character to execute a current game competition task. Then, in step S104, task data of the current game competition task is sent to server 106 via network 104.

[0029] The processing engine of server 106 executes steps S106-S112: determining a first operation weight value that matches the task attribute tag of the current round of confrontation task; and obtaining task result data for the current round of confrontation task at the end of the current round of confrontation task. The task result data includes the confrontation result, the first operation data of the first virtual character, and the second operation data of the second virtual character. The first operation weight value is adjusted based on the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value. This second operation weight value is then used to generate an effective confrontation behavior parameter value that matches the first virtual character.

[0030] In step S114, the valid confrontation behavior parameter value matching the first virtual character is sent to the terminal device 102 via the network 104. The terminal device 102 executes step S116 to prompt the valid confrontation behavior parameter value matching the first virtual character.

[0031] above Figure 1 The interface and process steps shown are examples. The above steps S106-S112 can also be executed in a terminal device with stronger processing capabilities. In other words, it can be completed independently by the terminal device. Figure 1 The steps shown in the figure do not require the participation of the server, thereby saving communication costs and shortening the processing waiting time, which is not limited in the embodiments of the present application.

[0032] It should be noted that in this embodiment, when a first virtual character controlled by a first user account enters a current round of a competitive task, a first operation weight value matching the task attribute tag of the current round of the competitive task is determined. At the end of the current round of the competitive task, task result data corresponding to the current round of the competitive task is obtained. This task result data includes the task result, the first operation data generated by the first virtual character in the current round of the competitive task, and the second operation data generated by the second virtual character in the current round of the competitive task. Then, the first operation weight value is adjusted according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value, and an effective competitive behavior parameter value generated using the second operation weight value is displayed to represent the key operational performance of the first virtual character in the current round of the competitive task. This introduces effective competitive behavior parameter values for evaluating key operational performance into the evaluation system, highlighting the contribution of each virtual character's individual operations in the competitive task, rather than simply displaying the global average performance. This avoids the situation where some players who contribute nothing to the game are taking advantage of the situation. The system more objectively and accurately displays the role of the virtual character's operational performance in the competitive task and the importance of certain key operations, thereby overcoming the problem of low accuracy of information display results in related technologies.

[0033] Optionally, in this embodiment, the above-mentioned terminal device can be a terminal device configured with a target client, which can include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop computer, a tablet computer, a PDA, an MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client can be an application client for performing competitive game tasks. The above-mentioned network can include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The above-mentioned server can be a single server, or a server cluster composed of multiple servers, or a cloud server. The above is only an example, and this embodiment does not impose any limitation on this.

[0034] Optionally, in this embodiment, the above-mentioned information prompt method can be applied to, but is not limited to, a game terminal application (Application, referred to as APP) for completing a predetermined confrontation task, such as a shooting game application in a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, referred to as MOBA) application, wherein the above-mentioned confrontation task can be, but is not limited to, a game task completed by the current player controlling a virtual character in a virtual scene through human-computer interaction and interacting with virtual characters controlled by other players. The confrontation task here can be, but is not limited to, running in the form of a plug-in or applet in an application (such as a non-independent game APP), or running in an application (such as an independent game APP) in a game engine. The type of the above-mentioned game application can include, but is not limited to, at least one of the following: two-dimensional (2D) game application, three-dimensional (3D) game application, virtual reality (VR) game application, augmented reality (AR) game application, and mixed reality (MR) game application. The above is only an example, and this embodiment does not impose any limitation on this.

[0035] Alternatively, as an optional implementation, Figure 2 As shown, the above information prompt method is applied to the target game application, and the method includes:

[0036] S202, when a first virtual character controlled by a first user account enters a current game confrontation task, determining a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior;

[0037] Optionally, in this embodiment, the first virtual character controlled by the first user account is a virtual image used to complete a competitive task, such as a virtual human image, a virtual animal image, a virtual prop image, etc. For example, taking a shooting game as an example, the virtual scene presented in a first-person shooter (FPS) game will display the scene observed from the perspective of the currently controlled first virtual character. Meanwhile, the virtual scene presented in a third-person shooter (FPS) game may display the virtual image of the first virtual character.

[0038] In addition, in the present embodiment, above-mentioned antagonism task can be but not limited to be that one party plays the defensive role and the other party plays the attacking role, and both sides exchange the attacking and defending roles after a plurality of rounds.For example, a match is provided with 30 rounds (or be called task bureau), after completing 15 rounds of the first half, the two sides exchange camps (i.e. exchanging attacking and defending), continue the game of the second half.When each round (i.e. every bureau antagonism task) is run or after finishing, can adopt the mode of the above-described embodiment to show the effective antagonism behavior parameter value currently obtained.

[0039] It should be noted that in this embodiment, the task attribute labels for the current round of a competitive task may include, but are not limited to, one of the following: initial round, competitive round. Taking a competitive shooting game as an example, the initial round may be a pistol round, with the first round of each half being mandatory. In this round, due to initial economic constraints, the firearms of the avatars controlled by players through their registered user accounts can only be configured as pistols. Competitive rounds may include, but are not limited to, rifle rounds, eco rounds, anti-eco rounds, and small start / strong start rounds. Rifle rounds are based on the concept of the economic system. This indicates that both players have sufficient economic resources to purchase armor, assault weapons, and a full set of projectiles. Generally speaking, a rifle round is defined as one in which both players have a total economic expenditure of more than $20,000. Eco rounds are based on the concept of the economic system. This indicates that if each player on the same team does not have enough money to purchase "armor, rifle, and projectiles" or "a full set of rifles, armor, and ammunition," the round is considered to be a round in which no equipment is purchased or only pistols are purchased to accumulate economic resources. Generally speaking, an Eco round is defined as one player spending less than $5,000. Anti-ECO: Based on the concept of the economic system. Anti-ECO is the anti-enemy ECO game. Generally speaking, it is easier to get kills in an Anti-ECO game than in a Long Gun game. Small Start / Strong Start: Based on the concept of the economic system. The player's economy may not be enough to buy "full guns, full armor, full ammunition", but try to spend part of the economy or all of it to try to turn the tables. Generally speaking, a team spending between $5000 and $20000 is considered a small start or a strong start.

[0040] The economic value referred to in the economic system here can be, but is not limited to, the virtual resource value held by the first user account. For example, using the aforementioned hypothetical matches and rounds, at the beginning of each half, each player will receive an initial allocation of $800. At the end of each round, players will receive corresponding bonus money (which can be referred to as income) based on their wins, kills, and technical rewards. During the preparation phase of each round, players need to use their income to purchase equipment for themselves and their teammates to win. After the half ends, the economic value is cleared.

[0041] Here, the income of each user account = kill income + round income + technology income.

[0042] Among them, kill income is the income that players earn by killing enemies. Different elimination methods correspond to different income rewards; round income is the income earned by the player's faction for victory or defeat; technical income is the income gained or lost by the player through a series of technical operations (such as dismantling a C4 bomb).

[0043] S204, when the current round confrontation task ends, obtaining task result data corresponding to the current round confrontation task, wherein the task result data includes: the confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task;

[0044] Optionally, in this embodiment, the above-mentioned confrontation result can be used, but is not limited to, to indicate whether the camp where the first virtual character is located in the current confrontation task is the winning camp or the losing camp. The above-mentioned first operation data can be, but is not limited to, the operation behavior performed by the first virtual character in the confrontation interaction with the second virtual character in the confrontation task, and the above-mentioned second operation data is the operation behavior performed by the second virtual character in the confrontation interaction with the first virtual character in the confrontation task. Such as attack operations (such as ordinary attack damage, assist damage, etc.), killing operations (such as successfully killing the opponent), etc. In addition, the above-mentioned operation data can also include but is not limited to the virtual resource value updated after the execution of the above-mentioned operation behavior, wherein the virtual resources here are trading resources used to exchange for corresponding props in the economic system of the game application, and have a certain virtual value, such as virtual gold coins, virtual diamonds, etc.

[0045] S206, adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value;

[0046] Optionally, in this embodiment, the aforementioned gain operation weight coefficient may be used, but is not limited to, to reflect the contribution of the virtual character's operational performance in the confrontation task, as well as the role played by certain important operational behaviors in achieving victory in the confrontation task, thereby preventing players who contribute nothing to the battle from taking advantage of the displayed results.

[0047] In addition, in this embodiment, the gain operation weight coefficient can be determined by, but not limited to, the following methods:

[0048] 1) When the first virtual character's camp is the defeated camp, the gain operation weight coefficient of the first virtual character as the defeated party should be adjusted based on the first kill behavior data of the first virtual character (which can be simply referred to as the first kill data) and the total virtual resource value remaining after the confrontation mission is completed.

[0049] 2) When the camp where the first virtual character is located is the winning camp, based on the first kill behavior data of the first virtual character (which can be simply referred to as the first kill data), combined with the battle status information determined by the first operation data and the second operation data, and the total virtual resource value remaining of the second virtual character after the confrontation task is completed, determine how to adjust the gain operation weight coefficient of the first virtual character as the winning party.

[0050] Among them, the battle status indicated by the above battle status information may include but is not limited to the following states: 1) endgame state; 2) the enemy (such as the camp where the second virtual character is located) has a chance of winning and is not in an endgame state; 3) the enemy has no chance of winning and the total virtual resource value remaining after the confrontation task is completed (the next round) is less than a predetermined threshold; 4) the enemy has no chance of winning and the total virtual resource value remaining after the confrontation task is completed (the next round) is greater than a predetermined threshold.

[0051] It should be noted that the aforementioned "no chance of winning" refers to a situation where the enemy has no chance of winning based on the underlying game mechanics. For example, a pre-buried bomb has less than five seconds left to explode, but the enemy has not yet begun to defuse it, or the enemy is far from the bomb's location and, at best, has no time to defuse it. These situations are considered states where the probability of winning falls below a predetermined threshold, meaning there is no chance of winning. Furthermore, the aforementioned endgame state refers to a situation where both sides have suffered personnel losses and are not fully staffed.

[0052] Optionally, in this embodiment, the remaining total virtual resource value held by the above-mentioned second virtual character may, but is not limited to, refer to the virtual resource value held by the second virtual character at the beginning of the next round of confrontation task after the end of one round of confrontation task, including: the remaining virtual resource value of the second virtual character after the reward or loss during the operation of the previous round of confrontation task, plus the virtual resource value corresponding to its confrontation result (such as the winner is rewarded with a certain virtual resource value, the loser is deducted a certain virtual resource value or no virtual resource value is rewarded, etc.), to obtain the above-mentioned total virtual resource value.

[0053] S208, prompting an effective confrontation behavior parameter value that matches the first virtual character and is generated using the second operation weight value, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

[0054] It should be noted that in competitive missions, there are many different interactive behaviors, such as killing behaviors. Each killing behavior has different levels of importance and difficulty. Therefore, to more accurately reflect the value of each virtual character in a competitive mission, this embodiment proposes to differentiate the difficulty and importance of different killing behaviors based on the operational data analyzed from the mission result data, and assign weights based on the differentiation results. This achieves more objective and accurate reflection of personalized prompt results for different virtual characters and different operational behaviors, avoiding the unfairness caused by global evaluation.

[0055] According to the embodiments provided herein, when a first virtual character controlled by a first user account enters a current game task, a first operation weight value matching the task attribute tag of the current game task is determined. At the end of the current game task, task result data corresponding to the current game task is obtained, including the task result, the first operation data generated by the first virtual character in the current game task, and the second operation data generated by the second virtual character in the current game task. The first operation weight value is then adjusted based on the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value, and an effective game behavior parameter value generated using the second operation weight value is displayed to represent the key operation performance of the first virtual character in the current game task. This effectively introduces effective game behavior parameter values for evaluating key operation performance into the evaluation system, highlighting the contribution of each virtual character's individual operation in the game task, rather than simply displaying the global average performance. This avoids the situation where some players who contribute nothing to the game are taking advantage of the situation, more objectively and accurately displays the role of the virtual character's operation performance in the game task, and the importance of certain key operations, thereby overcoming the problem of low accuracy of information display results in related technologies.

[0056] As an optional solution, adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain the second operation weight value includes:

[0057] S1, when the confrontation result in the task result data indicates that the camp of the first virtual character is the defeated camp in the current confrontation task, determining the first kill behavior data from the first operation data, and determining the remaining virtual resource value of the second virtual character from the second operation data;

[0058] S2, determining a gain operation weight coefficient based on the first kill behavior data and the remaining virtual resource value of the second virtual character;

[0059] S3: Obtain a product of the first operation weight value and the gain operation weight coefficient to obtain a second operation weight value.

[0060] It should be noted that if the result indicates a defeat, the first virtual character's gain weight is determined by combining the first kill data and the second virtual character's remaining virtual resources. In other words, in the event of a defeat, the virtual character's first kill and remaining virtual resources are primarily considered to reflect their contribution and role in the defeat.

[0061] Furthermore, in this embodiment, the aforementioned first kill behavior data is used to indicate whether the first avatar achieved the first kill. Taking an offensive and defensive confrontation mission as an example, for the attacker, achieving the first kill means creating a loophole in the defensive zone, allowing the attacker to quickly enter the liberated zone, placing immense pressure on the defender and forcing them to adjust their position, exposing more vulnerabilities. Conversely, for the defender, achieving the first kill means reduced defensive pressure and increased error tolerance, allowing for greater flexibility in the deployment of defensive personnel. Therefore, when a avatar achieves the first kill for their team, their contribution to the team's victory in the confrontation mission is significant.

[0062] Optionally, in this embodiment, the remaining virtual resource value of the second virtual character may be, but is not limited to, the virtual resource value determined and displayed at the beginning of the next round of confrontation task after the current round of confrontation task ends. The remaining virtual resource value may include, but is not limited to: the virtual transaction object (such as money, diamonds, shells, etc.) obtained by adding or subtracting the virtual resource value pre-allocated to the second virtual character based on the current round of confrontation task and then adding the reward value indicated by the confrontation result. When the second virtual character successfully kills the first virtual character during the confrontation task, the virtual resource value can be increased as a reward. When the second virtual character is successfully killed by the first virtual character during the confrontation task, the virtual resource value can be reduced as a penalty. In addition, after the confrontation task ends, if the confrontation result indicates that the second virtual character wins, the virtual resource value can also be increased as a reward. If the confrontation result indicates that the second virtual character loses, no virtual resource value can be awarded, or part of the virtual resource value can be deducted.

[0063] It should be noted that in this embodiment, the results of a confrontation mission can be divided into "victory" and "defeat." Taking offensive and defensive shooting confrontation missions as an example, the significance of this distinction is to avoid player data inflation caused by gun conservation. Gun conservation here refers to a situation where a player, at a disadvantage and intending to forfeit victory, seeks a safe location to ensure survival, preserving their current items and economy until the next round. During the gun conservation phase, since enemy position information can be obtained through previous teammate feedback and map feeds, and the player can freely seek a safe zone to save their life, the difficulty of achieving kills is greatly reduced for the gun conservation player. Furthermore, kills achieved during the gun conservation phase do not significantly contribute to the overall battle situation. Therefore, in this embodiment, the gain operation weight coefficient assigned for a defeat is lower than the gain operation weight coefficient assigned for a victory.

[0064] Through the embodiment provided by the present application, when the confrontation result in the task result data indicates that the camp where the first virtual character belongs is the defeated camp, the first kill behavior data of the first virtual character and the remaining virtual resource value of the second virtual character are combined to determine whether the first virtual character has played a role in the current confrontation task. In this way, even if the confrontation result indicates a defeat, the role played by each virtual character in the confrontation task can be highlighted, so as to ensure that the effective confrontation behavior parameter value is obtained by adjusting the operation weight value based on the gain operation weight coefficient, so as to achieve the purpose of accurately prompting each player's respective operation performance based on the effective confrontation behavior parameter value.

[0065] As an optional solution, determining the gain operation weight coefficient based on the first kill behavior data and the remaining virtual resource value of the second virtual character includes:

[0066] 1) when the first killing behavior data indicates that the first virtual character has completed the first killing behavior, assigning a first candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the first candidate gain operation weight coefficient;

[0067] Optionally, in this embodiment, the first kill behavior data is used to indicate whether the first virtual character completes the first kill. If the first virtual character completes the first kill, then Figure 3 As shown, the player is prompted "First kill!" in the game interaction interface, and a first candidate gain operation weight coefficient is assigned to the first virtual character. For example, the value of the first candidate gain operation weight coefficient can be set to 2, so as to increase the importance of the first virtual character completing the first kill in the effective confrontation behavior parameter value prompted at the end.

[0068] 2) when the first killing behavior data indicates that the first killing behavior was not completed by the first virtual character, and the remaining virtual resource value of the second virtual character is less than the first target resource value, assigning a second candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the second candidate gain operation weight coefficient;

[0069] 3) when the first killing behavior data indicates that the first killing behavior was not completed by the first virtual character, and the remaining virtual resource value of the second virtual character is greater than or equal to the first target resource value, assigning a third candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the third candidate gain operation weight coefficient;

[0070] The first candidate gain operation weight coefficient is greater than the second candidate gain operation weight coefficient, and the second candidate gain operation weight coefficient is greater than the third candidate gain operation weight coefficient.

[0071] It should be noted that, when the first killing behavior data indicates that it is not the first virtual character that completes the first killing behavior, the gain operation weight coefficient assigned to the first virtual character is determined based on the comparison result of the remaining virtual resource value of the second virtual character and the first target resource value. Among them, the smaller the remaining virtual resource value of the second virtual character is, the greater the contribution made by the first virtual character. Therefore, in this embodiment, the second candidate gain operation weight coefficient assigned when the remaining virtual resource value of the second virtual character is less than the first target resource value is greater than the third candidate gain operation weight coefficient assigned when the remaining virtual resource value of the second virtual character is greater than or equal to the first target resource value. For example, the value of the second candidate gain operation weight coefficient can be set to 1, and the value of the third candidate gain operation weight coefficient can be set to 0.5, so as to increase the specific role played by the operation performance of the first virtual character in the effective confrontation behavior parameter value prompted at the end.

[0072] Through the embodiments provided in this application, the candidate gain operation weight coefficients assigned in different specific situations and their numerical relationships are determined based on the first kill situation of the first virtual character and the remaining virtual resource value of the second virtual character competing with it. This allows the losing party's first virtual character to be assigned different candidate gain operation weight coefficients to distinguish the difficulty and importance of different situations, thereby ensuring the accuracy of the prompt results.

[0073] As an optional solution, adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain the second operation weight value includes:

[0074] S1, when the confrontation result in the task result data indicates that the camp of the first virtual character is the winning camp in the current round of the confrontation task, determining the first kill behavior data from the first operation data, determining the battle status information of the current round of the confrontation task based on the first operation data and the second operation data, and determining the remaining virtual resource value of the second virtual character from the second operation data;

[0075] S2, determining a gain operation weight coefficient based on the first kill behavior data, the battle status information, and the remaining virtual resource value of the second virtual character;

[0076] S3: Obtain a product of the first operation weight value and the gain operation weight coefficient to obtain a second operation weight value.

[0077] It should be noted that in this embodiment, the results of a confrontation mission can be divided into "victory" and "defeat." Taking offensive and defensive shooting confrontation missions as an example, the significance of this distinction is to avoid player data inflation caused by gun conservation. Gun conservation here refers to a situation where a player, at a disadvantage and intending to forfeit victory, seeks a safe location to ensure survival, preserving their current items and economy until the next round. During the gun conservation phase, since enemy position information can be obtained through previous teammate feedback and map feeds, and the player can freely seek a safe zone to save their life, the difficulty of achieving kills is greatly reduced for the gun conservation player. Furthermore, kills achieved during the gun conservation phase do not significantly contribute to the overall battle situation. Therefore, in this embodiment, the gain operation weight coefficient assigned for a defeat is lower than the gain operation weight coefficient assigned for a victory.

[0078] Furthermore, if the result indicates a victory, the first virtual character's gain weight is determined by combining the first kill data, battle status information, and the remaining virtual resources of the second virtual character. In other words, in a victory scenario, the virtual character's first kill, battle status, and remaining virtual resources are primarily considered to reflect their contribution and role in achieving victory in the round.

[0079] Among them, the battle status indicated by the above battle status information may include but is not limited to the following states: 1) endgame state; 2) the enemy (such as the camp where the second virtual character is located) has a chance of winning and is not in an endgame state; 3) the enemy has no chance of winning and the total virtual resource value remaining after the confrontation task is completed (the next round) is less than a predetermined threshold; 4) the enemy has no chance of winning and the total virtual resource value remaining after the confrontation task is completed (the next round) is greater than a predetermined threshold.

[0080] The chance of victory can be represented, but is not limited to, by a probability value. Specifically, if the probability of victory is greater than a threshold, there is a chance of victory; if it is less than the threshold, there is no chance of victory. Specifically, the probability of victory can be determined based on whether the virtual character in the confrontation task is likely to complete a predetermined event. For example, if there are 4 seconds until a bomb explodes, but the enemy virtual character is estimated to take 5 seconds to reach the bomb location and dismantle it, the probability of victory can be considered less than the threshold, indicating no chance of victory. However, if a vehicle is detected near the virtual character, the probability of victory can be considered greater than the threshold, indicating a chance of a comeback victory.

[0081] Through the embodiment provided by the present application, when the confrontation result in the task result data indicates that the camp where the first virtual character is located is the winning camp, the first kill behavior data of the first virtual character, the battle status information of the confrontation task, and the remaining virtual resource value of the second virtual character are combined to determine whether the first virtual character has played the role played in the current confrontation task. In this way, even if the confrontation result indicates a victory, the role played by each virtual character in the confrontation task can be highlighted, so as to ensure that the effective confrontation behavior parameter value is obtained by the operation weight value adjusted based on the gain operation weight coefficient, so as to achieve the purpose of accurately prompting each player's respective operation performance based on the effective confrontation behavior parameter value.

[0082] As an optional solution, determining the gain operation weight coefficient based on the first kill behavior data, the battle status information, and the remaining virtual resource value of the second virtual character includes:

[0083] 1) when the first killing behavior data indicates that the first virtual character has completed the first killing behavior, assigning a fourth candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficients include the fourth candidate gain operation weight coefficient;

[0084] Optionally, in this embodiment, the first kill behavior data is used to indicate whether the first virtual character completes the first kill. If the first virtual character completes the first kill, then Figure 3 As shown, the player is prompted "First kill!" in the game interaction interface, and a first candidate gain operation weight coefficient is assigned to the first virtual character. For example, the value of the first candidate gain operation weight coefficient can be set to 2, so as to increase the importance of the first virtual character completing the first kill in the effective confrontation behavior parameter value prompted at the end.

[0085] 2) when the first kill behavior data indicates that the first virtual character did not complete the first kill behavior, and the battle status information indicates that the current game confrontation task is a victory in the endgame state, assigning a fifth candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the fifth candidate gain operation weight coefficient;

[0086] It should be noted that in evenly matched confrontation missions, both sides will have personnel killed. In other words, both sides will often have personnel exchanges and passive adjustments to their formations, which will lead to a "stalemate state". Figure 4 The interface shown shows both teams with some personnel killed and awaiting resurrection. In a deadlock, both teams' personnel configurations and positions undergo complex changes. Winning in this state will significantly reduce the enemy's economy. Therefore, achieving kills and ultimately winning the mission in this state is both extremely important and difficult, and the corresponding weight coefficient for the buff operations assigned to the avatar in this state will also be higher.

[0087] In order to better reflect the killing value of the virtual character in the endgame state, the value of the weight coefficient of the fifth candidate gain operation can be set to 2.

[0088] 3) when the first kill behavior data indicates that the first virtual character did not complete the first kill behavior, and the battle status information indicates that the current round confrontation task is not a victory in the endgame state, assigning a sixth candidate gain operation weight coefficient to the first virtual character based on the victory probability of the second virtual character indicated by the battle status information and the remaining virtual resource value of the second virtual character, wherein the gain operation weight coefficient includes the sixth candidate gain operation weight coefficient;

[0089] The fourth candidate gain operation weight coefficient is greater than the fifth candidate gain operation weight coefficient, and the fifth candidate gain operation weight coefficient is greater than or equal to the sixth candidate gain operation weight coefficient.

[0090] Optionally, in this embodiment, in the above scenario 3), allocating the sixth candidate gain operation weight coefficient to the first virtual character according to the victory probability of the second virtual character indicated by the battle status information and the remaining virtual resource value of the second virtual character includes:

[0091] (1) when the victory probability of the second virtual character indicated by the battle status information is greater than a target threshold, assigning a first sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the first sub-candidate gain operation weight coefficient;

[0092] For example, Figure 5As shown, when the camp where the second virtual character is located (hereinafter referred to as the enemy) has a chance of winning and the current confrontation task is not in an endgame state (that is, one side is in a full-number state (non-endgame)), if the first virtual character wins by killing, it will be difficult for the camp where the first virtual character is located to win, so the value of the weight coefficient of the above-mentioned candidate gain operation can be set to 1.

[0093] (2) when the victory probability of the second virtual character indicated by the battle status information is less than or equal to the target threshold, and the remaining virtual resource value of the second virtual character is less than the second target resource value, assigning a second sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the second sub-candidate gain operation weight coefficient;

[0094] For example, Figure 6 As shown, if the second avatar's camp (hereinafter referred to as the enemy) has no chance of winning, and the second avatar's remaining virtual resource value is less than the second target resource value (i.e., the enemy's total virtual money in this round is less than $20,000), it is very important for the first avatar to win by killing the enemy, because this will severely weaken the enemy's economic situation and thus reduce the threat the enemy poses to our side in the next round. Therefore, the subsequent benefits of killing in this situation will be very high. Therefore, to better reflect the value of killing in this situation, the value of the second sub-candidate gain operation weight coefficient can be set to 1.

[0095] It should be noted that when the above-mentioned probability of victory is less than or equal to the target threshold, the defender is determined to be unable to win. In order to avoid an economic collapse in the next round, they can choose to enter the gun protection state.

[0096] (3) when the victory probability of the second virtual character indicated by the battle status information is less than or equal to the target threshold, and the remaining virtual resource value of the second virtual character is greater than or equal to the second target resource value, assigning a third sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the third sub-candidate gain operation weight coefficient;

[0097] The first sub-candidate gain operation weight coefficient is greater than or equal to the second sub-candidate gain operation weight coefficient, and the second sub-candidate gain operation weight coefficient is greater than the third sub-candidate gain operation weight coefficient.

[0098] For example, if the second avatar's faction (hereinafter referred to as the enemy) has no chance of victory, and the second avatar's remaining virtual resources are greater than the second target resource value (i.e., the enemy's total virtual gold in this round is greater than $20,000), then if the first avatar kills the enemy, their gain will be reduced. However, since kills inflict economic damage on the enemy, the importance of obtaining kills remains. Therefore, to better reflect the value of kills in this scenario, the weight coefficient of the third sub-candidate gain operation can be set to 0.5.

[0099] Specific combination Figure 7 The process shown below fully illustrates the process of assigning gain operation weight coefficients for killing behaviors:

[0100] After the first virtual character controlled by the first user account and the second virtual character controlled by the second user account start the current game confrontation task, as in step S702, the operation weight value for the first virtual character is determined based on the real-time game situation. As in step S704, it is determined whether the camp to which the first virtual character belongs has won the current game confrontation task (single game). If the camp to which the first virtual character belongs fails, step S706-A is executed to determine whether the first virtual character has the first kill. If it is the first kill, step S708-A-1 is executed to assign a gain operation weight coefficient of 2 to the first virtual character. That is, *2 based on the initial weight. If it is not the first kill, step S708-A-2 is executed to determine whether the remaining virtual resource value of the enemy camp to which the second virtual character belongs is less than 20,000. If it is less than 20,000, the gain operation weight coefficient value assigned to the first virtual character is 1. That is, *1 based on the initial weight, as in step S710-A-1. If it is not less than 20,000 (ie, greater than or equal to 20,000), the gain operation weight coefficient assigned to the first virtual character is 0.5, that is, the initial weight is multiplied by 0.5, as in step S710-A-2.

[0101] If the first virtual character's camp is winning, step S706-B is executed to determine whether the first virtual character achieved the first kill. If so, step S708-B-1 is executed to assign a gain operation weight coefficient of 2 to the first virtual character. That is, multiply the initial weight by 2. If not, step S708-B-2 is executed to determine whether the current round's combat mission involved a kill in an endgame state. If so, as in step S710-B-1, a gain operation weight coefficient of 1.5 is assigned to the first virtual character. That is, multiply the initial weight by 1.5. If not, as in step S710-B-2, a determination is made whether the kill was achieved while the second virtual character's enemy camp had no chance of winning. If this determination is negative (i.e., the second virtual character's enemy camp had a chance of winning), step S712-B-1 is executed to assign a gain operation weight coefficient of 1 to the first virtual character. That is, multiply the initial weight by 1. If the result of the determination is yes (i.e., the enemy camp where the second virtual character is located has no chance of winning), then as in step S712-B-2, it is determined whether the remaining virtual resource value of the enemy camp where the second virtual character is located is less than 20,000. If it is less than 20,000, then as in step S714-B-1, a gain operation weight coefficient value of 1 is assigned to the first virtual character. That is, the initial weight is multiplied by 1. If it is not less than 20,000 (i.e., greater than or equal to 20,000), then as in step S714-B-2, a gain operation weight coefficient value of 0.5 is assigned to the first virtual character. That is, the initial weight is multiplied by 0.5.

[0102] Based on the above steps, the final kill weight judgment and the effective kill value are completed, such as step S716.

[0103] Based on the above process, different gain operation weight coefficients are assigned to different situations that occur in the confrontation task, and the initially assigned operation weight value is adjusted based on the gain operation weight coefficient to obtain the adjusted operation weight value, so as to obtain an effective confrontation behavior parameter value based on the adjusted operation weight value to highlight the contribution of the first virtual character's operation performance in the confrontation task.

[0104] Through the embodiments provided herein, the candidate gain operation weight coefficients assigned in different specific situations and their numerical relationships are determined based on the first kill status of the first virtual character, battle status information, and the remaining virtual resource value of the second virtual character competing against it. This allows the winning first virtual character to be assigned different candidate gain operation weight coefficients to differentiate the difficulty and importance of different situations, thereby ensuring the accuracy of the prompt results.

[0105] As an optional solution, determining the first operation weight value that matches the task attribute label of the current game confrontation task includes:

[0106] S1, obtaining the execution order of the current game confrontation task, the first total virtual resource value held by the first user account, and the second total virtual resource value held by the second user account;

[0107] S2, determining the task attribute label of the current confrontation task according to the execution order, the first total virtual resource value and the second total virtual resource value, and assigning a first operation weight value matching the task attribute label to the first virtual character.

[0108] It should be noted that in this embodiment, the game situation of the confrontation mission is closely integrated with the economic system. All weapons (except the initial weapons) and props need to be purchased through virtual resource values (i.e., virtual money). Generally speaking, the more money a team uses, the more projectiles or more powerful weapons it has, and more projectiles and more powerful weapons can give the team a greater probability of victory. In this case, the difficulty and importance of kills obtained by different players in the game are inconsistent. Therefore, the above-mentioned operation weight value will take into account the game situation under different economic conditions.

[0109] Optionally, in this embodiment, determining the task attribute label of the current round confrontation task based on the execution order, the first total virtual resource value, and the second total virtual resource value, and assigning a first operation weight value matching the task attribute label to the first virtual character includes:

[0110] 1) when the execution order indicates that the current round confrontation task is the first round task of each round, determining the task attribute label of the current round confrontation task as the initial round, and assigning a first initial operation weight value to the first virtual character, wherein the first operation weight value includes the first initial operation weight value;

[0111] It should be noted that the aforementioned initial round can also be referred to as a pistol round. The first initial operation weight assigned to the first virtual character in a pistol round can be 1. The logic for assigning initial operation weights for pistol rounds can be, but is not limited to, based on importance. For example, in a defensive shooting competition, winning the pistol round increases the team's probability of winning the first N rounds. Maintaining economic accumulation increases the team's tolerance for errors in a rifle round. N can be configured to be 3.

[0112] 2) when the execution order indicates that the current round confrontation task is not the first round task of each round, but the first total virtual resource value and the second total virtual resource value are both greater than the third target resource value, determining that the task attribute label of the current round confrontation task is a first type of confrontation task, and assigning a second initial operation weight value to the first virtual character, wherein the first operation weight value includes the second initial operation weight value;

[0113] It should be noted that the first type of competitive round can be a spear round. In a spear round, the second initial operation weight assigned to the first virtual character can be 1. The logic for assigning kill weights in spear rounds can be, but is not limited to, based on importance and difficulty. For example, in a defensive shooting competition, the outcome of the spear round largely determines the overall trajectory of the match. The victorious spear player can deal a heavy blow to the enemy's economy, forcing them into an eco-round, where they can gain a round advantage and develop their own economy. Furthermore, since both teams possess spears and sufficient projectiles, achieving kills is also more difficult.

[0114] 3) when the execution order indicates that the current round confrontation task is not the first round task of each round, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to the third target resource value, and the first total virtual resource value is less than the fourth target resource value, determining that the task attribute label of the current round confrontation task is a second type of confrontation task, and assigning a third initial operation weight value to the first virtual character, wherein the first operation weight value includes the third initial operation weight value;

[0115] It should be noted that the second type of confrontation game mentioned above can be an ECO game. In an ECO game, the third initial operation weight value assigned to the first virtual character can be 2. The logic for assigning kill weights in an ECO game can be, but is not limited to, based on difficulty considerations. Taking defensive shooting confrontation tasks as an example, in an ECO game, since armor is generally not purchased and the player has a significant disadvantage in firearms, achieving kills against enemies equipped with spears, full armor, and projectiles is extremely difficult and the win rate is extremely low. Therefore, the initial weight configuration here is set to a higher value.

[0116] 4) when the execution order indicates that the current round confrontation task is not the first round task of each round, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to the third target resource value, the first total virtual resource value is greater than or equal to the fourth target resource value, but the second total virtual resource value is less than the fourth target resource value, determining that the task attribute label of the current round confrontation task is a third type confrontation task, and assigning a fourth initial operation weight value to the first virtual character, wherein the first operation weight value includes the fourth initial operation weight value;

[0117] It should be noted that the third type of confrontation game mentioned above can be an Anti-ECO game. The fourth initial operation weight assigned to the first virtual character in an Anti-ECO game can be 0.5. The logic for assigning kill weights in Anti-ECO games can be, but is not limited to, based on difficulty considerations. For example, in a defensive shooting confrontation mission, the ECO team in an Anti-ECO game lacks armor, powerful firearms, or ample projectiles. This makes achieving kills relatively easy for the opponent, who possesses powerful weapons. Therefore, the initial weight configuration here is set to a lower value.

[0118] 5) when the execution order indicates that the current round confrontation task is not the first round task of each round, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to the third target resource value, the first total virtual resource value is greater than or equal to the fourth target resource value, and the second total virtual resource value is greater than or equal to the fourth target resource value, determining that the task attribute label of the current round confrontation task is a fourth type of confrontation task, and assigning a fifth initial operation weight value to the first virtual character, wherein the first operation weight value includes the fifth initial operation weight value;

[0119] Among them, the third initial operation weight value is the largest, and the fourth initial operation weight value is the smallest.

[0120] It should be noted that the fourth type of confrontation game can be a small start game / strong start game. The fifth initial operation weight value assigned to the first virtual character in the small start game / strong start game can be 1. The logic of the kill weight allocation in the small start game / strong start game here can be, but is not limited to, based on importance and difficulty considerations. Taking the defensive shooting confrontation task as an example, the party with a small start or a strong start spends part or all of the economic value (i.e., virtual resource value) to purchase "armor + firearms + throwing objects" in order to make a comeback, so the importance of the kills obtained in this game is very high. In terms of difficulty, since the economy is not enough to make a complete purchase, it is at a disadvantage in the confrontation, and the confrontation is more difficult.

[0121] Specific combination Figure 8 The process shown is used to fully illustrate the process of assigning gain operation weight coefficients for killing behaviors: assuming that a game has 30 rounds, the first 15 rounds are divided into the first half, and the last 15 rounds are divided into the second half.

[0122] After a first virtual character controlled by a first user account and a second virtual character controlled by a second user account start a current round of a duel, an initial operation weight is assigned to the first virtual character based on the economic system (step S802). In step S804, a determination is made as to whether the current round of the duel is the first or the sixteenth round. If it is the first or the sixteenth round, a determination is made as to whether it is a pistol round (step S8041), and an initial weight is assigned as 1 (step S8042). If it is not the first or the sixteenth round, a determination is made as to whether the total gold usage of both the enemy and our side (i.e., the first virtual character's side and the second virtual character's side) is greater than 20,000 (step S8066). If both are greater than 20,000, a determination is made as to whether it is a rifle round (step S8061), and an initial weight is assigned as 1 (step S8062). If at least one of the values is less than or equal to 20,000, a determination is made as to whether the total gold usage of our side is less than 5,000 (step S808). If our total gold is less than 5000, then, as in step S8081, it is determined to be an ECO game, and, as in step S8082, an initial weight of 2 is assigned to it. If our total gold is greater than or equal to 5000, then, as in step S810, it is determined whether the enemy's total gold is less than 5000. If the enemy's total gold is less than 5000, then, as in step S8101, it is determined to be an Anti-ECO game, and, as in step S8102, an initial weight of 0.5 is assigned to it. If our total gold is greater than or equal to 5000, then, as in step S8121, it is determined to be a Forced Start game, and, as in step S8122, an initial weight of 1 is assigned to it. Finally, as in step S814, the initial weight assignment process is completed.

[0123] Through the examples provided in this application,

[0124] As an optional solution, the effective confrontation behavior parameter value matching the first virtual character generated by using the second operation weight value includes:

[0125] S1, displaying a behavior parameter value of the first virtual character in a task result display panel corresponding to the current game confrontation task, wherein the behavior parameter value is used to represent the global operation performance of the first virtual character in the current game confrontation task;

[0126] S2, in response to an operation performed on a behavior description prompt control in the task result display panel, prompting a valid confrontation behavior parameter value that matches the first virtual character.

[0127] Optionally, in this embodiment, the performance board may include, but is not limited to, two layers: the first layer is the number of kills, deaths, assists, MVPs, and scores of the players, and the second layer is more detailed details, such as headshot rate, ADR, K / D, item status, etc. In this embodiment, the effective confrontation behavior parameter value calculated above may be, but is not limited to, displayed on the second layer performance panel. For example, in response to the operation performed on the "Detailed Data" control on the performance board, the display interface of the effective confrontation behavior parameter value (i.e., the effective kill value) may be as follows: Figure 9 As shown, it appears in the second column of the list of all behavior parameter values.

[0128] It should be noted that the above-mentioned effective confrontation behavior parameter values are displayed on the second layer to prevent economic information leakage. The effective kill score value of the first round will be updated after the purchase time of the second round ends. The above-mentioned effective kill score value may, but is not limited to, not affect the total score of the virtual character.

[0129] It should be noted that for the aforementioned method embodiments, for simplicity of description, they are all expressed as a series of action combinations. However, those skilled in the art should be aware that the present invention is not limited by the order of the actions described, because according to the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0130] According to another aspect of the embodiment of the present invention, there is also provided an information prompting device for implementing the above-mentioned information prompting method. Figure 10 As shown, in the target game application, the device includes:

[0131] 1) a determining unit 1002 configured to determine, when a first virtual character controlled by a first user account enters a current game confrontation task, a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed through confrontational interaction between the first virtual character and a second virtual character controlled by a second user account;

[0132] 2) an acquisition unit 1004 configured to acquire task result data corresponding to the current round of confrontation task upon completion of the current round of confrontation task, wherein the task result data includes: the confrontation result of the current round of confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round of confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round of confrontation task;

[0133] 3) an adjustment unit 1006, configured to adjust the first operation weight value according to a gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value;

[0134] 4) A prompting unit 1008 is used to prompt an effective confrontation behavior parameter value generated by using the second operation weight value and matching the first virtual character, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

[0135] In this embodiment, the embodiments of each unit module in the above-mentioned information prompting device can refer to the above-mentioned method example.

[0136] According to another aspect of the embodiment of the present invention, an electronic device for implementing the above-mentioned information prompt method is also provided. The electronic device may be Figure 1 The terminal device or server shown in FIG. This embodiment is described by taking the electronic device as a server as an example. Figure 11 As shown, the electronic device includes a memory 1102 and a processor 1104. The memory 1102 stores a computer program, and the processor 1104 is configured to execute the steps in any of the above method embodiments through the computer program.

[0137] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0138] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:

[0139] S1, when a first virtual character controlled by a first user account enters a current game confrontation task, determining a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior;

[0140] S2, when the current round confrontation task ends, obtaining task result data corresponding to the current round confrontation task, wherein the task result data includes: the confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task;

[0141] S3, adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value;

[0142] S4, prompting an effective confrontation behavior parameter value that matches the first virtual character and is generated using the second operation weight value, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

[0143] Alternatively, those skilled in the art will appreciate that Figure 11 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, or other terminal devices. Figure 11 It does not limit the structure of the electronic device. For example, the electronic device may also include Figure 11 More or fewer components (such as network interfaces, etc.) as shown in, or with Figure 11 Different configurations shown.

[0144] Among them, the memory 1102 can be used to store software programs and modules, such as the program instructions / modules corresponding to the information prompt method and device in the embodiment of the present invention. The processor 1104 executes various functional applications and data processing by running the software programs and modules stored in the memory 1102, that is, realizing the above-mentioned information prompt method. The memory 1102 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1102 may further include a memory remotely located relative to the processor 1104, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include but are not limited to the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1102 can be used to store information such as the first operation weight value, the second operation weight value, and the gain operation weight coefficient, but is not limited to it. As an example, if Figure 11 As shown, the memory 1102 may include, but is not limited to, the determining unit 1002, acquiring unit 1004, adjusting unit 1006, and prompting unit 1008 in the information prompting device. In addition, it may also include, but is not limited to, other module units in the information prompting device, which will not be repeated in this example.

[0145] Optionally, the transmission device 1106 is configured to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 1106 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 1106 is a radio frequency (RF) module, which is configured to communicate with the Internet wirelessly.

[0146] In addition, the electronic device further includes: a display 1108 for displaying effective confrontation behavior parameter values; and a connection bus 1110 for connecting various module components in the electronic device.

[0147] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes through network communication. The nodes may form a peer-to-peer (P2P) network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0148] According to one aspect of the present application, a computer program product or computer program is provided, comprising 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 aforementioned information prompting method. The computer program is configured to execute the steps of any of the aforementioned method embodiments when executed.

[0149] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0150] S1, when a first virtual character controlled by a first user account enters a current game confrontation task, determining a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior;

[0151] S2, when the current round confrontation task ends, obtaining task result data corresponding to the current round confrontation task, wherein the task result data includes: the confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task;

[0152] S3, adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value;

[0153] S4, prompting an effective confrontation behavior parameter value that matches the first virtual character and is generated using the second operation weight value, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

[0154] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0155] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.

[0156] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes a number of instructions for causing one or more computer devices (such as personal computers, servers, or network devices) to execute all or part of the steps of the methods described in various embodiments of the present invention.

[0157] In the above embodiments of the present invention, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0158] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, and can be electrical or other forms.

[0159] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0160] In addition, the functional units in the various embodiments of the present invention may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0161] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. An information prompting method, characterized in that: Applied to the target game application, the method includes: determining, when a first virtual character controlled by a first user account enters a current game confrontation task, a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior; At the end of the current round confrontation task, task result data corresponding to the current round confrontation task is obtained, wherein the task result data includes: the confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task, the second operation data including the remaining virtual resource value of the second virtual character, and virtual resources will be obtained when the second virtual character kills the first virtual character; Adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value; The effective confrontation behavior parameter value that matches the first virtual character and is generated by using the second operation weight value is prompted, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

2. The method according to claim 1, characterized in that The adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain the second operation weight value includes: When the confrontation result in the task result data indicates that the camp of the first virtual character is the defeated camp in the current round of the confrontation task, determining the first kill behavior data from the first operation data, and determining the remaining virtual resource value of the second virtual character from the second operation data; determining the gain operation weight coefficient according to the first killing behavior data and the remaining virtual resource value of the second virtual character; The product of the first operation weight value and the gain operation weight coefficient is obtained to obtain the second operation weight value.

3. The method according to claim 2, characterized in that The step of determining the gain operation weight coefficient according to the first killing behavior data and the remaining virtual resource value of the second virtual character includes: When the first killing behavior data indicates that the first virtual character has completed the first killing behavior, assigning a first candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the first candidate gain operation weight coefficient; When the first killing behavior data indicates that the first killing behavior is not completed by the first virtual character, and the remaining virtual resource value of the second virtual character is less than the first target resource value, assigning a second candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the second candidate gain operation weight coefficient; When the first killing behavior data indicates that the first killing behavior is not completed by the first virtual character, and the remaining virtual resource value of the second virtual character is greater than or equal to the first target resource value, assigning a third candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficient includes the third candidate gain operation weight coefficient; The first candidate gain operation weight coefficient is greater than the second candidate gain operation weight coefficient, and the second candidate gain operation weight coefficient is greater than the third candidate gain operation weight coefficient.

4. The method according to claim 1, wherein The adjusting the first operation weight value according to the gain operation weight coefficient corresponding to the task result data to obtain the second operation weight value includes: When the confrontation result in the task result data indicates that the camp to which the first virtual character belongs is the winning camp in the current round of the confrontation task, first kill behavior data is determined from the first operation data, battle status information of the current round of the confrontation task is determined based on the first operation data and the second operation data, and the remaining virtual resource value of the second virtual character is determined from the second operation data; Determining the gain operation weight coefficient according to the first kill behavior data, the battle status information, and the remaining virtual resource value of the second virtual character; The product of the first operation weight value and the gain operation weight coefficient is obtained to obtain the second operation weight value.

5. The method according to claim 4, characterized in that The determining of the gain operation weight coefficient according to the first kill behavior data, the battle status information, and the remaining virtual resource value of the second virtual character includes: When the first killing behavior data indicates that the first virtual character has completed the first killing behavior, assigning a fourth candidate gain operation weight coefficient to the first virtual character, wherein the gain operation weight coefficients include the fourth candidate gain operation weight coefficient; When the first kill behavior data indicates that the first kill behavior was not completed by the first virtual character, and the battle status information indicates that the current round confrontation task is a victory in the endgame state, a fifth candidate gain operation weight coefficient is assigned to the first virtual character, wherein the gain operation weight coefficients include the fifth candidate gain operation weight coefficient; When the first kill behavior data indicates that the first kill behavior was not completed by the first virtual character, and the battle status information indicates that the current round confrontation task is not won in the endgame state, assigning a sixth candidate gain operation weight coefficient to the first virtual character according to the victory probability of the second virtual character indicated by the battle status information and the remaining virtual resource value of the second virtual character, wherein the gain operation weight coefficients include the sixth candidate gain operation weight coefficient; The fourth candidate gain operation weight coefficient is greater than the fifth candidate gain operation weight coefficient, and the fifth candidate gain operation weight coefficient is greater than or equal to the sixth candidate gain operation weight coefficient.

6. The method according to claim 5, characterized in that Allocating a sixth candidate gain operation weight coefficient to the first virtual character according to the victory probability of the second virtual character indicated by the battle status information and the remaining virtual resource value of the second virtual character includes: When the victory probability of the second virtual character indicated by the battle status information is greater than a target threshold, assigning a first sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the first sub-gain operation weight coefficient; When the victory probability of the second virtual character indicated by the battle status information is less than or equal to a target threshold, and the remaining virtual resource value of the second virtual character is less than a second target resource value, assigning a second sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the second sub-gain operation weight coefficient; When the victory probability of the second virtual character indicated by the battle status information is less than or equal to a target threshold, and the remaining virtual resource value of the second virtual character is greater than or equal to a second target resource value, assigning a third sub-gain operation weight coefficient to the first virtual character, wherein the sixth candidate gain operation weight coefficient includes the third sub-gain operation weight coefficient; The first sub-gain operation weight coefficient is greater than or equal to the second sub-gain operation weight coefficient, and the second sub-gain operation weight coefficient is greater than the third sub-gain operation weight coefficient.

7. The method according to claim 1, characterized in that The determining of a first operation weight value that matches the task attribute label of the current game confrontation task includes: Obtaining the execution order of the current round's competitive tasks, a first total virtual resource value held by the first user account, and a second total virtual resource value held by the second user account; According to the execution order, the first total virtual resource value and the second total virtual resource value, the task attribute label of the current game confrontation task is determined, and the first operation weight value matching the task attribute label is assigned to the first virtual character.

8. The method according to claim 7, characterized in that Determining the task attribute label of the current game confrontation task according to the execution order, the first total virtual resource value, and the second total virtual resource value, and assigning the first operation weight value matching the task attribute label to the first virtual character includes: In a case where the execution order indicates that the current round confrontation task is the first round task of each round, determining the task attribute label of the current round confrontation task as the initial round, and assigning a first initial operation weight value to the first virtual character, wherein the first operation weight value includes the first initial operation weight value; If the execution order indicates that the current round confrontation task is not the first round task of each round, but the first total virtual resource value and the second total virtual resource value are both greater than a third target resource value, determining that the task attribute label of the current round confrontation task is a first type of confrontation task, and assigning a second initial operation weight value to the first virtual character, wherein the first operation weight value includes the second initial operation weight value; In a case where the execution order indicates that the current round confrontation task is not the first round task of each session, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to a third target resource value, and the first total virtual resource value is less than a fourth target resource value, determining that the task attribute label of the current round confrontation task is a second type of confrontation task, and assigning a third initial operation weight value to the first virtual character, wherein the first operation weight value includes the third initial operation weight value; In a case where the execution order indicates that the current round confrontation task is not the first round task of each session, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to a third target resource value, and the first total virtual resource value is greater than or equal to a fourth target resource value, but the second total virtual resource value is less than the fourth target resource value, determining that the task attribute label of the current round confrontation task is a third type of confrontation task, and assigning a fourth initial operation weight value to the first virtual character, wherein the first operation weight value includes the fourth initial operation weight value; In a case where the execution order indicates that the current round confrontation task is not the first round task of each session, at least one of the first total virtual resource value and the second total virtual resource value is less than or equal to a third target resource value, the first total virtual resource value is greater than or equal to a fourth target resource value, and the second total virtual resource value is greater than or equal to the fourth target resource value, determining that the task attribute label of the current round confrontation task is a fourth type of confrontation task, and assigning a fifth initial operation weight value to the first virtual character, wherein the first operation weight value includes the fifth initial operation weight value; Among them, the third initial operation weight value is the largest, and the fourth initial operation weight value is the smallest.

9. The method according to any one of claims 1 to 8, characterized in that The prompting of the effective confrontation behavior parameter value matching the first virtual character generated by using the second operation weight value includes: Displaying the behavior parameter value of the first virtual character in the task result display panel corresponding to the current round confrontation task, wherein the behavior parameter value is used to represent the global operation performance of the first virtual character in the current round confrontation task; In response to an operation performed on a behavior description prompt control in the task result display panel, the effective confrontation behavior parameter value matching the first virtual character is prompted.

10. An information prompting device, characterized in that: Applied to the target game application, the device includes: a determining unit configured to determine, when a first virtual character controlled by a first user account enters a current game confrontation task, a first operation weight value that matches a task attribute tag of the current game confrontation task, wherein the current game confrontation task is a task completed by the first virtual character and a second virtual character controlled by a second user account through confrontational interactive behavior; an acquisition unit, configured to acquire task result data corresponding to the current round confrontation task when the current round confrontation task ends, wherein the task result data includes: a confrontation result of the current round confrontation task, first operation data generated after the first virtual character performs an interactive operation in the current round confrontation task, and second operation data generated after the second virtual character performs an interactive operation in the current round confrontation task, wherein the second operation data includes a remaining virtual resource value of the second virtual character, and virtual resources will be acquired when the second virtual character kills the first virtual character; an adjusting unit, configured to adjust the first operation weight value according to a gain operation weight coefficient corresponding to the task result data to obtain a second operation weight value; A prompting unit is used to prompt an effective confrontation behavior parameter value generated by using the second operation weight value and matching the first virtual character, wherein the effective confrontation behavior parameter value is used to represent the key operation performance of the first virtual character in the current confrontation task.

11. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the method according to any one of claims 1 to 9 is executed when the program is executed.

12. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 9 through the computer program.

Citation Information

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