A method, apparatus, device, and medium for recommending in-game virtual decorations.

By employing a multimodal vector analysis recommendation method, the problem of inconsistent user styles within game factions was solved, and virtual decorations that match the overall style were recommended, thereby improving user experience and retention.

CN116173512BActive Publication Date: 2025-10-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310197671.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-27
Publication Date
2025-10-28
Estimated Expiration
2043-02-27

AI Technical Summary

Technical Problem

The existing in-game skin recommendation method fails to take into account the overall game faction style of multiplayer team users, resulting in a lack of uniformity in the style differences among individual users.

Method used

By identifying virtual characters and their accessories among teammates in the same game faction, multimodal vector analysis is used to recommend virtual accessories that match the overall faction style. Combining user profile features, virtual accessory tags, sales data, text data, and visual features, style matching degree is calculated and equipment suggestions are provided.

Benefits of technology

It enables accurate recommendations of virtual decorations that match the overall game faction style, enhancing user engagement and retention through social interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application provides a method, apparatus, device, and medium for recommending in-game virtual decorations. The method includes: identifying a teammate virtual character belonging to the same game faction as the controlled virtual character, and a first virtual decoration corresponding to the teammate virtual character; determining a target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and a second virtual decoration that the controlled virtual character can equip, and prompting the controlled virtual character to equip it, so that the controlled virtual character equips a virtual decoration consistent with the style of the teammate virtual character. This application considers the multimodal characteristics of various virtual characters in the same game faction, thereby enabling more accurate recommendations of target virtual decorations that better match the overall game faction style for the user.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, device, and medium for recommending virtual decorations in games. Background Technology

[0002] Virtual cosmetics refer to items in games, such as character appearance and accessories, that enhance the aesthetics of the game. When financially feasible, users can change game units (including character models and effects) to improve the game's visual appeal, add visual effects and practicality, and satisfy their desire for personalization.

[0003] For massively multiplayer online games (MMORPGs), recommending different skins to users can enhance their social and entertainment engagement, thereby improving user retention. However, existing methods for recommending skins only consider individual user preferences. For multiplayer teams, where each user has a different style, it fails to create a cohesive team dynamic. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, apparatus, device and medium for recommending virtual decorations in games that takes into account the multimodal characteristics of various virtual characters in the same game faction, thereby enabling more accurate recommendations of target virtual decorations that are more in line with the overall style of the game faction for users.

[0005] In a first aspect, embodiments of this application provide a method for recommending virtual decorations in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a controlled virtual character, and the controlled virtual character can equip at least one virtual decoration. The method includes:

[0006] Identify teammate virtual characters belonging to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character;

[0007] Based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip, the target virtual decoration is determined from the second virtual decoration, and the controlled virtual character is prompted to equip it, so that the controlled virtual character equips the virtual decoration that is consistent with the style of the teammate's virtual character;

[0008] The multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features are used to describe the user's interaction data in the game. The virtual decoration tags are used to characterize the style type of the virtual decoration. The virtual decoration sales data is the data on the user's purchase of virtual decorations. The virtual decoration text data is the data on the virtual decorations published by the user in the game. The virtual decoration visual features characterize the visual effect when the virtual character equips the virtual decoration.

[0009] Secondly, embodiments of this application provide a device for recommending virtual decorations in a game, which provides a graphical user interface through a terminal device. The graphical user interface displays a controlled virtual character, and the controlled virtual character can be equipped with at least one virtual decoration. The device includes:

[0010] The determination module is used to determine the teammate virtual characters who belong to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character;

[0011] The recommendation module is used to determine a target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip, and prompt the controlled virtual character to equip it, so that the controlled virtual character equips a virtual decoration that is consistent with the style of the teammate's virtual character;

[0012] The multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features are used to describe the user's interaction data in the game. The virtual decoration tags are used to characterize the style type of the virtual decoration. The virtual decoration sales data is the data on the user's purchase of virtual decorations. The virtual decoration text data is the data on the virtual decorations published by the user in the game. The virtual decoration visual features characterize the visual effect when the virtual character equips the virtual decoration.

[0013] Thirdly, embodiments of this application provide an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described method for recommending in-game virtual decorations.

[0014] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described method for recommending in-game virtual decorations.

[0015] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0016] This application's method includes identifying teammate virtual characters belonging to the same game faction as the controlled virtual character, and a first virtual decoration corresponding to the teammate virtual character; determining a target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and a second virtual decoration that the controlled virtual character can equip, and prompting the controlled virtual character to equip it, so that the controlled virtual character equips a virtual decoration consistent with the style of the teammate virtual character. This application considers the multimodal characteristics of various virtual characters in the same game faction, thereby enabling more accurate recommendations of target virtual decorations that better match the overall game faction style for the user.

[0017] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 A flowchart illustrating a method for recommending in-game virtual decorations according to an embodiment of this application is shown.

[0020] Figure 2a This illustration shows a schematic diagram of a first selection interface provided in an embodiment of this application;

[0021] Figure 2b A schematic diagram of a second selection interface provided in an embodiment of this application is shown;

[0022] Figure 2c A schematic diagram of the third selection interface provided in an embodiment of this application is shown;

[0023] Figure 3 This illustration shows a schematic diagram of calculating a user profile feature vector according to an embodiment of this application;

[0024] Figure 4 This illustration shows a schematic diagram of calculating text feature vectors provided in an embodiment of this application;

[0025] Figure 5 This illustration shows a schematic diagram of a computational visual feature vector provided in an embodiment of this application;

[0026] Figure 6 This illustration shows a schematic diagram of calculating a multimodal vector according to an embodiment of this application;

[0027] Figure 7a This illustration shows a schematic diagram of a prompt message provided in an embodiment of this application;

[0028] Figure 7b This illustration shows another prompting message provided in an embodiment of this application;

[0029] Figure 8 A flowchart illustrating an apparatus for recommending in-game virtual decorations according to an embodiment of this application is shown.

[0030] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0032] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0033] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0034] Virtual cosmetics refer to items in games, such as character appearance and accessories, that enhance the aesthetics of the game. When financially feasible, users can change game units (including character models and effects) to improve the game's visual appeal, add visual effects and practicality, and satisfy their desire for personalization.

[0035] For massively multiplayer online games (MMORPGs), recommending different skins to users can enhance their social and entertainment engagement, thereby improving user retention. However, existing methods for recommending skins only consider individual user preferences. For multiplayer teams, where each user has a different style, it fails to create a cohesive team dynamic.

[0036] Based on this, embodiments of this application provide a method, apparatus, device, and medium for recommending virtual decorations in games, which are described below through embodiments.

[0037] Figure 1 This illustration shows a flowchart of a method for recommending virtual decorations in a game, provided by an embodiment of this application. A graphical user interface is provided through a terminal device, displaying a controlled virtual character. The controlled virtual character can be equipped with at least one virtual decoration. The method includes steps S101-S102; specifically:

[0038] S101. Determine the teammate virtual character who belongs to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character;

[0039] S102. Based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip, a target virtual decoration is determined from the second virtual decoration, and the controlled virtual character is prompted to equip it, so that the controlled virtual character equips a virtual decoration with a style consistent with the teammate's virtual character; wherein, the multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features; the user profile features are used to describe the user's interaction data in the game; the virtual decoration tags are used to characterize the style type of the virtual decoration; the virtual decoration sales data are the data of the user purchasing virtual decorations; the virtual decoration text data are the data of the user's comments about virtual decorations in the game;

[0040] The visual features of the virtual decorations characterize the visual effect when a virtual character equips the virtual decorations.

[0041] This application takes into account the multimodal characteristics of various virtual characters within the same game faction, thereby enabling it to more accurately recommend target virtual decorations that better match the overall game faction style to users.

[0042] The following describes some embodiments of this application in detail. Unless otherwise specified, the following embodiments and features can be combined with each other.

[0043] The method for recommending in-game virtual decorations in one embodiment of this application runs on a server, and the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0044] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of virtual decorations within the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the user operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0045] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the user in various ways, such as rendering it on the terminal's display screen or providing it to the user through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0046] In one possible implementation, embodiments of the present invention provide a method for recommending virtual decorations in games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0047] This application can be applied to multiplayer matchmaking games, such as MOBA games. After logging into their game account on their terminal device, users enter the game matchmaking interface. The matchmaking interface provides multiple entry points, such as browsing game items in the game store and viewing specific game information. Users can chat, make friends, and pre-select teams within the matchmaking interface. Users can pre-select solo or team play by clicking the "Start Matchmaking" button and waiting for the system to assign a specific game session to their account. Each game session is divided into two game factions. While waiting for matchmaking, users can access the game trading interface through the entry points provided in the matchmaking interface to browse or purchase items and goods. When a game session is matched for the user's account, the user's terminal device switches from the matchmaking interface or game trading interface to the selection interface. In the selection interface, users can choose the virtual character they want to use. After selecting the virtual character, they also need to choose corresponding virtual decorations for that character. Each selection screen has a countdown timer. Once the countdown ends, all virtual characters enter the battle game scene for multiplayer combat. The damage dealt by each virtual character's combat actions in the battle game scene determines the result of that game round. When the final battle result is generated, the game round ends. The terminal device's graphical user interface switches from the game scene to the game matchmaking interface, where users can choose whether to proceed to the next round of matchmaking.

[0048] This application provides a method for recommending virtual decorations within a game, specifically for a selection interface within the game. The selection interface allows users to choose the virtual character they want to use in the game and the virtual decorations associated with that character. Taking a MOBA game as an example... Figure 2a As shown in the diagram, a game team consists of five users. These five users can be those who pre-teamed up for the game room or those who entered the game room through system matchmaking. After entering the game room, users can select the virtual character (hero) they wish to use. In this embodiment, the character selected by the user is referred to as a controlled virtual character. Each virtual character has corresponding virtual decorations. After the user selects the desired virtual character, the interface switches from a virtual character selection interface to a skin selection interface corresponding to that virtual character, such as... Figure 2b and Figure 2c As shown. When a user selects a virtual decoration, if the user's game account already owns that virtual decoration, the decoration will be displayed in a bright color (e.g., ...). Figure 2b As shown, this indicates that the user can select the virtual decoration to equip; if the user's game account does not own the virtual decoration, the virtual decoration will be displayed in a dark color (e.g., ...). Figure 2cAs shown, this indicates that the user cannot select the virtual decoration to equip, and at the same time, the control for obtaining the virtual decoration is displayed.

[0049] When preset detection requirements are met, the virtual cosmetic items of the virtual characters selected by users within the same game faction are detected. These requirements include waiting a preset amount of time after a user selects a virtual character, or after the last user in the game faction has selected a virtual cosmetic item. When the detection requirements are met, the virtual cosmetic item selected by the user is compared with the virtual character's original cosmetic item. If it differs from the original cosmetic item, it means the virtual character is equipped with a virtual cosmetic item; otherwise, it means the virtual character is not equipped with a virtual cosmetic item.

[0050] If all virtual characters in the game faction are detected to be equipped with virtual decorations, the virtual characters will enter the battle game scene to engage in a game match when the game start conditions are met. If any virtual characters in the game faction are detected not equipped with virtual decorations, this application recommends virtual decorations for the virtual characters not equipped with virtual decorations based on the multimodal vector distance between virtual decorations. The number of target virtual characters not equipped with virtual decorations can be one or more.

[0051] In an optional implementation, the method for recommending in-game virtual decorations in this application is described from the perspective of a user who has not equipped any virtual decorations. For example, five players are Player 1, Player 2, Player 3, Player 4, and Player 5. When only Player 1 is not equipped with a virtual decoration, the method in this embodiment is executed on the terminal device corresponding to Player 1. When the method in this embodiment is executed on Player 1's terminal device, the virtual character corresponding to Player 1 is a controlled virtual character, and the virtual characters of Player 2, Player 3, Player 4, and Player 5 are all teammates of Player 1's controlled virtual character. If Player 2 and Player 3 are both equipped with virtual decorations, the method in this embodiment is executed on the terminal devices corresponding to Player 2 and Player 3, respectively. When the method in this embodiment is executed on Player 2's terminal device, the virtual character corresponding to Player 2 is a controlled virtual character, and the virtual characters of Player 1, Player 3, Player 4, and Player 5 are all teammates of Player 2's controlled virtual character. When the method in this embodiment is executed on the terminal device of player 3, the virtual character corresponding to player 3 is a controlled virtual character, and the virtual characters of player 1, player 2, player 4 and player 5 are all teammates of player 3's controlled virtual character.

[0052] After identifying the teammate virtual characters belonging to the same game faction as the controlled virtual character, it is also necessary to determine the first virtual decoration corresponding to that teammate virtual character. Here, the first virtual decoration corresponding to the teammate virtual character includes all virtual decorations already equipped by the teammate virtual character, some virtual decorations already equipped, and all virtual decorations that the teammate virtual character can equip. That is, in this embodiment, the controlled virtual character is not equipped with any virtual decorations, and the teammate virtual characters in the same game faction as the controlled virtual character include those who are all equipped with virtual decorations, those who are partially equipped with virtual decorations, and those who are not equipped with any virtual decorations. After determining the first virtual decoration of the teammate virtual character, this application analyzes the multimodal vector between the first virtual decoration and the second virtual decorations that the controlled virtual character can equip, and recommends target virtual decorations for the controlled virtual character.

[0053] When analyzing the multimodal vectors of the first and second virtual decorations, three scenarios may arise, as described in the above embodiments: all teammate virtual characters are equipped with virtual decorations, some are equipped with virtual decorations, and none are equipped with virtual decorations. For the scenario where a teammate virtual character is equipped with virtual decorations, this embodiment calculates the distance between the multimodal vectors of the teammate virtual character equipped with the first virtual decoration and the multimodal vectors of the second virtual decoration to determine the target virtual decoration from the second virtual decorations. For the scenario where some virtual decorations are equipped, this embodiment calculates the distance between the multimodal vectors of the teammate virtual character equipped with the first virtual decoration and the multimodal vectors of the second virtual decoration to determine the target virtual decoration from the second virtual decorations. When recommending virtual decorations to teammate virtual characters who are not equipped with virtual decorations, the method of this embodiment is executed on the terminal device where the teammate virtual character is located, treating the teammate virtual character as a controlled character for recommendation. In the case where none of the teammate virtual characters are equipped with virtual decorations, this application embodiment uses the virtual decorations that the teammate virtual characters can equip as the first virtual decorations, and then calculates the target virtual decoration that best matches the first virtual decorations and the second virtual decorations among the teammate virtual characters that can be equipped.

[0054] This application embodiment considers the distance between the multimodal vectors of virtual decorations to characterize the style matching degree between virtual decorations. The closer the distance between the multimodal vectors of two or more virtual decorations, the better the style matching between these virtual decorations; the farther the distance between the multimodal vectors of two or more virtual decorations, the greater the style difference between these virtual decorations. Therefore, this application embodiment selects the second virtual decoration with the closest multimodal vector distance to the first virtual decoration as the target virtual decoration, and prompts the controlled virtual character to equip it, so that the controlled virtual character equips virtual decorations with a style consistent with the teammate virtual character.

[0055] In an optional implementation, when the method for recommending in-game virtual decorations in this application is described from the perspective of a game faction, the virtual characters in the game faction that are not equipped with virtual decorations are referred to as target virtual characters, and the virtual characters that are equipped with virtual decorations are referred to as other virtual characters.

[0056] If there is only one target virtual character, the target virtual decoration determined in this application embodiment is one; if there are multiple target virtual characters, the target virtual decoration determined in this application is a combination. Here, "combination" means that each target virtual character corresponds to one target virtual decoration. In this application embodiment, the number of target virtual characters is multiple, where "multiple" is less than or equal to the total number of users in the game faction. That is, if none of the virtual characters in the game faction are equipped with virtual decorations, this application determines target virtual decorations that better match the overall game faction style for the entire game faction.

[0057] In the embodiments of this application, when recommending target virtual decorations for a target virtual character in a game faction, the system comprehensively considers both the equipped virtual decorations of other virtual characters in the game faction and the equipable virtual decorations of the target virtual character. It should be noted that the number of equipped virtual decorations here can be zero, meaning that the entire game faction has no equipped virtual decorations. The equipable virtual decorations here refer to virtual decorations that have been designed for the virtual character in the game but are not currently equipped by the virtual character.

[0058] Specifically, if the number of equipped virtual decorations is not zero, the most suitable target virtual decoration is selected from the target virtual character's equipable virtual decorations based on the equipped virtual decorations of other virtual characters. If the number of equipped virtual decorations is zero, the most suitable target virtual decoration is selected from the target virtual character's equipable virtual decorations overall. Suitability here is reflected in the style, color, and effects between the target virtual decoration and the equipped virtual decorations, and between different target virtual decorations. For example, if other virtual characters have chosen virtual decorations from the "Legend of the Sword" series, and the target virtual character's equipable virtual decorations include both "Legend of the Sword" and "Eternal Forest" series skins, then this embodiment considers the "Legend of the Sword" series skins to be more suitable than the "Eternal Forest" series skins in the current game faction. For example, none of the virtual characters (virtual character A, virtual character B, and virtual character C) are equipped with virtual decorations. Virtual characters A and B both have virtual decorations from the "Swordsman Online" series (which are all white), while virtual character C only has skins from the "Snow Festival" series (which are all white) and the "Eternal Forest" series (which are all green). In this embodiment of the application, the "Snow Festival" series skin is considered more suitable for virtual character C than the "Eternal Forest" series skin.

[0059] When determining the target virtual decoration, this application embodiment is based on determining the multimodal vectors of virtual decorations already equipped by other virtual characters and the multimodal vectors of virtual decorations that the target virtual character can equip, and thus determines the target virtual decoration for the target virtual character.

[0060] It should be noted that the multimodal vector in this embodiment is determined based on user profile features, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features describe user interaction data during gameplay; the virtual decoration tags characterize the style type of the virtual decoration; the virtual decoration sales data is data on user purchases of virtual decorations; the virtual decoration text data is data on virtual decorations posted by users in the game; and the virtual decoration visual features characterize the visual effect when a virtual character equips a virtual decoration. Further, a user profile feature vector is determined based on the user profile features, virtual decoration tags, and virtual decoration sales data; a text feature vector is determined based on the virtual decoration text data; and a visual feature vector is determined based on the virtual decoration visual features. That is, by acquiring relevant data corresponding to the feature vector, the user profile feature vector, text feature vector, and visual feature vector are obtained from the corresponding relevant data, and then the user profile feature vector, text feature vector, and visual feature vector are concatenated together to obtain the multimodal feature vector.

[0061] Specifically, user profile feature vectors, text feature vectors, and visual feature vectors are obtained in the following ways:

[0062] User profile feature vector: This involves acquiring user profile features, virtual decoration tags, and virtual decoration sales data for each virtual decoration; training a preset multilayer perceptron using these user profile features, virtual decoration tags, and virtual decoration sales data; and outputting the image feature vector of the virtual decoration when the preset training requirements are met. The user profile feature vector in this application represents the user's interaction with the virtual decoration, including: user level, occupation, online time, experience, cultivation level, equipment, spending ability, wearing frequency, etc.; virtual decoration tags include, for example, loli style, macho style category features, and features such as limited-edition skins for Chinese New Year, limited-edition skins for Valentine's Day, etc. This embodiment also obtains the virtual decoration sales data, i.e., data on user skin purchases, skin prices, etc. After obtaining the above data, this embodiment cleans the user profile features, virtual decoration tags, and virtual decoration sales data to obtain training samples, which are then divided into training set, validation set, and test set. The features are input into the MLP, and the output of the last ReLU layer of the network is used as the feature vector of the basic profile. Specifically, firstly, data on user skin purchases in the game is selected. Each data point is then concatenated with corresponding user profile features and virtual item tags to construct a sample set for the skin multi-classification task. The sample label is the corresponding skin number. The sample set is then divided into training, validation, and test sets according to time, and input into a pre-constructed MLP neural network for training. The MLP network structure is as follows: Figure 3 As shown, the number of network layers and the number of neurons in each layer can be adjusted according to actual business needs. After model training and optimization, the output of the last ReLU layer (hidden layer 3) serves as the feature vector for the basic profile.

[0063] Text Feature Vector: Text data about each virtual decoration in the game is acquired; a preset encoder extracts the text feature vector from the text data. Users may comment on virtual decorations in in-game chat channels such as teammate channels and world channels, including text and voice comments. This application embodiment acquires user comment data about virtual decorations in the game, converts this comment data into text format, and determines which specific virtual decoration the comment data relates to. Then, the tag corresponding to each text comment data is that virtual decoration, constructing a multi-classification sample set for skins. For example... Figure 4As shown, the input is the comment text of a virtual decoration, such as "xxx skin is really beautiful." First, the input text undergoes initial embedding encoding, followed by positional encoding. Then, it passes through multiple encoding layers (EncodeLayer). Each encoding layer contains a combination of a multi-head attention layer, a feedforward network layer, and a residual connection normalization layer (add&norm). The average of the feature outputs of all text under the same skin after passing through the encoder is used as the feature vector of that skin's text modality.

[0064] Visual Feature Vector: The appearance features of the 3D model of the virtual decoration are extracted using a 3D convolutional neural network as the feature vector of the visual modality. Since the virtual decorations in the game are stereoscopic visual effects produced by virtual characters wearing 3D models, this embodiment obtains the 3D model data of the virtual decoration and determines the visual feature vector based on the 3D model data, which is more accurate than the prior art method of obtaining visual vectors from 2D images. Figure 5 First, a 3D convolutional kernel needs to be defined, which slides along three dimensions (x, y, z of the input layer). A convolution operation is performed at each position the filter slides through, yielding a numerical value. As the filter slides across the entire 3D space, the output structure is also a 3D feature map. Next, a 3D max-pooling layer (maxpool3D) is input to the 3D feature map, and finally, a flattening layer (flatten) is used to flatten the 3D feature map into one dimension. The resulting feature vector is the feature vector of the visual modality.

[0065] After obtaining the user profile feature vector, text feature vector, and visual feature vector of the virtual decoration through the above method, this embodiment of the application needs to concatenate the user profile feature vector, text feature vector, and visual feature vector into a multimodal vector. For example... Figure 6 As shown, by storing the user profile feature vector, text feature vector, and visual feature vector sequentially in the storage engine, the multimodal vector of the virtual decoration can be obtained. Each skin has a unified dimension across the three modalities; for example, the basic profile modality output is (1, 100), the text modality output is (1, 1000), and the visual modality output is (1, 1000), resulting in a final skin representation vector of (1, 2100). The multimodal representation of each skin is stored using Facebook's open-source vectorized storage engine, Faiss.

[0066] When calculating the multimodal vector distance between virtual decorations, the multimodal representation vectors of the M skins (equipped by other virtual characters) of the first virtual decoration are extracted from Faiss as the target vector set C. The multimodal vectors of the N equipable virtual decorations corresponding to the target virtual character are taken as the equipable vector set X. The Euclidean distance between each equipable vector Xi in set X and the target vector set is calculated iteratively and the average value is obtained.

[0067]

[0068] The formula for calculating the Euclidean distance between two vectors is:

[0069]

[0070] In the set of equilibrable elements, d_mean(x) i c) The skin corresponding to the smallest Xi is pushed to the user as the final target virtual decoration.

[0071] If all teammates' virtual characters are equipped with virtual cosmetics (or no user in the game faction is equipped with virtual cosmetics), then the most suitable target virtual cosmetic combination is determined from all the equipable virtual cosmetics corresponding to the virtual characters. For example, if the game faction includes three virtual characters, and the number of equipable virtual cosmetics for these three virtual characters are 100, 50, and 80 respectively, then the total number of skin combinations for these three virtual characters is 100 * 50 * 80, which is 40,000. The task of this application embodiment is to determine the target virtual cosmetic combination from the combinations of equipable virtual cosmetics for the virtual characters. When determining the target virtual cosmetic combination, this application embodiment is based on the distance between each skin in each virtual cosmetic combination. Specifically, the Euclidean distance between the multimodal vectors of each pair of virtual cosmetics in each skin combination is calculated. For example, if the multimodal vectors of the equipable virtual cosmetics for the three virtual characters are X1, X2, and X3 respectively, and the distance between X1 and X2 is D1, the distance between X1 and X3 is D2, and the distance between X2 and X3 is D3, then the average distance of this virtual cosmetic combination is:

[0072]

[0073] Find the virtual decoration combination with the smallest D_mean among all virtual decoration combinations and push it to the corresponding virtual character.

[0074] In this embodiment of the application, as an optional implementation, after determining the target virtual decoration, the target virtual decoration is recommended to the target virtual character. Specifically, a prompt message is displayed to the user on the selection interface where the target virtual character is located, prompting the user to select the target virtual decoration. When prompting the user, there are two scenarios: the first is that the user's account already possesses the target virtual decoration, but the user has not selected to equip it; the second is that the user's account does not possess the target virtual decoration.

[0075] In the first scenario, when prompting the user, if the user has already selected the target virtual decoration, the target virtual decoration should display a preset background color, such as... Figure 7a As shown. If the user has not currently selected the target virtual decoration, generate guidance information for the user to select the target virtual decoration, such as... Figure 7b As shown, different guide arrows are used to guide the user in selecting the target virtual decoration until the user selects the target virtual decoration.

[0076] In the second scenario, since the user's account does not yet possess the target virtual item, the prompt message also displays a skin-changing control for that item. The user can use this control to change the target virtual item for their virtual character. By triggering the skin-changing control, the user can access the in-game store to purchase the target virtual item, or they can directly pay through the skin-changing control in the selection interface to acquire it. Once the user possesses the target virtual item in their account, and since the user has already selected it, the target virtual character can directly equip it.

[0077] Figure 8 This illustration shows a structural schematic diagram of a device for recommending in-game virtual decorations according to an embodiment of this application. A graphical user interface is provided via a terminal device, displaying a controlled virtual character. The controlled virtual character can be equipped with at least one virtual decoration. The device includes:

[0078] The determination module is used to determine the teammate virtual characters who belong to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character;

[0079] The recommendation module is used to determine a target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip, and prompt the controlled virtual character to equip it, so that the controlled virtual character equips a virtual decoration that is consistent with the style of the teammate's virtual character;

[0080] The multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features are used to describe the user's interaction data in the game. The virtual decoration tags are used to characterize the style type of the virtual decoration. The virtual decoration sales data is the data on the user's purchase of virtual decorations. The virtual decoration text data is the data on the virtual decorations published by the user in the game. The virtual decoration visual features characterize the visual effect when the virtual character equips the virtual decoration.

[0081] The step of determining the teammate virtual character belonging to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character, includes:

[0082] If the teammate's virtual character is not equipped with any virtual decorations, then all virtual decorations that the teammate's virtual character can equip are determined to be the first virtual decoration;

[0083] If the teammate's virtual character is equipped with a virtual decoration, then the virtual decoration equipped by the teammate's virtual character is determined to be the first virtual decoration.

[0084] The multimodal vector is determined in the following manner:

[0085] Based on the user profile features, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features corresponding to the terminal device, determine the user profile feature vector, text feature vector, and visual feature vector corresponding to the terminal device;

[0086] The user profile feature vector, text feature vector, and visual feature vector are concatenated together to form the multimodal vector.

[0087] The user profile feature vector is obtained in the following way:

[0088] The user profile features, virtual decoration tags, and virtual decoration sales data are used to train a preset multilayer perceptron. When the preset training requirements are met, the multilayer perceptron outputs the image feature vector of the virtual decoration.

[0089] The text feature vector is obtained in the following way:

[0090] The vector extracted from the text data of the virtual decoration by a preset encoder is used as the text feature vector.

[0091] The visual feature vector is obtained in the following way:

[0092] The vector extracted from the visual features of the virtual decoration using a 3D convolutional neural network is used as the visual feature vector.

[0093] The step of determining the target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip includes:

[0094] Based on the multimodal vector distance between the first virtual decoration and the second virtual decoration that the controlled virtual character can equip, the second virtual decoration that has the closest multimodal vector distance to the first virtual decoration is taken as the target virtual decoration.

[0095] like Figure 9 As shown, this application provides an electronic device for executing the in-game virtual decoration recommendation method of this application. The device includes a memory, a processor, a bus, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps of the in-game virtual decoration recommendation method.

[0096] Specifically, the aforementioned memory and processor can be general-purpose memory and processor, without any specific limitations. When the processor runs the computer program stored in the memory, it can execute the methods recommended for in-game virtual decorations.

[0097] Corresponding to the method for recommending in-game virtual decorations in this application, this application embodiment also provides a computer-readable storage medium storing a computer program, which, when run by a processor, executes the steps of the above-described method for recommending in-game virtual decorations.

[0098] Specifically, the storage medium can be a general-purpose storage medium, such as a removable disk or hard drive. When the computer program on the storage medium is run, it can execute the above-mentioned method for recommending virtual decorations in the game.

[0099] In the embodiments provided in this application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and there may be other division methods in actual implementation. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the coupling or direct coupling or communication connection shown or discussed may be through some communication interface; the indirect coupling or communication connection between systems or units may be electrical, mechanical, or other forms.

[0100] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0101] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0102] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion 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 several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0103] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0104] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for recommending virtual decorations in a game, characterized in that, The method includes providing a graphical user interface via a terminal device, wherein the graphical user interface displays a controlled virtual character, and the controlled virtual character is equipped with at least one virtual decoration. Identify teammate virtual characters belonging to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character; The target virtual decoration is determined from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration equipped by the controlled virtual character, and the controlled virtual character is prompted to equip it so that the controlled virtual character equips a virtual decoration that matches the style of the teammate's virtual character. The multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features describe the user's interaction data in the game; the virtual decoration tags represent the style type of the virtual decoration; the virtual decoration sales data is the data on users purchasing virtual decorations; the virtual decoration text data is the data on virtual decorations published by users in the game; and the virtual decoration visual features represent the visual effect when a virtual character equips a virtual decoration. The multimodal vector includes a user profile feature vector, which is obtained through the following method: The user profile features, virtual decoration tags, and virtual decoration sales data are used to train a preset multilayer perceptron. When the preset training requirements are met, the multilayer perceptron outputs the image feature vector of the virtual decoration.

2. The method according to claim 1, characterized in that, The step of determining the teammate virtual character belonging to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character, includes: If the teammate's virtual character is not equipped with any virtual decorations, then all virtual decorations equipped by the teammate's virtual character are determined to be the first virtual decoration; If the teammate's virtual character is equipped with a virtual decoration, then the virtual decoration equipped by the teammate's virtual character is determined to be the first virtual decoration.

3. The method according to claim 1, characterized in that, The multimodal vector is determined in the following manner: Based on the user profile features, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features corresponding to the terminal device, determine the user profile feature vector, text feature vector, and visual feature vector corresponding to the terminal device; The user profile feature vector, text feature vector, and visual feature vector are concatenated together to form the multimodal vector.

4. The method according to claim 3, characterized in that The text feature vector is obtained in the following way: The vector extracted from the text data of the virtual decoration by a preset encoder is used as the text feature vector.

5. The method according to claim 3, characterized in that, The visual feature vector is obtained in the following way: The vector extracted from the visual features of the virtual decoration using a 3D convolutional neural network is used as the visual feature vector.

6. The method according to claim 3, characterized in that, The step of determining the target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration equipped by the controlled virtual character includes: Based on the multimodal vector distance between the first virtual decoration and the second virtual decoration equipped by the controlled virtual character, the second virtual decoration with the closest multimodal vector distance to the first virtual decoration is selected as the target virtual decoration.

7. A device for recommending virtual decorations in a game, characterized in that, The device provides a graphical user interface via a terminal device, wherein the graphical user interface displays a controlled virtual character, the controlled virtual character being equipped with at least one virtual decoration, and the device includes: The determination module is used to determine the teammate virtual characters who belong to the same game faction as the controlled virtual character, and the first virtual decoration corresponding to the teammate virtual character; The recommendation module is used to determine a target virtual decoration from the second virtual decoration based on the multimodal vector distance between the first virtual decoration and the second virtual decoration equipped by the controlled virtual character, and prompt the controlled virtual character to equip it so that the controlled virtual character equips a virtual decoration that is consistent with the style of the teammate's virtual character; The multimodal vector is determined based on the user profile features corresponding to the terminal device, virtual decoration tags, virtual decoration sales data, virtual decoration text data, and virtual decoration visual features. The user profile features describe the user's interaction data in the game; the virtual decoration tags represent the style type of the virtual decoration; the virtual decoration sales data is the data on users purchasing virtual decorations; the virtual decoration text data is the data on virtual decorations published by users in the game; and the virtual decoration visual features represent the visual effect when a virtual character equips a virtual decoration. The multimodal vector includes a user profile feature vector, which is obtained through the following method: The user profile features, virtual decoration tags, and virtual decoration sales data are used to train a preset multilayer perceptron. When the preset training requirements are met, the multilayer perceptron outputs the image feature vector of the virtual decoration.

8. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions that the processor executes, and the processor communicates with the memory via the bus when the electronic device is running, and the machine-readable instructions, when executed by the processor, perform the steps of the method for recommending in-game virtual decorations as described in any one of claims 1 to 6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method for recommending in-game virtual decorations as described in any one of claims 1 to 6.

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