Information processing method and electronic equipment

By providing combat gain resources in the SLG system, users can adjust strategies before virtual objects gather to march or wait for battle, solving the problem of insufficient strategy adjustment in existing technologies and improving user experience and the restoration of battle scenes.

CN116351056BActive Publication Date: 2025-09-23YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD
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Patent Information

Application Number
CN202310206430.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-06
Publication Date
2025-09-23
Estimated Expiration
2043-03-06

AI Technical Summary

Technical Problem

The existing SLG system lacks the simulation of the strategy adjustment of the virtual object set during the march, which makes users wait boringly and unable to experience the lack of restoration of the real battle scene between two armies.

Method used

Providing combat gain resources (such as "treasure bags") allows users to adjust strategies before the virtual object assembly marches or waits for battle. By selecting and modifying these resources, the combat strategy can be updated, achieving "pseudo-real-time" strategy adjustment.

Benefits of technology

It improves the user's fun in the SLG system and the restoration of real battle scenes, avoiding a significant increase in the system's technical complexity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses an information processing method and electronic device. The method includes: providing user-associated optional combat gain resource information when a target virtual object set is in a state before triggering a virtual battle; determining the target combat gain resource selected by the user so as to update and adjust combat strategy information associated with the target virtual object set using the target combat gain resource; and applying the updated and adjusted combat strategy information to the corresponding virtual combat process after the virtual object set enters the virtual combat state. Through the present application, the fidelity of the simulation of a real-life combat scene between two armies in scenarios such as SLG can be improved, thereby enhancing the user experience without significantly increasing the system technical difficulty of "delayed response."
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Description

Technical Field

[0001] The present application relates to the field of information processing technology, and in particular to information processing methods and electronic devices. Background Art

[0002] In scenarios like SLGs (Simulation Games), players typically build a collection of virtual objects (consisting of multiple virtual characters and other virtual objects) in their "main city" and pre-set combat strategies, including equipment, skills (for example, a skill can increase troop strength by 20%, a skill can increase enemy damage by 10%, etc.), generals, and troop strength. Once the settings are complete, the specific collection of virtual objects can form an "armed force." At this point, the virtual objects can be dispatched, for example, to march to the enemy's main city to attack it. After encountering the enemy and triggering a battle, the system will deduce the battle scenario based on the virtual object collections and strategies set by the warring parties, and determine the final outcome of the battle. In other words, player users make strategic deployments, formulate combat strategies, and develop comprehensive combat plans before sending out a collection of virtual objects. After sending out a collection of virtual objects, users will no longer be able to make decisions for a long period of time until the end of subsequent battles, thus achieving the effect of "planning and winning from thousands of miles away", allowing users to gain a sense of accomplishment in winning through strategy.

[0003] Although this SLG mode can simulate the combat scenes between two armies in the real world to a certain extent, the degree of restoration of the real scenes during the simulation process still needs to be improved. Summary of the Invention

[0004] This application provides an information processing method and electronic equipment that can improve the degree of restoration when simulating real scenes of combat between two armies in scenarios such as SLG, thereby improving user experience without significantly increasing the system technical difficulty of "delayed response".

[0005] This application provides the following solutions:

[0006] An information processing method, comprising:

[0007] When the target virtual object set is in a state before triggering a virtual battle, providing the user with information on optional combat gain resources;

[0008] Determining a target combat gain resource selected by the user, so as to update and adjust combat strategy information associated with the target virtual object set using the target combat gain resource;

[0009] After the virtual object set enters the virtual combat state, the updated and adjusted combat strategy information is applied to the corresponding virtual combat process.

[0010] The step of providing user-associated optional combat gain resource information when the target virtual object set is in a state before triggering a virtual combat includes:

[0011] When the target virtual object set is located outside the base and before the virtual battle is triggered, the user's associated optional combat gain resource information is provided, so as to determine the target combat gain resource selected for use by the user in the state of being outside the base and before the virtual battle is triggered, and update and adjust the combat strategy information associated with the target virtual object set.

[0012] Wherein, when the target virtual object set is located outside the station and before the virtual battle is triggered, providing the user with the optional combat gain resource information associated therewith includes:

[0013] After the target virtual object set is mobilized to enter the virtual marching state and before the virtual battle is triggered, the user-associated optional combat gain resource information is provided.

[0014] Wherein, when the target virtual object set is located outside the station and before the virtual battle is triggered, providing the user with the optional combat gain resource information associated therewith includes:

[0015] When the target virtual object set finishes the previous round of virtual battle and waits to trigger the next round of virtual battle, the user-associated optional battle gain resource information is provided, so as to determine the target battle gain resource selected for use by the user in the state of waiting to trigger the next round of virtual battle, and update and adjust the battle strategy information associated with the target virtual object set, and apply the updated and adjusted battle strategy information to the next round of virtual battle.

[0016] The step of providing user-associated optional combat gain resource information when the target virtual object set is in a state before triggering a virtual combat includes:

[0017] When the target virtual object set is located within the station, the optional combat gain resource information associated with the user is provided so as to determine the target combat gain resource selected for use by the user in the state of being located within the station.

[0018] Among them, also include:

[0019] In a state outside the target virtual object collection location and before triggering the virtual battle, an operation to modify the target combat gain type resources selected for use is received to add new target combat gain type resources, or to modify the selected target combat gain type resources to an unselected state, or to modify the selected target combat gain type resources to other combat gain type resources.

[0020] Among them, also include:

[0021] Before the virtual object set enters the virtual combat state, it receives an operation request for detecting the target combat gain type resources selected for use by the other party and provides corresponding detection results so as to determine the modification method of the target combat gain type resources selected for use based on the detection results.

[0022] The updating and adjusting of the combat strategy information associated with the target virtual object set by utilizing the target combat gain resource includes:

[0023] According to the gain value attribute corresponding to the target combat gain resource, the relevant values ​​of the combat strategy associated with the target virtual object set are updated and adjusted.

[0024] Among them, also include:

[0025] If the target virtual object set is associated with an ally, the gain value after superimposing the target combat gain resources selected by the user and the target combat gain resources selected by the ally is determined, so as to update and adjust the relevant values ​​of the combat strategy associated with the target virtual object set through the superimposed gain value.

[0026] Among them, also include:

[0027] The superimposed gain value is displayed in the associated map interface.

[0028] Among them, the combat gain resources include one or more of the following: combat gain resources for virtual objects to wear, combat gain resources for setting or modifying virtual object attributes, combat gain resources for modifying marching distance, number of combat rounds, attack and defense status bonus attributes, draw bonus attributes, and casualty rate bonus attributes, combat gain resources for increasing combat attributes for allies, combat gain resources for reducing the opponent's combat attributes, and combat gain resources for restraining designated combat gain resources.

[0029] An information processing device, comprising:

[0030] The optional resource providing unit is used to provide the user with the optional combat gain resource information associated with the target virtual object set before the virtual combat is triggered;

[0031] a strategy adjustment unit, configured to determine a target combat gain resource selected by a user, so as to update and adjust combat strategy information associated with the target virtual object set using the target combat gain resource;

[0032] The strategy validation unit is used to apply the updated and adjusted combat strategy information to the corresponding virtual combat process after the virtual object set enters the virtual combat state.

[0033] A computer-readable storage medium stores a computer program, which, when executed by a processor, implements the steps of any of the aforementioned methods.

[0034] An electronic device, comprising:

[0035] one or more processors; and

[0036] A memory associated with the one or more processors, the memory being used to store program instructions, wherein the program instructions, when read and executed by the one or more processors, execute the steps of any of the aforementioned methods.

[0037] According to the specific embodiments provided in this application, this application discloses the following technical effects:

[0038] Through the embodiments of the present application, combat gain resources can be provided to users. Before the target virtual object set triggers a virtual battle, optional combat gain resource information associated with the user can be provided. After determining the target combat gain resource selected by the user, the combat strategy information associated with the target virtual object set can be updated and adjusted using the target combat gain resource. In this way, after the virtual object set enters the virtual combat state, the updated and adjusted combat strategy information can be applied to the corresponding virtual combat process. In this way, the user can still make adjustments to the combat strategy when the virtual object set leaves the main city, thereby improving the degree of restoration of the system in the process of simulating real combat scenes. For the user, during the "march" or waiting for the battle to be triggered, it is no longer just a boring wait, but some adjustments can be made to the strategy to increase the fun, thereby improving the user experience. At the same time, since the combat strategy is adjusted using specific combat gain resources, the adjustment process can be completed before the specific combat is triggered. Therefore, after the combat is triggered, the updated and adjusted combat strategy information can be directly applied to the corresponding virtual combat process, without the need for the user to adjust the combat strategy and make a real-time response after the specific combat is triggered. Therefore, the "pseudo-real-time" combat strategy adjustment scheme provided in the embodiment of the present application will not cause a significant increase in the system technical difficulty of "delayed response".

[0039] Of course, any product implementing the present application does not necessarily need to achieve all of the advantages described above at the same time. BRIEF DESCRIPTION OF THE DRAWINGS

[0040] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0041] Figure 1 It is a schematic diagram of the system architecture provided by the embodiment of the present application;

[0042] Figure 2 is a flow chart of the method provided in an embodiment of the present application;

[0043] Figure 3 is a schematic diagram of an operation panel provided in an embodiment of the present application;

[0044] Figure 4 is a schematic diagram of a device provided in an embodiment of the present application;

[0045] Figure 5Schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0046] The following will be combined with the accompanying drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by ordinary technicians in this field are within the scope of protection of this application.

[0047] To facilitate understanding of the solutions provided by the embodiments of this application, the following briefly introduces the characteristics of SLG. In SLG scenarios, since the size of the virtual object collections and combat strategies of the warring parties are pre-determined within their respective main cities, once the virtual object collections are deployed, the specific strategies cannot be adjusted. Once the battle is triggered, the system can then deduce the battle scenario and determine the outcome based on the pre-configured combat strategies. This means that after the user deploys the virtual object collection, all that is required is waiting, including waiting for the virtual object collection to reach the target location, such as the opponent's main city, waiting for the battle to be triggered, and waiting for the battle to end. This process can take a relatively long time; for example, the marching process can take ten minutes, and this waiting period can cause users to feel bored. Furthermore, in a real-world battle scenario between two armies, combat strategies can be adjusted after the virtual object collections are deployed, or even during the actual battle itself, including temporary adjustments based on the opponent's actual strategic deployment. However, in the prior art, the strategy cannot be adjusted once the virtual object set is dispatched, which obviously makes it difficult to simulate the temporary adjustment of the above-mentioned combat strategy.

[0048] And the present inventor has found in the process realizing this application, in the prior art, the reason why the service system of SLG can not provide the support to the temporary strategy adjustment function, mainly is because, based on the feature of "strategizing" in advance in the SLG scene, for the SLG system, the execution of strategy normally lags behind the formulation of strategy, and the requirement for real-time feedback is relatively low, therefore, what SLG adopts is "delayed feedback" mechanism.That is, different from the game scene of some "real-time feedback" types, after the battle is triggered, the SLG system is to deduce and calculate the battle scene according to the battle strategy formulated in advance by the user, and does not need to make real-time feedback (for example, after the user uses a certain skill, the real-time damage value produced to the enemy etc.) according to the instruction etc. sent by the user.And if directly in the SLG system of this "delayed feedback" mechanism, support to the real-time adjustment strategy function is provided, then it is necessary to provide the feedback of the strategy adjustment operation executed by the user in the battle process, in fact this belongs to the category of "real-time feedback".That is, it is necessary to provide support to the "real-time feedback" function in the battle scene of "delayed feedback", but this can significantly increase the technical complexity of system. Based on this situation, although some SLG systems have also made some efforts to support real-time feedback, they can usually only support users to control the movement direction of the battle in real time to affect the progress of the battle, or, through the seasonal strategy system, set different strategies for the four seasons in the main city at a specified time to affect the outcome of the battle, or, after sending out a virtual object collection, if it is found that the enemy's strength exceeds expectations, you can choose to withdraw or send out another virtual object collection, etc., but there is a lack of solutions for adjusting the strategy when the virtual object collection is outside the main city, and it is impossible to simulate the situation of adjusting the strategy in real time.

[0049] In view of the above situation, in an embodiment of the present application, in order to enable the SLG system to simulate the real-time adjustment of strategies during the actual combat between the two armies, and at the same time, to avoid causing too much impact on the technical complexity of the system, a "pseudo-real-time" strategy adjustment function is provided in the SLG system. In this solution, combat gain resources can be provided to users (when facing users, they can be called "treasure bags", etc., which can specifically include a variety of different sub-categories corresponding to different abilities, which users can obtain by completing certain tasks, etc., or they can be actively allocated to users by the system, etc.). Such combat gain resources can be used to adjust specific combat strategies. For example, they can include "treasure bags" for increasing combat effectiveness. When assisting an ally, they can include "treasure bags" for increasing the combat effectiveness of the ally. They can also include "treasure bags" for restraining enemy strategies, etc.

[0050] After obtaining this resource pack, users can select and use it according to specific circumstances during the game. Specifically, after creating a virtual object collection within the city and setting up specific combat strategies, the user can dispatch the virtual object collection. This virtual object collection will then enter a marching state, moving from the current main city location to a designated target location. In this embodiment of the present application, during this marching state, an operation control is provided for the user to select and use specific combat enhancement resources. The user can use this operation control to select combat enhancement resources. After selecting a resource type, the user can use this resource to adjust the combat strategy previously set within the main city, such as adjusting combat power values. Alternatively, the user can also preset the specific combat enhancement resources to be used while creating virtual object collections and deploying strategies within the main city. In this way, after entering the marching state, an operation control for modifying combat enhancement resources is provided, allowing the user to modify previously preset resources, including adding other resources, deleting previously selected resources, or replacing them with other resources. In short, before entering a specific combat state, you can select and use or modify specific combat gain resources. After completing the selection or modification, you can adjust the combat strategy previously set by using these resources. In this way, after encountering and triggering the combat state with the enemy virtual object set, you can use the adjusted combat strategy to deduce specific combat scenes or combat results. In addition, since SLG combat may adopt a multi-round system, after ending a round of combat, if both sides are tied, the user can choose whether to continue fighting. If so, you can wait for a few minutes before entering the next round of combat. In view of this situation, in the embodiment of the present application, an operating control for selecting and using or modifying combat gain resources can also be provided during the waiting process between different rounds, thereby triggering the adjustment of the combat strategy so that the next round can be carried out based on this further adjusted combat strategy.

[0051] That is, in the embodiments of the present application, users can adjust their combat strategies while a virtual object set is marching or waiting to enter the next round of combat. This not only changes the tedious waiting process during the march or waiting phase, but also eliminates the need for users to fully formulate their strategies before deploying the virtual object set. Instead, they can modify or supplement them during the march, further enhancing the fun and reproducing the real-world combat scenario between two armies. Furthermore, for the system, since strategy adjustments are made during the march based on the combat gain resources selected by the user, the strategy adjustments are already complete when the combat is officially triggered. Therefore, combat scenario deduction and other processing can be carried out according to the adjusted strategy. In other words, after the combat phase is officially entered, no real-time feedback is involved (because strategy adjustments can be made during the march after the virtual object set is deployed, users have the opportunity to adjust their strategies. However, no real-time feedback is involved after the combat phase, which is called "pseudo-real-time" strategy adjustment). Therefore, the technical complexity of the system is not significantly affected.

[0052] From the perspective of system architecture, the embodiment of the present application can provide a "pseudo real-time" policy adjustment function in the system of the SLG scenario. For details, see Figure 1 The system can include a server and a client. The server can include a combat buff resource management module to provide a variety of combat buff resources and maintain the correspondence between specific users and selectable resource packages. The client primarily runs on the user's terminal device and is used to interact with the user, including providing various interfaces and operation panels to enable users to perform interactive operations such as selecting combat buff resources.

[0053] The specific implementation scheme provided in the embodiments of this application is introduced in detail below.

[0054] Example 1

[0055] First, this embodiment provides a method from the perspective of the client in the SLG system, see Figure 2 , the method may include:

[0056] S201: When the target virtual object set is in a state before triggering a virtual battle, providing the user with optional combat gain resource information.

[0057] The target virtual object set can specifically correspond to a user-created "virtual object set" in the SLG system. Specifically, to reduce the impact of real-time strategy adjustments on the system's technical complexity, the present embodiment employs a method of allowing users to select specific combat gain resources before the virtual battle is officially triggered. Combat gain resources can be referred to as "treasure bags," and specific "treasure bags" can be of various subdivided types, each associated with different combat gain attributes, so that the appropriate "treasure bag" can be selected for use according to different battle situations. For example, they can be divided into wearable "treasure bags" (combat gain resources for virtual objects to wear), general "treasure bags" (combat gain resources for setting or modifying virtual object attributes, specifically including hero type / hero attributes / army class attributes), special "treasure bags" (combat gain resources that can include march distance bonus, combat round number bonus, defense / siege bonus, draw bonus, casualty rate bonus, etc.), or, when fighting for an ally in a coordinated battle, "treasure bags" that increase combat attributes for the ally can also be used, etc. In addition, there are also "treasure bags" used to reduce the opponent's combat attributes, "treasure bags" used to restrain specific "treasure bags", etc. Users can obtain "treasure bags" by completing certain designated tasks, or the system can also assign some "treasure bags" to users. In short, users can obtain their own "treasure bag packages" through various methods, which can include various types of "treasure bags". In this way, users can choose to use their own "treasure bags" during the specific game process.

[0058] In a specific implementation, the user can be provided with multiple opportunities to select and use the "trick bag". For example, in one case, when the target virtual object set is located outside the base and before the virtual battle is triggered, the user can be provided with optional combat gain resource information and operation controls for performing the selection operation. Among them, the base can refer to the "main city" where the user is located, which can specifically be the place where the target virtual object set is created or stationed, etc. That is, in a typical application of the embodiment of the present application, the user can complete the creation of the "virtual object set" and the formulation of related combat strategies in the "main city", and when the "virtual object set" is located outside the "main city", the user can also adjust the previously formulated combat strategy.

[0059] Specifically, there are many specific situations in which a "virtual object collection" is located outside the "main city" and before a virtual battle is triggered. For example, in one case, it can be the state after the user mobilizes the "virtual object collection" to enter a virtual marching state and before the virtual battle is triggered. In other words, after a "virtual object collection" is dispatched, the "virtual object collection" may need to move from its current "main city" to a designated target location. Before encountering the enemy, a specific virtual battle will not be triggered. Therefore, in an embodiment of the present application, the user can adjust the previously formulated battle strategy while the "virtual object collection" is in the marching state. In other words, after the target virtual object collection is mobilized to enter the virtual marching state and before the virtual battle is triggered, the user-associated optional combat gain resource information and the operation controls for performing the selection operation can be provided.

[0060] Alternatively, in another case, since the virtual battle in the SLG scene may adopt a round-based system, after a round ends, if the two sides are tied, the user can choose to continue the next round of battle (of course, there may also be other rules for starting the next round), etc. Before the next round of battle officially begins, there is usually a certain waiting time, for example, it may be two minutes, etc. Therefore, in the embodiment of the present application, it is also possible to allow the user to adjust the previously formulated battle strategy while waiting to trigger the next round of battle. In other words, when the target virtual object set ends the previous round of virtual battle and waits to trigger the next round of virtual battle, the user can be provided with optional combat gain resource information and operation controls for performing selection operations.

[0061] Of course, since the marching process or the waiting process for the next round of battle usually takes a relatively long time, in addition to providing operation options for selecting combat enhancement resources, operation controls for modifying the selected target combat enhancement resources can also be provided. Through this operation option, a new target combat enhancement resource can be added, or a selected target combat enhancement resource can be modified to an unselected state (that is, a certain "trick bag" is no longer used), or a selected target combat enhancement resource can be modified to a different combat enhancement resource, etc. In other words, before a specific virtual battle is triggered, the user can modify the usage of a specific "trick bag".

[0062] The above primarily describes how, while a "virtual object set" is marching or waiting for the next round of combat to be triggered, users can adjust their combat strategies in pseudo-real time by selecting and using "trick bags." In another embodiment, when a "virtual object set" is located within a "main city," a function for selecting and using "trick bags" can also be provided. Specifically, when a target virtual object set is created by a user and located within a garrison, information about selectable combat enhancement resources associated with the user and an operation control for performing the selection operation can also be provided, allowing the user to select and use a specific "trick bag" within the "main city." This allows these "trick bags" to be used if an enemy army invades the "main city." Furthermore, when a target virtual object set is created by a user and located outside of the garrison, but before a virtual battle is triggered, an operation control for modifying the selected target combat enhancement resources can be provided, allowing the user to add new target combat enhancement resources, change a selected target combat enhancement resource to an unselected state, or change a selected target combat enhancement resource to a different combat enhancement resource. In other words, if you use a "treasure bag" in the "main city" and then dispatch a "virtual object collection," then while the "virtual object collection" is outside the "main city," you can modify the "treasure bag" previously selected and used in the "main city" before triggering a specific battle. In other words, while the "virtual object collection" is marching, or while waiting to enter the next round of battle, the use of the "treasure bag" can be modified, thereby updating and adjusting the battle strategy.

[0063] Furthermore, before the virtual object set enters a virtual combat state, an operational control can be provided for detecting the target combat enhancement resources selected by the opponent. This allows the user to determine how to select or modify the target combat enhancement resources based on the detection results. For example, if the opponent is detected to have used a certain combat enhancement resource, the user can modify it to a "treasure bag" that counters the opponent's "treasure bag", thereby increasing the chance of victory.

[0064] It should be noted that in the specific implementation, if the user chooses to cooperate with an ally, the "virtual object set" associated with the current user and the ally may both choose to use the "treasure bag". At this time, the current "virtual object set" and the "treasure bag" used by the ally can also be superimposed to determine the gain value after superposition. This calculation result can be displayed on a map, etc., so that the user can more intuitively understand the specific combat bonus that can be obtained.

[0065] Specifically, when providing the above optional combat gain resource information and operation controls, there are many ways to do so. For example, the above information can be provided in a certain area of ​​the client interface through split-screen display or other methods. Alternatively, an option such as "Tips" can be provided in the interface, and the user can trigger the display of specific optional combat gain resource information and operation controls by clicking on the option. For example, Figure 3 As shown, for the latter, specific optional combat enhancement resource information and operation controls can be displayed in a pop-up window-like operation panel. The combat enhancement resource information can also be categorized and displayed, for example, it can be divided into categories 1, 2, and 3, and each category can display "treasure bags" A, B, C, etc. In the process of displaying each "treasure bag", the function or attributes of the "treasure bag" can also be displayed to facilitate user selection.

[0066] S202: Determine the target combat gain resource selected by the user, so as to update and adjust the combat strategy information associated with the target virtual object set using the target combat gain resource.

[0067] After a user selects to use a specific target combat gain resource, the target combat gain resource can be used to update and adjust the combat strategy information associated with the target virtual object set. Specifically, since combat strategy information is typically set using numerical data, such as combat power values, troop strength values, etc., which can all be expressed using specific numerical values, and attributes associated with combat gain resources can also typically be expressed using specific gain values, such as percentage-based magnification / reduction multiples, after a user selects to use a specific target combat gain resource, the relevant numerical values ​​in the specific combat strategy can be adjusted based on the gain value associated with the target combat gain resource. For example, if a user selects to use a specific "treasure bag" with the attribute "troop strength bonus 10%," if the "troop strength" in the initially set combat strategy is 1000, then after using the "treasure bag," the "troop strength" can be adjusted to 1100, and so on.

[0068] Among them, after completing the adjustment of the battle strategy, since the user can also modify the selected battle gain resources before triggering the battle, if the user's modification operation is received, the battle strategy can be further updated and adjusted based on the modified battle gain resources.

[0069] S203: After the virtual object set enters the virtual combat state, the updated and adjusted combat strategy information is applied to the corresponding virtual combat process.

[0070] Since the battle strategy is adjusted using specific battle gain resources, the adjustment process can be completed before the specific battle is triggered. Therefore, after the battle is triggered, the updated and adjusted battle strategy information will be applied to the corresponding virtual battle process, that is, the specific adjusted battle strategy can be used in the battle process, without the need for the user to adjust the battle strategy and respond in real time during the battle. Therefore, this "pseudo-real-time" battle strategy adjustment function allows users to make battle strategy adjustments even when the virtual object collection leaves the main city, thereby improving the system's restoration of real battle scenes in the process of simulating them, improving the user experience, and at the same time will not cause a significant increase in the technical difficulty of the system.

[0071] It should be noted that the solution provided by the embodiments of the present application can be implemented in a variety of different SLG systems. That is, there can be multiple specific SLG systems, and different SLG systems can have different maps, combat rules, etc. However, by deploying the combat gain module in the embodiments of the present application, users can still make "pseudo-real-time" adjustments to their combat strategies by selecting, using, or modifying "trick bags" even when the virtual object collection leaves the main city. Among them, the properties and functions of specific "trick bags" can be configured according to actual needs in different SLG systems and are not limited here.

[0072] In short, through the embodiments of the present application, combat gain resources can be provided to users. Before the target virtual object set triggers a virtual battle, optional combat gain resource information associated with the user can be provided. After determining the target combat gain resource selected by the user, the combat strategy information associated with the target virtual object set can be updated and adjusted using the target combat gain resource. In this way, after the virtual object set enters the virtual combat state, the updated and adjusted combat strategy information can be applied to the corresponding virtual combat process. In this way, the user can still make adjustments to the combat strategy when the virtual object set leaves the main city, thereby improving the system's degree of restoration in the process of simulating real combat scenes. For the user, during the "march" or waiting for the battle to be triggered, it is no longer just a boring wait, but some adjustments can be made to the strategy to increase the fun, thereby improving the user experience. At the same time, since the combat strategy is adjusted using specific combat gain resources, the adjustment process can be completed before the specific combat is triggered. Therefore, after the combat is triggered, the updated and adjusted combat strategy information can be directly applied to the corresponding virtual combat process, without the need for the user to adjust the combat strategy and make a real-time response after the specific combat is triggered. Therefore, the "pseudo-real-time" combat strategy adjustment scheme provided in the embodiment of the present application will not cause a significant increase in the system technical difficulty of "delayed response".

[0073] It should be noted that the embodiments of the present application may involve the use of user data. In actual applications, user-specific personal data can be used in the scheme described herein within the scope permitted by applicable laws and regulations, subject to the requirements of applicable laws and regulations of the country where the user is located (for example, with the user's explicit consent, effective notification to the user, etc.).

[0074] Corresponding to the above method embodiment, the present application embodiment also provides an information processing device, see Figure 4 , the apparatus may include:

[0075] The optional resource providing unit 401 is used to provide the user with the optional combat gain resource information when the target virtual object set is in a state before triggering the virtual combat;

[0076] The strategy adjustment unit 402 is used to determine the target combat gain resource selected by the user, so as to update and adjust the combat strategy information associated with the target virtual object set using the target combat gain resource;

[0077] The strategy validation unit 403 is configured to apply the updated and adjusted combat strategy information to the corresponding virtual combat process after the virtual object set enters the virtual combat state.

[0078] Specifically, the operation control providing unit can be used to:

[0079] When the target virtual object set is located outside the base and before the virtual battle is triggered, the user's associated optional combat gain resource information is provided, so as to determine the target combat gain resource selected for use by the user in the state of being outside the base and before the virtual battle is triggered, and update and adjust the combat strategy information associated with the target virtual object set.

[0080] Furthermore, the optional resource providing unit may be used to:

[0081] After the target virtual object set is mobilized to enter the virtual marching state and before the virtual battle is triggered, the user-associated optional combat gain resource information is provided.

[0082] Alternatively, the optional resource providing unit may be configured to:

[0083] When the target virtual object set finishes the previous round of virtual battle and waits to trigger the next round of virtual battle, the user-associated optional battle gain resource information is provided, so as to determine the target battle gain resource selected for use by the user in the state of waiting to trigger the next round of virtual battle, and update and adjust the battle strategy information associated with the target virtual object set, and apply the updated and adjusted battle strategy information to the next round of virtual battle.

[0084] Alternatively, in another case, the optional resource providing unit may be used to:

[0085] When the target virtual object set is created by the user and is located within the base, the optional combat gain resource information associated with the user is provided so as to determine the target combat gain resource selected for use by the user when located within the base.

[0086] At this time, the device may further include:

[0087] The modification option providing unit is used to receive an operation to modify the target combat gain type resources selected for use when the target virtual object set is located outside the base and before the virtual combat is triggered, so as to add new target combat gain type resources, or modify the selected target combat gain type resources to an unselected state, or modify the selected target combat gain type resources to other combat gain type resources.

[0088] In addition, the device may further include:

[0089] The detection unit is used to receive an operation request for detecting the target combat gain type resources selected for use by the other party before the virtual object set enters the virtual combat state, and provide corresponding detection results so as to determine the modification method of the target combat gain type resources selected for use based on the detection results.

[0090] Specifically, the policy adjustment unit may be used to:

[0091] According to the gain value attribute corresponding to the target combat gain resource, the relevant values ​​of the combat strategy associated with the target virtual object set are updated and adjusted.

[0092] In addition, the device may further include:

[0093] The gain superposition calculation unit is used to determine the gain value after superimposing the target combat gain resources selected by the user and the target combat gain resources selected by the ally if the target virtual object set is associated with an ally, so as to update and adjust the relevant values ​​of the combat strategy associated with the target virtual object set through the superimposed gain value.

[0094] The map display unit is used to display the superimposed gain value in an associated map interface.

[0095] Among them, the combat gain resources include one or more of the following: combat gain resources for virtual objects to wear, combat gain resources for setting or modifying virtual object attributes, combat gain resources for modifying marching distance, number of combat rounds, attack and defense status bonus attributes, draw bonus attributes, and casualty rate bonus attributes, combat gain resources for increasing combat attributes for allies, combat gain resources for reducing the opponent's combat attributes, and combat gain resources for restraining designated combat gain resources.

[0096] In addition, an embodiment of the present application further provides a computer-readable storage medium on which a computer program is stored. When the program is executed by a processor, the steps of any one of the methods in the aforementioned method embodiments are implemented.

[0097] And an electronic device comprising:

[0098] one or more processors; and

[0099] A memory associated with the one or more processors, the memory being used to store program instructions, wherein the program instructions, when read and executed by the one or more processors, execute the steps of the method described in any one of the aforementioned method embodiments.

[0100] in, Figure 5The architecture of an electronic device is exemplarily shown. For example, the device 500 can be a mobile phone, a computer, a digital broadcast terminal, a messaging device, a game console, a tablet device, a medical device, a fitness device, a personal digital assistant, an aircraft, etc.

[0101] Reference Figure 5 , device 500 may include one or more of the following components: a processing component 502 , a memory 504 , a power component 506 , a multimedia component 508 , an audio component 510 , an input / output (I / O) interface 512 , a sensor component 514 , and a communication component 516 .

[0102] The processing component 502 generally controls the overall operation of the device 500, such as operations associated with display, phone calls, data communications, camera operation, and recording operations. The processing component 502 may include one or more processors 520 to execute instructions to complete all or part of the steps of the method provided by the technical solution of the present disclosure. In addition, the processing component 502 may include one or more modules to facilitate interaction between the processing component 502 and other components. For example, the processing component 502 may include a multimedia module to facilitate interaction between the multimedia component 508 and the processing component 502.

[0103] The memory 504 is configured to store various types of data to support operations on the device 500. Examples of such data include instructions for any application or method operating on the device 500, contact data, phone book data, messages, pictures, videos, etc. The memory 504 can be implemented by any type of volatile or non-volatile storage device, or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk, or optical disk.

[0104] Power supply component 506 provides power to the various components of device 500. Power supply component 506 may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power to device 500.

[0105] The multimedia component 508 includes a screen that provides an output interface between the device 500 and the user. In some embodiments, the screen may include a liquid crystal display (LCD) and a touch panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive input signals from the user. The touch panel includes one or more touch sensors to sense touches, slides, and gestures on the touch panel. The touch sensor can not only sense the boundaries of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation. In some embodiments, the multimedia component 508 includes a front camera and / or a rear camera. When the device 500 is in an operating mode, such as a shooting mode or a video mode, the front camera and / or the rear camera can receive external multimedia data. Each front camera and rear camera can be a fixed optical lens system or have a focal length and optical zoom capability.

[0106] The audio component 510 is configured to output and / or input audio signals. For example, the audio component 510 includes a microphone (MIC), which is configured to receive external audio signals when the device 500 is in an operating mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signal can be further stored in the memory 504 or transmitted via the communication component 516. In some embodiments, the audio component 510 also includes a speaker for outputting audio signals.

[0107] I / O interface 512 provides an interface between processing component 502 and peripheral interface modules, such as a keyboard, click wheel, buttons, etc. These buttons may include but are not limited to: a home button, volume buttons, a start button, and a lock button.

[0108] The sensor assembly 514 includes one or more sensors for providing various aspects of the status assessment of the device 500. For example, the sensor assembly 514 can detect the open / closed state of the device 500, the relative positioning of components, such as the display and keypad of the device 500. The sensor assembly 514 can also detect changes in the position of the device 500 or a component of the device 500, the presence or absence of user contact with the device 500, the orientation or acceleration / deceleration of the device 500, and temperature changes of the device 500. The sensor assembly 514 may include a proximity sensor configured to detect the presence of nearby objects without any physical contact. The sensor assembly 514 may also include an optical sensor, such as a CMOS or CCD image sensor, for use in imaging applications. In some embodiments, the sensor assembly 514 may also include an accelerometer, a gyroscope, a magnetic sensor, a pressure sensor, or a temperature sensor.

[0109] The communication component 516 is configured to facilitate wired or wireless communication between the device 500 and other devices. The device 500 can access a wireless network based on a communication standard, such as WiFi, or a mobile communication network such as 2G, 3G, 4G / LTE, 5G, etc. In an exemplary embodiment, the communication component 516 receives a broadcast signal or broadcast-related information from an external broadcast management system via a broadcast channel. In an exemplary embodiment, the communication component 516 also includes a near field communication (NFC) module to facilitate short-range communication. For example, the NFC module can be implemented based on radio frequency identification (RFID) technology, infrared data association (IrDA) technology, ultra-wideband (UWB) technology, Bluetooth (BT) technology and other technologies.

[0110] In an exemplary embodiment, the device 500 may be implemented by one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, microcontrollers, microprocessors, or other electronic components to perform the above methods.

[0111] In an exemplary embodiment, a non-transitory computer-readable storage medium including instructions is also provided, such as a memory 504 including instructions. The instructions can be executed by the processor 520 of the device 500 to perform the method provided by the technical solution of the present disclosure. For example, the non-transitory computer-readable storage medium can be a ROM, a random access memory (RAM), a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, etc.

[0112] Through the description of the above embodiments, it can be seen that those skilled in the art can clearly understand that the present application can be implemented by means of software plus a necessary general hardware platform. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, can be embodied in the form of a software product, which can be stored in a storage medium such as ROM / RAM, a magnetic disk, an optical disk, etc., and includes a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in various embodiments of the present application or certain parts of the embodiments.

[0113] Each embodiment in this specification is described in a progressive manner. The same or similar parts between the embodiments can be referred to each other. Each embodiment focuses on the differences from other embodiments. In particular, for system or system embodiments, since they are basically similar to method embodiments, the description is relatively simple. For relevant parts, refer to the partial description of the method embodiment. The system and system embodiments described above are merely schematic, wherein the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment. A person of ordinary skill in the art can understand and implement it without expending creative work.

[0114] The above describes in detail the information processing method and electronic device provided by this application. Specific examples are used herein to illustrate the principles and implementation methods of this application. The description of the above embodiments is only intended to help understand the method and core concept of this application. At the same time, for those skilled in the art, based on the concept of this application, there may be changes in the specific implementation methods and application scope. In summary, the contents of this specification should not be understood as limiting this application.

Claims

1. An information processing method, characterized in that: Game systems used in strategy simulations include: When the target virtual object set is outside the base and before triggering a virtual battle, providing the user with information on optional combat gain resources associated with the user; the optional combat gain resources include multiple types of combat gain resources, each associated with a corresponding combat gain attribute, so that the required combat gain resources can be selected according to the battle situation; Determining target combat gain resources selected by the user, so as to update and adjust combat strategy information associated with a set of target virtual objects located outside the base and in a state before triggering the virtual combat using the target combat gain resources; After the virtual object set enters the virtual combat state, the updated and adjusted combat strategy information is applied to the corresponding virtual combat process.

2. The method according to claim 1, characterized in that The providing of user-associated optional combat gain resource information when the target virtual object set is outside the station and before triggering the virtual combat includes: After the target virtual object set is mobilized to enter the virtual marching state and before the virtual battle is triggered, the optional combat gain resource information associated with the user is provided.

3. The method according to claim 1, characterized in that The providing of user-associated optional combat gain resource information when the target virtual object set is outside the station and before triggering the virtual combat includes: When the target virtual object set finishes the previous round of virtual battle and waits to trigger the next round of virtual battle, the user-associated optional battle gain resource information is provided, so as to determine the target battle gain resource selected for use by the user in the state of waiting to trigger the next round of virtual battle, and update and adjust the battle strategy information associated with the target virtual object set, and apply the updated and adjusted battle strategy information to the next round of virtual battle.

4. The method according to claim 1, wherein Also includes: When the target virtual object set is located within the station, the optional combat gain resource information associated with the user is provided so as to determine the target combat gain resource selected for use by the user in the state of being located within the station.

5. The method according to claim 4, characterized in that Also includes: When the target virtual object set is outside the residence and before the virtual battle is triggered, an operation to modify the target combat gain type resources selected for use is received to add new target combat gain type resources, or to modify the selected target combat gain type resources to an unselected state, or to modify the selected target combat gain type resources to other combat gain type resources.

6. The method according to any one of claims 1 to 5, characterized in that The updating and adjusting of combat strategy information associated with a set of target virtual objects located outside the base and in a state before triggering the virtual combat using the target combat gain resources includes: According to the gain value attribute corresponding to the target combat gain resource, the relevant values ​​of the combat strategy associated with the target virtual object set are updated and adjusted.

7. The method according to any one of claims 1 to 5, characterized in that The combat gain resources include one or more of the following: combat gain resources for virtual objects to wear, combat gain resources for setting or modifying virtual object attributes, combat gain resources for modifying marching distance, number of combat rounds, attack and defense status bonus attributes, draw bonus attributes, and casualty rate bonus attributes, combat gain resources for increasing combat attributes for allies, combat gain resources for reducing the opponent's combat attributes, and combat gain resources for restraining designated combat gain resources.

8. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the steps of the method according to any one of claims 1 to 7 are implemented.

9. An electronic device, characterized in that: include: one or more processors; as well as A memory associated with the one or more processors, the memory being used to store program instructions, wherein the program instructions, when read and executed by the one or more processors, perform the steps of the method according to any one of claims 1 to 7.

Citation Information

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