Control Method, Device, Terminal Device and Storage Medium for Virtual Objects in a Game
By predicting the action of the target virtual object in the control method of virtual objects in the game and determining the response action, the problem of novice players being familiar with the game through text is solved, and a more efficient game understanding and experience is achieved.
Patent Information
- Application Number
- CN202310347419.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-28
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2043-03-28
AI Technical Summary
In the prior art, novice players are familiar with the game through the text displayed by the graphical user interface, which has poor flexibility and is not convenient for novice players to quickly and effectively familiarize themselves with the game.
By implementing a control method of virtual objects in the game on the terminal device, the second action of the target virtual object after performing the first action is predicted, and the response action of the controlled virtual object is determined based on the action, and the action indication information is output, so that the action indication information is more flexible and rich.
Improves the efficiency of new players in understanding the game, allowing them to become familiar with the game more quickly and effectively, thereby improving the experience of new players.
Smart Images

Figure CN116370959B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device, terminal equipment and storage medium for controlling a virtual object in a game. Background Art
[0002] With the development of information technology, online games are becoming more and more popular among players. Currently, there are many types of online games, and the operation of game characters varies in difficulty. It is becoming more and more important for players to understand the game before playing it formally, so that they can become familiar with the game.
[0003] In the related art, preset texts in the game are displayed to novice players through a graphical user interface. The preset texts may be texts that explain relevant content in the game, and novice players may become familiar with the game through these texts.
[0004] However, in the related art, novice players become familiar with the game through text displayed on the interface, and the flexibility of becoming familiar with the game is poor, which is not convenient for novice players to become familiar with the game. Summary of the invention
[0005] The purpose of the present invention is to provide a control method, device, terminal equipment and storage medium for virtual objects in a game in order to solve the above-mentioned technical problems existing in the related art in view of the above-mentioned deficiencies in the prior art.
[0006] To achieve the above purpose, the technical solution adopted by the embodiment of the present invention is as follows:
[0007] In a first aspect, an embodiment of the present invention provides a method for controlling a virtual object in a game, which is applied to a terminal device, wherein the terminal device presents a graphical user interface, wherein a controlled virtual object and a target virtual object are displayed in the graphical user interface, and the method includes:
[0008] Predicting a second action of the target virtual object after the target virtual object performs the first action according to a first action performed by the target virtual object and an action sequence corresponding to the target virtual object;
[0009] determining, according to the second action, a response action of the controlled virtual object to the second action;
[0010] According to the response action, action instruction information is output.
[0011] In a second aspect, an embodiment of the present invention further provides a control device for a virtual object in a game, which is applied to a terminal device, wherein the terminal device presents a graphical user interface, wherein the graphical user interface displays a controlled virtual object and a target virtual object, and the device comprises:
[0012] A prediction module, configured to predict a second action of the target virtual object after the target virtual object performs the first action according to the first action performed by the target virtual object and the action sequence corresponding to the target virtual object;
[0013] a determination module, configured to determine, according to the second action, a response action of the controlled virtual object to the second action;
[0014] The output module is used to output action indication information according to the response action.
[0015] In a third aspect, an embodiment of the present invention further provides a terminal device, comprising: a memory and a processor, wherein the memory stores a computer program executable by the processor, and when the processor executes the computer program, the method for controlling a virtual object in a game as described in any one of the first aspects above is implemented.
[0016] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is read and executed, the method for controlling a virtual object in a game as described in any one of the first aspects above is implemented.
[0017] The beneficial effects of the present invention are as follows: an embodiment of the present invention provides a method for controlling a virtual object in a game, which is applied to a terminal device, wherein the terminal device presents a graphical user interface, wherein a controlled virtual object and a target virtual object are displayed in the graphical user interface, and the method may include: predicting a second action of the target virtual object after executing the first action according to a first action executed by the target virtual object and an action sequence corresponding to the target virtual object; determining a response action of the controlled virtual object to the second action according to the second action; and outputting action indication information according to the response action. Predicting the second action of the target virtual object after executing the first action, determining a response action of the controlled virtual object according to the second action of the target virtual object, and outputting action indication information according to the response action make the output action indication information more flexible and rich, so that the player corresponding to the controlled virtual object can understand the game more efficiently, and novice players can quickly and effectively become familiar with the game, which can enhance the experience of novice players. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
[0019] Figure 1A flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present invention;
[0020] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0021] Figure 3 A schematic diagram of a flow chart of a method for controlling a virtual object in a game provided by an embodiment of the present invention;
[0022] Figure 4 A schematic diagram of a flow chart of a method for controlling a virtual object in a game provided by an embodiment of the present invention;
[0023] Figure 5 A schematic diagram of a flow chart of a method for controlling a virtual object in a game provided by an embodiment of the present invention;
[0024] Figure 6 A schematic diagram of the structure of a control device for a virtual object in a game provided by an embodiment of the present invention;
[0025] Figure 7 A schematic diagram of the structure of a terminal device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments.
[0027] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.
[0028] In addition, the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0029] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.
[0030] In one embodiment of the present application, the control method of the virtual object in the game can be run on a local terminal device or a server. When the control method of the virtual object in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0031] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0032] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0033] In the related art, relevant content texts in the game are displayed to novice players through a graphical user interface, and the novice players can get familiar with the game through these texts. However, in the related art, the novice players get familiar with the game through the texts displayed on the interface, and the flexibility of getting familiar with the game is poor, which is not convenient for novice players to get familiar with the game.
[0034] In response to the above-mentioned technical problems existing in the relevant related technologies, an embodiment of the present application provides a method for controlling a virtual object in a game, which predicts a second action of a target virtual object after executing a first action, determines a response action of a controlled virtual object according to the second action of the target virtual object, and outputs action instruction information according to the response action, so that the output action instruction information is more flexible and rich, so that players corresponding to the controlled virtual objects can understand the game more efficiently, and novice players can quickly and effectively become familiar with the game, which can enhance the experience of novice players.
[0035] A method for controlling a virtual object in a game provided in an embodiment of the present application is applied to a terminal device, and the terminal device may be any one of the following: a desktop computer, a laptop computer, a tablet computer, a smart phone, etc.
[0036] The following is an explanation of a method for controlling a virtual object in a game provided by an embodiment of the present application.
[0037] Figure 1 A flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present invention is shown in FIG. Figure 1 As shown, the method may include:
[0038] S101. Predicting a second action of the target virtual object after the target virtual object performs the first action according to a first action performed by the target virtual object and an action sequence corresponding to the target virtual object.
[0039] The second action is the action that the target virtual object will perform after performing the first action.
[0040] In some implementations, based on the first action performed by the target virtual object, a target preset action corresponding to the first action is searched from the action sequence corresponding to the target virtual object, and the next action corresponding to the target preset in the action sequence corresponding to the target virtual object is used as the second action.
[0041] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present invention is shown in FIG. Figure 2 As shown, a graphical user interface is presented on the terminal device, in which a controlled virtual object and a target virtual object are displayed. Optionally, the controlled virtual object may be a controlled virtual character, and the target virtual object may be a target virtual character.
[0042] It should be noted that the processes S101 to S104 in the embodiments of the present application are applied in the practice mode in the game. The graphical user interface is the interface corresponding to the practice mode. The graphical user interface can also display a practice scene corresponding to the practice mode. The practice scene can include a target virtual object and a controlled virtual object.
[0043] In an embodiment of the present application, the terminal device responds to a selection operation input to a practice control in the initial interface to enter practice mode; the player can also operate a target shortcut key in an external device connected to the terminal device to enter practice mode; of course, other methods can also be used to enter practice mode, and the embodiment of the present application does not impose specific restrictions on this.
[0044] S102: Determine, according to the second action, a response action of the controlled virtual object to the second action.
[0045] The response action is an action that the controlled virtual object needs to perform when the target virtual object performs the second action. Optionally, when the target virtual object performs the second action, the controlled virtual object should perform the response action.
[0046] In a possible implementation, the terminal device may adopt a preset rule, a preset algorithm, a preset model or a preset correspondence relationship to determine, according to the second action, a response action of the controlled virtual object to the second action.
[0047] In addition, the target virtual object is a robot, which is not controlled by the real player, and the movement of the target virtual object is controlled by a pre-set program code.
[0048] S103: Output action instruction information according to the response action.
[0049] It is worth noting that the action instruction information can be displayed through a graphical user interface, can be prompted by voice, and can also be prompted to the player corresponding to the terminal device in other ways. The embodiment of the present application does not specifically limit this.
[0050] In actual applications, after the target virtual object performs the first action, the terminal device can output action instruction information, and the player corresponding to the terminal device can obtain the action instruction information. Then the player inputs the corresponding game operation according to the action instruction information, and the terminal device responds to the game operation to control the controlled virtual character to perform the corresponding action. At this time, the target virtual object performs the second action, so that the player can intuitively and flexibly learn the usage scenarios of the corresponding actions, which is convenient for the player to quickly become familiar with the game.
[0051] In summary, an embodiment of the present invention provides a method for controlling a virtual object in a game, which is applied to a terminal device, wherein the terminal device presents a graphical user interface, wherein a controlled virtual object and a target virtual object are displayed in the graphical user interface, and the method may include: predicting a second action of the target virtual object after executing the first action according to a first action executed by the target virtual object and an action sequence corresponding to the target virtual object; determining a response action of the controlled virtual object to the second action according to the second action; and outputting action indication information according to the response action. Predicting the second action of the target virtual object after executing the first action, determining a response action of the controlled virtual object according to the second action of the target virtual object, and outputting action indication information according to the response action make the output action indication information more flexible and rich, so that the player corresponding to the controlled virtual object can understand the game more efficiently, and novice players can quickly and effectively become familiar with the game, which can enhance the experience of novice players.
[0052] Optionally, in the above S101, based on the first action performed by the target virtual object and the action sequence corresponding to the target virtual object, before predicting the process of the target virtual object performing a second action after the first action, the method may further include:
[0053] According to the attribute information of the target virtual object, a first preset correspondence between the preset attribute information and the preset action sequence is adopted to determine the action sequence corresponding to the target virtual object.
[0054] The first preset corresponding relationship is used to represent the corresponding relationship between multiple preset attribute information and multiple preset action sequences.
[0055] In some embodiments, based on the attribute information of the target virtual object, target preset attribute information that matches the attribute information is selected from multiple preset attribute information in the first preset correspondence, and the preset action sequence corresponding to the target preset attribute information in the first preset correspondence is used as the action sequence corresponding to the target virtual object.
[0056] It should be noted that each preset action sequence includes a plurality of preset actions in a sequential order.
[0057] Optional, Figure 3 A flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present invention is shown in FIG. Figure 3 As shown, the process of determining the action sequence corresponding to the target virtual object by using the first preset correspondence between the preset attribute information and the preset action sequence according to the attribute information of the target virtual object may include:
[0058] S301: Determine, according to level information in attribute information, a target preset level that matches the level information from a plurality of preset levels in a first preset correspondence.
[0059] The first preset correspondence includes multiple preset levels, each preset level has multiple preset types, and each preset type has a corresponding preset action sequence. In some implementations, multiple preset levels in the first preset correspondence are traversed to find a target preset level that matches the level information from the multiple preset levels.
[0060] S302: According to the type information in the attribute information, determine a target type that matches the type information from a plurality of preset types under the target preset level in the first preset corresponding relationship.
[0061] The preset attribute information includes: multiple preset levels and multiple preset types corresponding to each preset level. In some implementations, multiple preset types under the target preset level are traversed to find a target type that matches the type information from the multiple preset types under the target preset level.
[0062] S303: Use the preset action sequence corresponding to the target type in the first preset corresponding relationship as the action sequence corresponding to the target virtual object.
[0063] It should be noted that, after determining the target type under the target level in the first preset corresponding relationship, the preset action sequence corresponding to the target type in the first preset corresponding relationship is the action sequence corresponding to the target virtual object.
[0064] In an embodiment of the present application, the first preset corresponding relationship can be obtained by a terminal device in the following manner, or by other devices such as a server in the following manner, and the embodiment of the present application does not impose any specific restrictions on this.
[0065] Optional, Figure 4 A flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present invention is shown in FIG. Figure 4 As shown, the first preset corresponding relationship is obtained in the following manner:
[0066] S401. Obtain combat feature data of multiple players within a preset time period.
[0067] The preset time period may be a time period closest to the current time. For example, the preset time period may be 14 days or 10 days, and may also be set according to actual needs or experience values, which is not specifically limited in the present embodiment of the application.
[0068] In addition, the battle characteristic data of multiple players within a preset time period can be obtained from the game log. The battle characteristic data of multiple players is the data generated when multiple players participate in the virtual battle in the game.
[0069] S402: Clustering is performed according to the levels of the plurality of players and the combat characteristic data of the plurality of players to obtain players corresponding to each preset type in the plurality of preset types under each preset level.
[0070] In some embodiments, a preset number of clusters is used to perform unsupervised machine learning, i.e., clustering, based on the levels of multiple players and combat feature data of multiple players, wherein the preset number of clusters may be the number of multiple preset types, and players corresponding to each preset type in multiple preset types at each preset level are obtained.
[0071] Optionally, the combat characteristic data of the multiple players include at least one of the following: amount of damage, amount of damage sustained, number of attacks, number of defenses, and movement distance.
[0072] In the embodiment of the present application, after clustering, there are multiple groups of players at each preset level, and based on the combat feature data of the multiple groups of players at each preset level, players corresponding to each preset type at each preset level are obtained.
[0073] In some embodiments, based on the combat characteristic data of multiple groups of players, the average damage value and the average damage tolerance value of each group of players are counted respectively, and the group of players corresponding to the highest average damage value is regarded as aggressive players, and the group of players corresponding to the lowest average damage tolerance value is regarded as ordinary players, and then the players corresponding to each preset type are obtained.
[0074] S403: Count the historical behavior data of the players corresponding to each preset type to obtain a preset action sequence corresponding to each preset type at each preset level.
[0075] The first preset correspondence may include: a preset action sequence corresponding to each preset type at each preset level, that is, it includes multiple preset levels, each preset level has multiple preset types, and each preset type has a corresponding preset action sequence.
[0076] In the embodiment of the present application, the historical behavior data of the players corresponding to each preset type at each preset level can be counted to obtain the move sequence corresponding to each preset type at each preset level, that is, the preset action sequence.
[0077] For example, it may include preset level a and preset level b, where preset level a includes players corresponding to preset type x1 and players corresponding to preset type y1, and preset level b includes players corresponding to preset type x2 and players corresponding to preset type y2.
[0078] Among them, according to the historical data of the players corresponding to the preset type x1 at the preset level a, the preset action sequence corresponding to the preset type x1 at the preset level a is obtained; according to the historical data of the players corresponding to the preset type y1 at the preset level a, the preset action sequence corresponding to the preset type y1 at the preset level a is obtained. Similarly, according to the historical data of the players corresponding to the preset type x2 at the preset level b, the preset action sequence corresponding to the preset type x2 at the preset level b is obtained; according to the historical data of the players corresponding to the preset type y2 at the preset level b, the preset action sequence corresponding to the preset type y2 at the preset level b is obtained.
[0079] Optional, Figure 5 A flowchart of a method for controlling a virtual object in a game provided by an embodiment of the present invention is shown in FIG. Figure 5 As shown, the process of collecting statistics on the historical behavior data of the players corresponding to each preset type in the above S403 to obtain the preset action sequence corresponding to each preset type at each preset level may include:
[0080] S501. Count the historical behavior data of the players corresponding to each preset type to obtain multiple next actions performed by the historical virtual character after the previous action, and the probability distribution of the multiple next actions.
[0081] The historical virtual characters are virtual characters that have been historically operated by players corresponding to each preset type.
[0082] In addition, the historical behavior data of the players corresponding to each preset type within a preset time period can be statistically analyzed. The historical virtual character performs the previous action, which means that the player inputs the first control operation to control the corresponding historical virtual character to perform the previous action; performing multiple next actions means that the player inputs the second control operation to control the corresponding historical virtual character to perform the next action.
[0083] S502: Determine a target next action with the highest probability from multiple next actions according to the probability distribution of the next action.
[0084] The probability distribution of the multiple next actions indicates the probability corresponding to each first action.
[0085] For example, for the previous action A, the next action may include: B1, B2, B3, the probability of executing B1 is 15%, the probability of executing B2 is 80%, and the probability of executing B3 is 5%, then it can be determined that the next action is B2.
[0086] S503: Obtain a preset action sequence corresponding to each preset type at each preset level according to the previous action and the target next action.
[0087] In the embodiment of the present application, the preset action sequence includes a plurality of continuous preset actions with a sequence. For two adjacent preset actions, the preset action with an earlier sequence is the previous action, and the preset action with a later sequence is the next action.
[0088] Optionally, the multiple preset types include: radical type, conservative type, and ordinary type; the type information is any one of the following: radical type, conservative type, and ordinary type.
[0089] In an embodiment of the present application, a novice player can select the type information of the target virtual object according to actual needs, wherein the terminal device can respond to the selection operation input by the novice player for multiple types of information, determine the target type information, and use the target type information as the type information of the target virtual object.
[0090] Among them, the various types of information include: radical type, conservative type, and ordinary type.
[0091] For example, for a normal player, when the first action is a flat attack, the second action can be a rising dragon attack; for an aggressive player, when the first action is a flat attack, the second action can be a short flash + flat attack to continue to cause damage. For a conservative player, when the first action is a flat attack, the second action can be a long flash + charging move to observe the opponent's reaction. Then after the rising dragon attack, one type of player will perform a jump A move, another type of player will perform a squat A move after landing, and another type of player will perform a charging attack move after landing.
[0092] Optionally, the process of outputting action instruction information according to the response action in S103 may include:
[0093] The action instruction information is output according to the response action, the second action, and the attribute information of the target virtual object.
[0094] The action instruction information may indicate the counter-action, the second action, and the attribute information of the target virtual object, so that novice players can learn the counter-action that the controlled virtual character should perform when the target virtual object with such attribute information performs the second action. This allows players to intuitively and flexibly learn the usage scenarios of the counter-action, which helps players quickly become familiar with the game.
[0095] Optionally, the process of outputting the action instruction information according to the response action, the second action, and the attribute information of the target virtual object may include:
[0096] Action instruction information is displayed in a graphical user interface according to the second action, the response action and the attribute information of the target virtual object.
[0097] The action indication information may be displayed at a preset position in the graphical user interface. For example, the preset position may be near the position of the target virtual object in the graphical user interface, or near the position of the controlled virtual object in the graphical user interface.
[0098] like Figure 2 As shown, action instruction information is displayed near the location of the target virtual object in the graphical user interface. For example, the action instruction information may be: the type of the opponent (target virtual character) is: **, the opponent's next move (i.e., the second move) is: ***, and the best response move for you (the controlled virtual character) is: ****.
[0099] Optionally, the process of determining, according to the second action, the response action of the controlled virtual object to the second action in S102 may include:
[0100] According to the second action and the second preset correspondence, determining a response action for the second action from a plurality of preset response actions in the second preset correspondence;
[0101] The second preset corresponding relationship is used to characterize the corresponding relationship between multiple preset second actions and multiple preset response actions.
[0102] In some embodiments, a target preset second action matching the second action is searched from multiple preset second actions in the second preset correspondence, and a preset response action corresponding to the target preset second action in the second preset correspondence is used as a response action for the second action.
[0103] In the embodiment of the present application, the second preset corresponding relationship is configured in advance by the planner, and the second preset corresponding relationship can also be filled in by the player in the configuration interface. Of course, the historical behavior data of high-level players in the historical time period can also be obtained, and statistical analysis can be performed based on the historical behavior data of high-level players in the historical time period to obtain multiple preset response actions corresponding to multiple preset second actions.
[0104] To sum up, the second action of the target virtual object after executing the first action is predicted, the response action of the controlled virtual object is determined according to the second action of the target virtual object, and action instruction information is output according to the response action, so that the output action instruction information is more flexible and rich, which is convenient for the players corresponding to the controlled virtual objects to understand the game more efficiently, and is convenient for novice players to quickly and effectively become familiar with the game, which can enhance the experience of novice players.
[0105] The following describes a control device, terminal device, and storage medium for virtual objects in a game that are used to execute the method for controlling virtual objects in a game provided by the present application. The specific implementation process and technical effects thereof can be found in the relevant contents of the method for controlling virtual objects in the above-mentioned game, which will not be described in detail below.
[0106] Figure 6 A schematic diagram of a control device for a virtual object in a game provided by an embodiment of the present invention is shown in FIG. Figure 6 As shown, the device may include:
[0107] A prediction module 601, configured to predict a second action of the target virtual object after the target virtual object performs the first action according to the first action performed by the target virtual object and the action sequence corresponding to the target virtual object;
[0108] A determination module 602 is used to determine, according to the second action, a response action of the controlled virtual object to the second action;
[0109] The output module 603 is used to output action instruction information according to the response action.
[0110] Optionally, the device further comprises:
[0111] The first determination module is used to determine the action sequence corresponding to the target virtual object according to the attribute information of the target virtual object and by adopting a first preset correspondence between preset attribute information and preset action sequence.
[0112] Optionally, the first determination module is specifically used to determine, according to the level information in the attribute information, a target preset level that matches the level information from multiple preset levels in a first preset correspondence; according to the type information in the attribute information, determine, according to the type information in the attribute information, a target type that matches the type information from multiple preset types under the target preset level in the first preset correspondence; wherein the preset attribute information includes: the multiple preset levels and multiple preset types corresponding to each preset level; and use the preset action sequence corresponding to the target type in the first preset correspondence as the action sequence corresponding to the target virtual object.
[0113] Optionally, the first preset corresponding relationship is obtained in the following manner:
[0114] An acquisition module, used to acquire combat characteristic data of multiple players within a preset time period;
[0115] A clustering module, configured to cluster the multiple players according to their levels and the combat feature data of the multiple players, to obtain players corresponding to each preset type in the multiple preset types under each preset level;
[0116] A statistics module, used for collecting statistics on the historical behavior data of the players corresponding to each preset type, and obtaining a preset action sequence corresponding to each preset type at each preset level;
[0117] The first preset corresponding relationship includes: a preset action sequence corresponding to each preset type at each preset level.
[0118] Optionally, the statistical module is specifically used to collect statistics on historical behavior data of players corresponding to each preset type, obtain multiple next actions performed by historical virtual characters after performing a previous action, and the probability distribution of the multiple next actions, wherein the historical virtual characters are virtual characters historically operated by players corresponding to each preset type; according to the probability distribution of the next action, determine the target next action with the highest probability from the multiple next actions; according to the previous action and the target next action, obtain the preset action sequence corresponding to each preset type at each preset level.
[0119] Optionally, the combat characteristic data of the multiple players include at least one of the following: amount of damage, amount of damage sustained, number of attacks, number of defenses, and moving distance.
[0120] Optionally, the multiple preset types include: radical type, conservative type, and ordinary type;
[0121] The type information is any one of the following: radical type, conservative type, and common type.
[0122] Optionally, the output module 603 is specifically configured to output the action instruction information according to the response action, the second action, and attribute information of the target virtual object.
[0123] Optionally, the output module 603 is specifically configured to display the action instruction information in the graphical user interface according to the second action, the response action and the attribute information of the target virtual object.
[0124] Optionally, the determining module 602 is specifically configured to determine, according to the second action and the second preset correspondence, a response action for the second action from a plurality of preset response actions in the second preset correspondence;
[0125] The second preset corresponding relationship is used to characterize the corresponding relationship between multiple preset second actions and the multiple preset response actions.
[0126] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0127] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0128] Figure 7 A schematic diagram of the structure of a terminal device provided in an embodiment of the present invention is shown in FIG. Figure 7 As shown, the terminal device may include: a processor 701 and a memory 702.
[0129] The memory 702 is used to store programs, and the processor 701 calls the programs stored in the memory 702 to execute the above method embodiment. The specific implementation method and technical effect are similar and will not be repeated here.
[0130] For example, the method may include:
[0131] Predicting a second action of the target virtual object after the target virtual object performs the first action according to a first action performed by the target virtual object and an action sequence corresponding to the target virtual object;
[0132] determining, according to the second action, a response action of the controlled virtual object to the second action;
[0133] According to the response action, action instruction information is output.
[0134] Optionally, in predicting, based on the first action performed by the target virtual object and the action sequence corresponding to the target virtual object, that the target virtual object performs a second action after the first action is performed and before the second action is performed, the method further includes:
[0135] According to the attribute information of the target virtual object, a first preset correspondence between preset attribute information and preset action sequence is adopted to determine the action sequence corresponding to the target virtual object.
[0136] Optionally, the determining, according to the attribute information of the target virtual object, an action sequence corresponding to the target virtual object by using a first preset correspondence between preset attribute information and a preset action sequence includes:
[0137] According to the level information in the attribute information, determining a target preset level matching the level information from a plurality of preset levels in the first preset correspondence;
[0138] According to the type information in the attribute information, determine the target type matching the type information from the multiple preset types under the target preset level in the first preset correspondence; wherein the preset attribute information includes: the multiple preset levels and the multiple preset types corresponding to each preset level;
[0139] The preset action sequence corresponding to the target type in the first preset corresponding relationship is used as the action sequence corresponding to the target virtual object.
[0140] Optionally, the first preset corresponding relationship is obtained in the following manner:
[0141] Obtaining combat characteristic data of multiple players within a preset time period;
[0142] Clustering is performed according to the levels of the multiple players and the combat feature data of the multiple players to obtain players corresponding to each preset type in the multiple preset types under each preset level;
[0143] Collecting statistics on the historical behavior data of the players corresponding to each preset type to obtain a preset action sequence corresponding to each preset type at each preset level;
[0144] The first preset corresponding relationship includes: a preset action sequence corresponding to each preset type at each preset level.
[0145] Optionally, the statistical analysis of the historical behavior data of the players corresponding to each preset type to obtain a preset action sequence corresponding to each preset type at each preset level includes:
[0146] Performing statistics on the historical behavior data of the players corresponding to each preset type to obtain multiple next actions performed by the historical virtual character after performing the previous action, and the probability distribution of the multiple next actions, wherein the historical virtual character is the virtual character historically operated by the player corresponding to each preset type;
[0147] Determining a target next action with the highest probability from among the multiple next actions according to the probability distribution of the next action;
[0148] According to the previous action and the target next action, a preset action sequence corresponding to each preset type at each preset level is obtained.
[0149] Optionally, the combat characteristic data of the multiple players include at least one of the following: amount of damage, amount of damage sustained, number of attacks, number of defenses, and moving distance.
[0150] Optionally, the multiple preset types include: radical type, conservative type, and ordinary type;
[0151] The type information is any one of the following: radical type, conservative type, and common type.
[0152] Optionally, outputting action instruction information according to the response action includes:
[0153] The action instruction information is output according to the response action, the second action, and attribute information of the target virtual object.
[0154] Optionally, the outputting the action instruction information according to the response action, the second action, and the attribute information of the target virtual object includes:
[0155] The action instruction information is displayed in the graphical user interface according to the second action, the response action and the attribute information of the target virtual object.
[0156] Optionally, determining, according to the second action, a response action of the controlled virtual object to the second action includes:
[0157] According to the second action and the second preset correspondence, determining a response action for the second action from a plurality of preset response actions in the second preset correspondence;
[0158] The second preset corresponding relationship is used to characterize the corresponding relationship between multiple preset second actions and the multiple preset response actions.
[0159] To sum up, the second action of the target virtual object after executing the first action is predicted, the response action of the controlled virtual object is determined according to the second action of the target virtual object, and action instruction information is output according to the response action, so that the output action instruction information is more flexible and rich, which is convenient for the players corresponding to the controlled virtual objects to understand the game more efficiently, and is convenient for novice players to quickly and effectively become familiar with the game, which can enhance the experience of novice players.
[0160] Optionally, the present invention also provides a program product, such as a computer-readable storage medium, comprising a program, which is used to execute the above method embodiment when executed by a processor.
[0161] For example, the method may include:
[0162] Predicting a second action of the target virtual object after the target virtual object performs the first action according to a first action performed by the target virtual object and an action sequence corresponding to the target virtual object;
[0163] determining, according to the second action, a response action of the controlled virtual object to the second action;
[0164] According to the response action, action instruction information is output.
[0165] Optionally, in predicting, based on the first action performed by the target virtual object and the action sequence corresponding to the target virtual object, that the target virtual object performs a second action after the first action is performed and before the second action is performed, the method further includes:
[0166] According to the attribute information of the target virtual object, a first preset correspondence between preset attribute information and preset action sequence is adopted to determine the action sequence corresponding to the target virtual object.
[0167] Optionally, the determining, according to the attribute information of the target virtual object, an action sequence corresponding to the target virtual object by using a first preset correspondence between preset attribute information and a preset action sequence includes:
[0168] According to the level information in the attribute information, determining a target preset level matching the level information from a plurality of preset levels in the first preset correspondence;
[0169] According to the type information in the attribute information, determine the target type matching the type information from the multiple preset types under the target preset level in the first preset correspondence; wherein the preset attribute information includes: the multiple preset levels and the multiple preset types corresponding to each preset level;
[0170] The preset action sequence corresponding to the target type in the first preset corresponding relationship is used as the action sequence corresponding to the target virtual object.
[0171] Optionally, the first preset corresponding relationship is obtained in the following manner:
[0172] Obtaining combat characteristic data of multiple players within a preset time period;
[0173] Clustering is performed according to the levels of the multiple players and the combat feature data of the multiple players to obtain players corresponding to each preset type in the multiple preset types under each preset level;
[0174] Collecting statistics on the historical behavior data of the players corresponding to each preset type to obtain a preset action sequence corresponding to each preset type at each preset level;
[0175] The first preset corresponding relationship includes: a preset action sequence corresponding to each preset type at each preset level.
[0176] Optionally, the statistical analysis of the historical behavior data of the players corresponding to each preset type to obtain a preset action sequence corresponding to each preset type at each preset level includes:
[0177] Performing statistics on the historical behavior data of the players corresponding to each preset type to obtain multiple next actions performed by the historical virtual character after performing the previous action, and the probability distribution of the multiple next actions, wherein the historical virtual character is the virtual character historically operated by the player corresponding to each preset type;
[0178] Determining a target next action with the highest probability from among the multiple next actions according to the probability distribution of the next action;
[0179] According to the previous action and the target next action, a preset action sequence corresponding to each preset type at each preset level is obtained.
[0180] Optionally, the combat characteristic data of the multiple players include at least one of the following: amount of damage, amount of damage sustained, number of attacks, number of defenses, and moving distance.
[0181] Optionally, the multiple preset types include: radical type, conservative type, and ordinary type;
[0182] The type information is any one of the following: radical type, conservative type, and common type.
[0183] Optionally, outputting action instruction information according to the response action includes:
[0184] The action instruction information is output according to the response action, the second action, and attribute information of the target virtual object.
[0185] Optionally, the outputting the action instruction information according to the response action, the second action, and the attribute information of the target virtual object includes:
[0186] The action instruction information is displayed in the graphical user interface according to the second action, the response action and the attribute information of the target virtual object.
[0187] Optionally, determining, according to the second action, a response action of the controlled virtual object to the second action includes:
[0188] According to the second action and the second preset correspondence, determining a response action for the second action from a plurality of preset response actions in the second preset correspondence;
[0189] The second preset corresponding relationship is used to characterize the corresponding relationship between multiple preset second actions and the multiple preset response actions.
[0190] To sum up, the second action of the target virtual object after executing the first action is predicted, the response action of the controlled virtual object is determined according to the second action of the target virtual object, and action instruction information is output according to the response action, so that the output action instruction information is more flexible and rich, which is convenient for the players corresponding to the controlled virtual objects to understand the game more efficiently, and is convenient for novice players to quickly and effectively become familiar with the game, which can enhance the experience of novice players.
[0191] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0192] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0193] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0194] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
[0195] The above are only preferred embodiments of the present invention and are not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.
Claims
1. A method for controlling virtual objects in a game, characterized in that, applied to a terminal device, the terminal device presents a graphical user interface, in which a controlled virtual object and a target virtual object are displayed, the target virtual object is a robot, and the method includes: Predicting a second action of the target virtual object after executing the first action according to the first action executed by the target virtual object and the action sequence corresponding to the target virtual object; Determining a response action of the controlled virtual object for the second action according to the second action; Outputting action indication information according to the response action, the second action, and the attribute information of the target virtual object.
2. The method according to claim 1, characterized in that, before predicting the second action of the target virtual object after executing the first action according to the first action executed by the target virtual object and the action sequence corresponding to the target virtual object, the method further includes: Determining the action sequence corresponding to the target virtual object according to the attribute information of the target virtual object and using a first preset correspondence between preset attribute information and preset action sequences.
3. The method according to claim 2, characterized in that, determining the action sequence corresponding to the target virtual object according to the attribute information of the target virtual object and using a first preset correspondence between preset attribute information and preset action sequences includes: Determining a target preset level that matches the level information from multiple preset levels in the first preset correspondence according to the level information in the attribute information; Determining a target type that matches the type information from multiple preset types under the target preset level in the first preset correspondence; wherein the preset attribute information includes: the multiple preset levels and multiple preset types corresponding to each preset level; Taking the preset action sequence corresponding to the target type in the first preset correspondence as the action sequence corresponding to the target virtual object.
4. The method according to claim 3, characterized in that, the first preset correspondence is obtained in the following manner: Obtaining combat characteristic data of multiple players within a preset time period; Clustering according to the levels of the multiple players and the combat characteristic data of the multiple players to obtain the players corresponding to each preset type among the multiple preset types under each preset level; Statistically analyzing the historical behavior data of the players corresponding to each preset type to obtain the preset action sequence corresponding to each preset type under each preset level; The first preset correspondence includes: the preset action sequences corresponding to each preset type under each preset level.
5. The method according to claim 4, characterized in that, statistically analyzing the historical behavior data of the players corresponding to each preset type to obtain the preset action sequence corresponding to each preset type under each preset level includes: Statistically analyze the historical behavior data of players corresponding to each preset type to obtain multiple next actions performed by the historical virtual character after performing the previous action, and the probability distribution of the multiple next actions, where the historical virtual character is the virtual character historically operated by players corresponding to each preset type; Determine the target next action with the highest probability from the multiple next actions according to the probability distribution of the next actions; Obtain the preset action sequence corresponding to each preset type at each preset level according to the previous action and the target next action.
6. The method according to claim 4, wherein, The combat characteristic data of the multiple players includes at least one of the following: damage amount, damage received amount, number of attacks, number of defenses, moving distance.
7. The method according to claim 3, wherein, The multiple preset types include: aggressive type, conservative type, ordinary type; The type information is any one of the following: aggressive type, conservative type, ordinary type.
8. The method according to claim 1, wherein, The outputting the action indication information according to the response action, the second action, and the attribute information of the target virtual object includes: Displaying the action indication information in the graphical user interface according to the second action, the response action, and the attribute information of the target virtual object.
9. The method according to claim 1, wherein, The determining the response action of the controlled virtual object for the second action according to the second action includes: Determining the response action for the second action from multiple preset response actions in the second preset correspondence according to the second action and the second preset correspondence; wherein, the second preset correspondence is used to represent the correspondence between multiple preset second actions and the multiple preset response actions.
10. A control device for virtual objects in a game, wherein, Applied to a terminal device, the terminal device presents a graphical user interface, in which a controlled virtual object and a target virtual object are displayed, the target virtual object is a robot, and the device includes: A prediction module, configured to predict a second action of the target virtual object after performing the first action according to the first action performed by the target virtual object and the action sequence corresponding to the target virtual object; A determination module, configured to determine a response action of the controlled virtual object for the second action according to the second action; An output module, configured to output action indication information according to the response action, the second action, and the attribute information of the target virtual object.
11. A terminal device, wherein, includes: A memory and a processor, the memory stores a computer program executable by the processor, and when the processor executes the computer program, the control method for virtual objects in a game according to any one of claims 1-9 above is implemented.
12. A computer-readable storage medium, wherein, A computer program is stored on the storage medium. When the computer program is read and executed, it implements the method for controlling virtual objects in the game according to any one of claims 1-9 above.
Citation Information
Patent Citations
Virtual game object generating method and device
CN103838982A
Object control method and device and computer readable storage medium
CN112044076A