Game interaction methods, devices, storage media and computer equipment

By acquiring and controlling virtual characters to execute game social events and generate game messages, the problem of insufficient interaction between virtual characters after users go offline is solved, thereby improving game immersion and guidance.

CN116531755BActive Publication Date: 2026-05-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-05-16
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

In existing technologies, user interaction with virtual characters is limited to the game world. Once users log off, they are completely isolated from the virtual characters, lacking effective interaction, which reduces the sense of immersion in the game. Furthermore, existing guidance methods are not very effective.

Method used

By acquiring the game social events to be executed by the target virtual character, filtering the target virtual scene, controlling the virtual character to execute the event and generating game messages of a specified media type, and pushing them to the bound social account.

Benefits of technology

This allows virtual characters to continue performing social events even after the user logs off the game, increasing the interactivity between the virtual characters and the user, enhancing the sense of game immersion, and improving the effectiveness of guiding players back into the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a game interaction method, apparatus, storage medium, and computer device. The method includes: acquiring a target game social event to be executed by a target virtual character; selecting a target virtual scene from multiple candidate virtual scenes in the game based on the target game social event; controlling the target virtual character to execute the target game social event in the target virtual scene and obtaining an execution result; generating a game message based on the target virtual scene and the execution result; and pushing the game message to a social account bound to the target virtual character. By controlling the target virtual character to execute the target game social event and generate game messages, the user can control the virtual character to execute game social events after the game ends, and inform the user through game messages of a specified media type, thereby improving the effective interaction between the virtual character and the user, enhancing game immersion, and guiding players into the game.
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Description

Technical Field

[0001] This application relates to the field of computers, and specifically to a game interaction method, apparatus, computer-readable storage medium, and computer device. Background Technology

[0002] In recent years, with the development and popularization of computer equipment technology, more and more game applications with three-dimensional virtual environments have emerged, such as first-person shooting games (FPS), role-playing games (RPG), and multiplayer online battle arena (MOBA) games.

[0003] In existing technologies, user interaction with virtual characters is limited to the game world. When a user logs off, the connection with the game world is lost, thus disconnecting the user from the virtual character. Furthermore, existing methods for guiding users back online typically involve sending text links via game application notifications or SMS messages when the game launches an event, guiding users to log in and play the game. Summary of the Invention

[0004] In the process of researching and practicing existing technologies, the inventors of this application discovered that: 1. In existing technologies, the interaction between users and virtual characters is limited to the game world. After the user logs off, the virtual character and the user are completely isolated, lacking effective interaction and reducing game immersion. 2. The simple and fixed text link format used in existing technologies to guide players into the game is prone to causing user resistance and has low guidance effectiveness.

[0005] To address the aforementioned issues, this application provides a game interaction method and apparatus that enables users to control virtual characters to perform game social events after the game ends, and to inform users through game messages of a specified media type, thereby enhancing the effective interaction between virtual characters and users, increasing game immersion, and guiding players into the game.

[0006] To address the aforementioned technical problems, this application provides the following technical solutions:

[0007] A game interaction method, comprising:

[0008] Acquire the target game social events to be executed by the target virtual character;

[0009] Based on the target game social event, the target virtual scene is selected from multiple candidate virtual scenes in the game;

[0010] Control the target virtual character to execute the target game social event in the target virtual scene, and obtain the execution result;

[0011] Game messages are generated based on the target virtual scene and the execution result;

[0012] The game message is pushed to the social media account that is linked to the target virtual character.

[0013] A game interaction device, comprising:

[0014] The first acquisition module is used to acquire the target game social events that the target virtual character needs to execute;

[0015] The filtering module is used to filter out the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event;

[0016] The control module is used to control the target virtual character to execute the target game social event in the target virtual scene and obtain the execution result;

[0017] A generation module is used to generate game messages based on the target virtual scene and the execution result;

[0018] The push module is used to push the game messages to the social accounts that are bound to the target virtual character.

[0019] A computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps in the above-described game interaction method.

[0020] A computer device includes a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that the processor executes the program to implement the steps in the game interaction method described above.

[0021] This application embodiment obtains a target game social event to be executed by a target virtual character; selects a target virtual scene from multiple candidate virtual scenes in the game based on the target game social event; controls the target virtual character to execute the target game social event in the target virtual scene, and obtains an execution result; generates a game message based on the target virtual scene and the execution result; and pushes the game message to the social account bound to the target virtual character. In this way, by controlling the target virtual character to execute the target game social event and generate game messages, it enables users to control the virtual character to execute game social events after the user goes offline, and informs the user through game messages of a specified media type, thereby improving the effective interaction between the virtual character and the user, enhancing game immersion, and guiding players into the game. Attached Figure Description

[0022] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1a This is a system diagram illustrating the game message push method provided in an embodiment of this application.

[0024] Figure 1b This is a flowchart illustrating the game message push method provided in an embodiment of this application.

[0025] Figure 1c This is a schematic diagram of the graphical user interface of the user client provided in the embodiments of this application.

[0026] Figure 2 This is a schematic diagram of the structure of the game message push device provided in the embodiments of this application;

[0027] Figure 3 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0028] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.

[0029] This application provides a game interaction method, apparatus, storage medium, and computer device. Please refer to... Figure 1a , Figure 1aThis is a system schematic diagram of a game message push method provided in an embodiment of this application. The system may include at least one client 1000, at least one computer device 2000, at least one database 3000, and a network 4000. The user-held client 1000 can connect to the computer device 2000 via the network 4000. The computer device 2000 is any device with computing hardware capable of supporting and executing software products corresponding to the game. The client 1000 has one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. Furthermore, when the system includes multiple clients 1000, multiple computer devices 2000, and multiple networks 4000, different clients 1000 can interconnect with different computer devices 2000 through different networks 4000. The network 4000 can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, different clients 1000 can connect to other terminals or computer devices 2000 via their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different clients 1000 and synchronize with each other via appropriate networks to support multi-user games. Additionally, the system can include multiple databases 3000, which are coupled to different computer devices 2000, and can continuously store game environment-related information in the databases 3000 while different users are playing multi-user games online.

[0030] It should be noted that, Figure 1a The system diagram of the game interaction system shown is merely an example. The game interaction system and scenarios described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the evolution of game interaction systems and the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.

[0031] In this embodiment, the description will be from the perspective of a game interaction device. Specifically, the game message push device can be integrated into a computer device that has a storage unit and a microprocessor with computing power.

[0032] Please see Figure 1b , Figure 1b This is a flowchart illustrating a game interaction method provided in an embodiment of this application. The game interaction method includes:

[0033] In step 101, the target game social events to be executed by the target virtual character are obtained.

[0034] In this application, the game message push method generates game messages by combining the game social events that the user's target virtual character needs to execute after logging off. When the preset game push triggering conditions are detected, the target game social events that the target virtual character needs to execute are obtained.

[0035] Specifically, the preset game push trigger conditions can be detecting that the target virtual character has gone offline, or that the offline time exceeds the preset time, etc., which are not limited here.

[0036] In some implementations, prior to the step of obtaining the target game social event to be executed by the target virtual character, the method further includes:

[0037] (1) Obtain candidate game social information of the target virtual character;

[0038] (2) Based on the mapping relationship between game social information and game social events, determine the candidate social events corresponding to the candidate game social information;

[0039] (3) Determine any one of the candidate social events as the target game social event.

[0040] Among them, game social information includes, but is not limited to, social information included in the target virtual character’s bond system (such as the target virtual character’s friend list information), social information included in the life skills system (such as the target virtual character’s fishing information), and social information included in the achievement system (such as the target virtual character’s “five-person team” achievement (meaning the achievement achieved by a five-person team playing a game)).

[0041] Specifically, it can establish a mapping relationship between game social information and game social events. For example, when the game social information is "fishing" in the life skills, the corresponding game social event is "fishing" or "angling"; when the game social information is "five-person team" in the achievements, the corresponding game social event is "party" or "date".

[0042] This process involves acquiring candidate game social information about the target virtual character, revealing their life skills and achievements. Based on the mapping between game social information and game social events, actionable game social events (candidate game social events) are identified. One candidate game social event is then randomly selected as the target game social event to be executed.

[0043] In step 102, the target virtual scene is selected from multiple candidate virtual scenes in the game based on the target game social events.

[0044] In this application, the game messages are generated by matching target virtual scenes in the game with game social events. To push game messages related to the target virtual character to users, the game social events are used to match suitable target virtual scenes in the game. For example, if the target game social event is fishing, then a target virtual scene containing a river is selected.

[0045] In some implementations, the step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event includes:

[0046] Based on the target game social events and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

[0047] Preferably, to avoid interfering with the game behavior of other online players, the target virtual scene can be determined by combining the location information of the first virtual characters controlled by other online players. That is, the selection of the target virtual scene can be determined by both the target game social event and the real-time location information of the first virtual characters corresponding to other online game accounts within the virtual scene. For example, in one example, multiple first candidate virtual scenes can be selected based on the target game social event, and then further selected based on the real-time location information of online players in each first candidate virtual scene to determine the first candidate virtual scene with the fewest players, which will be used as the target virtual scene. In other examples, a preliminary selection can be performed based on the real-time location information of the first virtual characters corresponding to other online game accounts within the virtual scene, followed by further selection based on the target game social event. Alternatively, the target virtual scene can be selected based on both of the above simultaneously; no specific limitations are imposed here.

[0048] In some implementations, the game social event is a social event that interacts with scene resources in a virtual scene. The step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene includes:

[0049] (1.1) Determine the target scene resources that interact with the target game social event, and determine the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene;

[0050] (1.2) Select several candidate virtual scenes from multiple candidate virtual scenes in the game, where the scene resources include the target scene resources and the real-time location information of the first virtual character included in the virtual scene is less than the preset number of location information.

[0051] (1.3) Determine any one of the candidate virtual scenes among the plurality of candidate virtual scenes as the target virtual scene.

[0052] In order to determine the necessary resources required for subsequent matching of the target virtual scene without deviating from the content of the game itself, the target scene resources required for the target virtual scene can be determined through game social events; and in order not to affect the gameplay of the first virtual character corresponding to most online game accounts, the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene can be determined; from the multiple candidate virtual scenes available in the game itself, several candidate virtual scenes are selected, whose scene resources include the target scene resources, and whose real-time location information of the first virtual character included in the virtual scene is less than a preset number of location information (e.g., 100 location information); any one of the several candidate virtual scenes is determined as the target virtual scene.

[0053] Specifically, game social events are social events that involve interaction with scene resources in a virtual environment. For example, "fishing" requires interaction with scene resources like "river" or "pond"; "a party" requires interaction with scene resources like "house" or "table". Therefore, target scene resources that interact with the target game social event can be identified. Then, from the multiple candidate virtual scenes available in the game, several candidate virtual scenes are selected that include the target scene resource.

[0054] For example, the game itself has multiple candidate virtual scenes, including candidate virtual scene A, candidate virtual scene B, candidate virtual scene C and candidate virtual scene D. The target scene resource includes "river". Therefore, virtual scene A and virtual scene C can be identified as several candidate virtual scenes including river, and virtual scene A or virtual scene C can be identified as the target virtual scene.

[0055] Specifically, when determining candidate virtual scenes based on the real-time location information of the first virtual character in the virtual scene, it is also possible to obtain the real-time location information of the first virtual character in each virtual scene in the game, sort multiple virtual scenes according to the amount of real-time location information, and determine the virtual scene with less real-time location information as the candidate virtual scene.

[0056] In some implementations, the target game social event is related to a second virtual character corresponding to other offline game accounts, and the method further includes:

[0057] Based on the real-time location information of the second virtual character corresponding to other offline game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

[0058] Specifically, when the target game social event is related to the second virtual character corresponding to other offline game accounts, the target virtual scene is selected from multiple candidate virtual scenes in the game based on the real-time location information of the second virtual character corresponding to other offline game accounts in the virtual scene.

[0059] Specifically, the second virtual character can be a virtual character with a social relationship with the target virtual character, such as a virtual character in the target virtual character's friend list or blacklist. When the target game's social event is related to this type of virtual character (e.g., partying with the second virtual character in the friend list, or fighting with the second virtual character in the blacklist), the candidate virtual scene where the second virtual character is located can be identified as the target virtual scene.

[0060] In step 103, the target virtual character is controlled to perform target game social events in the target virtual scene, and the execution result is obtained.

[0061] The game server controls the target virtual character to perform target game social events in the target virtual scene and obtain the execution result.

[0062] For example, if the target virtual scene is virtual scene A with a "river" and the target game social event is "fishing", the execution result could be: one hundred fish were caught in virtual scene A.

[0063] In step 104, a game message including a specified media type is generated based on the target virtual scene and the execution result.

[0064] After constructing the target virtual scene, game messages can be generated based on the target virtual scene and the execution results.

[0065] Specifically, the media types specified in this application include at least one of the following: video, images, and audio.

[0066] In some implementations, the step of generating game messages based on the target virtual scene and the execution result includes:

[0067] (1) Use the virtual camera in the game to view the target virtual scene;

[0068] (2) Generate game messages of a specified media type about the target virtual scene through the virtual camera;

[0069] (3) Generate a game message of text media type based on the execution result.

[0070] One method for generating game messages of a specified media type based on a target virtual scene is as follows: AI learns the use of virtual cameras in the game (such as camera movement, corner turning, etc.) by learning the scene resources in the game, uses the virtual camera in the game to view the target virtual scene, and generates game messages of a specified media type about the target virtual scene by using the use of virtual cameras.

[0071] Specifically, the execution result can be output as a game message in text media type.

[0072] In step 105, the game message is pushed to the social media account that is bound to the target virtual character.

[0073] After generating the game message, the game message is pushed to the social media account that is bound to the target virtual character.

[0074] In some implementations, prior to the step of pushing the game message to the social media account linked to the target virtual character, the method further includes:

[0075] (1) Receive login requests for game accounts logged in via social media accounts;

[0076] (2) Bind the social account to the game account.

[0077] Before a user's target virtual character goes online, it typically logs in through the user's social media account. Therefore, when the target virtual character goes online for the first time, the social media account can be bound to the target virtual character so that game messages can be pushed to the social media account bound to the target virtual character in the future.

[0078] In some implementations, the step of pushing the game message to the social media account bound to the target virtual character includes:

[0079] (1) Obtain the social application to which the social account belongs;

[0080] (2) Check whether the social account is linked to the game's social platform;

[0081] (3) If the social account is bound to the game social platform, the game message is pushed to the social account through the game social platform.

[0082] Specifically, for situations where users in existing social applications follow or bind games to game social platforms within social applications to receive game benefits, when pushing game messages to social accounts bound to target virtual characters, the social application to which the social account belongs can be obtained. The game social platform can then be used to query whether the social account has established a binding relationship with the game social platform. If a binding relationship has been established, the game message can be pushed to the social account through the game social platform.

[0083] In some implementations, prior to the step of pushing the game message to the social account via the game social platform, the method further includes:

[0084] (1) Obtain the target virtual character's nickname and avatar;

[0085] (2) Send a game social platform modification request to the social server corresponding to the social application, wherein the game social platform is used to request to modify the icon of the game social platform in the social account to the target virtual character avatar, and to request to modify the social nickname of the game social platform in the social account to the target virtual character nickname.

[0086] In order to enhance the sense of intimacy between the game message push and the user, the system can obtain the target virtual character's nickname and avatar, and send a game social platform modification request to the social server corresponding to the social application. The request is to change the icon of the game social platform in the social account to the target virtual character's avatar, and to change the social nickname of the game social platform in the social account to the target virtual character's nickname.

[0087] Specifically, the modification request only applies to users who receive game messages. In other words, only users who receive game messages will see the game social platform icon as the target virtual character's avatar and the social nickname as the target virtual character's nickname in their social applications. Others will not see the target virtual character's avatar or nickname.

[0088] Among them, such as Figure 1c As shown, Figure 1c This is a graphical user interface diagram of the user client provided in this application embodiment. The game pushes images and the text "Today, blacklist member 3211 was attacked on XX coast" to the user through the AA social application. When pushing, the icon of the game's social platform is the target virtual character's avatar, and the social nickname of the game's social platform is the target virtual character's nickname (1233).

[0089] In some embodiments, the method further includes:

[0090] (1) If the social account is not bound to the game social platform, then obtain the target virtual character's nickname and the target virtual character's avatar;

[0091] (2) Create a target social account in the social application with the target virtual character's avatar as the social avatar and the target virtual character's nickname as the social nickname;

[0092] (3) Send a social request to the social account through the target social account;

[0093] (4) When a confirmation response to the social request is received, the game message is pushed to the social account through the target social account.

[0094] If it is determined that the user's social account is not linked to the game's social platform, then the target virtual character's nickname and avatar can be obtained; a target social account can be created in the social application with the target virtual character's avatar as the social avatar and the target virtual character's nickname as the social nickname; a social request can be sent to the social account through the target social account; when a confirmation feedback for the social request is received, the game message can be pushed to the social account through the target social account.

[0095] Specifically, if a user's social account is not followed or linked to a game social platform, they can register a target social account in the social application with the target virtual character's avatar as the social avatar and the target virtual character's nickname as the social nickname. The target social account can then send a social request to the social account, i.e., send a friend request. When the request is accepted, the game message can be pushed to the social account through the target social account.

[0096] In some implementations, obtaining the target game social event to be executed by the target virtual character includes:

[0097] While the game account is offline, retrieve the target game social events that the target virtual character is waiting to execute;

[0098] The step of controlling the target virtual character to execute the target game social event in the target virtual scene includes:

[0099] In the offline state, the target virtual character is controlled to perform the target game social events in the target virtual scene according to the instructions of the intelligent agent;

[0100] Following the step of pushing the game message to the social media account linked to the target virtual character, the method further includes:

[0101] In response to a triggered operation for the game message, log in to the game account so that the graphical user interface displays the target virtual scene corresponding to the target game social event.

[0102] Specifically, the acquisition of the target game social event to be executed by the target virtual character is performed when the game account corresponding to the target virtual character is detected to be offline. Since the game account is offline, the target virtual character needs to be controlled by the intelligent agent of the game server. Therefore, the target virtual character can be controlled to execute the target game social event in the target virtual scene according to the instructions of the intelligent agent.

[0103] Specifically, when a user logs into their game account through a trigger action related to a game message, the game screen content corresponding to the target game social event mentioned in the game message can be displayed in the user's client's graphical user interface, that is, part or all of the target virtual scene.

[0104] In this system, when the game account is offline, the target virtual character is controlled by the intelligent agent. Once the game account is logged in, the intelligent agent stops controlling the target virtual character, and control of the target virtual character is transferred back to the user.

[0105] As described above, this embodiment of the application obtains a target game social event to be executed by the target virtual character; selects a target virtual scene from multiple candidate virtual scenes in the game based on the target game social event; controls the target virtual character to execute the target game social event in the target virtual scene, and obtains the execution result; generates a game message based on the target virtual scene and the execution result; and pushes the game message to the social account bound to the target virtual character. In this way, by controlling the target virtual character to execute the target game social event and generate game messages, the user can control the virtual character to execute game social events after the game ends, and inform the user through game messages of a specified media type, thereby improving the effective interaction between the virtual character and the user, enhancing game immersion, and guiding players into the game.

[0106] To facilitate better implementation of the game interaction method provided in the embodiments of this application, the embodiments of this application also provide an apparatus based on the above-described game interaction method. The meanings of the terms used are the same as in the game interaction method described above, and specific implementation details can be found in the descriptions within the method embodiments.

[0107] Please see Figure 2 , Figure 2 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application. The game interaction device may include a first acquisition module 301, a filtering module 302, a control module 303, a generation module 304, and a push module 305, etc.

[0108] The first acquisition module 301 is used to acquire the target game social events to be executed by the target virtual character;

[0109] The filtering module 302 is used to filter out the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event;

[0110] Control module 303 is used to control the target virtual character to execute the target game social event in the target virtual scene and obtain the execution result;

[0111] The generation module 304 is used to generate game messages based on the target virtual scene and the execution result;

[0112] The push module 305 is used to push the game message to the social account bound to the target virtual character.

[0113] In some embodiments, the first acquisition module 301 includes:

[0114] The first acquisition submodule is used to acquire the target game social events to be executed by the target virtual character when the game account is offline;

[0115] The control module 303 includes:

[0116] The first control submodule is used to control the target virtual character to perform the target game social event in the target virtual scene according to the instructions of the intelligent agent in the offline state;

[0117] The device further includes:

[0118] The login module is used to log in to the game account in response to the triggered operation of the game message, so that the graphical user interface displays the target virtual scene corresponding to the target game social event.

[0119] In some embodiments, the screening module 302 includes:

[0120] The first filtering submodule is used to filter out the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene.

[0121] In some implementations, game social events are social events that involve interaction with scene resources in a virtual scene. The first filtering submodule includes:

[0122] The first determining unit is used to determine the target scene resources that interact with the target game social event, and to determine the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene;

[0123] The filtering unit is used to filter out several candidate virtual scenes from multiple candidate virtual scenes in the game, where the scene resources include the target scene resources and the real-time location information of the first virtual character included in the virtual scene is less than the preset number of location information.

[0124] The second determining unit is used to determine any one of the candidate virtual scenes among the plurality of candidate virtual scenes as the target virtual scene.

[0125] In some embodiments, the filtering module 302 further includes:

[0126] The second filtering submodule is used to filter out the target virtual scene from multiple candidate virtual scenes in the game based on the real-time location information of the second virtual character corresponding to other offline game accounts in the virtual scene.

[0127] In some embodiments, the apparatus further includes:

[0128] The second acquisition module is used to acquire candidate game social information of the target virtual character;

[0129] The first determining module is used to determine the candidate social events corresponding to the candidate game social information based on the mapping relationship between game social information and game social events;

[0130] The second determining module is used to determine any one of the candidate social events as the target game social event.

[0131] In some embodiments, the generation module 304 includes:

[0132] The view submodule is used to view the target virtual scene using a virtual camera in the game;

[0133] The first generation submodule is used to generate game messages of a specified media type about the target virtual scene through the virtual camera;

[0134] The second generation submodule is used to generate game messages of text media type based on the execution result.

[0135] In some embodiments, the apparatus further includes:

[0136] The second receiving module is used to receive login requests for logging into game accounts via social media accounts;

[0137] The binding module is used to bind the social account to the game account.

[0138] In some embodiments, the push module 305 includes:

[0139] The second acquisition submodule is used to acquire the social application to which the social account belongs;

[0140] The query submodule is used to query whether the social account has established a binding relationship with the game social platform;

[0141] The first push submodule is used to push game messages to the social account through the game social platform if the social account establishes a binding relationship with the game social platform.

[0142] In some embodiments, the push module 305 further includes:

[0143] The third acquisition submodule is used to acquire the target virtual character's nickname and avatar;

[0144] The first sending submodule is used to send a game social platform modification request to the social server corresponding to the social application. The game social platform is used to request that the icon of the game social platform in the social account be changed to the target virtual character avatar, and to request that the social nickname of the game social platform in the social account be changed to the target virtual character nickname.

[0145] In some embodiments, the push module 305 further includes:

[0146] The fourth acquisition submodule is used to acquire the target virtual character's nickname and avatar if the social account is not bound to the game social platform.

[0147] A submodule is created to create a target social account in the social application that uses the target virtual character's avatar as its social avatar and the target virtual character's nickname as its social nickname.

[0148] The second sending submodule is used to send a social request to the social account through the target social account;

[0149] The second push submodule is used to push the game message to the social account through the target social account when a confirmation feedback for the social request is received.

[0150] As described above, this embodiment of the application obtains the target game social event to be executed by the target virtual character through the first acquisition module 301; the filtering module 302 filters the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event; the control module 303 controls the target virtual character to execute the target game social event in the target virtual scene and obtains the execution result; the generation module 304 generates a game message based on the target virtual scene and the execution result; and the push module 305 pushes the game message to the social account bound to the target virtual character. Thus, by controlling the target virtual character to execute the target game social event and generate game messages, the user can control the virtual character to execute game social events after the game ends, and inform the user through game messages of a specified media type, thereby improving the effective interaction between the virtual character and the user, enhancing game immersion, and guiding players into the game.

[0151] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0152] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 3 As shown, Figure 3 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 2000 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 and the memory 402 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0153] The processor 401 is the control center of the computer device 2000. It connects various parts of the computer device 2000 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, it performs various functions of the computer device 2000 and processes data, thereby monitoring the computer device 2000 as a whole.

[0154] In this embodiment, the processor 401 in the computer device 2000 loads the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 runs the applications stored in the memory 402 to achieve various functions:

[0155] Obtain the target game social event to be executed by the target virtual character; based on the target game social event, select the target virtual scene from multiple candidate virtual scenes in the game; control the target virtual character to execute the target game social event in the target virtual scene and obtain the execution result; generate a game message based on the target virtual scene and the execution result; push the game message to the social account bound to the target virtual character.

[0156] In some implementations, obtaining the target game social event to be executed by the target virtual character includes:

[0157] While the game account is offline, retrieve the target game social events that the target virtual character is waiting to execute;

[0158] The step of controlling the target virtual character to execute the target game social event in the target virtual scene includes:

[0159] In the offline state, the target virtual character is controlled to perform the target game social events in the target virtual scene according to the instructions of the intelligent agent;

[0160] Following the step of pushing the game message to the social media account linked to the target virtual character, the method further includes:

[0161] In response to a triggered operation for the game message, log in to the game account so that the graphical user interface displays the target virtual scene corresponding to the target game social event.

[0162] In some implementations, the step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event includes:

[0163] Based on the target game social events and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

[0164] In some implementations, the game social event is a social event that interacts with scene resources in a virtual scene. The step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene includes:

[0165] Identify target scene resources that interact with the target game social event, and determine the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene;

[0166] Select several candidate virtual scenes from multiple candidate virtual scenes in the game, where the scene resources include the target scene resources and the real-time location information of the first virtual character included in the virtual scene is less than the preset number of location information.

[0167] Choose any one of the candidate virtual scenes from the plurality of candidate virtual scenes as the target virtual scene.

[0168] In some implementations, the target game social event is related to a second virtual character corresponding to other offline game accounts, and the method further includes:

[0169] Based on the real-time location information of the second virtual character corresponding to other offline game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

[0170] In some implementations, prior to the step of obtaining the target game social event to be executed by the target virtual character, the method further includes:

[0171] Obtain candidate game social information for the target virtual character;

[0172] Based on the mapping relationship between game social information and game social events, the candidate social events corresponding to the candidate game social information are determined;

[0173] Any one of the candidate social events is selected as the target game social event.

[0174] In some implementations, the step of generating game messages based on the target virtual scene and the execution result includes:

[0175] The target virtual scene is viewed using a virtual camera within the game;

[0176] The virtual camera generates game messages of a specified media type about the target virtual scene;

[0177] A game message of text media type is generated based on the execution result.

[0178] In some implementations, prior to the step of pushing the game message to the social media account linked to the target virtual character, the method further includes:

[0179] Receive login requests for game accounts logged in via social media accounts;

[0180] Link the social media account to the game account.

[0181] In some implementations, the step of pushing the game message to the social media account bound to the target virtual character includes:

[0182] Obtain the social application to which the social account belongs;

[0183] Check whether the aforementioned social media account is linked to a game social platform;

[0184] If the social account is linked to the game's social platform, then the game message is pushed to the social account through the game's social platform.

[0185] In some implementations, prior to the step of pushing the game message to the social account via the game social platform, the method further includes:

[0186] Obtain the target virtual character's nickname and avatar;

[0187] A game social platform modification request is sent to the social server corresponding to the social application. The game social platform is used to request that the icon of the game social platform in the social account be changed to the target virtual character's avatar, and to request that the social nickname of the game social platform in the social account be changed to the target virtual character's nickname.

[0188] In some embodiments, the method further includes:

[0189] If the social account is not linked to the game's social platform, then obtain the target virtual character's nickname and avatar.

[0190] In the social application, create a target social account that uses the target virtual character's avatar as its social avatar and the target virtual character's nickname as its social nickname;

[0191] Send a social request to the social account through the target social account;

[0192] When a confirmation response to the social request is received, the game message is pushed to the target social account.

[0193] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0194] Optional, such as Figure 3As shown, the computer device 2000 also includes: a touch screen display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407. Those skilled in the art will understand that... Figure 3 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0195] The touch display screen 403 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 403 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 401. It can also receive and execute commands from the processor 401. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 403 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 403 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to achieve input functions.

[0196] In this embodiment, a game application is executed by processor 401 to generate a graphical user interface (GUI) on touch display screen 403. The virtual scene on the GUI includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is used to present the GUI and receive operation commands generated by the user interacting with the GUI.

[0197] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0198] Audio circuitry 405 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 405 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 405, converted back into audio data, and then processed by processor 401 before being transmitted via radio frequency circuitry 404 to, for example, another computer device, or output to memory 402 for further processing. Audio circuitry 405 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0199] The input unit 406 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0200] Power supply 407 is used to supply power to various components of computer device 2000. Optionally, power supply 407 can be logically connected to processor 401 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 407 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0201] although Figure 3 As not shown in the diagram, the computer device 2000 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0202] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0203] As described above, the computer device provided in this embodiment acquires a target game social event to be executed by a target virtual character; based on the target game social event, it selects a target virtual scene from multiple candidate virtual scenes in the game; it controls the target virtual character to execute the target game social event in the target virtual scene, obtaining an execution result; it generates a game message based on the target virtual scene and the execution result; and it pushes the game message to the social account bound to the target virtual character. Thus, by controlling the target virtual character to execute the target game social event and generate game messages, it enables users to control the virtual character to execute game social events after the game ends, and informs the user through game messages of a specified media type, improving the effective interaction between the virtual character and the user, enhancing game immersion, and guiding players into the game.

[0204] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0205] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the control methods provided in the embodiments of this application. For example, the computer program can execute the following steps:

[0206] Obtain the target game social event to be executed by the target virtual character; based on the target game social event, select the target virtual scene from multiple candidate virtual scenes in the game; control the target virtual character to execute the target game social event in the target virtual scene and obtain the execution result; generate a game message based on the target virtual scene and the execution result; push the game message to the social account bound to the target virtual character.

[0207] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0208] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0209] Since the computer program stored in the storage medium can execute the steps in any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0210] The above provides a detailed description of a game interaction method, apparatus, storage medium, and computer device provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game interaction method, characterized in that, include: The target virtual character of the offline game account is to be used to perform target game social events. Based on the target game social event, a target virtual scene is selected from multiple candidate virtual scenes in the game. The target virtual scene includes target scene resources that interact with the target game social event. Control the target virtual character to execute the target game social event in the target virtual scene, and obtain the execution result; Based on the target virtual scene and the execution result, a game message including the specified media type is generated; The game message is pushed to the social media account that is linked to the target virtual character.

2. The game interaction method according to claim 1, characterized in that, The target game social events to be executed by the target virtual character of the offline game account include: While the game account is offline, retrieve the target game social events that the target virtual character is waiting to execute; The step of controlling the target virtual character to execute the target game social event in the target virtual scene includes: In the offline state, the target virtual character is controlled to perform the target game social events in the target virtual scene according to the instructions of the intelligent agent; Following the step of pushing the game message to the social media account linked to the target virtual character, the method further includes: In response to a triggered operation for the game message, log in to the game account so that the graphical user interface displays the target virtual scene corresponding to the target game social event.

3. The game interaction method according to claim 1, characterized in that, The step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event includes: Based on the target game social events and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

4. The game interaction method according to claim 3, characterized in that, A game social event is a social event that interacts with scene resources in a virtual scene. The step of selecting the target virtual scene from multiple candidate virtual scenes in the game based on the target game social event and the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene includes: Identify target scene resources that interact with the target game social event, and determine the real-time location information of the first virtual character corresponding to other online game accounts in the virtual scene; Select several candidate virtual scenes from multiple candidate virtual scenes in the game, where the scene resources include the target scene resources and the real-time location information of the first virtual character included in the virtual scene is less than the preset number of location information. Choose any one of the candidate virtual scenes from the plurality of candidate virtual scenes as the target virtual scene.

5. The game interaction method according to claim 1, characterized in that, The target game social event is related to a second virtual character corresponding to other offline game accounts, and the method further includes: Based on the real-time location information of the second virtual character corresponding to other offline game accounts in the virtual scene, the target virtual scene is selected from multiple candidate virtual scenes in the game.

6. The game interaction method according to claim 1, characterized in that, Before the step of obtaining the target game social event to be executed by the target virtual character of the offline game account, the method further includes: Obtain candidate game social information for the target virtual character; Based on the mapping relationship between game social information and game social events, the candidate social events corresponding to the candidate game social information are determined; Any one of the candidate social events is selected as the target game social event.

7. The game interaction method according to claim 1, characterized in that, The step of generating a game message based on the target virtual scene and the execution result includes: The target virtual scene is viewed using a virtual camera within the game; The virtual camera generates game messages of a specified media type about the target virtual scene; A game message of text media type is generated based on the execution result.

8. The game interaction method according to claim 1, characterized in that, Before the step of pushing the game message to the social media account bound to the target virtual character, the method further includes: Receive login requests for game accounts logged in via social media accounts; Link the social media account to the game account.

9. The game interaction method according to claim 8, characterized in that, The step of pushing the game message to the social media account bound to the target virtual character includes: Obtain the social application to which the social account belongs; Check whether the aforementioned social media account is linked to a game social platform; If the social account is linked to the game's social platform, then the game message is pushed to the social account through the game's social platform.

10. The game interaction method according to claim 9, characterized in that, Before the step of pushing the game message to the social account through the game social platform, the method further includes: Obtain the target virtual character's nickname and avatar; A game social platform modification request is sent to the social server corresponding to the social application. The game social platform is used to request that the icon of the game social platform in the social account be changed to the target virtual character's avatar, and to request that the social nickname of the game social platform in the social account be changed to the target virtual character's nickname.

11. The game interaction method according to claim 9, characterized in that, The method further includes: If the social account is not linked to the game's social platform, then obtain the target virtual character's nickname and avatar. In the social application, create a target social account that uses the target virtual character's avatar as its social avatar and the target virtual character's nickname as its social nickname; Send a social request to the social account through the target social account; When a confirmation response to the social request is received, the game message is pushed to the target social account.

12. A game interaction device, characterized in that, include: The first acquisition module is used to acquire the target game social events to be executed by the target virtual character of the offline game account. The filtering module is used to filter out target virtual scenes from multiple candidate virtual scenes in the game based on the target game social event. The target virtual scene includes target scene resources that interact with the target game social event. The control module is used to control the target virtual character to execute the target game social event in the target virtual scene and obtain the execution result; A generation module is used to generate game messages based on the target virtual scene and the execution result; The push module is used to push the game messages to the social accounts that are bound to the target virtual character.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method according to any one of claims 1 to 11.

14. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the steps in the game interaction method as described in any one of claims 1 to 11.

Citation Information

Patent Citations

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