A control method and device of a virtual object, an electronic device, and a storage medium

CN116688504BActive Publication Date: 2026-08-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-24
Publication Date
2026-08-11

AI Technical Summary

Technical Problem

针对该问题,玩家可能还需要在游戏结束后重新回到新手引导阶段再重复学习一遍,但是,这种方式浪费时间,仍然无法很好的解决新手玩家的游戏操作问题,使得新手玩家无法快速适应游戏,引导效率低,进而导致人机交互效率低

Benefits of technology

[0051]本申请实施例提供了一种虚拟对象的控制方法、装置、电子设备及存储介质,其中,控制方法包括:响应针对受控虚拟对象的控制指令,控制受控虚拟对象在游戏场景中完成与控制指令对应的游戏行为;根据指定时间段内受控虚拟对象完成的游戏行为以及当前游戏场景下的标准游戏行为,确定目标游戏指令,目标游戏指令用于表征玩家待掌握的游戏指令;在图形用户界面显示与目标游戏指令对应的输入提示信息。

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Abstract

This application provides a method, device, electronic device, and storage medium for controlling virtual objects. The control method includes: responding to a control command for a controlled virtual object, controlling the controlled virtual object to complete game behaviors corresponding to the control command in a game scene; determining a target game command based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene, wherein the target game command represents the game commands that the player needs to master; and displaying input prompts corresponding to the target game command on a graphical user interface. In this way, this application can provide targeted input prompts for the game operations that the player needs to master, enabling novice players to quickly adapt to the game, improving guidance efficiency, and thus improving human-computer interaction efficiency.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for controlling virtual objects. Background Technology

[0002] In the gaming industry, games typically include a tutorial phase to guide new players in their gameplay and help them quickly adapt to the game environment.

[0003] Currently, the tutorial phase in the game follows the same pre-designed and standardized process for all new players. After completing the tutorial and entering the actual game, new players may still have questions about game controls for various reasons. To address this, players may need to return to the tutorial phase after the game ends to learn again. However, this method is time-consuming and still doesn't effectively solve new players' control problems, hindering their quick adaptation to the game, resulting in low tutorial efficiency and consequently low human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, device, electronic device and storage medium for controlling virtual objects, which can provide targeted input prompts for the game operations that players need to master, so that novice players can quickly adapt to the game, improve the guidance efficiency and thus improve the efficiency of human-computer interaction.

[0005] In a first aspect, embodiments of this application provide a method for controlling virtual objects, which provides a graphical user interface through a terminal device. The content displayed in the graphical user interface includes part or all of the game scene and controlled virtual objects located in the game scene. The control method includes:

[0006] In response to a control command for a controlled virtual object, the controlled virtual object is controlled to perform game actions corresponding to the control command in the game scene;

[0007] Based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene, a target game instruction is determined, which is used to represent the game instructions that the player needs to master.

[0008] The graphical user interface displays input prompts corresponding to the target game command.

[0009] Optionally, the game behavior includes at least one of the following:

[0010] The behaviors of controlled virtual objects moving in the game scene, the behaviors of controlled virtual objects releasing game skills, the behaviors of controlled virtual objects using game items, and the behaviors of executing game mechanics.

[0011] Optionally, the step of determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene includes:

[0012] Determine whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold;

[0013] If so, determine the game instruction corresponding to the first standard game behavior as the target game instruction.

[0014] Optionally, the first standard game behavior is used to characterize game behavior that has actually been used a preset number of times;

[0015] The step of determining whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold includes:

[0016] Obtain the actual number of times the game behavior completed by the controlled virtual object within a specified time period, and the preset number of times it is used; wherein the actual number of times it is used is less than the preset number of times it is used.

[0017] Determine whether the absolute value of the difference between the preset number of uses and the actual number of uses exceeds a preset difference threshold.

[0018] Optionally, the step of determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene includes:

[0019] Determine whether the completed game behavior includes at least one of the second standard game behaviors;

[0020] If not, determine the game instruction corresponding to at least one of the second standard game behaviors as the target game instruction.

[0021] Optionally, the second standard game behavior is used to characterize all game behaviors that the controlled virtual object needs to perform in the current game scene;

[0022] The step of determining whether the completed game behavior includes at least one of the second standard game behaviors includes:

[0023] Obtain the actual game behaviors performed by the controlled virtual object in the current game scene, as well as all the game behaviors that need to be performed;

[0024] Determine whether the actually completed game action includes at least one of all the game actions that need to be completed.

[0025] Optionally, the step of determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene includes:

[0026] Determine whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior;

[0027] If so, determine the game instruction corresponding to the third standard game behavior as the target game instruction.

[0028] Optionally, the third standard game behavior is used to characterize the game behavior corresponding to game commands input according to the standard input method; the standard input method includes at least one of the following standard parameters: preset input timing, preset number of responses, preset input duration, preset input position, and preset input direction;

[0029] The step of determining whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior includes:

[0030] The actual input method for obtaining the control command corresponding to the completed game behavior includes at least one of the following input parameters: input timing, number of responses, input duration, input position, and input direction;

[0031] Based on the input parameters and the corresponding standard parameters, determine whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold.

[0032] Optionally, the step of determining whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold based on the input parameters and the corresponding standard parameters includes:

[0033] Determine at least one of the following: the time difference between the input timing and the preset input timing, the number of responses and the preset number of responses, the duration difference between the input duration and the preset input duration, the distance between the input position and the preset input position, and the angle between the input direction and the preset input direction;

[0034] The similarity between the actual input method and the standard input method is determined based on at least one of the following: whether the time difference is less than a preset time difference threshold, whether the number of times difference is less than a preset number of times difference threshold, whether the duration difference is less than a preset duration difference threshold, whether the distance value is less than a preset distance threshold, and whether the angle value is less than a preset angle threshold.

[0035] Optionally, the control method further includes:

[0036] In response to a touch operation on a selection control displayed on the graphical user interface, the display stage of the input prompt information is determined; the display stage may include a target guidance stage or a subsequent game battle stage.

[0037] Optionally, when the display phase is the goal-oriented phase,

[0038] The step of displaying input prompts corresponding to the target game command in the graphical user interface includes:

[0039] The controlled virtual object is brought into the target guidance phase; the target guidance phase is used to characterize the phase of guiding the player to master game commands;

[0040] During the target guidance phase, the graphical user interface displays input prompts corresponding to the target game command to guide the player to input according to the input prompts corresponding to the target game command.

[0041] Optionally, when the displayed phase is a subsequent game battle phase,

[0042] The step of displaying input prompts corresponding to the target game command in the graphical user interface includes:

[0043] In subsequent game battles, the graphical user interface displays input prompts corresponding to the target game commands.

[0044] Optionally, the input prompt information includes at least one of the following: text prompt information, voice prompt information, icon prompt information, and animated prompt information.

[0045] Secondly, embodiments of this application also provide a control device for virtual objects, which provides a graphical user interface through a terminal device. The content displayed in the graphical user interface includes part or all of the game scene and controlled virtual objects located in the game scene. The control device includes:

[0046] The behavior control module is used to respond to control commands for a controlled virtual object and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene.

[0047] The instruction determination module is used to determine the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene. The target game instruction is used to represent the game instruction that the player needs to master.

[0048] An information display module is used to display input prompts corresponding to the target game command on the graphical user interface.

[0049] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual object control method described above.

[0050] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the control method for the virtual object as described above.

[0051] This application provides a method, device, electronic device, and storage medium for controlling virtual objects. The control method includes: responding to a control command for a controlled virtual object and controlling the controlled virtual object to complete game behaviors corresponding to the control command in a game scene; determining a target game command based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene, wherein the target game command is used to represent the game commands that the player needs to master; and displaying input prompt information corresponding to the target game command on a graphical user interface.

[0052] Compared to existing technologies where players need to return to the tutorial stage after the game ends to learn the controls again when they have questions, this application can provide targeted input prompts for the game controls that players need to master, saving time and enabling novice players to quickly adapt to the game, thus improving tutorial efficiency and ultimately improving human-computer interaction efficiency.

[0053] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0054] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0055] Figure 1 A flowchart illustrating a method for controlling a virtual object provided in an embodiment of this application;

[0056] Figure 2 A flowchart illustrating another method for controlling a virtual object provided in an embodiment of this application;

[0057] Figure 3 This is a schematic diagram of the structure of a control device for a virtual object provided in an embodiment of this application;

[0058] Figure 4 This is a schematic diagram of the structure of another virtual object control device provided in an embodiment of this application;

[0059] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0060] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0061] Currently, the tutorial phase in the game follows the same pre-designed and standardized process for all new players. However, after completing the tutorial and entering the actual game, new players may still have questions about game controls for various reasons. To address this, players might need to return to the tutorial phase after the game ends to learn again. However, this method is time-consuming and fails to effectively resolve new players' control issues, hindering their rapid adaptation to the game, resulting in low tutorial efficiency and consequently, low human-computer interaction efficiency.

[0062] Based on this, embodiments of this application provide a method, device, electronic device, and storage medium for controlling virtual objects, which can provide targeted input prompts for game operations that players need to master, enabling novice players to quickly adapt to the game, improving guidance efficiency, and thus improving human-computer interaction efficiency.

[0063] This embodiment discloses a virtual object control method in one embodiment, which can run on a terminal device or a server. The terminal device can be a local terminal device. When the control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices. When the control method runs on a terminal device, the game can be a single-player game.

[0064] To facilitate understanding of the embodiments of this application, a method for controlling a virtual object disclosed in the embodiments of this application will first be described in detail.

[0065] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for controlling a virtual object provided in an embodiment of this application. The method for controlling a virtual object provided in this application provides a graphical user interface (GUI) through a terminal device. The GUI displays content including part or all of the game scene, and controlled virtual objects located within the game scene, such as... Figure 1 As shown, the control method includes:

[0066] S101, Respond to control commands for the controlled virtual object, and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene.

[0067] S102. Based on the game behaviors completed by the controlled virtual objects within a specified time period and the standard game behaviors in the current game scene, determine the target game instructions. The target game instructions are used to represent the game instructions that the player needs to master.

[0068] S103. Display input prompts corresponding to the target game command in the graphical user interface.

[0069] The virtual object control method provided in this application can provide targeted input prompts for the game operations that players need to master, saving time and enabling novice players to quickly adapt to the game, thus improving guidance efficiency and human-computer interaction efficiency.

[0070] The exemplary steps described above in the embodiments of this application will be explained below:

[0071] S101, Respond to control commands for the controlled virtual object, and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene.

[0072] In step S101, the controlled virtual object can be a virtual object in the game controlled by the account of the game client logged into the terminal device, that is, a virtual object controlled by the player corresponding to the account. However, the possibility that the controlled virtual object is controlled by other applications or artificial intelligence modules cannot be ruled out. The game scene is a virtual scene displayed (or provided) by the application when it runs on the terminal or server. This virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. Optionally, the virtual scene can be either a two-dimensional or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. During normal gameplay, the graphical user interface provides virtual game controls for carrying virtual objects. The virtual objects can move, release skills, and perform other actions in the game scene under the control of the control commands issued by the player to the terminal device.

[0073] Control commands refer to interactive commands issued by players through their terminal devices to control controlled virtual objects to perform game actions within the game scene. For example, these control commands can be interactive commands issued by players on a computer via keyboard and / or mouse, or interactive commands issued by players on a mobile terminal via touchscreen. Here, interactive commands can include any one of click commands, swipe commands, or long-press commands.

[0074] Among them, game behavior has multiple types, including at least one of the following: the behavior of a controlled virtual object moving in the game scene, the behavior of a controlled virtual object releasing game skills, the behavior of a controlled virtual object using game props, and the behavior of executing game gameplay.

[0075] For example, the behavior of a controlled virtual object moving in the game scene can include walking, running, jumping, climbing, lying down, flying, etc.; the behavior of a controlled virtual object releasing game skills can include attack behavior (e.g., killing enemy virtual objects), defense behavior (e.g., blocking attacks from enemy virtual objects), evasion behavior (e.g., hiding in virtual bushes and waiting for an opportunity), releasing a special move, etc.; the behavior of a controlled virtual object using game items can include throwing "grenades", using "health packs", throwing "flashbangs", driving "motorcycles", etc.; the behavior of performing gameplay can include using resurrection methods, avoiding the poison circle, airdrops, etc.

[0076] Here, control commands and game behaviors are mapped one-to-one. Among the game behaviors performed by the controlled virtual objects corresponding to these control commands, some behaviors may not conform to the requirements of standard game behavior. Correspondingly, the control commands issued for these non-standard game behaviors are also not in accordance with the set requirements. For these non-standard game behaviors performed by the controlled virtual objects, it can be assumed that the player has not yet mastered the control commands corresponding to these game behaviors. For game behaviors performed by the controlled virtual objects that conform to standard game behavior, it can be assumed that the player has mastered the control commands corresponding to these game behaviors. In fact, the game system collects game behavior data that corresponds one-to-one with the control commands. This game behavior data is used to characterize the game behavior of the controlled virtual objects actually controlled by the player in the game scene.

[0077] The standard game behavior may include at least one of the following: game behavior that represents the actual number of times it is used to reach a preset number of times; game behavior that represents all game behaviors that the controlled virtual object needs to complete in the current game scene; and game behavior that represents game instructions input in accordance with the standard input method, wherein the standard input method includes at least one of the following standard parameters: preset input timing, preset number of responses, preset input duration, preset input position, and preset input direction.

[0078] It should be noted that during the game's combat phase, the system responds to control commands directed at the controlled virtual object, guiding the virtual object to perform corresponding game actions within the game scene. This combat phase aligns with the defined beginner game phase, providing targeted guidance for new players' gameplay and helping them quickly overcome the beginner stage. For example, the beginner game phase might be defined as the period from the first time the game is launched to the Nth time the game is launched, where N is an integer greater than 1, and its specific value can be determined based on overall player behavior data.

[0079] S102. Based on the game behaviors completed by the controlled virtual objects within a specified time period and the standard game behaviors in the current game scene, determine the target game instructions. The target game instructions are used to represent the game instructions that the player needs to master.

[0080] In step S102, the game behaviors completed by the controlled virtual object within a specified time period are compared with the standard game behaviors in the current game scene. Based on the comparison result, the target game command is determined. This target game command represents the game commands that the player needs to master, where "game commands to be mastered" refers to game commands that the player has not yet mastered. The specified time period refers to any period of time during the game's combat phase. It should be noted that all game behaviors completed by the controlled virtual object within the specified time period must be compared with the corresponding standard game behaviors to obtain the comparison result between each game behavior completed by the controlled virtual object and the corresponding standard game behavior.

[0081] Here, the target game command refers to the game command that the player needs to master, as determined by the game system, while the control command refers to the interaction command that the player actually issues to the terminal device. Although both control commands and target game commands can control the game behavior of the controlled virtual object in the game scene, control commands are issued by the player, while target game commands are standard game commands preset by the system that correspond to standard game behaviors.

[0082] In this step, standard game behavior can include at least one of the following: game behavior that represents the actual number of times it has been used to a preset number of times; all game behaviors that the controlled virtual object needs to complete in the current game scene; and game behavior corresponding to game instructions input according to the standard input method. The definition types of standard game behavior differ (standard game behavior can be divided into first standard game behavior, second standard game behavior, and third standard game behavior, which will be introduced separately below). The comparison process between the game behavior completed by the controlled virtual object and the standard game behavior also differs. These differences will be explained in detail from three aspects below:

[0083] First, when the first standard game behavior is used to represent game behavior that has actually been used a preset number of times:

[0084] Step S102 specifically includes: determining whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold; if so, determining the game instruction corresponding to the first standard game behavior as the target game instruction.

[0085] In this step, when the first standard game behavior is used to represent the game behavior that has reached the preset number of times of actual use, the difference between the completed game behavior and the corresponding first standard game behavior is mainly the difference between the actual number of times of use corresponding to the completed game behavior and the preset number of times of use. Game behaviors with differences exceeding the preset threshold are identified, and the first standard game behavior corresponding to the game behavior is obtained. Thus, the game instruction corresponding to the first standard game behavior is determined as the target game instruction.

[0086] In a preferred embodiment, the step of determining whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold includes:

[0087] Get the actual number of times the game behavior completed by the controlled virtual object within a specified time period, and the preset number of times it is used; wherein the actual number of times it is used is less than the preset number of times it is used; determine whether the absolute value of the difference between the preset number of times it is used and the actual number of times it is used exceeds the preset difference threshold.

[0088] Here, if the actual number of times a game action performed by a controlled virtual object within a specified time period is not less than the preset number of times, it can be considered that the game instructions corresponding to the game action with an actual number of times not less than the preset number of times have been mastered by the player. Therefore, when obtaining the actual number of times a game action performed by a controlled virtual object within a specified time period is obtained, it is only necessary to obtain the actual number of times a game action with a number less than the preset number of times. This reduces the amount of data processed, thereby reducing the computing power required by the game system. The preset threshold can be determined based on the average value of the overall players' game action data, or by the game developers based on the value set in the game design, or by intelligent analysis of the historical data of players with high win rates in game matches using artificial intelligence technology; different game actions correspond to different preset thresholds.

[0089] Furthermore, if there is a significant difference between the actual number of times a certain game action is used and the preset number of times it is used, it can be assumed that the player has not mastered the game command corresponding to that action. Specifically, the absolute value of the difference between the preset number of times it is used and the actual number of times it is used can be calculated. It can be determined whether the absolute value of the difference exceeds a preset difference threshold. If the absolute value of the difference exceeds the preset difference threshold, it can be assumed that the game command corresponding to this absolute value of the difference has not been mastered by the player.

[0090] For example, in a tactical competitive game, the game system pre-sets that the player needs to unleash their ultimate skill 8 times during the current game's combat phase, with a preset difference threshold of 3 times. However, if the player only uses their ultimate skill 2 times during the actual game, since the absolute difference between the preset number of uses and the actual number of uses is 6 times, which is greater than the preset difference threshold (3 times), it can be considered that the game command corresponding to the action of unleashing the ultimate skill was not mastered by the player.

[0091] Second, when the second standard game behavior is used to represent all the game behaviors that a controlled virtual object needs to perform in the current game scenario:

[0092] Step S102 further includes: determining whether the completed game behavior includes at least one of the second standard game behaviors; if not, determining the game instruction corresponding to at least one of the second standard game behaviors as the target game instruction.

[0093] In this step, when the second standard game behavior is used to represent all the game behaviors that the controlled virtual object needs to complete in the current game scene, if the game behaviors completed by the controlled virtual object do not include all the game behaviors that need to be completed, that is, some game behaviors have game instructions that have not been issued by the player, then it can be considered that the player has not mastered the game instructions that have not been issued. Therefore, the game instructions corresponding to at least one of the second standard game behaviors that are not included in the game behaviors completed by the controlled virtual object are determined as the target game instructions.

[0094] In a preferred embodiment, the step of determining whether a completed game action includes at least one of the second standard game actions includes:

[0095] Obtain the actual game behaviors performed by the controlled virtual object in the current game scene, as well as all game behaviors that need to be performed; determine whether the actual game behaviors performed include at least one of the game behaviors that need to be performed.

[0096] Here, if the game behavior actually performed by the controlled virtual object in the current game scene does not include all the game behaviors that need to be performed, that is, the game behavior actually performed does not include at least one of the game behaviors that need to be performed, then the game instruction corresponding to the game behavior that needs to be performed but is not included in the game behavior actually performed is determined as the target game instruction.

[0097] For example, in a tactical competitive game, the game system pre-sets that during the current game's combat phase, the controlled virtual object needs to perform actions such as walking, jumping, attacking, dodging, using "health packs," and airdrops in the game scene. However, during the actual combat phase, the player only issues control commands to complete the actions of walking, jumping, attacking, and dodging. Since the actions of using "health packs" and airdrops have not been completed, the game system will determine that the corresponding game commands for using "health packs" and airdrops have not been mastered by the player.

[0098] Third, the third standard game behavior is used to represent the game behavior corresponding to game commands input according to the standard input method:

[0099] Step S102 further includes: determining whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior; if so, determining the game command corresponding to the third standard game behavior as the target game command.

[0100] In this step, when the third standard game behavior is used to represent the game behavior corresponding to the game command input according to the standard input method, if the control command issued by the player does not match the game command input according to the standard input method, it can be assumed that the player has not mastered the game command, and then the game command corresponding to the third standard game behavior can be identified as the target game command.

[0101] Here, the standard input method may include at least one of the following standard parameters: preset input timing, preset number of responses, preset input duration, preset input position, and preset input direction. These standard parameters can be determined by the game developers based on game design values, or they can be determined through intelligent analysis of historical game data from players with high win rates using artificial intelligence technology.

[0102] Specifically, preset input timing refers to the pre-set start time of game command input, such as the moment when a controlled virtual object should input a defensive game command when attacked by an enemy character, for example, the moment to input a defensive game command is 1 second after being attacked by an enemy character; preset response count refers to the preset number of responses to game commands, that is, the number of times the game behavior corresponding to the game command appears in the game scene, such as the running movement behavior should appear 100 times, in this case, the preset response count is 100 times; preset input duration refers to the preset input duration of game commands, such as the duration of long-pressing the game control corresponding to the game command, the duration of dragging the game control corresponding to the game command, etc.; preset input position refers to the preset input position of game commands, such as the player's touch position on the terminal device should be within the touch area corresponding to the game command; preset input direction refers to the preset input direction of game commands in the game scene for the game behavior of the controlled virtual object, such as when the controlled virtual object completes an attack behavior, the preset input direction of the game command corresponding to the attack behavior of the controlled virtual object should be towards the enemy virtual character.

[0103] For example, if the standard input method includes preset input timing, preset input position, and preset input direction, and the actual input method of the control command includes the actual input timing, actual input position, and actual input direction, all of which meet the requirements of the preset input timing, preset input position, and preset input direction, then the control command issued by the player can be considered to meet the game design requirements. If any one of the actual input timing, actual input position, and actual input direction of the actual input method of the control command does not conform to the corresponding standard parameters in the standard input method, then the control command issued by the player can be considered to not meet the game design requirements. For example, if the actual input position of the control command is different from the standard input position of the game command, then the control command issued by the player can be considered to not meet the game design requirements.

[0104] In a preferred embodiment, when the standard input method includes at least one of the following standard parameters: preset input timing, preset response count, preset input duration, preset input position, and preset input direction; the step of determining whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior includes:

[0105] The actual input method for the control command corresponding to the completed game behavior includes at least one of the following input parameters: input timing, number of responses, input duration, input position, and input direction; based on the input parameters and the corresponding standard parameters, it is determined whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold.

[0106] Here, whether the control commands issued by the player meet the game design requirements can be determined by whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold.

[0107] Further, the step of determining whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold based on the input parameters and the corresponding standard parameters includes:

[0108] Determine at least one of the following: the time difference between the input timing and the preset input timing, the number of responses between the preset number of responses, the duration difference between the input duration and the preset input duration, the distance between the input position and the preset input position, and the angle between the input direction and the preset input direction;

[0109] Here, the time difference between the input timing and the preset input timing refers to the difference between the start time of the actual game command input and the preset start time of the game command input; the difference between the number of responses and the preset number of responses refers to the difference between the actual number of responses to the game command and the preset number of responses to the game command; the difference between the input duration and the preset input duration refers to the difference between the actual input duration of the game command and the preset input duration of the game command; the distance between the input position and the preset input position refers to the distance between the actual input position of the game command and the preset input position of the game command; and the angle between the input direction and the preset input direction refers to the angle between the actual input direction of the game command and the preset input direction of the game command in the game scene, where the center of the game control corresponding to the game command is taken as the center of the angle circle.

[0110] Determine whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold based on at least one of the following: whether the time difference is less than a preset time difference threshold, whether the number of times difference is less than a preset number of times difference threshold, whether the duration difference is less than a preset duration difference threshold, whether the distance value is less than a preset distance threshold, and whether the angle value is less than a preset angle threshold.

[0111] Furthermore, if the similarity between the actual input method and the standard input method is less than a preset similarity threshold based on at least one of the following, then it is determined that the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior, and thus the game command corresponding to the third standard game behavior is determined as the target game command.

[0112] Here, the preset similarity threshold, preset time difference threshold, preset number difference threshold, preset duration difference threshold, preset distance threshold, and preset angle threshold can all be determined based on the overall player game behavior data.

[0113] Furthermore, when determining the game commands the player needs to master, response priorities can be set for the comparison process between the game behavior performed by the controlled virtual object and the first, second, and third standard game behaviors, respectively. For example, it can be first determined whether the actual number of times the game behavior has been used has reached the preset number of times, or whether there are any game behaviors that have not appeared in the game scene, and then it can be determined whether the actual input method of the control command corresponding to the game behavior meets the standard input method of the game command. In other words, a first response priority is set for the comparison process between the game behavior performed by the controlled virtual object and the first and second standard game behaviors, and a second response priority is set for the comparison process between the game behavior performed by the controlled virtual object and the third standard game behavior, wherein the first response priority is higher than the second response priority.

[0114] In step S103, input prompts corresponding to the target game command are displayed on the graphical user interface.

[0115] In this step, once the game commands that the player needs to master are identified, prompts for these commands need to be displayed on the graphical user interface to guide the player to quickly become familiar with them and thus adapt to the game quickly.

[0116] The input prompts may include at least one of the following: text prompts, voice prompts, icon prompts, and animated prompts.

[0117] Here, since the definition types of standard game behavior representations are different, in order to distinguish the game instructions that players need to master based on the standard game behavior of different definition types, the target game instructions corresponding to each definition type of standard game behavior are obtained.

[0118] For example, a first target game instruction is determined based on the game behavior performed by the controlled virtual object and a first standard game behavior in the current game scene, and a first input prompt corresponding to the first target game instruction is displayed on the graphical user interface; a second target game instruction is determined based on the game behavior performed by the controlled virtual object and a second standard game behavior in the current game scene, and a second input prompt corresponding to the second target game instruction is displayed on the graphical user interface; a third target game instruction is determined based on the game behavior performed by the controlled virtual object and a third standard game behavior in the current game scene, and a third input prompt corresponding to the third target game instruction is displayed on the graphical user interface; wherein the first input prompt, the second input prompt, and the third input prompt are different.

[0119] In this way, based on the different input prompts displayed on the graphical user interface, players can clearly understand why the game system has determined that they have not mastered the game commands. This allows players to adjust their input commands in a timely manner based on the reasons they understand, and helps them decide whether to relearn the game commands they have not mastered.

[0120] The embodiments of this application can provide targeted input prompts for the game operations that players need to master, saving time and enabling novice players to quickly adapt to the game, thus improving the efficiency of guidance and, consequently, the efficiency of human-computer interaction.

[0121] Please see Figure 2 , Figure 2 A flowchart illustrating another method for controlling a virtual object provided in an embodiment of this application. Figure 2 As shown in the embodiments of this application, the method for controlling virtual objects includes:

[0122] S201. Respond to control commands for the controlled virtual object and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene.

[0123] S202. Based on the game behaviors completed by the controlled virtual objects within a specified time period and the standard game behaviors in the current game scene, determine the target game instructions. The target game instructions are used to represent the game instructions that the player needs to master.

[0124] S203. Respond to touch operations on selection controls displayed on the graphical user interface and determine the display stage of input prompt information; the display stage may include the target guidance stage or the subsequent game battle stage.

[0125] S204. Display input prompts corresponding to the target game command on the graphical user interface.

[0126] The descriptions of S201, S202, and S204 can be referred to those of S101 to S103, and can achieve the same technical effect, so they will not be elaborated further.

[0127] In step S203, in response to a touch operation on the selection control displayed on the graphical user interface, the display stage of the input prompt information is determined; the display stage may include the target guidance stage or the subsequent game battle stage.

[0128] In this step, the selection control displayed on the graphical user interface can be shown after the end of the current game, allowing players to choose the stage at which input prompts are displayed by touching the selection control. Alternatively, the selection control can be displayed as a selection icon at one end of the graphical user interface throughout the game, becoming active after the current game ends. Clicking this icon will display the selection control for choosing the stage at which input prompts are displayed. If the player does not click the selection control to choose a stage, the game system will default to displaying the input prompts in subsequent game stages.

[0129] Specifically, the selection control is used to choose the stage in which input prompt information is displayed. For example, the selection control may include "Yes" and "No" confirmation controls. If a touch operation is performed on the "Yes" confirmation control, the game enters the target guidance stage, and input prompt information corresponding to the target game command is displayed during this stage. If a touch operation is performed on the "No" confirmation control, when starting the next game, input prompt information corresponding to the target game command will be displayed during the next game's combat stage.

[0130] The goal-oriented guidance phase refers to the phase that guides players on the game commands they need to master. In other words, the game commands that players have already mastered are removed in the tutorial phase, and only the game commands that players need to master are retained, so as to guide players on the game commands that they need to master in a targeted manner. The subsequent game battle phase refers to the next game battle phase that starts after the current game battle ends.

[0131] In this way, for game commands that players have not mastered, the system can determine whether to provide guidance and learning for the game commands that players need to master during the target guidance phase, or to provide prompts and learning for the game commands that players need to master during the player's new round of game combat, based on the player's choice.

[0132] In one specific implementation, when the display stage is the target guidance stage, step S204 specifically includes: controlling the controlled virtual object to enter the target guidance stage; the target guidance stage is used to characterize the stage of guiding the player to master game commands; in the target guidance stage, input prompts corresponding to the target game commands are displayed on the graphical user interface to guide the player to input according to the input prompts corresponding to the target game commands.

[0133] In another specific implementation, when the display stage is the subsequent game battle stage, step S204 further includes: in the subsequent game battle stage, displaying input prompt information corresponding to the target game command on the graphical user interface.

[0134] In addition, the display phase can also be a subsequent phase in the current game. Here, "subsequent phase" refers to the remaining game phases after the game system detects that a player has not mastered a game command. When this unmastered command should reappear, the corresponding input prompt will be displayed on the graphical user interface. Conversely, during the current game phase, for game commands that the game system has not detected that the player has not mastered, no input prompt will be displayed on the graphical user interface.

[0135] It should be noted that since the tutorial phase occurs when a new player first starts the game, it will not reappear the next time the player restarts the game after completing the tutorial phase. In this embodiment, the game phase in which the input prompts corresponding to the target game commands are displayed on the graphical user interface is within a set range of game phases. The set new player game phase is between the first time the game is started and the game phase corresponding to the Nth time the game is started, where N is an integer greater than 1, and the specific value can be determined based on overall player game behavior data.

[0136] Furthermore, players can choose to enter the goal guidance phase directly after starting the game, without entering the game battle phase, at any game phase between the second and Nth game starts. At this time, the game instructions to be mastered in the goal guidance phase are determined based on the game behavior data after the previous game ended.

[0137] For example, in tactical competitive games, players typically go through a standardized tutorial before entering the game to practice. If a player feels they haven't mastered something (which affects gameplay), they will return to the tutorial to learn it again. Moreover, to learn a specific skill, players have to relearn the entire tutorial, which is tedious and time-consuming. Furthermore, for some more subtle skills and item usage, even if players haven't mastered them during the tutorial, they might not be aware of them (this doesn't affect gameplay, but it does impact skill level and overall experience). Players might forget these specific game design elements, making it difficult for them to progress during the beginner phase.

[0138] To address the aforementioned technical issues, this application's embodiments first design a complete tutorial phase. New players entering the game for the first time undergo this initial learning phase. Afterward, players enter the game's combat phase for practical experience (beginner matches). During these matches, the game system records the player's game behavior data. After each match, the system analyzes this data, statistically analyzing various movement behaviors (running, jumping, flying, etc.), skill release behaviors (attacking, dodging, unleashing ultimate moves, etc.), item usage behaviors, and gameplay execution behaviors (understanding the game mechanics, such as using resurrection methods, dodging the poison circle, airdrops, etc.). If certain game operations (corresponding game commands) are never used, have a significantly low usage frequency, or the actual input method of the control commands does not meet the setting requirements, it can be considered that the player has not yet mastered that game operation. If a player is unfamiliar with the game controls, the system can provide prompts such as, "Based on the observation of the previous battle, you may not have fully mastered the following game controls. Would you like to relearn these controls in the goal-oriented guidance phase?" If the player selects "Yes," they will re-enter the goal-oriented guidance phase. This phase will then, based on the analysis of the player's game behavior data, skip the tutorials for controls already mastered and focus on the controls not yet mastered, designing richer teaching and practice scenarios for the player. If the player selects "No," in the next game's battle phase, prompts will be provided for the controls not yet mastered at the corresponding stages. For example, if the system detects that the player hasn't learned how to "run," prompts can be provided during battle phases where the player's controlled virtual object is "walking" for an extended period.

[0139] In this way, based on players' actual gameplay data, the system can analyze the game controls that players haven't yet mastered and design personalized beginner tutorials for each player. This provides targeted game control strategies, saving time and increasing efficiency, helping players quickly master game controls and get through the beginner stage. This can reduce the obstacles and player churn rate during the beginner phase.

[0140] In summary, the virtual object control method provided in this application can provide targeted input prompts for the game operations that players need to master. It also allows selection of the display stage for the input prompt information. In other words, it can determine whether to re-guide the player through the target tutorial stage or provide prompts during a new round of gameplay, thus offering targeted game operation strategies that are fast and efficient. This allows novice players to quickly adapt to the game, improves tutorial efficiency, enhances human-computer interaction efficiency, and reduces player churn.

[0141] Based on the same inventive concept, this application also provides a virtual object control device corresponding to the virtual object control method. Since the principle of the device in this application is similar to the virtual object control method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0142] Please see Figure 3 , Figure 3 This is a schematic diagram of a virtual object control device provided in an embodiment of this application. The virtual object control device provided in this application provides a graphical user interface through a terminal device. The content displayed in the graphical user interface includes part or all of the game scene, and the controlled virtual objects located in the game scene, such as... Figure 3 As shown, the control device 300 includes:

[0143] The behavior control module 301 is used to respond to control commands for a controlled virtual object and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene.

[0144] The instruction determination module 302 is used to determine the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene. The target game instruction is used to represent the game instruction that the player needs to master.

[0145] The information display module 303 is used to display input prompt information corresponding to the target game command on the graphical user interface.

[0146] Optionally, the game behavior includes at least one of the following:

[0147] The behaviors of controlled virtual objects moving in the game scene, the behaviors of controlled virtual objects releasing game skills, the behaviors of controlled virtual objects using game items, and the behaviors of executing game mechanics.

[0148] Optionally, the instruction determination module 302 is specifically used for:

[0149] Determine whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold;

[0150] If so, determine the game instruction corresponding to the first standard game behavior as the target game instruction.

[0151] Optionally, the first standard game behavior is used to characterize game behavior that has actually been used a preset number of times;

[0152] The instruction determination module 302 is also specifically used for:

[0153] Obtain the actual number of times the game behavior completed by the controlled virtual object within a specified time period, and the preset number of times it is used; wherein the actual number of times it is used is less than the preset number of times it is used.

[0154] Determine whether the absolute value of the difference between the preset number of uses and the actual number of uses exceeds a preset difference threshold.

[0155] Optionally, the instruction determination module 302 is also specifically used for:

[0156] Determine whether the completed game behavior includes at least one of the second standard game behaviors;

[0157] If not, determine the game instruction corresponding to at least one of the second standard game behaviors as the target game instruction.

[0158] Optionally, the second standard game behavior is used to characterize all game behaviors that the controlled virtual object needs to perform in the current game scene;

[0159] The instruction determination module 302 is also specifically used for:

[0160] Obtain the actual game behaviors performed by the controlled virtual object in the current game scene, as well as all the game behaviors that need to be performed;

[0161] Determine whether the actually completed game action includes at least one of all the game actions that need to be completed.

[0162] Optionally, the instruction determination module 302 is also specifically used for:

[0163] Determine whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior;

[0164] If so, determine the game instruction corresponding to the third standard game behavior as the target game instruction.

[0165] Optionally, the third standard game behavior is used to characterize the game behavior corresponding to game commands input according to the standard input method; the standard input method includes at least one of the following standard parameters: preset input timing, preset number of responses, preset input duration, preset input position, and preset input direction;

[0166] The instruction determination module 302 is also specifically used for:

[0167] The actual input method for obtaining the control command corresponding to the completed game behavior includes at least one of the following input parameters: input timing, number of responses, input duration, input position, and input direction;

[0168] Based on the input parameters and the corresponding standard parameters, determine whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold.

[0169] Optionally, the instruction determination module 302 is also specifically used for:

[0170] Determine at least one of the following: the time difference between the input timing and the preset input timing, the number of responses and the preset number of responses, the duration difference between the input duration and the preset input duration, the distance between the input position and the preset input position, and the angle between the input direction and the preset input direction;

[0171] The similarity between the actual input method and the standard input method is determined based on at least one of the following: whether the time difference is less than a preset time difference threshold, whether the number of times difference is less than a preset number of times difference threshold, whether the duration difference is less than a preset duration difference threshold, whether the distance value is less than a preset distance threshold, and whether the angle value is less than a preset angle threshold.

[0172] Furthermore, such as Figure 4 As shown, the control device 300 also includes a stage selection module 304, which is used for:

[0173] In response to a touch operation on a selection control displayed on the graphical user interface, the display stage of the input prompt information is determined; the display stage may include a target guidance stage or a subsequent game battle stage.

[0174] Optionally, when the display phase is the target guidance phase, the information display module 303 is specifically used for:

[0175] The controlled virtual object is brought into the target guidance phase; the target guidance phase is used to characterize the phase of guiding the player to master game commands;

[0176] During the target guidance phase, the graphical user interface displays input prompts corresponding to the target game command to guide the player to input according to the input prompts corresponding to the target game command.

[0177] Optionally, when the display phase is a subsequent game battle phase, the information display module 303 is further used for:

[0178] In subsequent game battles, the graphical user interface displays input prompts corresponding to the target game commands.

[0179] Optionally, the input prompt information includes at least one of the following: text prompt information, voice prompt information, icon prompt information, and animated prompt information.

[0180] The virtual object control device provided in this application includes a behavior control module, an instruction determination module, and an information display module. The behavior control module responds to control instructions for the controlled virtual object, controlling the controlled virtual object to complete game behaviors corresponding to the control instructions in the game scene. The instruction determination module determines target game instructions based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene. The target game instructions represent game instructions that the player needs to master. The information display module displays input prompts corresponding to the target game instructions on the graphical user interface. In this way, this application embodiment can provide targeted input prompts for game operations that players need to master, enabling novice players to quickly adapt to the game, improving guidance efficiency, and thus improving human-computer interaction efficiency.

[0181] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5 As shown, the electronic device 500 includes a processor 501, a memory 502, and a bus 503.

[0182] The memory 502 stores machine-readable instructions executable by the processor 501. When the electronic device 500 is running, the processor 501 communicates with the memory 502 via the bus 503. When the machine-readable instructions are executed by the processor 501, they can perform the operations described above. Figure 1as well as Figure 2 The steps of the virtual object control method in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.

[0183] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 as well as Figure 2 The steps of the virtual object control method in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.

[0184] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0185] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0186] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0187] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0188] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0189] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for controlling a virtual object, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes part or all of the game scene, and controlled virtual objects located in the game scene, and the control method includes: In response to a control command for a controlled virtual object, the controlled virtual object is controlled to perform game actions corresponding to the control command in the game scene; Based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene, a target game instruction is determined. The target game instruction represents the game instruction that the player needs to master. The standard game behaviors include a first standard game behavior, a second standard game behavior, and a third standard game behavior. The first standard game behavior represents the game behavior that has been used a preset number of times. The second standard game behavior represents all the game behaviors that the controlled virtual object needs to complete in the current game scene. The third standard game behavior represents the game behavior corresponding to the game instruction input in the standard input method. A first response priority is set for the comparison process between the game behaviors completed by the controlled virtual object and the first and second standard game behaviors, respectively. A second response priority is set for the comparison process between the game behaviors completed by the controlled virtual object and the third standard game behavior, wherein the first response priority is higher than the second response priority. The graphical user interface displays input prompts corresponding to the target game command.

2. The control method according to claim 1, characterized in that, The game behavior includes at least one of the following: The behaviors of controlled virtual objects moving in the game scene, the behaviors of controlled virtual objects releasing game skills, the behaviors of controlled virtual objects using game items, and the behaviors of executing game mechanics.

3. The control method according to claim 1, characterized in that, The steps for determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene include: Determine whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold; If so, determine the game instruction corresponding to the first standard game behavior as the target game instruction.

4. The control method according to claim 3, characterized in that, The step of determining whether the difference between the completed game behavior and the corresponding first standard game behavior exceeds a preset threshold includes: Obtain the actual number of times the game behavior completed by the controlled virtual object within a specified time period, and the preset number of times it is used; wherein the actual number of times it is used is less than the preset number of times it is used. Determine whether the absolute value of the difference between the preset number of uses and the actual number of uses exceeds a preset difference threshold.

5. The control method according to claim 1, characterized in that, The steps for determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene include: Determine whether the completed game behavior includes at least one of the second standard game behaviors; If not, determine the game instruction corresponding to at least one of the second standard game behaviors as the target game instruction.

6. The control method according to claim 5, characterized in that, The step of determining whether the completed game behavior includes at least one of the second standard game behaviors includes: Obtain the actual game behaviors performed by the controlled virtual object in the current game scene, as well as all the game behaviors that need to be performed; Determine whether the actually completed game action includes at least one of all the game actions that need to be completed.

7. The control method according to claim 1, characterized in that, The steps for determining the target game instruction based on the game behavior completed by the controlled virtual object within a specified time period and the standard game behavior in the current game scene include: Determine whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior; If so, determine the game instruction corresponding to the third standard game behavior as the target game instruction.

8. The control method according to claim 7, characterized in that, The standard input method includes at least one of the following standard parameters: preset input timing, preset number of responses, preset input duration, preset input position, and preset input direction; The step of determining whether the actual input method of the control command corresponding to the completed game behavior does not conform to the standard input method of the game command corresponding to the third standard game behavior includes: The actual input method for obtaining the control command corresponding to the completed game behavior includes at least one of the following input parameters: input timing, number of responses, input duration, input position, and input direction; Based on the input parameters and the corresponding standard parameters, determine whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold.

9. The control method according to claim 8, characterized in that, The step of determining whether the similarity between the actual input method and the standard input method is less than a preset similarity threshold based on the input parameters and the corresponding standard parameters includes: Determine at least one of the following: the time difference between the input timing and the preset input timing, the number of responses and the preset number of responses, the duration difference between the input duration and the preset input duration, the distance between the input position and the preset input position, and the angle between the input direction and the preset input direction; The similarity between the actual input method and the standard input method is determined based on at least one of the following: whether the time difference is less than a preset time difference threshold, whether the number of times difference is less than a preset number of times difference threshold, whether the duration difference is less than a preset duration difference threshold, whether the distance value is less than a preset distance threshold, and whether the angle value is less than a preset angle threshold.

10. The control method according to any one of claims 1 to 9, characterized in that, The control method further includes: In response to a touch operation on a selection control displayed on the graphical user interface, the display stage of the input prompt information is determined; the display stage may include a target guidance stage or a subsequent game battle stage.

11. The control method according to claim 10, characterized in that, When the display phase is the goal-oriented phase. The step of displaying input prompts corresponding to the target game command in the graphical user interface includes: The controlled virtual object is brought into the target guidance phase; the target guidance phase is used to characterize the phase of guiding the player to master game commands; During the target guidance phase, the graphical user interface displays input prompts corresponding to the target game command to guide the player to input according to the input prompts corresponding to the target game command.

12. The control method according to claim 10, characterized in that, When the displayed stage is the subsequent game battle stage. The step of displaying input prompts corresponding to the target game command in the graphical user interface includes: In subsequent game battles, the graphical user interface displays input prompts corresponding to the target game commands.

13. The control method according to claim 1, characterized in that, The input prompt information includes at least one of the following: text prompt information, voice prompt information, icon prompt information, and animated prompt information.

14. A control device for a virtual object, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed in the graphical user interface includes part or all of the game scene, and controlled virtual objects located in the game scene, and the control device includes: The behavior control module is used to respond to control commands for a controlled virtual object and control the controlled virtual object to perform game behaviors corresponding to the control commands in the game scene. The instruction determination module is used to determine target game instructions based on the game behaviors completed by the controlled virtual object within a specified time period and the standard game behaviors in the current game scene. The target game instructions represent the game instructions that the player needs to master. The standard game behaviors include a first standard game behavior, a second standard game behavior, and a third standard game behavior. The first standard game behavior represents game behaviors that have been used a preset number of times. The second standard game behavior represents all game behaviors that the controlled virtual object needs to complete in the current game scene. The third standard game behavior represents the game behavior corresponding to game instructions input in a standard input method. A first response priority is set for the comparison process between the game behaviors completed by the controlled virtual object and the first and second standard game behaviors, respectively. A second response priority is set for the comparison process between the game behaviors completed by the controlled virtual object and the third standard game behavior, wherein the first response priority is higher than the second response priority. An information display module is used to display input prompts corresponding to the target game command on the graphical user interface.

15. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the control method for the virtual object as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the control method for the virtual object as described in any one of claims 1 to 13.

Citation Information

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