Virtual environment-based message pushing method, device, equipment and medium
Patent Information
- Application Number
- CN202210255561.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-03-15
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2042-03-15
AI Technical Summary
[0004]相关技术需要点击图标后,才能显示预先设置的快捷消息,发送消息的效率较低
[0022] According to another aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the message push method based on a virtual environment as described above.
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Figure CN116785728B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual worlds, and in particular to a message push method, apparatus, device and medium based on a virtual environment. Background Technology
[0002] When playing in a virtual environment, user accounts can send text messages to each other to communicate and exchange information.
[0003] The related technology provides a method for sending quick messages to user accounts, displaying a quick message icon on the user interface. Clicking the icon displays multiple pre-set quick messages, and the user can then click on one of these messages to send it to other user accounts.
[0004] The relevant technology requires clicking an icon to display pre-set quick messages, resulting in low message sending efficiency. Summary of the Invention
[0005] This application provides a message push method, apparatus, device, and medium based on a virtual environment. The method provides candidate push messages to user accounts when a virtual object is in a multi-user collaborative scenario, facilitating requests for assistance from other user accounts. The technical solution is as follows:
[0006] According to one aspect of this application, a message push method based on a virtual environment is provided, the method comprising:
[0007] The first screen of the virtual environment is displayed. The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction.
[0008] In response to the first virtual object being in a multi-person cooperative scenario, a candidate push message corresponding to the multi-person cooperative scenario is displayed, and the candidate push message is used to request help from the second virtual object;
[0009] In response to a selection operation on a target push message among the candidate push messages, the target push message is sent to the second user account.
[0010] According to one aspect of this application, a message push device based on a virtual environment is provided, the device comprising:
[0011] The first display module is used to display the first screen of the virtual environment, the virtual environment including a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, the first virtual object and the second virtual object belonging to the same camp;
[0012] The first display module is further configured to respond to the first virtual object being in a multi-person cooperative scenario by displaying a candidate push message corresponding to the multi-person cooperative scenario, wherein the candidate push message is used to request assistance from the second virtual object;
[0013] The sending module is used to send the target push message to the second user account in response to a selection operation on the target push message among the candidate push messages.
[0014] According to one aspect of this application, a message push method based on a virtual environment is provided, the method comprising:
[0015] The second screen of the virtual environment is displayed. The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction.
[0016] The target push message is displayed. The target push message is determined by the selection operation of the candidate push message. The candidate push message is generated by the first virtual object satisfying the condition of a multi-person cooperation scenario. The candidate push message is related to the multi-person cooperation scenario.
[0017] According to one aspect of this application, a message push device based on a virtual environment is provided, the device comprising:
[0018] The receiving module is used to display a second screen of the virtual environment, which includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, wherein the first virtual object and the second virtual object belong to the same faction.
[0019] The receiving module is further configured to display a target push message, which is determined by a selection operation of candidate push messages. The candidate push messages are generated by the first virtual object satisfying the conditions of a multi-person cooperation scenario, and the candidate push messages are related to the multi-person cooperation scenario.
[0020] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set or instruction set, wherein the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the message push method based on the virtual environment as described above.
[0021] According to another aspect of this application, a computer storage medium is provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the program code being loaded and executed by a processor to implement the message push method based on a virtual environment as described above.
[0022] According to another aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the message push method based on a virtual environment as described above.
[0023] The beneficial effects of the technical solutions provided in this application include at least the following:
[0024] When the first virtual object is in a multi-user collaborative scenario, candidate push messages corresponding to the scenario will be displayed on the interface, and the target push message to be sent to the second user account will be determined from the candidate push messages. This method provides a smart push text solution. In multi-user collaborative scenarios, candidate push messages are displayed directly without any extra operations. Users only need to click on the target push message they want to send, which improves communication efficiency and human-computer interaction efficiency. Attached Figure Description
[0025] 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.
[0026] Figure 1 This is a schematic diagram of the structure of a computer system provided in an exemplary embodiment of this application;
[0027] Figure 2 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0028] Figure 3 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0029] Figure 4 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0030] Figure 5 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0031] Figure 6 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0032] Figure 7 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0033] Figure 8 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0034] Figure 9 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0035] Figure 10 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0036] Figure 11 This is a schematic diagram of a collision box provided in an exemplary embodiment of this application;
[0037] Figure 12 This is a schematic diagram of the interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0038] Figure 13 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0039] Figure 14 This is a schematic diagram of the flow interface of a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0040] Figure 15 This is a flowchart illustrating a message push method based on a virtual environment provided in an exemplary embodiment of this application;
[0041] Figure 16 This is a schematic diagram of a message push device based on a virtual environment provided in an exemplary embodiment of this application;
[0042] Figure 17 This is a schematic diagram of a message push device based on a virtual environment provided in an exemplary embodiment of this application;
[0043] Figure 18 This is a schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0044] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0045] First, let's introduce the terms used in the embodiments of this application:
[0046] Virtual environment: This is the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a three-dimensional virtual environment or a two-dimensional virtual environment. The three-dimensional virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment.
[0047] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual environment. Optionally, when the virtual environment is three-dimensional, the virtual objects are three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within it. Optionally, when the virtual environment is two-dimensional, the virtual objects are two-dimensional planar models created based on animation technology. Each virtual object has its own shape and area in the two-dimensional virtual environment and occupies a portion of the area within it.
[0048] FPS (First Person Shooting) games are a type of game where several points of interest are provided in a virtual world. Users on different factions control virtual characters to fight against each other, capturing points, destroying enemy points, or eliminating all or some of the enemy characters. Typically, FPS games are played from a first-person perspective, but third-person perspective is also possible. For example, an FPS game could divide users into two opposing factions, distributing their virtual characters across the virtual world to compete against each other, with the goal of eliminating all enemy users. FPS games are played in rounds, lasting from the start of the game until the victory condition is met.
[0049] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the information of the first user account and the second user account involved in this application was obtained with full authorization.
[0050] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server cluster 140, and a second terminal 160.
[0051] The first terminal 120 has an application installed and running that supports a virtual environment. This application can be any of the following: racing game, MOBA (Multiplayer Online Battle Arena), virtual reality application, 3D map application, FPS game, or multiplayer first-person shooter survival game. The first terminal 120 is the terminal used by the first user, who uses the first terminal 120 to operate a first virtual object located in the 3D virtual environment. These activities include, but are not limited to, at least one of the following: attacking, casting skills, purchasing items, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up items, shooting, and throwing. Illustratively, the first virtual object is the first virtual character.
[0052] The first terminal 120 is connected to the server cluster 140 via a wireless network or a wired network.
[0053] Server cluster 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 140 provides background services for applications supporting virtual environments. Optionally, server cluster 140 undertakes the primary computing tasks, while the first terminal 120 and the second terminal 160 undertake secondary computing tasks; alternatively, server cluster 140 undertakes secondary computing tasks, while the first terminal 120 and the second terminal 160 undertake the primary computing tasks; or, server cluster 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.
[0054] The second terminal 160 has an application installed and running that supports a virtual environment. This application can be any of the following: racing game, MOBA game, virtual reality application, 3D map application, FPS game, or multiplayer survival game. The second terminal 160 is the terminal used by the second user, who uses it to operate a second virtual object located in the 3D virtual environment. These activities include, but are not limited to: attacking, casting skills, purchasing items, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up items, shooting, and throwing at least one of these. For illustrative purposes, the second virtual object is a second virtual character. The first and second virtual objects can belong to the same faction, team, or organization, have a friend relationship, or have temporary communication permissions.
[0055] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or are the same type of application on different platforms. The first terminal 120 can refer to one of multiple terminals, and the second terminal 160 can refer to one of multiple terminals; this embodiment only uses the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0056] Figure 2 This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the first terminal 120 shown, includes the following steps:
[0057] Step 202: Display the first screen of the virtual environment, which includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction.
[0058] The first virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role.
[0059] A virtual environment is the three-dimensional environment in which a first virtual object resides during the operation of an application on a terminal. Optionally, in the embodiments of this application, the virtual environment is observed through a camera model. In this embodiment, a game environment is used as an example for illustration.
[0060] Optionally, the first screen of the virtual environment is a view of the virtual environment from the perspective of the first virtual object. For example, the first screen is a view displayed from the first-person perspective of the first virtual object. Alternatively, the first screen is a view displayed from the third-person perspective of the first virtual object.
[0061] The second virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role. The first virtual object and the second virtual object belong to the same camp.
[0062] For example, such as Figure 3As shown, the user interface displays a movement joystick 302, an item use control 303, a prone control 304, a crouch control 305, a jump control 306, a map 307, an item switching control 308, and an item switching control 309. The movement joystick 302 controls the movement of the first virtual object in the virtual world. The item use control 303 controls the first virtual object to use its currently held items. For example, if the first virtual object currently holds a firearm, clicking the item use control 303 will control the first virtual object to use the firearm to shoot; similarly, if the first virtual object currently holds a throwing item, clicking the item use control 303 will control the first virtual object to use the throwing item to throw. The prone control 304 controls the first virtual object to lie prone in the virtual world. The crouch control 305 controls the first virtual object to crouch in the virtual world. The jump control 306 controls the first virtual object to jump in the virtual world. Map 307 is used to display a thumbnail of the virtual world. Item switching controls 308 and 309 are used to control the first virtual object to switch the items it holds. For example, if the first virtual object currently holds item A, clicking item switching control 308 will switch the first virtual object to item B, and clicking item switching control 309 will switch the first virtual object to item C. It should be noted that the number of elements displayed on the user interface can be more or less; this embodiment does not impose a specific limitation on this.
[0063] Step 204: In response to the first virtual object being in a multi-person cooperative scenario, display the candidate push message corresponding to the multi-person cooperative scenario. The candidate push message is used to request help from the second virtual object.
[0064] In one possible implementation, a multi-person collaborative scenario refers to a scenario where at least two virtual objects can cooperate to complete a task. In this case, a single virtual object can also complete the task, but cooperation among multiple virtual objects yields better results. For example, cooperation among at least two virtual objects can improve task completion efficiency, shorten task time, increase task benefits, and simplify the task process at least one of the following:
[0065] In one possible implementation, a multi-person cooperative scenario refers to a scenario where at least two virtual objects need to cooperate to complete a task. In this case, it must be completed by at least two virtual objects; for example, in a "three-legged race" game, two virtual objects must participate to complete the task.
[0066] For example, a multi-person cooperative scenario includes a scenario of chasing an enemy object. In the scenario of chasing an enemy object, the first virtual object needs to chase the fleeing enemy virtual object to prevent the enemy virtual object from escaping. When the distance between the first virtual object and the enemy virtual object is too far, or when the speed of the enemy virtual object is too fast, the first virtual object cannot successfully chase the enemy virtual object in time. At this time, the first virtual object can ask the second virtual object for help in order to successfully catch up with the enemy virtual object.
[0067] For example, a multi-person cooperative scenario includes a challenge-neutral-object scenario. In this scenario, there are neutral virtual objects in the virtual environment. Virtual objects that successfully challenge neutral virtual objects can receive rewards. However, challenging neutral virtual objects is quite difficult and requires the participation of multiple virtual objects simultaneously to succeed.
[0068] For example, multiplayer cooperative scenarios include point capture scenarios. In point capture scenarios, multiple points exist in the virtual environment. Virtual objects from different factions need to capture these points. The faction that captures the most points within a specified time wins the game, or the faction that captures all points within a specified time wins the game. Virtual objects can capture neutral points or enemy points. Some points have terrain that is easy to defend and difficult to attack. The more virtual objects involved, the higher the success rate of capturing points. Therefore, in point capture scenarios, multiple virtual objects need to cooperate to capture points.
[0069] For example, a multi-person cooperative scenario includes a status response scenario. In this scenario, virtual objects can be of various types, such as offensive, defensive, support, mobile, and recovery types. Some virtual objects cannot automatically recover their status values. When the status value of a first virtual object falls below a threshold, a candidate push message corresponding to the status response scenario is displayed to send a push message to a second virtual object, notifying it to respond to the first virtual object's request.
[0070] The content of the candidate push messages is related to the multiplayer cooperative scenario. Optionally, in response to the first virtual object being in a scenario of chasing an enemy object, candidate push messages corresponding to the scenario of chasing an enemy object are displayed. In response to the first virtual object being in a scenario of challenging a neutral object, candidate push messages corresponding to the scenario of challenging a neutral object are displayed. In response to the first virtual object being in a scenario of capturing a stronghold, candidate push messages corresponding to the scenario of capturing a stronghold are displayed. For example, in the case of a multiplayer cooperative scenario where the scenario is chasing an enemy object, the candidate push messages include "Everyone come and chase A" and "B, come and chase A." For example, in the case of a multiplayer cooperative scenario where the scenario is challenging a neutral object, the candidate push messages include "Everyone come and fight the elite monster" and "B, come and fight the elite monster." For example, in the case of a multiplayer cooperative scenario where the scenario is capturing a stronghold, the candidate push messages include "Everyone come and attack stronghold C" and "B, come and attack stronghold C."
[0071] In one optional implementation, the scene in which the first virtual object is located is determined by a scene recognition model. For example, a scene feature vector of the first virtual object is calculated based on its scene characteristics. The scene feature vector is then processed by the scene recognition model to obtain a multi-player cooperative scene. The scene characteristics of the first virtual object include at least one of the following: virtual environment type, virtual objects surrounding the first virtual object, the first virtual object's actions, and the first virtual object's state value. For instance, the scene characteristics of the first virtual object can be represented by a vector (2, 4, 4, 84, 50), where "2" indicates that the virtual environment type of the first virtual object is "desert," "4" indicates that the virtual object surrounding the first virtual object is "user 4," "4" indicates that the first virtual object's action is "standing," "84" indicates that the first virtual object's health is "84," and "50" indicates that the first virtual object's mana is "84." The scene recognition model includes, but is not limited to, at least one of a feedforward neural network, a Region Convolutional Neural Network (RCNN) model, and a ResNet (Residual Network) model.
[0072] The scene recognition model can be trained as follows: First, statistically analyze the historical battle records of the first user account. Then, extract sample scene features of the first virtual object and sample multi-player cooperative scenes from the historical battle records. Next, process the sample scene features using the scene recognition model to obtain predicted multi-player cooperative scenes. Finally, train the scene recognition model based on the difference between the sample multi-player cooperative scenes and the predicted multi-player cooperative scenes.
[0073] In one optional implementation, the historical sent and received messages of the first user account in the current battle are obtained. Keywords in the historical sent and received messages are identified. In response to the number of target keywords in the keywords exceeding a threshold, the multiplayer cooperative scenario in which the first virtual object is located is determined. Target keywords are words related to the multiplayer cooperative scenario. For example, in the case where the multiplayer cooperative scenario is a scenario of chasing an enemy object, the target keywords include, but are not limited to, at least one of the following: chasing, intercepting, blocking, and ambushing. For instance, if the historical sent and received messages of the first user account are "Quickly intercept F" and "X ambush F", the target keywords are "intercept" and "ambush", and there are two target keywords, it is determined that the first virtual object is in a scenario of chasing an enemy object.
[0074] For example, in a multi-player cooperative scenario where the challenge is a neutral object scenario, the target keywords include, but are not limited to, at least one of elite monsters, bosses, large dragons, and small dragons. For instance, if the first user account's historical sent and received messages are "There's a boss here," "Come and fight the boss," and "Everyone gather at point R to fight the boss," then the target keyword is "boss." Since there are three target keywords, it is determined that the first virtual object is in a neutral object challenge scenario.
[0075] For example, in a multi-person cooperative scenario where it is a stronghold capture scenario, the target keywords include, but are not limited to, at least one of the following: stronghold, camp, seize, and capture. For instance, the first user account's historical sent and received messages are "Stronghold A lost", "Stronghold A collection", and "Stronghold A is the last stronghold". Among these, the target keyword is "stronghold". There are four target keywords, indicating that the first virtual object is in a stronghold capture scenario.
[0076] In this embodiment, the multi-person cooperation scenario is a scenario where the first virtual object needs to request assistance from the second virtual object; therefore, there are relatively few second virtual objects in the surrounding area of the first virtual object. Optionally, in response to the first virtual object being in a multi-person cooperation scenario and the number of second virtual objects in the surrounding area of the first virtual object being less than m, a candidate push message corresponding to the multi-person cooperation scenario is displayed, where m is a positive integer.
[0077] In one optional implementation, the candidate push message is obtained by filling the personalized scene information of the first virtual object into the target push message template, which is determined from n candidate push message templates. For example, a target push message template corresponding to a multi-person cooperative scenario is determined; the personalized scene information of the first virtual object is filled into the target push message template to generate a candidate push message corresponding to the multi-person cooperative scenario. For example, the target push message template is "XXX hurry up and YYY", where "XXX" and "YYY" are the filled-in personalized scene information.
[0078] Optionally, clustering is performed on the historical chat records of the first user account to obtain keywords corresponding to multi-person cooperative scenarios. These keywords are then combined to generate n candidate push message templates corresponding to the multi-person cooperative scenario. For example, the historical chat records of the first user account include phrases such as "Occupy stronghold A first," "Arrived at stronghold A, preparing to occupy," "Come quickly to support stronghold A," and "There are too many enemies at stronghold A, requesting support." Clustering these historical chat records yields keywords corresponding to multi-person cooperative scenarios including "stronghold," "support," and "occupy." This results in candidate push message templates including "Request support for stronghold X" and "Come quickly to occupy stronghold Y," where "X" and "Y" represent the type of stronghold.
[0079] For example, such as Figure 4 As shown, candidate push message 401 is displayed on the first screen. Candidate push message 401 includes "A comes to chase B" and "Everyone comes to chase B".
[0080] Step 206: In response to the selection operation on the target push message among the candidate push messages, send the target push message to the second user account.
[0081] The selection operation is used to identify a target push message from candidate push messages. The selection operation can be achieved by pressing one or more preset physical buttons to identify the target push message, or by using signals generated by long-pressing, tapping, double-tapping, and / or swiping on a designated area of the touchscreen to identify the target push message.
[0082] After receiving the target push message, the second user account will display the target push message on the terminal corresponding to the second user account.
[0083] In summary, this embodiment displays candidate push messages corresponding to the multi-user scenario on the interface when the first virtual object is in a multi-user collaborative scenario, and determines the target push message to be sent to the second user account from the candidate push messages. This embodiment provides a smart push text solution that directly displays candidate push messages in multi-user collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0084] In the following embodiments, the scenario of multiple people cooperating to chase an enemy object is used as an example for illustration. When chasing an enemy virtual object, the object may not have time to input push messages or determine which user accounts to send messages to. The method provided in this application embodiment can provide candidate push messages in a timely manner so that the object can send the target push message among the candidate push messages in a timely manner.
[0085] Figure 5This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the first terminal 120 shown, includes the following steps:
[0086] Step 501: Display the first screen of the virtual environment.
[0087] The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first and second virtual objects belong to the same faction. The first virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role. The second virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role.
[0088] A virtual environment is the three-dimensional environment in which a first virtual object resides during the operation of an application on a terminal. Optionally, in the embodiments of this application, the virtual environment is observed through a camera model. In this embodiment, a game environment is used as an example for illustration.
[0089] Optionally, the first screen of the virtual environment is a view of the virtual environment from the perspective of the first virtual object. For example, the first screen is a view displayed from the first-person perspective of the first virtual object. Alternatively, the first screen is a view displayed from the third-person perspective of the first virtual object.
[0090] Step 502: In response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting, display the candidate push message corresponding to the scenario of chasing the enemy object.
[0091] Optionally, in response to the first virtual object and the enemy virtual object moving in the same direction, the first virtual object and the enemy virtual object interacting, and the state value of the enemy virtual object being less than a state value threshold, a candidate push message corresponding to the scenario of chasing the enemy object is displayed. For example, if the first virtual object and the enemy virtual object are facing the same direction and are both in a moving state, it is determined that the first virtual object and the enemy virtual object are moving in the same direction.
[0092] Optionally, in response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting and the speed of the enemy virtual object being greater than the speed of the first virtual object, a candidate push message corresponding to the scenario of chasing the enemy object is displayed.
[0093] Optionally, in response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting and the distance between the first virtual object and the enemy virtual object being greater than the pursuit distance threshold, a candidate push message corresponding to the pursuit of the enemy object is displayed.
[0094] Optionally, in response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting, and the number of second virtual objects in the periphery area of the first virtual object being less than m, a candidate push message corresponding to the challenge neutral object scenario is displayed.
[0095] The interaction between the first virtual object and the enemy virtual object can be achieved through at least one of the following methods: the first virtual object shoots at the enemy virtual object, the first virtual object throws virtual items at the enemy virtual object, the first virtual object sends a message to the enemy virtual object, or the first virtual object aims at the enemy virtual object.
[0096] Optionally, a target push message template corresponding to the scenario of pursuing an enemy object is determined. The scene element where the first virtual object is located is determined; and the object information of the second virtual object is determined. The scene element where the first virtual object is located and the object information of the second virtual object are filled into the target push message template to generate a candidate push message corresponding to the scenario of pursuing an enemy object. For example, the target push message template is “XXX hurry up and pursue YYY,” where “XXX” is used to fill in the name of the second virtual object, and “YYY” is used to fill in the name of the enemy virtual object. For example, the target push message template is “AAA hurry up and pursue BBB, BBB is in CCC,” where “AAA” is used to fill in the name of the second virtual object, “BBB” is used to fill in the name of the enemy virtual object, and “CCC” is used to fill in the location of the enemy virtual object.
[0097] In this embodiment, the multi-player cooperative scenario is a scenario of chasing an enemy object. In this case, the location information of the enemy virtual object is determined as the scene element where the first virtual object is located. The location information of the enemy virtual object includes at least one of the following: the coordinates of the enemy virtual object, the distance between the enemy virtual object and the first virtual object, the position of the enemy virtual object on the map, and the movement trajectory of the enemy virtual object. Optionally, the position of the enemy virtual object on the map is used as a scene element and filled into the target push message template to generate a candidate push message corresponding to the scenario of chasing an enemy object. The candidate push message is "Everyone is chasing P, P is in G City," where "G City" represents the position of the enemy virtual object on the map. Optionally, a screenshot of the first screen is taken, which includes the enemy virtual object, and the screenshot is used as a scene element and filled into the target push message template to generate a candidate push message corresponding to the scenario of chasing an enemy object.
[0098] The object information of the second virtual object refers to the object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of the following: name, identifier, location, appearance, type, and fashion.
[0099] If the object information of the second virtual object refers to the object information of a portion of the second virtual objects, then it is necessary to determine the portion of the second virtual objects from all the second virtual objects. Optionally, the relative distance between the first virtual object and the second virtual object is determined. Target second virtual objects whose relative distance is less than a second distance threshold are extracted from the second virtual objects. The object information of the target second virtual objects is determined. For example, such as... Figure 6 As shown, the first virtual object 601 is chasing the enemy virtual object 602. The second virtual objects 603, 604 and 605 are all friendly virtual objects of the first virtual object 601. Among them, the relative distance between the second virtual object 603 and the first virtual object 601 is less than the second distance threshold. Then, the second virtual object 603 is determined as the target second virtual object.
[0100] Optionally, based on the orientation of the first virtual object, a sector centered on the first virtual object is generated. The relative distance between the second virtual object located within the sector and the first virtual object is determined. Target second virtual objects with a relative distance less than a second distance threshold are extracted from the second virtual objects. Object information of the target second virtual objects is determined. For example, such as... Figure 7 As shown, virtual object P is the first virtual object. Virtual objects A, B, and C all belong to the same camp as virtual object P. Based on the orientation of virtual object P, a sector with virtual object P as the center is generated. If virtual object C is located in the aforementioned sector, then virtual object C is determined as the target second virtual object.
[0101] For example, such as Figure 4 As shown, the first virtual object 402 moves in the same direction as the enemy virtual object 403 and the first virtual object 402 is preparing to throw a virtual item at the enemy virtual object 403, and a candidate push message 401 corresponding to the scene of chasing the enemy object is displayed.
[0102] Step 503: In response to the selection operation on the target push message among the candidate push messages, send the target push message to the second user account.
[0103] After receiving the target push message, the second user account displays the target push message on the terminal corresponding to the second user account. For example, if the target push message includes the location of the enemy virtual object on the map, the location of the enemy virtual object is highlighted on the map of the terminal corresponding to the second user account. Alternatively, a map screenshot including the location of the enemy virtual object on the map is displayed on the terminal corresponding to the second user account.
[0104] In summary, when the first virtual object is in a scenario of chasing an enemy object, candidate push messages related to the chase scenario are displayed, and the target push message to be sent to the second virtual object is determined from these candidate messages. This method provides an intelligent push text solution. In multi-person collaborative scenarios, candidate push messages are directly displayed without any extra operations; users only need to click on the desired target push message, improving communication efficiency and human-computer interaction efficiency.
[0105] This embodiment facilitates the timely sending of target push messages by the first user account. After receiving the target push message, the second virtual object can promptly launch a pursuit of the enemy virtual object, increasing the success rate of the friendly faction in pursuing the enemy virtual object and advancing the game's progress.
[0106] In the following embodiments, the scenario of multiple people cooperating to challenge a neutral object is used as an example for illustration. When challenging a neutral virtual object, it is difficult for a single virtual object to successfully challenge the neutral virtual object. Multiple virtual objects need to work together to challenge the neutral virtual object to succeed. The method provided in this application embodiment can provide target push messages to the second virtual object in a timely manner, so as to facilitate the timely gathering of enough second virtual objects.
[0107] Figure 8 This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the first terminal 120 shown, includes the following steps:
[0108] Step 801: Display the first screen of the virtual environment.
[0109] The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first and second virtual objects belong to the same faction. The first virtual object is at least one of a virtual character, virtual animal, anime character, virtual vehicle, and virtual role. The second virtual object is at least one of a virtual character, virtual animal, anime character, virtual vehicle, and virtual role. In this embodiment, a game environment is used as an example for explanation.
[0110] A virtual environment is the three-dimensional environment in which a first virtual object resides during the operation of an application on a terminal. Optionally, in embodiments of this application, the virtual environment is observed using a camera model.
[0111] Optionally, the first screen of the virtual environment is a view of the virtual environment from the perspective of the first virtual object. For example, the first screen is a view displayed from the first-person perspective of the first virtual object. Alternatively, the first screen is a view displayed from the third-person perspective of the first virtual object.
[0112] Step 802: In response to the distance between the first virtual object and the neutral virtual object being less than the first distance threshold, display the candidate push message corresponding to the challenge neutral object scenario.
[0113] Optionally, in response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold and the number of second virtual objects in the periphery of the first virtual object being less than m, a candidate push message corresponding to the challenge neutral object scenario is displayed.
[0114] The first distance threshold can be preset by technicians or set by the object itself.
[0115] Optionally, a target push message template corresponding to the challenge neutral object scenario is determined. The scene elements where the first virtual object is located are determined; and the object information of the second virtual object is determined. The scene elements where the first virtual object is located and the object information of the second virtual object are filled into the target push message template to generate a candidate push message corresponding to the challenge neutral object scenario. For example, the target push message template is “XXX, hurry up and challenge YYY,” where “XXX” is the name of the second virtual object and “YYY” is the name of the neutral virtual object. For example, the target push message template is “I can’t beat ZZZ, requesting support,” where “ZZZ” is the name of the neutral virtual object.
[0116] In this embodiment, the multi-person cooperative scenario is a challenge-neutral object scenario. In this case, the location information of the neutral virtual object is determined as the scene element where the first virtual object is located. The location information of the neutral virtual object includes at least one of the following: the coordinates of the neutral virtual object, the distance between the neutral virtual object and the first virtual object, the position of the neutral virtual object on the map, and the movement trajectory of the neutral virtual object. For example, the position of the neutral virtual object on the map is filled into the target push message template as a scene element to generate a candidate push message corresponding to the challenge-neutral object scenario.
[0117] The object information of the second virtual object refers to the object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of the following: name, identifier, location, appearance, type, and fashion.
[0118] If the object information of the second virtual object refers to the object information of a portion of the second virtual objects, then it is necessary to determine a portion of the second virtual objects from all the second virtual objects. Optionally, the relative distance between the first virtual object and the second virtual object is determined. Target second virtual objects whose relative distance is less than a second distance threshold are extracted from the second virtual objects. The object information of the target second virtual objects is determined.
[0119] For example, such as Figure 9 As shown, the distance between the first virtual object 901 and the neutral virtual object 902 is less than the first distance threshold. Candidate push messages 903 are displayed on the first screen. The candidate push messages 903 include "A, come and challenge the boss" and "Everyone, come and challenge the boss".
[0120] Step 803: In response to the selection operation on the target push message among the candidate push messages, send the target push message to the second user account.
[0121] After receiving the target push message, the second user account displays the target push message on the terminal corresponding to the second user account. For example, if the target push message includes the location of a neutral virtual object on a map, the location of the neutral virtual object is highlighted on the map of the terminal corresponding to the second user account. Alternatively, a map screenshot including the location of the neutral virtual object on the map is displayed on the terminal corresponding to the second user account.
[0122] In summary, when the first virtual object is in a challenge-neutral object scenario, candidate push messages related to the challenge-neutral object scenario will be displayed, and the target push message to be sent to the second virtual object will be determined from the candidate push messages. This embodiment provides a solution for intelligent push text, which directly displays candidate push messages in multi-person collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0123] In this embodiment, when the first virtual object challenges a neutral object, a push message is sent to the second user account in a timely manner, requesting the second virtual object to provide timely support, so as to improve the success rate of challenging the neutral object and promote the progress of the game.
[0124] In the following embodiments, the example of a multi-person cooperative scenario is a point capture scenario. When capturing a point, it is difficult for a single virtual object to successfully capture the point. Multiple virtual objects need to compete for the point at the same time to succeed. The method provided in this application embodiment can provide target push messages to the second virtual object in a timely manner, so as to facilitate the timely mobilization of enough second virtual objects.
[0125] Figure 10 This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the first terminal 120 shown, includes the following steps:
[0126] Step 1001: Display the first screen of the virtual environment.
[0127] The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first and second virtual objects belong to the same faction. The first virtual object is at least one of a virtual character, virtual animal, anime character, virtual vehicle, and virtual role. The second virtual object is at least one of a virtual character, virtual animal, anime character, virtual vehicle, and virtual role. In this embodiment, a game environment is used as an example for explanation.
[0128] A virtual environment is the three-dimensional environment in which a first virtual object resides during the operation of an application on a terminal. Optionally, in embodiments of this application, the virtual environment is observed using a camera model.
[0129] Optionally, the first screen of the virtual environment is a view of the virtual environment from the perspective of the first virtual object. For example, the first screen is a view displayed from the first-person perspective of the first virtual object. Alternatively, the first screen is a view displayed from the third-person perspective of the first virtual object.
[0130] Step 1002: In response to the first virtual object being located within the stronghold or the first virtual object being located in the surrounding area of the stronghold, display the candidate push message corresponding to the stronghold occupation scenario.
[0131] Optionally, in response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold and the number of second virtual objects in the periphery of the first virtual object being less than m, a candidate push message corresponding to the challenge neutral object scenario is displayed.
[0132] Optionally, in response to the first virtual object being located within a stronghold or the first virtual object being located in the surrounding area of a stronghold, and the number of enemy virtual objects within the stronghold being greater than the stronghold number threshold, a candidate push message corresponding to the stronghold occupation scenario is displayed.
[0133] Optionally, in response to the first virtual object being located within the stronghold or the first virtual object being located in the surrounding area of the stronghold, and the stronghold being occupied by the enemy virtual object for a period of time greater than the stronghold time threshold, a candidate push message corresponding to the stronghold occupation scenario is displayed.
[0134] The threshold for the number of outposts and the threshold for the time of outposts can be preset by technical personnel or set by the object itself.
[0135] Optionally, a target push message template corresponding to the stronghold capture scenario is determined. The scene elements where the first virtual object is located are determined; and the object information of the second virtual object is determined. The scene elements where the first virtual object is located and the object information of the second virtual object are filled into the target push message template to generate a candidate push message corresponding to the stronghold capture scenario. For example, the target push message template is “XXX quickly support YYY,” where “XXX” is the name of the second virtual object and “YYY” is the name of the stronghold. For example, the target push message template is “ZZZ has fought too many enemies, requesting support,” where “ZZZ” is the name of the stronghold.
[0136] In this embodiment, the multi-person cooperation scenario is a stronghold capture scenario. In this case, the location information of the stronghold is determined as the scene element where the first virtual object is located. The location information of the stronghold includes at least one of the following: the coordinates of the stronghold, the distance between the stronghold and the first virtual object, the location of the stronghold on the map, and the name of the stronghold. For example, the location of the stronghold on the map is filled into the target push message template as a scene element to generate a candidate push message corresponding to the stronghold capture scenario.
[0137] The object information of the second virtual object refers to the object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of the following: name, identifier, location, appearance, type, and fashion.
[0138] If the object information of the second virtual object refers to the object information of a portion of the second virtual objects, then it is necessary to determine a portion of the second virtual objects from all the second virtual objects. Optionally, the relative distance between the first virtual object and the second virtual object is determined. Target second virtual objects whose relative distance is less than a second distance threshold are extracted from the second virtual objects. The object information of the target second virtual objects is determined.
[0139] Optionally, the outpost is provided with a collision box. The shape of the collision box is related to the outpost, and the shape of the collision box includes, but is not limited to, at least one of spherical, cylindrical, frustum, conical, and drum-shaped. For example, the collision box 1102 at outpost 1101 is hemispherical, and the collision box 1104 at outpost 1103 is cylindrical.
[0140] Optionally, the first virtual object is determined to have entered a base point in response to a collision between its model and a collision box. Alternatively, the first virtual object is determined to have entered a base point in response to a collision between its model and a collision box and the duration of its stay in the collision box reaching a preset duration.
[0141] For example, such as Figure 12 As shown, the distance between the first virtual object 1201 and the stronghold 1202 is 1m, and the stronghold 1202 is occupied by the enemy. The candidate push message 1203 is displayed on the first screen. The candidate push message 1203 includes "Y come to stronghold A" and "Everyone come to stronghold A".
[0142] Step 1003: In response to the selection operation on the target push message among the candidate push messages, send the target push message to the second user account.
[0143] After receiving the target push message, the second user account displays the target push message on the terminal corresponding to the second user account. For example, if the target push message includes the location of the outpost on a map, the location of the outpost is highlighted on the map of the terminal corresponding to the second user account. Alternatively, a map screenshot including the location of the outpost is displayed on the terminal corresponding to the second user account.
[0144] In summary, when the first virtual object is in a stronghold capture scenario, candidate push messages related to the stronghold capture scenario will be displayed, and the target push message to be sent to the second virtual object will be determined from the candidate push messages. This embodiment provides a solution for intelligent push text, which directly displays candidate push messages in multi-person collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0145] This embodiment can send a target push message to the second virtual object in a timely manner when capturing a stronghold, notifying the second virtual object to support the first virtual object in capturing the stronghold, thereby increasing the success rate of capturing the stronghold and promoting the progress of the game.
[0146] In the following embodiments, the explanation is from the perspective of the second user account. When the second user account controls the second virtual object, it receives a target push message, which enables the second user account to understand the demands of the first user account in a timely manner, so as to facilitate the second user account to adjust the game strategy.
[0147] Figure 13 This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the second terminal 160 shown, includes the following steps:
[0148] Step 1302: Display the second screen of the virtual environment, which includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction.
[0149] The first virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role.
[0150] A virtual environment is the three-dimensional environment in which a second virtual object resides in a virtual world during the operation of an application on a terminal. Optionally, in the embodiments of this application, the virtual environment is observed through a camera model. In this embodiment, a game environment is used as an example for illustration.
[0151] Optionally, the second screen of the virtual environment is a screen showing the virtual environment from the perspective of the second virtual object. For example, the second screen is a screen displayed from the first-person perspective of the second virtual object. Alternatively, the second screen is a screen displayed from the third-person perspective of the second virtual object.
[0152] The second virtual object is at least one of the following: virtual character, virtual animal, anime character, virtual vehicle, and virtual role.
[0153] Step 1304: Display the target push message. The target push message is determined by the selection operation of the candidate push messages. The candidate push messages are generated by the first virtual object satisfying the conditions of the multi-person cooperation scenario. The candidate push messages are related to the multi-person cooperation scenario.
[0154] Optionally, the system receives push notifications from a first user account. These push notifications include at least one of the scene elements where the first virtual object is located and the object information of the first virtual object. The push notifications are then entered into a target push message template to obtain a target push message. Optionally, in a multiplayer cooperative scenario where the scenario involves chasing an enemy object, the scene elements where the first virtual object is located include the location information of the enemy virtual object. Optionally, in a multiplayer cooperative scenario where the scenario involves challenging a neutral object, the scene elements where the first virtual object is located include the location information of the neutral virtual object. Optionally, in a multiplayer cooperative scenario where the scenario involves capturing a stronghold, the scene elements where the first virtual object is located include the location information of the stronghold.
[0155] For example, such as Figure 14 As shown, taking a multi-player cooperative scenario of chasing an enemy as an example, the target push message is displayed on the second screen. The target push message 1401 is displayed as "XXX notifies you to chase YYY", where "XXX" is the name of the first virtual object to be filled in, and "YYY" is the name of the enemy virtual object.
[0156] Multi-person cooperative scenarios refer to scenarios where multiple virtual objects collaborate. For example, a multi-person cooperative scenario includes a scenario of chasing an enemy object. In this scenario, the first virtual object needs to chase a fleeing enemy virtual object to prevent its escape. When the distance between the first virtual object and the enemy virtual object is too far, or when the enemy virtual object's speed is too fast, the first virtual object cannot successfully catch up in time. In this case, the first virtual object can request assistance from a second virtual object to successfully catch up with the enemy virtual object.
[0157] In summary, when the first virtual object is in a multi-user collaborative scenario, the target push message sent by the first user account will be displayed on the interface. This embodiment provides a solution for intelligent push text, which directly displays candidate push messages in multi-user collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, thus improving communication efficiency and human-computer interaction efficiency.
[0158] Figure 15 This illustration shows a flowchart of a message push method based on a virtual environment according to an embodiment of this application. The method can be... Figure 1 The method, executed by the first terminal 120 shown, includes the following steps:
[0159] Step 1501: Control the first virtual object to move in the virtual environment.
[0160] Optionally, in response to a movement operation on a movement control, the first virtual object is controlled to move within the virtual environment. For example, such as... Figure 3 As shown, the movement control is the joystick 302.
[0161] Step 1502: Has the first virtual object entered the recognition area?
[0162] If the first virtual object enters the recognition area, proceed to step 1503;
[0163] If the first virtual object does not enter the recognition area, return to step 1501.
[0164] Optionally, a collision box is provided in the recognition area. When the model of the first virtual object collides with the collision box, it is determined that the first virtual object has entered the recognition area. Alternatively, when the model of the first virtual object collides with the collision box and the first virtual object remains within the collision box for a preset duration, it is determined that the first virtual object has entered the recognition area.
[0165] Optionally, the identification region is the area occupied by the outpost. Optionally, the identification region is a circular area centered on the neutral virtual object.
[0166] Step 1503: Display the prompt message corresponding to the recognition area.
[0167] The prompt message is used to remind the object of the area where the first virtual object is located.
[0168] For example, if the identified area is the area occupied by the outpost, the prompt message is "You have entered outpost A".
[0169] For example, if the recognition area is a circular area centered on a neutral virtual object, the prompt message is "There is an elite zombie monster ahead".
[0170] Step 1504: Does the first virtual object fire?
[0171] If the first virtual object fires, proceed to step 1505;
[0172] If the first virtual object fires, return to step 1503.
[0173] For example, in Figure 3 In response to the trigger operation of the prop use control 303, the first virtual object is controlled to fire.
[0174] Step 1505: Display candidate push messages corresponding to multi-person collaboration scenarios.
[0175] The content of the candidate push messages is related to multi-player cooperative scenarios. Optionally, in response to a scenario where the first virtual object is chasing an enemy object, candidate push messages corresponding to the chasing enemy object scenario are displayed. In response to a scenario where the first virtual object is challenging a neutral object, candidate push messages corresponding to the challenging neutral object scenario are displayed. In response to a scenario where the first virtual object is capturing a stronghold, candidate push messages corresponding to the stronghold capturing scenario are displayed.
[0176] Step 1506: Select one of the candidate push messages?
[0177] If one of the candidate push messages is selected, proceed to step 1507;
[0178] If no candidate push message is selected, return to step 1505.
[0179] Step 1507: Determine the target push message to be selected.
[0180] Optionally, in response to a selection operation on a target push message among candidate push messages, a target push message is sent to a second user account. The selection operation is used to determine the target push message from the candidate push messages. The selection operation is to press one or more preset physical buttons to determine the target push message, or the selection operation can be to determine the target push message by signals generated by long press, tap, double tap, and / or swipe on a designated area of the touchscreen.
[0181] Step 1508: Should the target push message be sent?
[0182] If a target push message is sent, proceed to step 1509;
[0183] If no target push message is sent, return to step 1507.
[0184] For example, a dialog box is displayed, including a confirm control and a cancel control. In response to a triggering action on the confirm control, a target push message is sent; in response to a triggering action on the cancel control, sending the target push message is canceled.
[0185] Step 1509: Send the target push message to the second user account.
[0186] After receiving the target push message, the second user account will display the target push message on the terminal corresponding to the second user account.
[0187] In summary, this embodiment displays candidate push messages corresponding to the multi-user scenario on the interface when the first virtual object is in a multi-user collaborative scenario, and determines the target push message to be sent to the second user account from the candidate push messages. This embodiment provides a smart push text solution that directly displays candidate push messages in multi-user collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0188] The following are device embodiments of this application. For details not described in detail in the device embodiments, please refer to the corresponding descriptions in the above method embodiments. They will not be repeated here.
[0189] Figure 16 A schematic diagram of a message push device based on a virtual environment provided in an exemplary embodiment of this application is shown. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device 1600 includes:
[0190] The first display module 1601 is used to display the first screen of the virtual environment, the virtual environment including a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, the first virtual object and the second virtual object belonging to the same camp;
[0191] The first display module 1601 is further configured to respond to the first virtual object being in a multi-person cooperative scenario, display a candidate push message corresponding to the multi-person cooperative scenario, the candidate push message being used to request help from the second virtual object;
[0192] The sending module 1602 is used to send the target push message to the second user account in response to a selection operation on the target push message among the candidate push messages.
[0193] In an optional design of this application, the first display module 1601 is further configured to, in response to the first virtual object being in a scenario of chasing an enemy object, display candidate push messages corresponding to the scenario of chasing an enemy object; or, in response to the first virtual object being in a scenario of challenging a neutral object, display candidate push messages corresponding to the scenario of challenging a neutral object; or, in response to the first virtual object being in a scenario of capturing a stronghold, display candidate push messages corresponding to the scenario of capturing a stronghold.
[0194] In an optional design of this application, the first display module 1601 is further configured to display candidate push messages corresponding to the scenario of chasing the enemy object in response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting.
[0195] In an optional design of this application, the first display module 1601 is further configured to display a candidate push message corresponding to the challenge neutral object scenario in response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold.
[0196] In an optional design of this application, the first display module 1601 is further configured to display candidate push messages corresponding to the stronghold occupation scenario in response to the first virtual object being located within the stronghold or the first virtual object being located in the periphery of the stronghold.
[0197] In an optional design of this application, the first display module 1601 is further configured to determine a target push message template corresponding to the multi-person cooperative scenario; fill the personalized scene information of the first virtual object into the target push message template, and generate the candidate push message corresponding to the multi-person cooperative scenario.
[0198] In an optional design of this application, the device further includes: a determining module 1603;
[0199] The determining module 1603 is used to determine the scene element where the first virtual object is located; and to determine the object information of the second virtual object.
[0200] The first display module 1601 is further configured to fill the scene elements where the first virtual object is located and the object information of the second virtual object into the target push message template, and generate a candidate push message corresponding to the multi-person cooperation scene.
[0201] In an optional design of this application, the determining module 1603 is further configured to: determine the location information of the enemy virtual object as the scene element where the first virtual object is located when the multiplayer cooperative scenario is a scenario of chasing an enemy object; or, determine the location information of the neutral virtual object as the scene element where the first virtual object is located when the multiplayer cooperative scenario is a scenario of challenging a neutral object; or, determine the location information of the stronghold as the scene element where the first virtual object is located when the multiplayer cooperative scenario is a scenario of capturing a stronghold.
[0202] In an optional design of this application, the determining module 1603 is further configured to determine the viewpoint of the first virtual object as the scene element in which the first virtual object is located.
[0203] In an optional design of this application, the determining module 1603 is further configured to determine the object information of all the second virtual objects; or, to determine the object information of some of the second virtual objects.
[0204] In an optional design of this application, the determining module 1603 is further configured to determine the relative distance between the first virtual object and the second virtual object; extract a target second virtual object from the second virtual object whose relative distance is less than a second distance threshold; and determine the object information of the target second virtual object.
[0205] In an optional design of this application, the determining module 1603 is further configured to determine n candidate push message templates corresponding to the multi-person cooperation scenario, wherein the n candidate message templates are generated based on the historical chat records of the first user account, and n is a positive integer; randomly select a candidate push message template from the n candidate push message templates as the target push message template; or, determine the target push message template from the n candidate push message templates according to the arrangement order of the n candidate push message templates.
[0206] In an optional design of this application, the determining module 1603 is further configured to perform clustering calculation on the historical chat records of the first user account to obtain keywords corresponding to the multi-person cooperation scenario; combine the keywords corresponding to the multi-person cooperation scenario to generate n candidate push message templates corresponding to the multi-person cooperation scenario.
[0207] In an optional design of this application, the determining module 1603 is further configured to, in response to the first virtual object being in the multi-person cooperative scenario and the number of second virtual objects in the peripheral area of the first virtual object being less than m, display the candidate push message corresponding to the multi-person cooperative scenario, where m is a positive integer.
[0208] In an optional design of this application, the determining module 1603 is further configured to calculate a scene feature vector of the first virtual object based on the scene features of the first virtual object, wherein the scene features of the first virtual object include at least one of virtual environment type, virtual objects located around the first virtual object, the action of the first virtual object, and the state value of the first virtual object; and to obtain the multi-person cooperative scene by processing the scene feature vector through a scene recognition model.
[0209] In an optional design of this application, the determining module 1603 is further configured to: count the historical battle records of the first user account; extract sample scene features and sample multi-player cooperative scenes of the first virtual object from the historical battle records; process the sample scene features using the scene recognition model to obtain predicted multi-player cooperative scenes; and train the scene recognition model based on the difference between the sample multi-player cooperative scenes and the predicted multi-player cooperative scenes.
[0210] In an optional design of this application, the determining module 1603 is further configured to obtain the historical sent and received messages of the first user account in the current virtual environment battle; identify keywords in the historical sent and received messages; and determine the multiplayer cooperative scenario in which the first virtual object is located in response to the number of target keywords in the keywords being greater than a number threshold.
[0211] In an optional design of this application, the determining module 1603 is further configured to obtain the historical sent and received messages of the first user account in the current battle; identify keywords in the historical sent and received messages; and, in response to the number of target keywords in the keywords being greater than a number threshold, determine the multiplayer cooperative scenario in which the first virtual object is located.
[0212] In summary, this embodiment displays candidate push messages corresponding to the multi-user scenario on the interface when the first virtual object is in a multi-user collaborative scenario, and determines the target push message to be sent to the second user account from the candidate push messages. This embodiment provides a smart push text solution that directly displays candidate push messages in multi-user collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0213] Figure 17 A schematic diagram of a message push device based on a virtual environment provided in an exemplary embodiment of this application is shown. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device 1700 includes:
[0214] The second display module 1701 is used to display a second screen of the virtual environment, the virtual environment including a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, the first virtual object and the second virtual object belonging to the same camp;
[0215] The receiving module 1702 is used to display a target push message, which is determined by the selection operation of candidate push messages. The candidate push messages are generated by the first virtual object satisfying the conditions of a multi-person cooperation scenario, and the candidate push messages are related to the multi-person cooperation scenario.
[0216] In summary, this embodiment displays candidate push messages corresponding to the multi-user scenario on the interface when the first virtual object is in a multi-user collaborative scenario, and determines the target push message to be sent to the second user account from the candidate push messages. This embodiment provides a smart push text solution that directly displays candidate push messages in multi-user collaborative scenarios without any extra operations. Users only need to click on the target push message they want to send, improving communication efficiency and human-computer interaction efficiency.
[0217] Figure 18 This is a schematic diagram illustrating the structure of a computer device according to an exemplary embodiment. The computer device 1800 includes a Central Processing Unit (CPU) 1801, a system memory 1804 including Random Access Memory (RAM) 1802 and Read-Only Memory (ROM) 1803, and a system bus 1805 connecting the system memory 1804 and the CPU 1801. The computer device 1800 also includes a basic input / output system (I / O system) 1806 to facilitate information transfer between various components within the computer device, and a mass storage device 1807 for storing an operating system 1813, application programs 1814, and other program modules 1815.
[0218] The basic input / output system 1806 includes a display 1808 for displaying information and an input device 1809 for user input, such as a mouse or keyboard. Both the display 1808 and the input device 1809 are connected to the central processing unit 1801 via an input / output controller 1810 connected to the system bus 1805. The basic input / output system 1806 may also include the input / output controller 1810 for receiving and processing input from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1810 also provides output to a display screen, printer, or other types of output devices.
[0219] The mass storage device 1807 is connected to the central processing unit 1801 via a mass storage controller (not shown) connected to the system bus 1805. The mass storage device 1807 and its associated computer device-readable media provide non-volatile storage for the computer device 1800. That is, the mass storage device 1807 may include computer device-readable media (not shown), such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0220] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer device readable instructions, data structures, program modules, or other data. Computer device storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), CD-ROM, digital video disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer device storage media are not limited to the above-mentioned types. The system memory 1804 and mass storage device 1807 described above can be collectively referred to as memory.
[0221] According to various embodiments of this disclosure, the computer device 1800 can also be connected to a remote computer device on a network, such as the Internet. That is, the computer device 1800 can be connected to the network 1811 via a network interface unit 1812 connected to the system bus 1805, or it can use the network interface unit 1812 to connect to other types of networks or remote computer device systems (not shown).
[0222] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1801 executes the one or more programs to implement all or part of the steps of the above-mentioned message push method based on the virtual environment.
[0223] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the message push method based on a virtual environment provided in the above-described method embodiments.
[0224] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the message push method based on a virtual environment provided in the above method embodiments.
[0225] This application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the message push method based on a virtual environment as provided in the above embodiments.
[0226] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0227] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0228] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A message push method based on a virtual environment, characterized in that, The method includes: The first screen of the virtual environment is displayed. The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction. In response to the first virtual object being in a multi-person cooperative scenario, a candidate push message corresponding to the multi-person cooperative scenario is displayed. The content of the candidate push message is related to the multi-person cooperative scenario. The candidate push message is used to request help from some or all of the second virtual objects. The candidate push message is obtained by filling the scene elements where the first virtual object is located and the object information of the second virtual object into the target push message template corresponding to the multi-person cooperative scenario. In response to a selection operation on a target push message among the candidate push messages, the target push message is sent to the second user account; the terminal corresponding to the second user account is used to display the target push message; wherein, when the target push message includes the location of the target object corresponding to the multi-person cooperative scenario on the map, the location of the target object is highlighted on the map of the terminal corresponding to the second user account, or a map screenshot is displayed on the terminal corresponding to the second user account, the map screenshot including the location of the target object on the map; the target object includes enemy virtual objects, neutral virtual objects, and strongholds.
2. The method according to claim 1, characterized in that, The step of responding to the first virtual object being in a multi-person cooperative scenario and displaying candidate push messages corresponding to the multi-person cooperative scenario includes: In response to the first virtual object being in a scenario of chasing an enemy object, a candidate push message corresponding to the scenario of chasing an enemy object is displayed; or, In response to the first virtual object being in a challenge-neutral object scenario, a candidate push message corresponding to the challenge-neutral object scenario is displayed; or, In response to the first virtual object being in a stronghold occupation scenario, a candidate push message corresponding to the stronghold occupation scenario is displayed.
3. The method according to claim 2, characterized in that, The step of displaying candidate push messages corresponding to the scenario of the first virtual object chasing an enemy object in response to the scenario of the first virtual object chasing an enemy object includes: In response to the first virtual object and the enemy virtual object moving in the same direction and the first virtual object and the enemy virtual object interacting, a candidate push message corresponding to the scenario of chasing the enemy object is displayed.
4. The method according to claim 2, characterized in that, The step of displaying candidate push messages corresponding to the challenge-neutral object scenario in response to the first virtual object being in a challenge-neutral object scenario includes: In response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold, a candidate push message corresponding to the challenge neutral object scenario is displayed.
5. The method according to claim 2, characterized in that, The step of displaying candidate push messages corresponding to the stronghold occupation scenario in response to the first virtual object being in a stronghold occupation scenario includes: In response to the first virtual object being located within the base or the first virtual object being located in the surrounding area of the base, a candidate push message corresponding to the base occupation scenario is displayed.
6. The method according to any one of claims 1 to 5, characterized in that, Determining the scene elements where the first virtual object is located includes: In the case where the multi-person cooperative scenario is a scenario of chasing an enemy object, the position information of the enemy virtual object is determined as the scene element where the first virtual object is located; or, In the case where the multi-person cooperation scenario is a challenge to a neutral object scenario, the position information of the neutral virtual object is determined as the scene element where the first virtual object is located; or, In the case where the multi-person cooperation scenario is a stronghold capture scenario, the location information of the stronghold is determined as the scene element where the first virtual object is located.
7. The method according to any one of claims 1 to 5, characterized in that, The method further includes: The viewpoint of the first virtual object is determined as the scene element where the first virtual object is located.
8. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Determine all object information of the second virtual object; Alternatively, determine part of the object information of the second virtual object.
9. The method according to claim 8, characterized in that, The determination of the object information of the second virtual object includes: Determine the relative distance between the first virtual object and the second virtual object; Extract the target second virtual object whose relative distance is less than the second distance threshold from the second virtual object; Determine the object information of the target second virtual object.
10. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Determine n candidate push message templates corresponding to the multi-person cooperation scenario. The n candidate push message templates are generated based on the historical chat records of the first user account, where n is a positive integer. Randomly select one candidate push message template from the n candidate push message templates as the target push message template; or, determine the target push message template from the n candidate push message templates according to their arrangement order.
11. The method according to claim 10, characterized in that, The method further includes: Clustering calculations are performed on the historical chat records of the first user account to obtain keywords corresponding to the multi-person cooperation scenario; Combine keywords corresponding to the multi-person collaboration scenario to generate n candidate push message templates corresponding to the multi-person collaboration scenario.
12. The method according to any one of claims 1 to 5, characterized in that, The step of responding to the first virtual object being in a multi-person cooperative scenario and displaying the candidate push message corresponding to the multi-person cooperative scenario includes: In response to the first virtual object being in the multi-person cooperative scenario and the number of second virtual objects in the surrounding area of the first virtual object being less than m, the candidate push message corresponding to the multi-person cooperative scenario is displayed, where m is a positive integer.
13. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Based on the scene characteristics of the first virtual object, a scene feature vector of the first virtual object is calculated. The scene characteristics of the first virtual object include at least one of the following: virtual environment type, virtual objects located around the first virtual object, the action of the first virtual object, and the state value of the first virtual object. The scene feature vector is processed by a scene recognition model to obtain the multi-person cooperative scene.
14. The method according to claim 13, characterized in that, The method further includes: Analyze the historical battle records of the first user account; Extract sample scene features and sample multi-player cooperative scenarios of the first virtual object from the historical battle records; By using the scene recognition model, the features of the sample scene are processed to obtain a predicted multi-person cooperative scene; The scene recognition model is trained based on the difference between the sample multi-person cooperation scene and the predicted multi-person cooperation scene.
15. The method according to any one of claims 1 to 5, characterized in that, The method further includes: Retrieve the historical sent and received messages of the first user account in the current battle; Identify keywords in the historical sent and received messages; In response to the number of target keywords in the keywords being greater than a number threshold, the multi-person cooperative scenario in which the first virtual object is located is determined.
16. A message push method based on a virtual environment, characterized in that, The method includes: The second screen of the virtual environment is displayed. The virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account. The first virtual object and the second virtual object belong to the same faction. The target push message is determined by the selection operation of the candidate push message. The candidate push message is the message displayed when the first virtual object is in a multi-person cooperation scenario. The content of the candidate push message is related to the multi-person cooperation scenario. The candidate push message is used to request help from some or all of the second virtual objects. The candidate push message is obtained by filling the scene elements where the first virtual object is located and the object information of the second virtual object into the target push message template corresponding to the multi-person cooperation scenario. Wherein, when the target push message includes the location of the target object on the map corresponding to the multi-person cooperation scenario, the location of the target object is highlighted on the map of the terminal corresponding to the second user account, or a map screenshot is displayed on the terminal corresponding to the second user account, the map screenshot including the location of the target object on the map; the target object includes enemy virtual objects, neutral virtual objects, and strongholds.
17. A message push device based on a virtual environment, characterized in that, The device includes: The first display module is used to display the first screen of the virtual environment, the virtual environment including a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, the first virtual object and the second virtual object belonging to the same camp; The first display module is further configured to respond to the first virtual object being in a multi-person cooperative scenario by displaying a candidate push message corresponding to the multi-person cooperative scenario. The content of the candidate push message is related to the multi-person cooperative scenario. The candidate push message is used to request assistance from some or all of the second virtual objects. The candidate push message is obtained by filling the scene elements where the first virtual object is located and the object information of the second virtual object into the target push message template corresponding to the multi-person cooperative scenario. A sending module is used to send the target push message to the second user account in response to a selection operation on the target push message among the candidate push messages; the terminal corresponding to the second user account is used to display the target push message; wherein, when the target push message includes the location of the target object corresponding to the multi-person cooperative scenario on the map, the location of the target object is highlighted on the map of the terminal corresponding to the second user account, or a map screenshot is displayed on the terminal corresponding to the second user account, the map screenshot including the location of the target object on the map; the target object includes enemy virtual objects, neutral virtual objects, and strongholds.
18. A message push device based on a virtual environment, characterized in that, The device includes: The receiving module is used to display a second screen of the virtual environment, which includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, wherein the first virtual object and the second virtual object belong to the same faction. The receiving module is also used to display a target push message, which is determined by the selection operation of candidate push messages. The candidate push message is a message displayed when the first virtual object is in a multi-person cooperation scenario. The content of the candidate push message is related to the multi-person cooperation scenario. The candidate push message is used to request help from some or all of the second virtual objects. The candidate push message is obtained by filling the scene elements where the first virtual object is located and the object information of the second virtual object into the target push message template corresponding to the multi-person cooperation scenario. Wherein, when the target push message includes the location of the target object on the map corresponding to the multi-person cooperation scenario, the location of the target object is highlighted on the map of the terminal corresponding to the second user account, or a map screenshot is displayed on the terminal corresponding to the second user account, the map screenshot including the location of the target object on the map; the target object includes enemy virtual objects, neutral virtual objects, and strongholds.
19. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one program, which is loaded and executed by the processor to implement the message push method based on a virtual environment as described in any one of claims 1 to 15, or the message push method based on a virtual environment as described in claim 16.
20. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to implement the message push method based on a virtual environment as described in any one of claims 1 to 15, or the message push method based on a virtual environment as described in claim 16.
21. A computer program product comprising computer instructions, characterized in that, When executed by a processor, the computer instructions implement the message push method based on a virtual environment as described in any one of claims 1 to 15, or the message push method based on a virtual environment as described in claim 16.
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