Account processing method and device in virtual scene, electronic device and storage medium

CN116966600BActive Publication Date: 2026-08-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210430988.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-22
Publication Date
2026-08-18
Estimated Expiration
2042-04-22

AI Technical Summary

Technical Problem

[0003]在玩家建立对局时,经常存在用户的数量不足以建立对局的情况,这就需要在对局中接入机器人(也即是基于规则或者人工智能驱动的虚拟对象),但是相关技术接入的机器人的水平是固定的,且其机器人的身份很容易被识别出来,导致用户无法获得与真人对战的体验

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a method and device for processing an account in a virtual scene, electronic equipment, a computer readable storage medium and a computer program product; the method comprises: receiving a matching request for a game to be run in the virtual scene; obtaining a target number of robot accounts required to be added in the game, and a number and a level distribution of a plurality of real accounts already added in the game; wherein the robot account controls a virtual object in the virtual scene through a program; querying the target number of robot accounts from a database, and the level distribution of the target number of robot accounts is consistent with the level distribution of the plurality of real accounts already added in the game; a plurality of robot accounts are pre-stored in the database, and different robot accounts are associated with different virtual identity information; and the target number of robot accounts are distributed to the game. Through the application, the realism of interaction with the robot in the game can be realized, thereby enhancing the simulation performance of the virtual scene.
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Description

Technical Field

[0001] This application relates to the field of computer human-computer interaction technology, and in particular to an account processing method, device, electronic device, and computer-readable storage medium in a virtual scene. Background Technology

[0002] Human-computer interaction technology based on virtual scenes using graphics processing hardware can realize diverse interactions between virtual objects controlled by users or artificial intelligence, according to actual application needs, and has broad practical value. For example, in game scenarios, it can simulate realistic combat processes between virtual objects. In addition, various types of games can not only help users relieve stress and relax, but also improve their reaction ability and agility.

[0003] When players create a match, there are often not enough users to create a match. This requires the introduction of bots (i.e., virtual objects based on rules or driven by artificial intelligence) into the match. However, the level of bots introduced by related technologies is fixed, and their identities are easily identified, resulting in users not being able to have the experience of playing against real people.

[0004] There is currently no effective solution in terms of how to enhance the simulation performance of robot interaction in virtual scenarios. Summary of the Invention

[0005] This application provides an account processing method, apparatus, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can realize the realism of interaction with robots in the game, thereby enhancing the simulation performance of the virtual scene.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides an account processing method in a virtual scenario, including:

[0008] Receive match requests for matches to be run in a virtual scene;

[0009] The target number of bot accounts to be added to the game is obtained, as well as the number and level distribution of the multiple real accounts already added to the game; wherein, the bot accounts control a virtual object in the virtual scene through a program;

[0010] The target number of robot accounts are queried from the database, and the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts that have joined the game; wherein, the database pre-stores multiple robot accounts, and different robot accounts are associated with different virtual identity information;

[0011] The target number of robot accounts are assigned to the game.

[0012] This application provides yet another method for account processing in a virtual scenario, including:

[0013] The human-computer interaction interface displays the identifiers of multiple accounts participating in the virtual scene, wherein at least some of the multiple accounts are robot accounts, and the robot accounts are used to control a virtual object in the virtual scene through a program;

[0014] In response to an information query operation for the robot account, the virtual identity information associated with the robot account is displayed, wherein different robot accounts are associated with different virtual identity information.

[0015] This application provides an account processing device in a virtual scene, including:

[0016] The receiving module is used to receive matching requests for matches to be run in the virtual scene;

[0017] The acquisition module is used to acquire the target number of robot accounts to be added to the game, as well as the number and level distribution of multiple real accounts already added to the game; wherein, the robot account controls a virtual object in the virtual scene through a program;

[0018] The query module is used to query the target number of robot accounts from the database, and the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts that have joined the game; wherein, the database pre-stores multiple robot accounts, and different robot accounts are associated with different virtual identity information;

[0019] The allocation module is used to allocate the target number of robot accounts to the game.

[0020] This application provides yet another account processing device in a virtual scenario, including:

[0021] The display module is used to display the identifiers of multiple accounts participating in the virtual scene in the human-computer interaction interface, wherein at least some of the multiple accounts are robot accounts, and the robot accounts are used to control a virtual object in the virtual scene through a program;

[0022] The display module is also configured to respond to an information query operation for the robot account by displaying the virtual identity information associated with the robot account, wherein different robot accounts are associated with different virtual identity information.

[0023] This application provides an electronic device, including:

[0024] Memory, used to store executable instructions;

[0025] The processor, when executing executable instructions stored in the memory, implements the account processing method in the virtual scene provided in the embodiments of this application.

[0026] This application provides a computer-readable storage medium storing executable instructions, which, when executed by a processor, implement the account processing method in the virtual scene provided in this application.

[0027] This application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the account processing method in a virtual scenario provided in this application.

[0028] The embodiments of this application have the following beneficial effects:

[0029] By querying the database for bot accounts whose level distribution matches that of multiple real accounts already in the game, and then allocating the target number of bot accounts to the game, the power balance between opposing factions in the game can be balanced, preventing users from easily winning or losing. Furthermore, by associating bot accounts with virtual identity information, the bot accounts cannot be easily identified, making users believe that they are real people. This achieves a targeted interactive experience in the game and improves the simulation performance of the virtual scene. Attached Figure Description

[0030] Figure 1 This is a schematic diagram of the architecture of the account processing system 100 in a virtual scene provided in the embodiments of this application;

[0031] Figure 2A This is a schematic diagram of the structure of the server 200 provided in the embodiments of this application;

[0032] Figure 2B This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application;

[0033] Figure 3 This is a flowchart illustrating the account processing method in a virtual scenario provided in the embodiments of this application;

[0034] Figure 4A and Figure 4B This is a flowchart illustrating the account processing method in a virtual scenario provided in the embodiments of this application;

[0035] Figures 5A to 5C This is a schematic diagram illustrating an application scenario of the account processing method in a virtual scene provided in the embodiments of this application;

[0036] Figure 6 This is a schematic diagram illustrating the application scenario of account processing methods in virtual environments provided by related technologies;

[0037] Figure 7 This is a schematic diagram of the process for generating robot identity information provided by related technologies;

[0038] Figure 8 This is a flowchart illustrating the account processing method in a virtual scenario provided in the embodiments of this application;

[0039] Figure 9 This is a schematic diagram illustrating an application scenario of the account processing method in a virtual scene provided in the embodiments of this application;

[0040] Figure 10 This is a schematic diagram illustrating an application scenario of the account processing method in a virtual scene provided in the embodiments of this application;

[0041] Figure 11 This is a schematic diagram of the matching and robot acquisition process provided in an embodiment of this application;

[0042] Figure 12 This is a flowchart illustrating the process of modifying a robot's battle record after the game ends, provided in an embodiment of this application.

[0043] Figure 13 This is a schematic diagram of the process for viewing robot identity information provided in an embodiment of this application. Detailed Implementation

[0044] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0045] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0046] It is understood that, in this application embodiment, data related to user accounts registered in virtual scenarios is involved. When this application embodiment is applied to specific products or technologies, user permission or consent is required, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0047] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0048] In the following description, the term "multiple" means at least two.

[0049] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0050] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0051] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0052] 2) Virtual Scene: This refers to the scene displayed (or provided) by an application while it is running on a terminal device. A virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0053] 3) Client: An application running on a terminal device that provides various services, such as a video playback client, a game client, etc.

[0054] 4) Virtual Objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0055] 5) Robots: Virtual objects in virtual scenarios (such as games) that are driven by rules (such as behavior trees) or artificial intelligence (AI) and whose behavior in the game appears to be controlled by another real player.

[0056] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for account processing in a virtual scene, which can achieve a realistic interaction with robots during gameplay, thereby enhancing the simulation performance of the virtual scene. The following describes exemplary applications of the electronic device provided in this application embodiment; the electronic device provided in this application embodiment can be implemented collaboratively by a server and a terminal device.

[0057] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the account processing system 100 in a virtual scenario provided in this application embodiment, as shown below. Figure 1 As shown, the account processing system 100 in the virtual scene includes: server 200, network 300, terminal device 400 and database 500, wherein network 300 can be a local area network or a wide area network, or a combination of the two.

[0058] In some embodiments, a client 410 (e.g., various types of game applications) runs on the terminal device 400. In response to a user-triggered matchmaking operation, the client 410 sends a matchmaking request for a game to be run in a virtual scenario (e.g., a game) to the server 200 via the network 300. Upon receiving the matchmaking request, the server 200 obtains the target number of bot accounts to be added to the game, as well as the number and level distribution of multiple real accounts already added to the game (e.g., accounts registered by real players in the game); each bot account can manipulate a virtual object in the game through a program (e.g., rule-based or AI-driven). Next, the server 200 can query the target number of bot accounts from the database 500, ensuring that the level distribution of the target number of bot accounts matches the level distribution of the multiple real accounts already added to the game; the database 500 pre-stores multiple bot accounts, each associated with different virtual identity information. Finally, the server 200 can allocate the target number of bot accounts retrieved from the database 500 to the game.

[0059] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The cloud service can be an account processing service in a virtual scenario, invoked by terminal device 400. Terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart TV, smartwatch, etc., but is not limited to these. Terminal devices and servers can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0060] The following is about Figure 1 The structure of server 200 shown in the diagram is illustrated. For an example, see [link to example]. Figure 2A , Figure 2A This is a schematic diagram of the structure of the server 200 provided in the embodiments of this application. Figure 2A The server 200 shown includes at least one processor 210, memory 240, and at least one network interface 220. The various components of server 200 are coupled together via a bus system 230. It is understood that the bus system 230 is used to implement communication between these components. In addition to a data bus, the bus system 230 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2AThe general labeled all buses as Bus System 230.

[0061] Processor 210 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0062] The memory 240 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 240 may optionally include one or more storage devices physically located away from the processor 210.

[0063] The memory 240 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 240 described in this application embodiment is intended to include any suitable type of memory.

[0064] In some embodiments, memory 240 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0065] Operating system 241 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0066] The network communication module 242 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 220, such as Bluetooth, WiFi, and Universal Serial Bus (USB).

[0067] In some embodiments, the account processing device in the virtual scenario provided in this application can be implemented in software. Figure 2AAn account processing device 243 in a virtual scene stored in memory 240 is shown. This device can be software in the form of programs and plugins, including the following software modules: a receiving module 2431, an acquiring module 2432, a querying module 2433, an allocation module 2434, a creation module 2435, a generation module 2436, a storage module 2437, an update module 2438, a determination module 2439, an adjustment module 24310, and a sending module 24311. These modules are logically connected and can therefore be arbitrarily combined or further split according to the functions implemented. It should be noted that... Figure 2A For ease of explanation, all the above modules are shown at once. In actual applications, it is possible that the account processing device 243 in the virtual scenario may only include the receiving module 2431, the obtaining module 2432, the query module 2433, and the allocation module 2434. The functions of each module will be described below.

[0068] The following continues... Figure 1 The structure of the terminal device 400 shown in the diagram will be described. For an example, see [link to example]. Figure 2B , Figure 2B This is a schematic diagram of the structure of the terminal device 400 provided in the embodiments of this application, as shown below. Figure 2B As shown, terminal device 400 includes: processor 420, network interface 430, user interface 440, system bus 450, and memory 460. The user interface 440 includes one or more output devices 441 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. The user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, and other input buttons and controls. The memory 460 includes: operating system 461, network communication module 462, presentation module 463 for enabling the display of information (e.g., for operating peripheral devices and displaying content and information) via one or more output devices 441 associated with the user interface 440 (e.g., displays, speakers, etc.), input processing module 464 for detecting and translating one or more user inputs or interactions from one or more input devices 442, and account processing device 465 in a virtual scene. Furthermore, the account processing device 465 in the virtual scene stored in the memory 460 includes: a display module 4651, an acquisition module 4652, and a transfer module 4653. These modules are logically sequential and can therefore be arbitrarily combined or further separated according to the functions they implement. It should be noted that in Figure 2BFor ease of explanation, all the above modules are shown at once. In practical applications, it is possible that the account processing device 465 in the virtual scene may only include the display module 4651. The functions of each module will be described below.

[0069] The account processing method in the virtual scenario provided in this application embodiment will be described in detail below from the perspective of the interaction between the terminal device and the server. For example, see [link to example]. Figure 3 , Figure 3 This is a flowchart illustrating the account processing method in a virtual scenario provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.

[0070] It should be noted that the steps executed by the terminal device are specifically executed by various forms of computer programs running on the terminal device, and are not limited to the client. They can also be operating systems, software modules, and scripts. Therefore, the client should not be regarded as a limitation on the embodiments of this application.

[0071] In step 101, the terminal device sends a matching request to the server for the game to be run in the virtual scene.

[0072] In some embodiments, a client runs on the terminal device, and a matching entry is displayed in the human-computer interaction interface of the client. When the client receives a user's click operation on the matching entry, it sends a matching request to the server for the game to be run in the virtual scene.

[0073] For example, taking a virtual game as an example, a game client runs on a terminal device. A match button is displayed in the human-computer interaction interface of the game client. When the game client receives a player's click on the match button, it sends a match request for the game to be run to the game client's backend server.

[0074] In other embodiments, see Figure 4A , Figure 4A This is a flowchart illustrating the account processing method in a virtual scenario provided in this application embodiment, such as... Figure 4A As shown, during execution Figure 3 Before step 101 shown, you can also perform... Figure 4A Steps 105 and 106 shown will be combined Figure 4A The steps shown are explained.

[0075] In step 105, the server creates multiple robot accounts.

[0076] In some embodiments, the server can create multiple robot accounts for a virtual scene, where the robot accounts can manipulate a virtual object in the virtual scene through programs (e.g., rule-based or AI-driven).

[0077] For example, taking a virtual game as an example, the server can pre-create multiple robot accounts for the game. Each robot account can control a virtual object in the game based on pre-set rules. Of course, robot accounts can also control a virtual object in the game through artificial intelligence.

[0078] It should be noted that different robot accounts can control different virtual objects in the virtual scene, that is, one robot account corresponds to a unique virtual object in the virtual scene; of course, different robot accounts can also control the same virtual object in the virtual scene. For example, in the first game, robot account 1 controls virtual object A in the game, and in the second game, robot account 2 controls virtual object A in the game. This application embodiment does not make specific limitations on this.

[0079] In step 106, the server generates corresponding virtual identity information for each robot account and stores the robot account and virtual identity information in the database.

[0080] In some embodiments, virtual identity information may include: an identifier, a level, and interaction data (e.g., battle record, where the battle record may include the number of wins, the number of losses, the number of enemy kills, the number of deaths, etc.). The identifier includes at least one of the following: an avatar and a name (e.g., a nickname). The level is positively correlated with the attributes of the robot account, and the attributes include at least one of the following: control level (e.g., the higher the level of the robot account, the higher the level of control over virtual objects in the virtual scene), and the number of virtual resources owned (e.g., the higher the level of the robot account, the more virtual resources it owns). The server can generate corresponding virtual identity information for each robot account in the following way: obtain the level distribution of all real accounts in the virtual scene corresponding to multiple levels (e.g., the number or proportion of real accounts in each level); associate multiple pre-created names with multiple levels according to the level distribution, and perform the following processing for each robot account: randomly assign an avatar and a name to the robot account, and determine the level associated with the name as the level of the robot account; allocate initial interaction data (e.g., allocate empty initial battle record to the robot account).

[0081] It should be noted that the server can obtain the real-time level distribution of all real accounts in the virtual scene corresponding to multiple levels. In other words, the level of the robot account created by the server can be dynamically adjusted to match the level of the user in the virtual scene in real time.

[0082] For example, taking a virtual game scenario as an example, suppose there are currently 100 real accounts in the game, and these 100 real accounts correspond to multiple levels as follows: 5 real accounts at level 5, 10 real accounts at level 10, 50 real accounts at level 20, 20 real accounts at level 30, 10 real accounts at level 40, and 5 real accounts at level 50. At the same time, suppose the server has pre-created 200 different names, and these 200 names can be associated with multiple levels according to the level distribution of these 100 real accounts. For example, 10 names can be associated with level 5, 20 names with level 10, 100 names with level 20, 40 names with level 30, 20 names with level 40, and 10 names with level 50. Subsequently, for each robot account, the server can generate the virtual identity information corresponding to that robot account in the following ways. For example, taking robot account 1 as an example, the server first randomly assigns an avatar and name to robot account 1, and determines the level associated with the name as the level of robot account 1 (for example, assuming the level associated with the name is level 30, then the level of robot account 1 can be determined as level 30). Then the server can also assign empty initial battle records to robot account 1, thereby obtaining the virtual identity information of robot account 1.

[0083] See also Figure 3 In step 102, the server obtains the target number of robot accounts to be added to the game, as well as the number and level distribution of multiple real accounts that have already been added to the game.

[0084] In some embodiments, the server may obtain the target number of bot accounts to be added to the match in one of the following ways: determining the set number carried in the match request as the target number of bot accounts to be added to the match, wherein the set number is determined by the client based on the received number setting operation (i.e., the target number of bot accounts to be added to the match can be specified by the player who created the match); or determining the number of bot accounts to be added to the match based on the number and level distribution of multiple real accounts that have already joined the match carried in the match request, and the size of the match (e.g., the number of virtual objects included in each virtual object faction). The target number (i.e., the target number of bot accounts to be added to the game can be determined based on the principle of equal scale of different virtual object factions in the game); based on the current level comparison of the two virtual object factions included in the game (e.g., the comparison of the sum of the levels of the real accounts currently included in the two virtual object factions, where if no real accounts are added to a virtual object faction, the sum of the levels of that virtual object faction is 0), the target number of bot accounts to be added to the game is determined, where after the target number of bot accounts are added to the game, the level difference between the two virtual object factions is less than the difference threshold (e.g., 3 levels).

[0085] For example, taking a virtual game scenario, when creating a match, players can manually set the target number of bot accounts to be added to the match. For instance, the game client's human-computer interaction interface displays a quantity setting control. After receiving the quantity set by the player in the quantity setting control, the game client sends a matching request carrying that set quantity to the server, so that the server determines the set quantity carried in the matching request as the target number of bot accounts to be added to the match.

[0086] For example, the server can also automatically determine the target number of bot accounts that need to be added to the game based on the principle of scale parity. For instance, after receiving a match request from the game client, the server can parse the number of real accounts that have already joined the game and the size of the game. Assuming the game size is 5v5 (i.e., each virtual object faction includes 5 virtual objects) and the number of real accounts that have already joined the game is 4 (i.e., there are currently 4 real players and 6 bots are needed), then the target number of bot accounts that need to be added to the game can be determined to be 6.

[0087] For example, the server can automatically determine the target number of bot accounts to be added to the match based on the goal of ensuring that the level difference between different virtual object factions is not significant (i.e., less than the difference threshold). For instance, after receiving a match request from the game client, the server parses the current level comparison of the two virtual object factions included in the match request. Suppose that the first virtual object faction currently has 3 real accounts added, namely account 1, account 2, and account 3, where account 1 is level 5, account 2 is level 4, and account 3 is level 5 (i.e., the sum of the levels of the first virtual object faction is level 14); while the second virtual object faction currently has no real accounts added, the server can determine the target number of bot accounts to be added to the match based on the goal of ensuring that the level difference between the two virtual object factions is not significant. For example, the server can assign 2 level 6 bot accounts to the second virtual object faction; of course, the server can also assign 3 level 5 bot accounts to the second virtual object faction, thus ensuring that the level difference between the two virtual object factions is less than the difference threshold.

[0088] In step 103, the server queries the database for the target number of robot accounts.

[0089] In some embodiments, the database may pre-store multiple robot accounts, and different robot accounts are associated with different virtual identity information. Furthermore, the level distribution of the target number of robot accounts retrieved by the server from the database is consistent with the level distribution of the multiple real accounts already joined in the game. For example, assuming there are three real accounts already joined in the game, and these three real accounts are at levels 2, 2, and 4 respectively, then the target number (also 3) of robot accounts retrieved by the server from the database will also be at levels 2, 2, and 4.

[0090] In other embodiments, the server may also query the database for a target number of bot accounts by: determining the average level of multiple real accounts that have joined the game; and repeatedly performing the following process until the number of bot accounts queried from the database reaches the target number: each time selecting a level as the target level from a level range centered on the average level, and querying the database for a bot account of the target level.

[0091] For example, taking a virtual game scenario, suppose there are three real accounts already added to the game: Account 1, Account 2, and Account 3. Account 1 is level 6, Account 2 is level 4, and Account 3 is level 5. The average level of these three real accounts is level 5. Assuming the target number of bot accounts to be added to the game is three, the server can repeatedly execute the following process until the number of bot accounts retrieved from the database reaches three: Each time, a level is randomly selected from a level range centered around level 5 (e.g., levels 4-6) as the target level, and a bot account of that target level is retrieved from the database. For example, if the first level randomly selected is level 4, a level 4 bot account is retrieved from the database; if the second level randomly selected is level 6, a level 6 bot account is retrieved; and if the third level randomly selected is level 5, a level 5 bot account is retrieved. The server can then assign these three bot accounts to the game.

[0092] In step 104, the server assigns the target number of bot accounts to the game.

[0093] In some embodiments, after retrieving the target number of robot accounts from the database, the server can allocate these accounts to matches and send a successful match notification to the terminal device, enabling the terminal device to run the matches. For example, after allocating the target number of robot accounts to matches, the server can display multiple accounts participating in the virtual scene on the terminal device's human-computer interaction interface, wherein at least some of the multiple accounts are robot accounts retrieved by the server from the database.

[0094] It's important to note that the distribution of bot accounts assigned to the target number of matches is consistent with the distribution of real accounts already participating in the match. Specifically, the higher the level of the real accounts already participating (i.e., the higher the player's skill level), the higher the level of the bot accounts assigned to the match (i.e., the higher the bot's skill in manipulating virtual objects in the virtual scene). Conversely, the lower the level of the real accounts already participating (i.e., the lower the player's skill level), the lower the level of the bot accounts assigned to the match (i.e., the lower the bot's skill in manipulating virtual objects in the virtual scene). Thus, regardless of the user's skill level, because the bot accounts are at a similar level, neither highly skilled nor low-skilled users can easily win or lose in the match. This balances the power between the opposing factions in the match, thereby improving the user's gaming experience.

[0095] In other embodiments, the server may also perform the following processing for each bot account assigned to the game: in response to the end of the game, obtain the interaction data of the bot account in the game; store the interaction data in the database, and update the original interaction data of the bot account based on the interaction data (e.g., the initial interaction data assigned, or the interaction data that has been updated previously).

[0096] For example, taking bot account 1 as an example, suppose bot account 1 is assigned to the current game, and after the game ends, the server can obtain the interaction data of bot account 1 in the game (such as winning, killing 10 enemies, and dying 5 times) and store the obtained interaction data in the database. Subsequently, the server can also update the original interaction data of bot account 1 based on the obtained interaction data (such as increasing the number of wins by 1, the number of kills by 10, and the number of deaths by 5).

[0097] In some embodiments, the server may also perform the following processing for each robot account: determine the actual winning probability of the robot account based on the interaction data associated with the robot account, wherein the winning probability ranges corresponding to different levels of robot accounts are different (for example, the winning probability range corresponding to a level 1 robot account is 0-10%, the winning probability range corresponding to a level 5 robot account is 20-30%, and the winning probability range corresponding to a level 10 robot account is 40-50%); in response to the fact that the current probability range of the actual winning probability is different from the winning probability range corresponding to the current level of the robot account, adjust the current level to the level corresponding to the current probability range.

[0098] For example, taking bot account 1 as an example, suppose bot account 1 is currently level 5, with a corresponding winning probability range of 20-30%. Also suppose that based on bot account 1's interaction data (e.g., bot account 1 participated in a total of 100 games, winning in 40 games and losing in 60 games), the actual winning probability of bot account 1 is determined to be 40%. In other words, the actual winning probability of bot account 1 has exceeded the winning probability range corresponding to its current level. In this case, the server can adjust the level of bot account 1 to the level corresponding to the probability range of its actual winning probability (e.g., adjust the level of bot account 1 from level 5 to level 10).

[0099] In some embodiments, see Figure 4B , Figure 4B This is a flowchart illustrating the account processing method in a virtual scenario provided in this application embodiment, such as... Figure 4B As shown, after execution Figure 3 After step 104 shown, you can also execute... Figure 4BSteps 107 to 1010 shown will combine Figure 4B The steps shown are explained.

[0100] In step 107, the terminal device sends an account query request carrying keywords to the server.

[0101] In some embodiments, the terminal device may send an account query request to the server in one of the following ways: in response to an account query operation received when displaying the settings control of a game to be run in the human-computer interaction interface, the terminal device may send an account query request to the server in response to an information query operation received when displaying the game result display control in the human-computer interaction interface; or in response to an information query operation received when displaying a virtual scene in a running state in the human-computer interaction interface.

[0102] For example, taking a virtual game scenario as an example, a game client runs on a terminal device. The human-computer interaction interface of the game client displays settings controls for the match to be run in the game. The settings controls display the identifiers of real accounts that have joined the match (e.g., including at least one of nickname and avatar) and the identifiers of bot accounts. In response to an information query operation for the bot account (e.g., receiving a click operation from a player on the identifier of the bot account displayed in the settings controls), the game client sends an account query request to the server.

[0103] For example, see Figure 5A , Figure 5A This is a schematic diagram illustrating an application scenario of the account processing method in a virtual environment provided in this application embodiment, such as... Figure 5A As shown, the human-computer interaction interface 501 displays settings controls 502 for the upcoming game. These controls 502 display identifiers for real accounts already in the game, such as the real account 503 nicknamed "Little Fish," and identifiers for bot accounts, such as the bot account 504 nicknamed "Walking in the Clouds." When a player clicks on the bot account 504 nicknamed "Walking in the Clouds," the human-computer interaction interface 501 displays virtual identity information 505 associated with the bot account 504, including information such as the bot account 504's nickname, avatar, level, and battle record.

[0104] For example, taking a virtual game scenario, a game client runs on the terminal device. In response to the end of the game, a game result display control is displayed in the human-computer interaction interface of the game client. The game result display control displays the identifiers of the real accounts that participated in the game, the identifiers of the bot accounts, and the interaction data corresponding to the real accounts and bot accounts respectively. In response to an information query operation for the bot account (for example, receiving a click operation from a player on the bot account identifier displayed in the game result display control), the game client sends an account query request to the server.

[0105] For example, see Figure 5B , Figure 5B This is a schematic diagram illustrating an application scenario of the account processing method in a virtual environment provided in this application embodiment, such as... Figure 5B As shown, after a match ends, a match result display control 506 can be displayed on the human-computer interaction interface 501. The control 506 displays the identifiers of the real accounts that participated in the match, such as the real account nicknamed "Ding" 507, the identifiers of the robot accounts, such as the robot account nicknamed "Walking in the Clouds" 508, and the corresponding interaction data for the real and robot accounts (e.g., personal score, number of enemies eliminated, number of bullets loaded, number of bullets defused). When a user clicks on the robot account nicknamed "Walking in the Clouds" 508, the virtual identity information 509 associated with the robot account nicknamed "Walking in the Clouds" 508 can be displayed on the human-computer interaction interface 501. This information may include the robot account's avatar, nickname, level, and battle record.

[0106] For example, taking a virtual game as an example, a game client runs on a terminal device, and the game in running state is displayed in the human-computer interaction interface of the game client; the game's running screen displays the identifier of the real account and the virtual objects controlled by the real account, as well as the identifier of the robot account and the virtual objects controlled by the robot account; in response to an information query operation for the robot account (for example, receiving a click operation on the robot account identifier displayed in the game's running screen), the game client sends an account query request to the server.

[0107] For example, see Figure 5C , Figure 5C This is a schematic diagram illustrating an application scenario of the account processing method in a virtual environment provided in this application embodiment, such as... Figure 5CAs shown, the human-computer interaction interface 501 displays a running game. The game's screen displays the identifier of the real account and the virtual objects controlled by that real account, such as the real account 510 nicknamed "Little Fish" and the virtual object 511 controlled by real account 510. It also displays the identifier of the robot account and the virtual objects controlled by the robot account, such as the robot account 512 nicknamed "Pipilu" and the virtual object 513 controlled by robot account 512. When a player clicks on the robot account 512 nicknamed "Pipilu," the human-computer interaction interface 501 displays the virtual identity information associated with robot account 512, including information such as avatar, nickname, level, and battle record.

[0108] In step 108, the server queries the database for robot accounts that match the keywords.

[0109] In some embodiments, after receiving an account query request sent by a terminal device, the server can parse the keywords (such as the account name) carried in the account query request and query the database for robot accounts that match the keywords. The database stores multiple robot accounts in advance, and different robot accounts are associated with different virtual identity information.

[0110] In step 109, the server sends the virtual identity information associated with the queried robot account to the terminal device.

[0111] In some embodiments, after the server retrieves robot accounts that match keywords from the database, it can send the virtual identity information associated with the retrieved robot accounts to the terminal device. The virtual identity information may include: identifier (e.g., at least one of avatar and name), level, interaction data (e.g., battle record), etc.

[0112] In other embodiments, before sending the queried virtual identity information associated with the robot account to the terminal device, the server may also perform the following processing: obtain the information viewing permissions configured for the robot account; in response to the information viewing permissions allowing the public disclosure of the virtual identity information associated with the robot account, send the virtual identity information associated with the robot account to the terminal device so that the terminal device can display it in the human-computer interaction interface; in response to the information viewing permissions prohibiting the public disclosure of the virtual identity information associated with the robot account, send a notification message to the terminal device so that the terminal device can display a prompt message, wherein the prompt message is used to indicate that the virtual identity information associated with the robot account cannot be viewed at present.

[0113] In step 1010, the terminal device displays the virtual identity information associated with the queried robot account in the human-computer interaction interface.

[0114] In some embodiments, after receiving the virtual identity information associated with the queried robot account sent by the server, the terminal device can display the virtual identity information associated with the queried robot account in the human-computer interaction interface (e.g., displaying the avatar, nickname, and battle record of the queried robot account).

[0115] The account processing method in the virtual scene provided in this application embodiment queries the database for robot accounts whose level distribution matches that of multiple real accounts already joined in the game, and distributes the target number of robot accounts to the game. This balances the power between opposing factions in the game, making it less likely for users to win or lose easily. Furthermore, by associating robot accounts with virtual identity information, the robot accounts are not easily identified, making users believe that they actually exist. This achieves a better interactive experience in the game and improves the simulation performance of the virtual scene.

[0116] The following uses a virtual game as an example to illustrate an exemplary application of the embodiments of this application in a real-world application scenario.

[0117] In current competitive mobile games, player skill levels generally follow a normal distribution. If all matches consist only of real players of similar skill levels, given that a game typically lasts 6-30 minutes, even with millions of daily active users (DAU) and a million concurrent players, only 2,000-5,000 players might simultaneously initiate matchmaking requests. Since these players will only be matched with others of similar skill levels, and games typically have level ranges from 30 to 150, the number of real players available for matchmaking at any given time is relatively small, making it difficult for players to find suitable opponents or teammates.

[0118] Based on these considerations, 5v5 competitive mobile games typically introduce bots (virtual objects controlled by behavior trees or artificial intelligence technology within the game, whose behavior appears to be controlled by other real players) in some matches. When players can't gather enough players for a 5v5 match, bots are provided. Additionally, game publishers consider player retention; if a player loses several matches in a row, to reduce frustration, they usually arrange a guaranteed win, thus increasing player satisfaction. This guaranteed win method involves assigning 9 simple bots: (1 real player + 4 bots) vs. (5 bots). Because the behavior of these 9 bots can be controlled within the game, the game can manipulate the player's choices in this match.

[0119] However, the solutions provided by related technologies still have some problems in constructing the virtual identity information of these bots in competitive mobile games. For example, such as... Figure 6 As shown, regarding the bot 601 nicknamed "Walking in the Clouds," players can easily identify it as a bot using a simple method. For example, when a player enters "Walking in the Clouds" in the player search window 602, a "No players available" message 603 will appear on the human-computer interaction interface, revealing that no such character exists. This easily detectable approach results in a poor player experience. Players initially aim to win a game, but discovering their opponents are all bots leaves them feeling cheated.

[0120] For example, see Figure 7 , Figure 7 This is a flowchart illustrating the process of generating virtual identity information for robots, provided by related technologies, such as... Figure 7 As shown, in related technologies, the generation of virtual identity information for in-game bots is generally completed in the matching module. For example, one table (i.e., the nickname table) can be pre-configured to store the nicknames of all bots, and another table (i.e., the avatar URL table) can be used to store the Uniform Resource Locators (URLs) of all bot avatars. The generation of bot virtual identity information is mainly implemented according to the following process:

[0121] Nickname: Regardless of the robot's level, the nickname will be randomly selected from the nickname table based on the number of robots needed in the current game, thus ensuring that the nicknames of robots in the same game will not be repeated.

[0122] Avatar URL: Regardless of the bot's level, the avatar URL will be randomly retrieved from the avatar URL table based on the number of bots needed for the current game, thus ensuring that the bots in the same game will not have the same avatar.

[0123] Level: Randomized within a range of ±5 based on the average level of the real players already in the current game. This provides a degree of randomness while keeping it within a controllable range.

[0124] Furthermore, in the solutions provided by the relevant technologies, when a match ends, the database will only store the player's stats, and will not store the bot's stats separately.

[0125] It can be seen that in the solutions provided by the relevant technology, because the bot's nickname and avatar are randomly selected from the same nickname and avatar URL table for matches of different levels, it is easy for players of different levels to encounter each other. For example, a level 10 real player and a level 150 real player may both encounter a bot with the nickname "Walking in the Clouds". If these two real players discuss their match results, they can easily discover that they both encountered bots.

[0126] Furthermore, because the relevant technology does not store bot match records, players or game developers will find no record of a player's (actually a bot) historical performance. Also, since bots do not have fixed virtual identity information stored in the database, players cannot find a bot when searching by nickname, making it easy for players to determine that the player is a bot.

[0127] In view of this, this application provides an account processing method in a virtual scene, which manages bots by level to prevent players of different levels (e.g., a level 10 real player and a level 150 real player) from being matched with bots of the same nickname. Simultaneously, virtual identity information of the bots is constructed and written into a database, allowing players to query the bots' virtual identity information and making them believe that the bots are real. This further simulates the virtual identity information of bots and real players, making players believe that most of the players in the game are real people, thereby increasing player satisfaction.

[0128] The following is a detailed description of the account processing method in the virtual scene provided in the embodiments of this application.

[0129] The account processing method in the virtual scene provided in this application mainly includes three steps: generating and matching robot virtual identity information, obtaining robot virtual identity information, ending the battle, and storing robot battle record and level. These will be described separately below.

[0130] 1. Generation of robot virtual identity information

[0131] In some embodiments, multiple pre-created nicknames can be distributed across different player levels according to the proportion of players at different levels within the game. The avatars of different bots are not related and some duplication is permissible.

[0132] For example, see Table 1, which is the robot nickname table provided in the embodiments of this application. As shown in Table 1, robots of level 1 are assigned nicknames such as A, B, C, etc.; robots of level 2 are assigned nicknames such as Jia, Yi, Bing, etc.; and robots of level 150 are assigned nicknames such as 1, 2, 3, etc. In this way, real players of different levels will encounter robots with different nicknames, which improves the player's gaming experience.

[0133] Table 1. Robot Nicknames

[0134] 1 A, B, C, ... 2 A, B, C, ... … … 150 1、2、3、…

[0135] In other embodiments, a script can be used in advance to create virtual identity information for millions of pre-created bot nicknames based on the level distribution of different players in the game (corresponding to the virtual identity information of the aforementioned bot accounts), and write this information into a database. Each bot's virtual identity information includes: nickname, avatar URL, level, and empty initial battle record, thus the database contains the virtual identity information of all bots.

[0136] For example, see Table 2, which is a robot virtual identity information processing table provided in the embodiments of this application. As shown in Table 2, for nicknames, all nicknames can be distributed according to the distribution of real players of different levels in a corresponding proportion; for avatar URLs, an avatar URL can be randomly assigned to each robot; for levels, the level to which the nickname is assigned can be determined as the robot's level; for historical records, up to 10,000 games can be cycled to replace old records, and only developers can be allowed to view them.

[0137] Table 2 Robot Virtual Identity Information Processing Table

[0138]

[0139] 2. During the matching process, obtain the robot's virtual identity information.

[0140] In some embodiments, see Figure 8 , Figure 8 This is a flowchart illustrating the account processing method in a virtual scenario provided in this application embodiment, such as... Figure 8 As shown, in the matching module stage, compared to Figure 7A robot management module has been added. This allows the matchmaking module to request additional players when needed to fill a 5v5 match. For example, if there are already 4 players and 6 more are needed, 6 robots can be used to fill those positions. The robot management module can randomly select 6 robots from its database based on the average level of the real players already in the match, within a range of ±5 levels, and provide them to the matchmaking module, thus ensuring a 5v5 match can be formed.

[0141] In addition, after the game ends, the performance of these 6 bots can be recorded in the database, just like real players.

[0142] 3. After the battle ends, the robot's battle record and level are stored.

[0143] In some embodiments, after a game ends, the bot can have a statistic similar to a real player, and this bot's stats can be recorded in the bot database. This allows game developers to track how many times a particular bot was assigned to matches and its performance in each match. This data is particularly useful for trained bots (such as AI-driven bots), as win rates can measure the bot's current skill level and whether it meets the performance requirements for its current tier.

[0144] Furthermore, because the bot's battle record information is stored in the database just like that of real players, when a player wants to check whether a player with a certain nickname is a real person or a bot, the server can return the virtual identity information of the player corresponding to that nickname from the database (i.e., the bot's virtual identity information is the same as that of a real player).

[0145] For example, see Figure 9 , Figure 9 This is a schematic diagram illustrating an application scenario of the account processing method in a virtual environment provided in this application embodiment, such as... Figure 9 As shown, a nickname search area 902 is displayed in the human-computer interaction interface 901. When the nickname of the robot (such as "Walking in the Clouds") is entered by the player in the nickname search area 902, the virtual identity information 903 of the robot matching the nickname is displayed in the human-computer interaction interface 901. In this way, the player will feel that he is fighting against a real person, which improves the player's game experience.

[0146] In other embodiments, since real players can also prevent others from viewing their match records, bots can be easily restricted from being viewed by other players. However, developers can still view the bot's match records from the backend database.

[0147] For example, see Figure 10 , Figure 10 This is a schematic diagram illustrating an application scenario of the account processing method in a virtual environment provided in this application embodiment, such as... Figure 10 As shown, because the permission to prevent other players from viewing the bot's match history is set, when a player searches for the bot's nickname, a prompt message 1002 will be displayed in the human-computer interaction interface 1001, such as "This summoner has set viewing permissions," to inform the player that they cannot currently view the match history of the player with that nickname.

[0148] In some embodiments, see Figure 11 , Figure 11 This is a schematic diagram of the matching and acquisition robot process provided in the embodiments of this application, such as... Figure 11 As shown, the process of matching and acquiring robots can be divided into three steps: Step 1: The matching module requests to acquire N robots, where the average level of the multiple real players already in the game is L; Step 2: Loop N times, acquiring 1 robot each time, and the level of the robot is randomly within the level range of (L±5) (for example, a level 'a' can be randomly selected from the level range of (L±5), then a robot of level 'a' can be acquired from the database, and then it can be determined whether the number of robots is less than N. If it is less than N, the above steps are repeated); Step 3: The acquired N robots are returned to the matching module.

[0149] In some embodiments, see Figure 12 , Figure 12 This is a flowchart illustrating the process of modifying a robot's stats after the game ends, as provided in this application embodiment. Figure 12 As shown, the process of modifying the bot's stats after the game ends can be divided into three steps: First, retrieve the bot's virtual identity information from the database based on its nickname (for example, when settling the game, the bot with the nickname "xx" can be retrieved from the database); Second, add the current stats to the bot's data; Third, update the data after adding the stats back to the database (for example, modify the bot's original stats based on the current stats and update the modified results back to the database).

[0150] In some embodiments, see Figure 13 , Figure 13 This is a schematic diagram of the process for viewing the robot's virtual identity information provided in an embodiment of this application, such as... Figure 13As shown, the process of viewing a robot's virtual identity information can be divided into three steps: First, the server receives a query request with the nickname "xx" (for example, a player can enter the nickname of the player they want to view, such as "xx", in the search box provided by the game client); Second, the server retrieves the virtual identity information of the robot with the nickname "xx" from the database; Third, the server returns the results retrieved from the database to the player (for example, the server can return the battle record of the robot with the nickname "xx" to the game client associated with the player, so that the battle record of the robot with the nickname "xx" can be displayed in the human-computer interaction interface of the game client).

[0151] The account processing method in the virtual scene provided in this application embodiment can manage bots by level, preventing players of different levels from being matched with bots with the same nickname. Simultaneously, it constructs virtual identity information for the bots and writes it into the database, allowing players to query the bots' virtual identity information and making them believe that the bots are real. This further simulates the information of bots and real players, making players believe that most of the game is played by real people, thus increasing player satisfaction.

[0152] The following description continues to illustrate the exemplary structure of the account processing device 243 in the virtual scene provided in this application embodiment as a software module. In some embodiments, such as... Figure 2A As shown, the software modules in the account processing device 243 stored in the virtual scene of the memory 240 may include: a receiving module 2431, an obtaining module 2432, a querying module 2433, and an allocation module 2434.

[0153] The receiving module 2431 is used to receive matching requests for matches to be run in a virtual scene; the obtaining module 2432 is used to obtain the target number of robot accounts to be added to the match, as well as the number and level distribution of multiple real accounts already added to the match; wherein, the robot accounts control a virtual object in the virtual scene through a program; the querying module 2433 is used to query the target number of robot accounts from the database, and the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts already added to the match; wherein, multiple robot accounts are pre-stored in the database, and different robot accounts are associated with different virtual identity information; the allocation module 2434 is used to allocate the target number of robot accounts to the match.

[0154] In some embodiments, the account processing device 243 in the virtual scene further includes a creation module 2435, a generation module 2436, and a storage module 2437, wherein the creation module 2435 is used to create multiple robot accounts; the generation module 2436 is used to generate corresponding virtual identity information for each robot account; and the storage module 2437 is used to store the robot accounts and virtual identity information in a database.

[0155] In some embodiments, the generation module 2436 is further configured to obtain the level distribution of all real accounts in the virtual scene corresponding to multiple levels; associate multiple pre-created names with multiple levels according to the level distribution, and perform the following processing for each robot account: randomly assign an avatar and name to the robot account, and determine the level associated with the name as the level of the robot account; allocate initial interaction data.

[0156] In some embodiments, the account processing device 243 in the virtual scene further includes an update module 2438, which performs the following processing for each robot account assigned to the game: in response to the end of the game, obtains the interaction data of the robot account in the game; stores the interaction data in the database, and updates the original interaction data of the robot account based on the interaction data.

[0157] In some embodiments, the account processing device 243 in the virtual scene further includes a determining module 2439 and an adjusting module 24310, wherein the determining module 2439 is used to determine the actual winning probability of the robot account based on the interaction data associated with the robot account, wherein different levels correspond to different winning probability ranges; the adjusting module 24310 is used to adjust the current level to the level corresponding to the current probability range in response to the difference between the current probability range of the actual winning probability and the winning probability range corresponding to the current level of the robot account.

[0158] In some embodiments, the query module 2433 is further configured to determine the average level of multiple real accounts that have joined the game; and to perform the following process repeatedly until the number of robot accounts retrieved from the database reaches a target number: each time, a level is selected as the target level from a level range centered on the average level, and a robot account of the target level is retrieved from the database.

[0159] In some embodiments, the receiving module 2431 is further configured to receive an account query request carrying keywords sent by the client; the query module 2433 is further configured to query robot accounts that match the keywords from the database; the account processing device 243 in the virtual scene further includes a sending module 24311, configured to send the virtual identity information associated with the queried robot account to the client, so that the client can display the virtual identity information associated with the queried robot account in the human-computer interaction interface.

[0160] In some embodiments, the client sends an account query request to the server in one of the following ways: in response to an account query operation received when a settings control for a game to be run is displayed in the human-computer interaction interface, the client sends an account query request to the server; in response to an account query operation received when a game result display control is displayed in the human-computer interaction interface, the client sends an account query request to the server; in response to an account query operation received when a virtual scene in a running state is displayed in the human-computer interaction interface, the client sends an account query request to the server.

[0161] In some embodiments, the acquisition module 2432 is further configured to perform one of the following processes: determining the set quantity carried in the matching request as the target number of robot accounts to be added to the game, wherein the set quantity is determined by the client based on the received quantity setting operation; determining the target number of robot accounts to be added to the game based on the number and level distribution of multiple real accounts that have already joined the game carried in the matching request, and the scale of the game; determining the target number of robot accounts to be added to the game based on the current level comparison of the two virtual object factions included in the game, wherein after the target number of robot accounts are added to the game, the level difference between the two virtual object factions is less than the difference threshold.

[0162] The following description continues to illustrate the exemplary structure of the account processing device 465 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2B As shown, the software modules in the account processing device 465 stored in the virtual scene of the memory 460 may include: a display module 4651.

[0163] Display module 4651 is used to display the identifiers of multiple accounts participating in the virtual scene in the human-computer interaction interface, wherein at least some of the multiple accounts are robot accounts, and the robot accounts are used to control a virtual object in the virtual scene through a program; display module 4651 is also used to respond to information query operations for robot accounts and display the virtual identity information associated with the robot accounts, wherein different robot accounts are associated with different virtual identity information.

[0164] In some embodiments, the display module 4651 is further configured to display settings controls for a game to be run in a virtual scene in a human-computer interaction interface; and to display the identifiers of real accounts that have joined the game and the identifiers of robot accounts in the settings controls.

[0165] In some embodiments, the display module 4651 is further configured to display a game result display control in the human-computer interaction interface in response to the end of the game; the game result display control displays the identifiers of the real accounts participating in the game, the identifiers of the robot accounts, and the interaction data corresponding to the real accounts and robot accounts respectively.

[0166] In some embodiments, the display module 4651 is further configured to display a virtual scene in a running state in the human-computer interaction interface; wherein the virtual scene includes the identifier of the real account and the virtual object controlled by the real account, as well as the identifier of the robot account and the virtual object controlled by the robot account.

[0167] In some embodiments, the account processing device 465 in the virtual scene further includes an acquisition module 4652 and a transfer module 4653, wherein the acquisition module 4652 is used to acquire the information viewing permissions configured for the robot account; the transfer module 4653 is used to transfer to the step of displaying the virtual identity information associated with the robot account in response to the information viewing permissions being allowed to publicly disclose the virtual identity information associated with the robot account; the display module 4651 is also used to display a prompt message in response to the information viewing permissions being prohibited from publicly disclosing the virtual identity information associated with the robot account, wherein the prompt message is used to indicate that the virtual identity information associated with the robot account cannot be viewed at present.

[0168] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the account processing apparatus in the virtual scene provided in this application embodiment, please refer to... Figure 3 , Figure 4A ,or Figure 4B The meaning is understood in accordance with the description of any of the accompanying drawings.

[0169] This application provides a computer program product or computer program that includes computer instructions (i.e., executable instructions) stored in a computer-readable storage medium. The processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the account processing method in the virtual scenario described above in this application embodiment.

[0170] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute an account processing method in a virtual scenario provided in this application. For example... Figure 3 , Figure 4A ,or Figure 4B The method for handling accounts in the virtual scenario is shown.

[0171] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0172] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0173] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0174] As an example, executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0175] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for handling accounts in a virtual scenario, characterized in that, The method includes: Create multiple robot accounts; Obtain the level distribution of all real accounts in the virtual scene corresponding to multiple levels; Multiple pre-created names are associated with the multiple levels according to the level distribution, and the following processing is performed for each robot account: a name is randomly assigned to the robot account, and the level associated with the name is determined as the level of the robot account, and initial interaction data is assigned; Receive match requests for matches to be run in a virtual scene; Obtain the target number of bot accounts to be added to the game, as well as the number and level distribution of the multiple real accounts already added to the game; wherein, the bot accounts control a virtual object in the virtual scene through a program; determine the average level of the multiple real accounts already added to the game; and repeatedly execute the following process until the number of bot accounts retrieved from the database reaches the target number: Each time, a level is selected as the target level from the level range centered on the average level, and a robot account of the target level is queried from the database; and the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts that have joined the game; wherein, the database pre-stores multiple robot accounts, and different robot accounts are associated with different virtual identity information; Assign the target number of robot accounts to the game; For each of the bot accounts assigned to the game, the following processing is performed: In response to the end of the game, the interaction data of the robot account during the game is obtained; The interactive data is stored in the database, and the original virtual identity information of the robot account is updated based on the interactive data.

2. The method according to claim 1, characterized in that, Before receiving a match request for a game to be run in the virtual scene, the method further includes: For each robot account, generate corresponding virtual identity information and store the robot account and the virtual identity information in the database.

3. The method according to claim 1, characterized in that, The virtual identity information includes: identifier, level, and interaction data, wherein the identifier includes at least one of the following: avatar, name; the level is positively correlated with the attributes of the robot account, and the attributes include at least one of the following: control level, quantity of virtual resources owned.

4. The method according to claim 1, characterized in that, The method further includes: Perform the following processing for each of the aforementioned robot accounts: Based on the interaction data associated with the robot account, the actual winning probability of the robot account is determined, wherein the winning probability ranges corresponding to different levels are different; In response to the fact that the current probability range of the actual winning probability is different from the winning probability range corresponding to the current level of the robot account, the current level is adjusted to the level corresponding to the current probability range.

5. The method according to claim 1, characterized in that, The method further includes: Receive account query requests containing keywords sent by the client; The system queries the database for robot accounts that match the keywords and sends the virtual identity information associated with the retrieved robot accounts to the client, so that... The client displays the virtual identity information associated with the queried robot account in the human-computer interaction interface.

6. The method according to claim 5, characterized in that, The client sends the account query request to the server in one of the following ways: In response to an account query operation received when the settings controls for a match to be run are displayed in the human-computer interaction interface, the account query request is sent to the server. In response to an account query operation received when displaying the game result display control in the human-computer interaction interface, the account query request is sent to the server; In response to an account query operation received when the virtual scene in a running state is displayed in the human-computer interaction interface, the account query request is sent to the server.

7. The method according to claim 1, characterized in that, The process of obtaining the target number of bot accounts to be added to the game includes: Perform one of the following processes: The set quantity carried in the matching request is determined as the target number of robot accounts that need to be added to the game, wherein the set quantity is determined by the client based on the received quantity setting operation; Based on the number and level distribution of the multiple real accounts that have joined the game carried in the matching request, as well as the scale of the game, the target number of robot accounts that need to be added to the game is determined. Based on the current level comparison of the two virtual object factions included in the game, a target number of robot accounts to be added to the game is determined, wherein after the target number of robot accounts are added to the game, the level difference between the two virtual object factions is less than a difference threshold.

8. A method for handling accounts in a virtual scenario, characterized in that, The method includes: A matching request is sent to the server for a match to be run in the virtual scene, causing the server to perform the following processes: obtaining the target number of bot accounts to be added to the match, and the number and level distribution of multiple real accounts already added to the match; wherein, the bot accounts are pre-created by the server, the server obtains the level distribution of multiple levels corresponding to all real accounts in the virtual scene, associates multiple pre-created names with the multiple levels according to the level distribution, and performs the following processes for each bot account: randomly assigning a name to the bot account, determining the level associated with the name as the bot account's level, and allocating initial interaction data. Determine the average level of the multiple real accounts already joined in the game; repeatedly execute the following process until the number of robot accounts retrieved from the database reaches the target number: each time, select a level from the level range centered on the average level as the target level, and retrieve a robot account of the target level from the database; wherein, the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts already joined in the game; the database pre-stores multiple robot accounts; different robot accounts are associated with different virtual identity information; allocate the target number of robot accounts to the game; The human-computer interaction interface displays the identifiers of multiple accounts participating in the virtual scene, wherein at least some of the multiple accounts are robot accounts, and the robot accounts are used to control a virtual object in the virtual scene through a program; In response to an account query operation for the robot account, the virtual identity information associated with the robot account and stored in the database is displayed, wherein the virtual identity information is updated based on the interaction data of the robot account after the game ends; the interaction data after the game ends is obtained by the server in response to the end of the game and stored in the database.

9. The method according to claim 8, characterized in that, The display of identifiers for multiple accounts participating in the virtual scenario in the human-computer interaction interface includes: The human-computer interaction interface displays settings controls for the game to be run in the virtual scene; The settings control displays the identifiers of the real accounts that have joined the game and the identifiers of the bot accounts.

10. The method according to claim 8, characterized in that, The display of identifiers for multiple accounts participating in the virtual scenario in the human-computer interaction interface includes: In response to the end of the game, a game result display control is shown in the human-computer interaction interface; The game result display control shows the identifiers of the real accounts participating in the game, the identifiers of the bot accounts, and the interaction data corresponding to the real accounts and the bot accounts, respectively.

11. The method according to claim 8, characterized in that, The display of identifiers for multiple accounts participating in the virtual scenario in the human-computer interaction interface includes: The virtual scene in operation is displayed in the human-computer interaction interface; The virtual scene includes the identifier of the real account and the virtual objects controlled by the real account, as well as the identifier of the robot account and the virtual objects controlled by the robot account.

12. The method according to claim 8, characterized in that, Before displaying the virtual identity information associated with the robot account, the method further includes: Obtain the permission to view the information configured for the robot account; In response to the information viewing permission being set to allow public disclosure of the virtual identity information associated with the robot account, the process proceeds to the step of displaying the virtual identity information associated with the robot account. In response to the information viewing permission being set to prohibit the public disclosure of the virtual identity information associated with the robot account, a prompt message is displayed, wherein the prompt message is used to indicate that the virtual identity information associated with the robot account cannot be viewed at present.

13. An account processing device in a virtual scene, characterized in that, The device includes: The creation module is used to create multiple robot accounts; The generation module is used to obtain the level distribution of all real accounts in the virtual scene corresponding to multiple levels; associate multiple pre-created names with the multiple levels according to the level distribution, and perform the following processing for each robot account: randomly assign a name to the robot account, and determine the level associated with the name as the level of the robot account; allocate initial interaction data; The receiving module is used to receive matching requests for matches to be run in the virtual scene; The acquisition module is used to acquire the target number of robot accounts to be added to the game, as well as the number and level distribution of multiple real accounts already added to the game; wherein, the robot account controls a virtual object in the virtual scene through a program; A query module is used to determine the average level of the multiple real accounts that have joined the game; the following process is executed cyclically until the number of robot accounts retrieved from the database reaches the target number: each time, a level is selected as the target level from a level range centered on the average level, and a robot account of the target level is retrieved from the database; and the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts that have joined the game; wherein, the database pre-stores multiple robot accounts, and different robot accounts are associated with different virtual identity information; The allocation module is used to allocate the target number of robot accounts to the game. The update module is used to perform the following processing for each of the bot accounts assigned to the game: In response to the end of the game, the interaction data of the robot account during the game is obtained; The interactive data is stored in the database, and the original virtual identity information of the robot account is updated based on the interactive data.

14. The apparatus according to claim 13, characterized in that, The device further includes: The generation module is further configured to generate corresponding virtual identity information for each robot account, and the storage module is configured to store the robot account and the virtual identity information in a database.

15. The apparatus according to claim 13, characterized in that, The virtual identity information includes: identifier, level, and interaction data, wherein the identifier includes at least one of the following: avatar, name; the level is positively correlated with the attributes of the robot account, and the attributes include at least one of the following: control level, quantity of virtual resources owned.

16. The apparatus according to claim 13, characterized in that, The device further includes: The determination module is used to perform the following processing for each of the robot accounts: Based on the interaction data associated with the robot account, the actual winning probability of the robot account is determined, wherein the winning probability ranges corresponding to different levels are different; An adjustment module is used to adjust the current level to the level corresponding to the current probability range in response to the difference between the current probability range of the actual winning probability and the winning probability range corresponding to the current level of the robot account.

17. The apparatus according to claim 13, characterized in that, The device further includes: The receiving module is also used to receive account query requests carrying keywords sent by the client; The query module is also used to query robot accounts that match the keywords from the database, and send the virtual identity information associated with the retrieved robot accounts to the client, so that... The client displays the virtual identity information associated with the queried robot account in the human-computer interaction interface.

18. The apparatus according to claim 17, characterized in that, The client sends the account query request to the server in one of the following ways: In response to an account query operation received when the settings controls for a match to be run are displayed in the human-computer interaction interface, the account query request is sent to the server. In response to an account query operation received when displaying the game result display control in the human-computer interaction interface, the account query request is sent to the server; In response to an account query operation received when the virtual scene in a running state is displayed in the human-computer interaction interface, the account query request is sent to the server.

19. The apparatus according to claim 13, characterized in that, The acquisition module is also used to perform one of the following processes: The set quantity carried in the matching request is determined as the target number of robot accounts that need to be added to the game, wherein the set quantity is determined by the client based on the received quantity setting operation; Based on the number and level distribution of the multiple real accounts that have joined the game carried in the matching request, as well as the scale of the game, the target number of robot accounts that need to be added to the game is determined. Based on the current level comparison of the two virtual object factions included in the game, a target number of robot accounts to be added to the game is determined, wherein after the target number of robot accounts are added to the game, the level difference between the two virtual object factions is less than a difference threshold.

20. An account processing device in a virtual scene, characterized in that, The device includes: The display module is used to send a matching request to the server for a match to be run in a virtual scene, so that the server performs the following processing: obtaining the target number of bot accounts to be added to the match, and the number and level distribution of multiple real accounts already added to the match; wherein, the bot accounts are pre-created by the server, the server obtains the level distribution of multiple levels corresponding to all real accounts in the virtual scene, and associates multiple pre-created names with the multiple levels according to the level distribution, and performs the following processing for each bot account: randomly assigning a name to the bot account, determining the level associated with the name as the level of the bot account, and allocating initial interaction data; determining the average level of the multiple real accounts already added to the match; and repeating the following processing until... The number of robot accounts retrieved from the database reaches the target number: each time, a level is selected as the target level from a level range centered on the average level, and a robot account of the target level is retrieved from the database; wherein, the level distribution of the target number of robot accounts is consistent with the level distribution of the multiple real accounts already joined in the game; multiple robot accounts are pre-stored in the database; different robot accounts are associated with different virtual identity information; the target number of robot accounts are assigned to the game; the identifiers of multiple accounts participating in the virtual scene are displayed in the human-computer interaction interface, wherein at least some of the multiple accounts are robot accounts, and the robot accounts are used to control a virtual object in the virtual scene through a program; The display module is further configured to respond to an account query operation for the robot account by displaying the virtual identity information associated with the robot account and stored in the database, wherein the virtual identity information is updated based on the interaction data of the robot account after the game ends; the interaction data after the game ends is obtained by the server in response to the end of the game and stored in the database.

21. The apparatus according to claim 20, characterized in that, The display module is also used to display settings controls for the game to be run in the virtual scene in the human-computer interaction interface; The settings control displays the identifiers of the real accounts that have joined the game and the identifiers of the bot accounts.

22. The apparatus according to claim 20, characterized in that, The display module is also used to display a game result display control in the human-computer interaction interface in response to the end of the game; The game result display control shows the identifiers of the real accounts participating in the game, the identifiers of the bot accounts, and the interaction data corresponding to the real accounts and the bot accounts, respectively.

23. The apparatus according to claim 20, characterized in that, The display module is also used to display the virtual scene in operation in the human-computer interaction interface; The virtual scene includes the identifier of the real account and the virtual objects controlled by the real account, as well as the identifier of the robot account and the virtual objects controlled by the robot account.

24. The apparatus according to claim 20, characterized in that, The device further includes: The acquisition module is used to acquire the information viewing permissions configured for the robot account; The transfer module is used to respond to the information viewing permission being set to allow public disclosure of the virtual identity information associated with the robot account, and to transfer to the step of displaying the virtual identity information associated with the robot account; The display module is further configured to display a prompt message in response to the information viewing permission being set to prohibit the public disclosure of the virtual identity information associated with the robot account, wherein the prompt message is used to indicate that the virtual identity information associated with the robot account cannot be viewed at present.

25. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the account processing method in a virtual scene as described in any one of claims 1 to 7 or any one of claims 8 to 12.

26. A computer-readable storage medium, characterized in that, It stores executable instructions for implementing, when executed by a processor, the account processing method in the virtual scene as described in any one of claims 1 to 7 or any one of claims 8 to 12.

27. A computer program product comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by the processor, they implement the account processing method in the virtual scene as described in any one of claims 1 to 7 or any one of claims 8 to 12.

Citation Information

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