Game emotion processing method and device, storage medium and electronic equipment

By acquiring players' biometric data in real time during the game to generate emotion response components, the problem of players being unable to express emotions is solved, thereby improving game focus and interactive experience.

CN117258287BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-09-15
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In existing technologies, players need to expend extra energy to express emotions during gameplay, leading to decreased focus and a poor gaming experience.

Method used

By acquiring players' biometric data, an emotion response component is generated and displayed and executed in the game interface to achieve emotionless expression.

Benefits of technology

It enhances players' focus and immersion in the game, strengthens the interactive experience between players, and increases the emotional impact of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a method, apparatus, storage medium, and electronic device for processing game emotions, relating to the field of computer technology. The method includes: providing a graphical user interface (GUI) via a first terminal device, the GUI including a game scene and a first virtual character and at least one second virtual character located in the game scene, the first virtual character being controlled by the first terminal device, and the second virtual character being controlled by a second terminal device, the first and second virtual characters being in the same game; displaying an emotion response component corresponding to the second virtual character in the GUI, the emotion response component being a component generated based on biometric data of the user obtained by the second terminal device; and executing game behavior corresponding to the emotion response component in response to a trigger operation on the emotion response component. This disclosure, to a certain extent, solves the problem of being unable to seamlessly acquire the player's emotional changes during gameplay.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a game emotion processing method, a game emotion processing device, a computer-readable storage medium, and an electronic device. Background Technology

[0002] In real life, people can express their emotions through subtle changes in facial expressions so that others can perceive them. However, in gaming scenarios, while technologies offer text input or voice communication for players to express their emotions during gameplay, this method requires players to expend extra energy to express emotions, reducing their focus during the game. Therefore, there is an urgent need for a game emotion processing method to seamlessly acquire and promptly address players' emotional changes during gameplay, thereby enhancing the player's gaming experience. Summary of the Invention

[0003] This disclosure provides a method, device, computer-readable storage medium, and electronic device for processing game emotions, thereby improving, to at least some extent, the problem in related technologies that cannot seamlessly acquire the emotional changes of players during gameplay.

[0004] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part by practice of this disclosure.

[0005] According to a first aspect of this disclosure, a game emotion processing method is provided, comprising: providing a graphical user interface (GUI) via a first terminal device, the GUI including a game scene and a first virtual character and at least one second virtual character located in the game scene, wherein the first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by a second terminal device, wherein the first virtual character and the second virtual character are in the same game; displaying an emotion response component corresponding to the second virtual character in the GUI, the emotion response component being a component generated based on biometric data of an operating user obtained by the second terminal device; and executing game behavior corresponding to the emotion response component in response to a trigger operation on the emotion response component.

[0006] According to a second aspect of this disclosure, a game emotion processing device is provided, comprising: a virtual character control module configured to provide a graphical user interface via a first terminal device, the graphical user interface including a game scene and a first virtual character and at least one second virtual character located in the game scene, wherein the first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by a second terminal device, wherein the first virtual character and the second virtual character are in the same game; an emotion response component display module configured to display an emotion response component corresponding to the second virtual character in the graphical user interface, the emotion response component being a component generated based on biometric data of an operating user obtained by the second terminal device; and a game behavior execution module configured to execute game behavior corresponding to the emotion response component in response to a trigger operation on the emotion response component.

[0007] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game emotion processing method of the first aspect described above and its possible implementations.

[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor. The processor is configured to execute the game emotion processing method of the first aspect and its possible implementations thereof by executing the executable instructions.

[0009] The technical solution disclosed herein has the following beneficial effects:

[0010] On the one hand, generating emotion response components based on players' biometric data during gameplay solves the problem of passively detecting players' emotional changes without requiring them to expend extra effort to express emotions, thus enhancing their focus and immersive experience. On the other hand, displaying emotion response components corresponding to different game emotion categories allows for timely processing of players' emotional changes, improving the game's emotional perception and enhancing interaction between players, ultimately improving the overall gaming experience.

[0011] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0012] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0013] Figure 1 This illustrates the system operating architecture of this exemplary embodiment;

[0014] Figure 2 This diagram illustrates a flowchart of a game emotion processing method in this exemplary embodiment;

[0015] Figure 3 This diagram illustrates a process for determining an emotion response component in this exemplary embodiment.

[0016] Figure 4 This diagram illustrates a flowchart of obtaining sentiment statistics in this exemplary embodiment;

[0017] Figure 5 A schematic diagram illustrating a sentiment statistic in this exemplary embodiment is shown;

[0018] Figure 6 A schematic diagram illustrating a real-time facial expression animation in this exemplary embodiment is shown;

[0019] Figure 7 A schematic diagram illustrating another real-time facial animation in this exemplary embodiment is shown;

[0020] Figure 8 A schematic diagram of an emotion response component in this exemplary embodiment is shown;

[0021] Figure 9 This diagram illustrates an execution result display component in this exemplary embodiment;

[0022] Figure 10 This diagram illustrates an example of emotion display information in this exemplary embodiment.

[0023] Figure 11 This diagram illustrates the structure of a game emotion processing device according to this exemplary embodiment.

[0024] Figure 12 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0025] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0026] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0027] In related technologies, text input or voice communication is provided to allow players to express their emotions during gameplay. However, this method requires players to spend extra effort and time expressing their emotions during gameplay. For example, related technologies provide input boxes where players need to enter text or emoticons so that other players can perceive their emotions. Obviously, this reduces the player's focus during gameplay, resulting in a poor gaming experience.

[0028] In view of one or more of the above-mentioned problems, this disclosure first provides a game emotion processing method through exemplary embodiments. The following is in conjunction with... Figure 1 The system architecture of the operating environment for this exemplary embodiment will be described.

[0029] refer to Figure 1As shown, the system architecture 100 may include a terminal device 110 and a server 120. The terminal device 110 may be an electronic device such as a smartphone, tablet, or desktop computer, and can be used to acquire facial expression data of players during gameplay. The server 120 generally refers to the backend system providing game emotion processing related services in this exemplary embodiment, such as a server implementing a game emotion processing method. The server 120 may be a single server or a cluster of multiple servers; this disclosure does not limit this. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data interaction.

[0030] The game emotion processing method in this exemplary embodiment can be executed by the terminal device 110. For example, in a multiplayer online battle arena (MOBA) game scenario or a shooting game scenario, the terminal device 110 can be a first terminal device running the game. The user can control a first virtual character by operating the first terminal device. The game scene of the MOBA game, the first virtual character, and the second virtual character are displayed through the graphical user interface provided by the first terminal device. An emotion response component corresponding to the second virtual character is displayed in the graphical user interface. When the emotion response component is triggered, the user can watch the game behavior corresponding to the emotion response component through the graphical user interface.

[0031] In one embodiment, the terminal device 110 may include a first terminal device and a second terminal device. The second terminal device may acquire the biometric data of the user and then send the biometric data to the server 120. After receiving the biometric data, the server 120 may acquire an emotion response component based on the biometric data and send the emotion response component to the first terminal device. This allows the server to display the emotion response component corresponding to the second virtual character on the first terminal device and, in response to a trigger operation on the emotion response component, execute the game behavior corresponding to the emotion response component, thereby realizing emotion processing during the game.

[0032] As can be seen from the above, the game emotion processing method in this exemplary embodiment can be executed by the terminal device 110 or the server 120.

[0033] The following is combined Figure 2 This section explains the methods for handling emotions in games. Figure 2 An exemplary flow of a game emotion processing method is shown, which may include the following steps S210 to S230:

[0034] Step S210: A graphical user interface is provided through the first terminal device. The graphical user interface includes a game scene and a first virtual character and at least one second virtual character located in the game scene. The first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by the second terminal device. The first virtual character and the second virtual character are in the same game.

[0035] Step S220: Display the emotion response component corresponding to the second virtual character in the graphical user interface. The emotion response component is a component generated based on the biometric data of the operating user obtained from the second terminal device.

[0036] Step S230: In response to the trigger operation on the emotion response component, execute the game behavior corresponding to the emotion response component.

[0037] Based on the above methods, on the one hand, by generating emotion response components based on players' biometric data during gameplay, compared to existing technologies, this approach can perceive players' emotional changes in real time without verbal communication and generate emotion response components. This solves the problem of passively acquiring players' emotional changes during gameplay to a certain extent, eliminating the need for players to expend extra energy to express emotions, thereby improving players' focus and enhancing their immersive gaming experience. On the other hand, by displaying emotion response components corresponding to different game emotion categories, triggering these components allows for the execution of corresponding game behaviors. This enables timely processing of players' emotional changes during gameplay, effectively improving the game's emotional perception and enhancing the interaction between players, further improving the overall gaming experience.

[0038] The following is about Figure 2 Each step in the process will be explained in detail.

[0039] refer to Figure 2 In step S210, a graphical user interface is provided through a first terminal device. The graphical user interface includes a game scene and a first virtual character and at least one second virtual character located in the game scene. The first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by the second terminal device. The first virtual character and the second virtual character are in the same game.

[0040] In this context, "game scene" refers to the virtual environment images within a game, such as images of virtual environments in a MOBA game or shooting games. "Virtual character" refers to a character within the game; in this case, a first virtual character and a second virtual character can belong to the same team in the same game match.

[0041] Continue to refer to Figure 2In step S220, the emotion response component corresponding to the second virtual character is displayed in the graphical user interface. The emotion response component is a component generated based on the biometric data of the operating user obtained from the second terminal device.

[0042] The emotion response component can be used to process the user's emotions during gameplay. For example, the emotion response component may include an emotion display component, such as... Figure 5 The game can use mood boards or game operation components corresponding to game mood categories, such as a "cooperate" button for positive moods. Users can control a second virtual character through a second terminal device. Biometric data is used to reflect the user's emotional changes during gameplay. This disclosure does not specifically limit the content of biometric data; for example, biometric data may include the user's heart rate, facial expressions, etc.

[0043] In one implementation, before displaying the emotion response component corresponding to the second virtual character in the graphical user interface, refer to Figure 3 As shown, the above method may further include steps S310 to S330:

[0044] Step S310: Obtain emotion statistics data based on the biometric data of the user corresponding to the second terminal device;

[0045] Step S320: If the emotional statistics data meet the preset conditions, determine the game emotional category of the user during the game based on the emotional statistics data.

[0046] Step S330: Determine the emotion response component corresponding to the second virtual character based on the game emotion category.

[0047] The following is about Figure 3 The steps are explained in detail.

[0048] refer to Figure 3 In step S310, emotion statistics are obtained based on the biometric data of the user corresponding to the second terminal device.

[0049] The emotional statistics can include the statistical quantity of each emotional category. For example, emotional statistics can include the percentage of each emotional category during gameplay, or the frequency of occurrence of each emotional category. Emotional categories can include positive emotional categories, negative emotional categories, and no-emotion categories that players experience during gameplay. For example, positive emotional categories can include joy, negative emotional categories can include anger, and there is a no-emotion category corresponding to when the player has no expression.

[0050] In one embodiment, the aforementioned biometric data may include facial expression data of the user during gameplay. The emotional statistics data are obtained based on the biometric data of the user corresponding to the second terminal device, with reference to... Figure 4 As shown, steps S410 to S420 may be included:

[0051] Step S410: Acquire multiple facial expression data of the user during the game according to a preset period, and determine the emotion category to which each facial expression data belongs;

[0052] Step S420: Obtain emotional statistics based on the statistical count of each emotion category.

[0053] The facial expression data can represent the changes in the user's facial expressions during gameplay. For example, the facial expression data may include facial photos or screenshots of the user's expressions during gameplay. The preset period refers to the interval between acquisitions of the target player's facial expression data. This disclosure does not impose any special limitations on the specific duration of the preset period; for example, the preset period could be 10 seconds.

[0054] For example, during gameplay, a photo of the user's face can be taken every 10 seconds to obtain facial expression data. Using generative artificial intelligence (AIGC) technology, the emotion category of the facial expression data can be determined, and a corresponding emotion symbol can be assigned based on that category. The emotion symbol can be a symbol used to represent the emotion category, as shown in the reference [reference needed]. Figure 5 As shown, 510 can represent the emotional statistics corresponding to the negative emotion category, 511 can represent the emotional symbol corresponding to the negative emotion category, and 512 can represent the statistical quantity of the negative emotion category; 520 can represent the emotional statistics corresponding to no emotion category, 521 can represent the emotional symbol corresponding to no emotion category, and 522 can represent the statistical quantity of no emotion category; 530 can represent the emotional statistics corresponding to the positive emotion category, 531 can represent the emotional symbol corresponding to the positive emotion category, and 532 can represent the statistical quantity of the positive emotion category; the statistical quantity of each emotion category can be updated every 10 seconds. For example, if the negative emotion category is identified 2 times in this preset period, then it will be updated in real time. Figure 5 The updated statistical count of negative emotions is 62, which means that during the game process from the start of recording the user's game emotions to the current moment, the user's negative emotion category appeared a total of 62 times, thus obtaining the emotional statistics of the negative emotion category.

[0055] Furthermore, after obtaining the emotional statistics of each player in the game, in one implementation, the emotional statistics of all players during the game can also be displayed, for reference. Figure 5 As shown, after obtaining the emotional statistics of each player, the emotional statistics of players belonging to the same team can be accumulated to obtain the emotional statistics of all players in the team, and then the emotional statistics can be displayed. Figure 5 The mood board displays the overall emotional changes of the players in the team in real time.

[0056] based on Figure 4 This method can obtain emotional statistics based on the facial expressions of the user, reflecting the player's emotional changes in real time during the game. It can also display the player's emotional statistics or the emotional statistics of the player's team to reflect the player's overall gaming experience.

[0057] In one implementation, the emotion statistics may include emotion categories and corresponding emotion symbols. After acquiring multiple facial expression data of the user during the game at a preset period and determining the emotion category to which each facial expression data belongs, the following steps may also be included:

[0058] The corresponding emotion symbol is determined based on the emotion category, and the emotion symbol is displayed in a designated position on the second virtual character.

[0059] The specified location is used to display the emotion symbol corresponding to the virtual character. For example, the specified location may include the surrounding area of ​​the second virtual character or a fixed location in the graphical user interface.

[0060] For example, after obtaining the emotion symbol corresponding to the user, the emotion symbol can be displayed to the right of the nickname of the second virtual character to show the user's emotional changes during the game in real time.

[0061] By displaying players' emotional symbols in real time during gameplay, other players can perceive the changes in a player's emotions without the player actively expressing emotions through voice or text. This breaks down the barriers to emotional expression in existing game scenarios and further enhances the gaming experience.

[0062] Continue to refer to Figure 3 In step S320, if the emotional statistics data meet the preset conditions, the game emotional category of the user during the game is determined based on the emotional statistics data.

[0063] The preset conditions are the criteria used to determine the display of the emotion response component. Game emotion categories refer to the most frequently occurring emotion categories experienced by the user during gameplay.

[0064] In one implementation, the aforementioned emotion statistics include emotion categories and the statistical quantity of each emotion category; the aforementioned preset conditions include at least one of the following:

[0065] The number of emotion categories exceeds the preset statistical threshold;

[0066] Within a preset time period, the emotional statistics data only include one emotional category and the statistical number of emotional categories.

[0067] The preset statistical quantity threshold is used as the basis for determining whether an emotion category can be identified as a game emotion category. This disclosure does not specifically limit the specific value of the preset statistical quantity threshold. For example, the preset statistical quantity threshold can be 5. That is, during the game, if the frequency of occurrence of a certain emotion category of the operating user is greater than 5 from the start time of the emotion statistics to the current time, then the emotion category is identified as the game emotion category of the operating user, and the emotion response component corresponding to the game emotion category is displayed. In addition, the preset statistical quantity threshold can also be the proportion of the emotion category. For example, the preset statistical quantity threshold can be 50%. Then, if the frequency of occurrence of a certain emotion category is greater than 50% from the start time of the emotion statistics to the current time, then the emotion category can be identified as the game emotion category of the operating user.

[0068] The preset time period can be the maximum cumulative duration of a certain emotion category appearing continuously. This disclosure does not make any special limitation on the specific duration of the preset time period. For example, the preset time period may include 50 seconds. For instance, if within 50 consecutive seconds, the emotion category of the user obtained from the user's facial expression data only includes positive emotion category, then the user's game emotion category is determined to be positive emotion category.

[0069] By determining the player's game emotion category based on preset conditions, it is possible to obtain the emotion category that the player experiences most frequently during the game. This ensures that the emotion response components displayed in the subsequent process have a high degree of matching with the player's game emotions, further enhancing the player's gaming experience.

[0070] In one implementation, determining the user's emotional category during gameplay based on emotional statistics may include the following steps:

[0071] When the emotion category statistics include the number of statistics for multiple emotion categories, the game emotion category of the user is determined based on the emotion category with the highest number of statistics.

[0072] Identifying the most frequently occurring emotion category as the game emotion category for players (operating users) can improve the accuracy of game emotion category identification, resulting in a high degree of matching between emotion response components and game components intended by players, thereby improving the player's gaming experience.

[0073] Continue to refer to Figure 3 In step S330, the emotion response component corresponding to the second virtual character is determined according to the game emotion category.

[0074] In one implementation, the aforementioned emotion response component includes a first emotion response component, a second emotion response component, and a third emotion response component. The step of determining the emotion response component corresponding to the second virtual character based on the game's emotion category includes:

[0075] If the user's game emotion category is positive, the emotion response component corresponding to the second virtual character is determined to be the first emotion response component; if the user's game emotion category is negative, the emotion response component corresponding to the second virtual character is determined to be the second emotion response component; otherwise, the emotion response component corresponding to the second virtual character is determined to be the third emotion response component.

[0076] The first emotion component is an emotion response component corresponding to a positive emotion category. For example, the first emotion component may include a "praise" button and a "cooperate" button. The user's teammates (including the user controlling the first virtual character through the first terminal device) can use the first emotion component to express their appreciation for the user's game operation, such as praising the user or inviting the user to perform game tasks together. The second emotion component is an emotion response component corresponding to a negative emotion category. For example, the second emotion component may include a "soothe" button and a "block" button. The user's teammates can use the second emotion component to soothe the user's emotions, or they may choose to block the user if they think the user's game operation skills are poor. The third emotion response component is an emotion operation component corresponding to when the user has no emotion category. For example, the third emotion component may include a "greet" button, a "beware of enemy" button, etc.

[0077] By acquiring the emotion response component corresponding to the second virtual character, the game behavior corresponding to the emotion response component can be executed by triggering the emotion response component, thereby processing the player's game emotions in a timely manner and improving the player's game experience.

[0078] In one embodiment, the above-described component for displaying the emotion response of the second virtual character in the graphical user interface may further include the following steps:

[0079] The real-time expression display position is determined based on the position of the second virtual character in the graphical user interface;

[0080] Display the user's real-time facial expression animation in the real-time facial expression display area.

[0081] The real-time facial expression display position can be the location used to display the user's real-time facial expression animation, allowing the animation to follow the movement of the second virtual character. The real-time facial expression animation can reflect changes in the user's facial expressions. For example, it can include facial expression animation generated by modifying the head image of the second virtual character based on photos of the user's facial expressions during gameplay. Figure 6 As shown, Figure 6 It includes a second virtual character 610, a real-time facial expression animation 620 generated based on the user's facial expression and the head image of the second virtual character, and an emotion response component 630 corresponding to the second virtual character.

[0082] By updating the player's real-time facial animations at the real-time display position of the game character's facial expressions, the vividness of the player's facial expressions can be improved, while increasing the fun of the game process and further enhancing the game's appeal and playability.

[0083] In one embodiment, before displaying the user's real-time facial animation at the real-time facial expression display location, the above method may further include the following steps:

[0084] Acquire game style data and real-time facial expression data of the user;

[0085] The game style data and the real-time facial expression data of the user are input into a preset facial expression animation conversion model, and the real-time facial expression animation of the user is determined based on the output of the preset facial expression animation conversion model.

[0086] The game style data can be used to characterize the appearance of game characters. This disclosure does not specifically limit the content of the game style data. For example, if the game style data of a game includes "tiger-faced man" image data, then all game characters in that game are designed based on the "tiger-faced man." Real-time facial expression data can include facial photos of the user during gameplay. The preset facial expression animation conversion model can be a deep model generated based on AIGC technology for image conversion.

[0087] For example, if a shooting game uses a "tiger-masked man" as the basis for its character design, the image of the "tiger-masked man" can be used as the game's style data. After acquiring the real-time facial expression data of the user, this data can be automatically uploaded to a preset facial expression animation conversion model for processing. The model can then use the "tiger-masked man" image data, the user's real-time facial expression data, and automatically generated prompts to generate an animation such as... Figure 7 The "tiger-faced man" image shown, which includes the user's facial expressions, can be identified as a real-time facial animation of the user.

[0088] By inputting game style data and real-time facial expression data of the user into a preset facial expression animation conversion model, the real-time facial expression animation of the user can be obtained. This ensures that the player's real-time facial expression animation matches the overall style of the game, while more vividly and accurately reflecting the player's facial expression changes, effectively improving the player's gaming experience.

[0089] Continue to refer to Figure 2 In step S230, in response to the triggering operation on the emotion response component, the game behavior corresponding to the emotion response component is executed.

[0090] For example, refer to Figure 8 As shown, Figure 8 The second virtual character 810 and its corresponding game emotion category emotion response component 820 are shown. When the user's game emotion category is negative, the emotion response components such as "soothe" button and "block" button corresponding to the negative emotion category are displayed. At this time, the user's teammates can soothe the user's emotions by clicking the "soothe" button in the graphical user interface of the first terminal device.

[0091] In one implementation, after executing the game behavior corresponding to the emotion response component, the above method may further include the following steps:

[0092] The execution result display component is obtained based on the execution result of the game behavior, and then displayed in the graphical user interface so that the first virtual character can know the execution result of the game behavior.

[0093] For example, if player 1's (the user controlling the character) emotional statistics determine that player 1's game emotional category is negative, then a second emotional response component is displayed at player 1's preset location. This second component includes a "Soothe" button and a "Block" button. If player 2 (the teammate who triggered the user's emotional response component) clicks the "Soothe" button, triggering player 1's emotional response component, then other teammates of player 1 (such as player 3, who could be the user controlling the first virtual character) will also see the execution result display component corresponding to this "Soothe" game action. (See reference...) Figure 9 As shown, Figure 9 The execution result display component 910 and the first virtual character 920 controlled by player number 3 are shown. The execution result display component 910 may include execution result display information 911 and game behavior operation component 912. The game behavior operation component 912 may include an "ignore" button and a "soothe" button. If player number 3 clicks the "soothe" button, it can trigger the emotion response component of player number 1 to soothe player number 1's emotions.

[0094] By displaying the execution results in the graphical user interface, the results of game actions can be shown to players in the same game, which can improve the efficiency of interaction between players, thereby breaking down barriers to friendship and further improving the player's gaming experience.

[0095] In one embodiment, after obtaining emotion statistics based on the biometric data of the user corresponding to the second terminal device, the above method may further include the following steps:

[0096] The friend matching results for the user are determined based on sentiment statistics.

[0097] The friend matching results include either the user being added as a friend of their teammate, or the user failing to find a friend. For example, the user failing to find a friend could include the user being blocked by other teammate players, meaning that the user and that teammate player will no longer be matched into the same team in subsequent games.

[0098] In one implementation, before determining the user's friend matching results based on sentiment statistics, the following steps may also be included:

[0099] It acquires and displays information about players' emotional changes based on emotional statistics.

[0100] Among them, the emotion change information is information that can characterize the player's emotional changes during the game. This disclosure does not specifically limit the content of the emotion change information. For example, the emotion change information may include the emotion change curve, the proportion of each emotion category, the frequency of occurrence of each emotion category, etc.

[0101] For example, refer to Figure 10 As shown, during the game, a "Details of Emotional Changes" button 1010 can be displayed. After a player clicks this button, a list of participating players 1030 can be displayed in that player's graphical user interface. When that player selects player number 1 from list 1030, the display state of the selection box for player number 1 in list 1030 changes. Based on player number 1's emotional statistics, the game can retrieve player number 1's emotional changes from the start of the game to the moment the "Details of Emotional Changes" button is clicked, and this information can be displayed. Figure 10 As shown, the emotion change information 1020 may include the emotion distribution display board of player 1 1021, the emotion change curve of player 1 1022, and the emotion statistics of the team to which player 1 belongs 1023.

[0102] By displaying players' emotional changes, we can understand their overall experience in the game and provide a basis for determining the matchmaking results for players.

[0103] In one implementation, the aforementioned emotional statistics include the statistical quantity of positive emotions and the statistical quantity of negative emotions. Determining the friend matching result for the user based on the emotional statistics may include the following steps:

[0104] If the number of positive emotions of the user exceeds the first emotion threshold, the user will be added to the friend list of the user's teammates. If the number of negative emotions exceeds the second emotion threshold, the user will be determined to have failed to find a friend.

[0105] The first emotion threshold is used as the basis for determining whether to add the second virtual character to the friend list of the second virtual character's teammates. This disclosure does not make a special determination on the specific value of the first emotion threshold. For example, the first emotion threshold can be 50%. The second emotion threshold can be used as the basis for determining whether the user's friend matching fails. This disclosure does not make a special limitation on the specific value of the second emotion threshold. For example, the second emotion threshold can be 40%.

[0106] It should be noted that the first emotional threshold and the second emotional threshold may be equal or unequal, and this disclosure does not impose any special restrictions on this; furthermore, the first emotional threshold and the second emotional threshold may be preset to fixed values ​​or may be set by the player, and this disclosure does not impose any special restrictions on this.

[0107] For example, if Player 2 (the teammate of the player controlling the game) chooses to view Player 1's (the player controlling the game) emotional display information, and Player 1's positive emotional percentage exceeds 50%, Player 1 can be automatically added to Player 2's friend list. Alternatively, Player 2 can manually add Player 2 as a friend through the in-game friend addition component after viewing Player 1's emotional display information. If Player 1's negative emotional percentage exceeds 50%, Player 1 will be automatically added to Player 2's team blacklist, effectively blocking Player 1 from Player 2's perspective. In subsequent game team matchmaking, Player 1 and Player 2 will no longer be matched into the same team.

[0108] When a player's positive emotion statistics exceed the first emotion threshold, the system automatically adds friends, allowing the player to automatically add more like-minded game friends, effectively improving the player's interaction efficiency during the game and further enhancing the player's gaming experience.

[0109] Based on the above method, real-time acquisition of players' emotional statistics is achieved without players communicating silently. This solves the problem of unconsciously acquiring players' emotional changes during gameplay to some extent, eliminating the need for players to expend extra energy to express their emotions. This enhances players' focus on the game and further improves their immersive experience.

[0110] Exemplary embodiments of this disclosure also provide a game-related emotion processing device. For example... Figure 11 As shown, the game emotion processing device 1100 may include:

[0111] The virtual character control module 1110 is configured to provide a graphical user interface through a first terminal device. The graphical user interface includes a game scene and a first virtual character and at least one second virtual character located in the game scene. The first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by the second terminal device. The first virtual character and the second virtual character are in the same game.

[0112] The emotion response component display module 1120 is configured to display the emotion response component corresponding to the second virtual character in the graphical user interface. The emotion response component is a component generated based on the biometric data of the operating user obtained from the second terminal device.

[0113] The game behavior execution module 1130 is configured to execute the game behavior corresponding to the emotion response component in response to a trigger operation on the emotion response component.

[0114] In one embodiment, before displaying the emotion response component corresponding to the second virtual character in the graphical user interface, the above-mentioned device may further include:

[0115] Emotional statistics are obtained based on the biometric data of the user corresponding to the second terminal device.

[0116] If the emotional statistics data meet the preset conditions, determine the game emotional category of the user during the game process based on the emotional statistics data.

[0117] The emotional response components corresponding to the second virtual character are determined based on the game's emotional category.

[0118] In one implementation, biometric data includes facial expression data of the user during gameplay. The aforementioned acquisition of emotion statistics based on the biometric data of the user corresponding to the second terminal device may include:

[0119] Acquire multiple facial expression data of the user during the game according to a preset period, and determine the emotion category to which each facial expression data belongs;

[0120] Emotional statistics are obtained based on the statistical count of each emotion category.

[0121] In one implementation, the aforementioned emotion statistics include emotion categories and the statistical quantity of each emotion category; the aforementioned preset conditions include at least one of the following:

[0122] The number of emotion categories exceeds the preset statistical threshold;

[0123] Within a preset time period, the emotional statistics data only include one emotional category and the statistical number of emotional categories.

[0124] In one implementation, determining the user's emotional category during gameplay based on emotional statistics may include:

[0125] When the emotion category statistics include the number of statistics for multiple emotion categories, the game emotion category of the user is determined based on the emotion category with the highest number of statistics.

[0126] In one implementation, the emotion response component includes a first emotion response component, a second emotion response component, and a third emotion response component. The aforementioned determination of the emotion response component corresponding to the second virtual character based on the game's emotion category may include:

[0127] If the user's game emotion category is positive, the emotion response component corresponding to the second virtual character is determined to be the first emotion response component; if the user's game emotion category is negative, the emotion response component corresponding to the second virtual character is determined to be the second emotion response component; otherwise, the emotion response component corresponding to the second virtual character is determined to be the third emotion response component.

[0128] In one embodiment, after obtaining emotion statistics based on the biometric data of the user corresponding to the second terminal device, the above-mentioned device may further include:

[0129] The friend matching results for the user are determined based on sentiment statistics.

[0130] In one implementation, the emotion statistics include the statistical quantity of positive emotions and the statistical quantity of negative emotions. Determining the friend matching results for the user based on the emotion statistics may include:

[0131] If the number of positive emotions of the user exceeds the first emotion threshold, the user will be added to the friend list of the user's teammates. If the number of negative emotions exceeds the second emotion threshold, the user will be determined to have failed to find a friend.

[0132] In one embodiment, the component for displaying the emotion response corresponding to the second virtual character in the graphical user interface may further include:

[0133] The real-time expression display position is determined based on the position of the second virtual character in the graphical user interface;

[0134] Display the user's real-time facial expression animation in the real-time facial expression display area.

[0135] In one embodiment, before displaying the user's real-time facial expression animation at the real-time facial expression display location, the above-mentioned device may further include:

[0136] Acquire game style data and real-time facial expression data of the user;

[0137] The game style data and the real-time facial expression data of the user are input into a preset facial expression animation conversion model, and the real-time facial expression animation of the user is determined based on the output of the preset facial expression animation conversion model.

[0138] In one embodiment, after executing the game behavior corresponding to the emotion response component, the above-mentioned device may further include:

[0139] The execution result display component is obtained based on the execution result of the game behavior, and then displayed in the graphical user interface so that the first virtual character can know the execution result of the game behavior.

[0140] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation, and therefore will not be repeated here.

[0141] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0142] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0143] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0144] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0145] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0146] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment.

[0147] The following is for reference. Figure 12 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 12 The electronic device 1200 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0148] like Figure 12 As shown, the electronic device 1200 may include: a processor 1210, a memory 1220, a bus 1230, an I / O (input / output) interface 1240, and a network adapter 1250.

[0149] The processor 1210 may include one or more processing units, such as a central processing unit (CPU), an application processor (AP), a modem processor, a display processing unit (DPU), a graphics processing unit (GPU), an image signal processor (ISP), a controller, an encoder, a decoder, a digital signal processor (DSP), a baseband processor, an artificial intelligence processor, etc. In one embodiment, the artificial intelligence processor can display an emotion response component corresponding to the second virtual character in a graphical user interface. The emotion response component is a component generated based on the biometric data of the user obtained from the second terminal device. In response to a trigger operation on the emotion response component, the processor can execute the game behavior corresponding to the emotion response component.

[0150] Memory 1220 may include volatile memory, such as RAM 1221 and cache unit 1222, and may also include non-volatile memory, such as ROM 1223. Memory 1220 may also include one or more program modules 1224, such program modules 1224 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1224 may include the modules in the above-described device 1100.

[0151] Bus 1230 is used to connect different components of electronic device 1200, and may include data bus, address bus and control bus.

[0152] Electronic device 1200 can communicate with one or more external devices 1300 (e.g., keyboard, mouse, external controller, etc.) through I / O interface 1240.

[0153] Electronic device 1200 can communicate with one or more networks via network adapter 1250. For example, network adapter 1250 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1250 can communicate with other modules of electronic device 1200 via bus 1230.

[0154] although Figure 12Other hardware and / or software modules, including but not limited to: displays, microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in the electronic device 1200.

[0155] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0156] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0157] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A game emotion processing method, characterized by, include: A graphical user interface is provided through a first terminal device. The graphical user interface includes a game scene and a first virtual character and at least one second virtual character located in the game scene. The first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by a second terminal device. The first virtual character and the second virtual character are in the same game. The graphical user interface displays an emotion response component corresponding to the second virtual character, which is a component generated based on the biometric data of the user obtained by the second terminal device. In response to a trigger operation on the emotion response component, the game behavior corresponding to the emotion response component is executed.

2. The method of claim 1, wherein, Before displaying the emotion response component corresponding to the second virtual character in the graphical user interface, the method further includes: Emotional statistics are obtained based on the biometric data of the user corresponding to the second terminal device. If the emotional statistics meet the preset conditions, the game emotional category of the user during the game is determined based on the emotional statistics. The emotion response component corresponding to the second virtual character is determined based on the game emotion category.

3. The method according to claim 2, characterized in that, The biometric data includes the facial expression data of the user during the game. The step of obtaining emotion statistics based on the biometric data of the user corresponding to the second terminal device includes: According to a preset period, acquire multiple facial expression data of the user during the game, and determine the emotion category to which each facial expression data belongs; The emotion statistics are obtained based on the statistical number of each emotion category.

4. The method according to claim 2, characterized in that, The emotion statistics include emotion categories and the statistical quantity of each emotion category; the preset conditions include at least one of the following: The number of the emotion categories is greater than a preset statistical threshold; Within a preset time period, the emotional statistics data only include one emotional category and the statistical quantity of that emotional category.

5. The method according to claim 4, characterized in that, Determining the user's emotional category during the game based on the emotional statistics includes: When the emotional statistics include the number of statistics for multiple emotional categories, the game emotional category of the operating user is determined based on the emotional category with the largest number of statistics.

6. The method according to claim 2, characterized in that, The emotion response component includes a first emotion response component, a second emotion response component, and a third emotion response component. Determining the emotion response component corresponding to the second virtual character based on the game emotion category includes: If the user's game emotion category is positive, the emotion response component corresponding to the second virtual character is determined to be the first emotion response component; if the user's game emotion category is negative, the emotion response component corresponding to the second virtual character is determined to be the second emotion response component; otherwise, the emotion response component corresponding to the second virtual character is determined to be the third emotion response component.

7. The method according to claim 2, characterized in that, After obtaining emotion statistics based on the biometric data of the user corresponding to the second terminal device, the method further includes: The friend matching results for the user are determined based on the emotional statistics.

8. The method according to claim 7, characterized in that, The emotional statistics include the statistical count of positive emotions and the statistical count of negative emotions. Determining the friend matching results for the user based on the emotional statistics includes: If the number of positive emotions of the user exceeds a first emotion threshold, the user is added to the friend list of the user's teammates. If the number of negative emotions exceeds a second emotion threshold, the user is determined to have failed to find a friend.

9. The method according to claim 1, characterized in that, The component for displaying the emotion response corresponding to the second virtual character in the graphical user interface further includes: The real-time expression display position is determined based on the position of the second virtual character in the graphical user interface; The real-time facial expression animation of the user is displayed at the real-time facial expression display location.

10. The method according to claim 9, characterized in that, Before displaying the real-time facial expression animation of the user at the real-time facial expression display location, the method further includes: Acquire game style data and the real-time facial expression data of the user performing the operation; The game style data and the real-time facial expression data of the user are input into a preset facial expression animation conversion model, and the real-time facial expression animation of the user is determined based on the output of the preset facial expression animation conversion model.

11. The method according to claim 1, characterized in that, After executing the game behavior corresponding to the emotion response component, the method further includes: The execution result display component is obtained based on the execution result of the game behavior, and the execution result display component is displayed in the graphical user interface so that the first virtual character knows the execution result of the game behavior.

12. A game emotion processing device, characterized in that, include: A virtual character control module is configured to provide a graphical user interface via a first terminal device. The graphical user interface includes a game scene and a first virtual character and at least one second virtual character located in the game scene. The first virtual character is a virtual character controlled by the first terminal device, and the second virtual character is a virtual character controlled by a second terminal device. The first virtual character and the second virtual character are in the same game. An emotion response component display module is configured to display an emotion response component corresponding to the second virtual character in the graphical user interface, wherein the emotion response component is a component generated based on the biometric data of the user obtained by the second terminal device. The game behavior execution module is configured to execute the game behavior corresponding to the emotion response component in response to a trigger operation on the emotion response component.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.

14. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.