Game interaction method, device and computer readable storage medium

By displaying interactive components and voice interaction prompts in the game interface, and controlling the interaction of game characters based on the matching degree of voice instructions with text information, the problem of the single interaction method in traditional games is solved, and the sense of immersion and experience of the game is improved.

CN117679732BActive Publication Date: 2026-05-19SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
Filing Date
2022-09-02
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

In traditional games, the interaction between player characters and non-player characters is mainly achieved by clicking on text items on the game interface, resulting in weak game immersion, mediocre game effects, and a poor user experience.

Method used

By displaying interactive components that associate virtual control characters and virtual non-player characters, prompt windows are displayed in response to triggered operations. Game character interactions are controlled based on the matching degree between voice-guided text information and prompt information, and the interaction status and skill effects are displayed.

Benefits of technology

It enhances the user's sense of immersion in the game, improves the game's visual effects and user experience, broadens the ways to interact with the game, and enhances the fun of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game interaction method and device, equipment and a computer readable storage medium, which can be applied to cloud technology, cloud game, game interaction, game control and the like. Specifically, a first game interface is displayed, the first game interface including a virtual control character, a virtual non-player character and an interaction component associated with the virtual non-player character; in response to a triggering operation on the interaction component, a prompt window corresponding to the interaction component is displayed, and at least prompt information is displayed on the prompt window; based on the matching degree between the text information of the received voice instruction and the prompt information, the virtual non-player character and the virtual control character are controlled to interact in a game; in this way, the game immersion of a user player can be enhanced through voice interaction, the game display effect when controlling a game character is improved, and thus the game experience of the user is improved.
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Description

Technical Field

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

[0002] With the development of internet technology, various game development platforms have launched a wide variety of games, bringing users a high level of entertainment. However, in traditional games, players can interact and control non-player characters (NPCs) in the game world through their game characters, thus expanding the user's gaming experience.

[0003] In the process of researching and practicing existing technologies, the inventors of this application discovered that when interacting and controlling game characters, the relevant technologies mainly achieve communication between game characters and non-player characters in the game world, as well as control of game characters, by clicking on text items in the game interface. However, this text interaction method cannot bring users a strong sense of game immersion, and the game effects presented when controlling game characters are relatively ordinary. Consequently, the game interaction effect is poor, resulting in a poor user gaming experience. Summary of the Invention

[0004] This application provides a game interaction method, apparatus, device, and computer-readable storage medium, which can enhance the user's sense of immersion in the game, improve the game display and interaction effects when controlling game characters, and enhance the user's game experience.

[0005] This application provides a game interaction method, including:

[0006] The first game interface is displayed, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character.

[0007] In response to a triggering operation on the interactive component, a prompt window corresponding to the interactive component is displayed, and the prompt window displays at least a prompt message;

[0008] Based on a first degree of matching between the received voice instruction text information and the prompt information, the virtual non-player character and the virtual control character are controlled to interact in the game.

[0009] Accordingly, embodiments of this application provide a game interaction device, including:

[0010] The display unit is used to display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character.

[0011] The display unit is used to display a prompt window corresponding to the interactive component in response to a trigger operation on the interactive component, and the prompt window displays at least prompt information;

[0012] The control unit is used to control the virtual non-player character and the virtual control character to interact in the game based on a first degree of matching between the text information of the received voice instruction and the prompt information.

[0013] In some embodiments, the control unit is further configured to:

[0014] Based on a first matching degree between the received text information of the voice instruction and the prompt information, the voice interaction result of the interaction state indicated by the first matching degree is displayed in the first game interface;

[0015] The voice interaction results include at least the voice interaction score of the virtual control character and the interaction status icon associated with the virtual non-player character.

[0016] In some embodiments, the control unit is further configured to:

[0017] When the interaction state indicated by the first matching degree is detected to be a successful interaction state, the voice interaction score between the virtual control character and the virtual non-player character in the successful interaction state is displayed in the first game interface.

[0018] Displays the first emoticon icon of the virtual non-player character when the interaction is successful.

[0019] In some embodiments, the control unit is further configured to:

[0020] When the interaction state indicated by the first matching degree is detected to be an interaction failure state, the voice interaction score between the virtual control character and the virtual non-player character in the interaction failure state is displayed in the first game interface.

[0021] The virtual non-player character displays a second emoticon icon and a battle-ready icon when the interaction fails. The battle-ready icon is used to instruct the virtual non-player character to launch an attack against the virtual controlled character.

[0022] In some embodiments, the control unit is further configured to:

[0023] The first game interface displays at least one skill interaction icon of the virtual controlled character for the virtual non-player character;

[0024] In response to a trigger operation on the skill interaction icon, a skill prompt window corresponding to the skill interaction icon is displayed, and the skill prompt window displays at least the skill command text;

[0025] Based on the second matching degree between the voice command text indicated by the input voice command information and the skill command text, the skill interaction result of the combat interaction state indicated by the second matching degree is displayed in the first game interface.

[0026] The skill interaction result includes at least the skill interaction icon of the virtual controlled character to the virtual non-player character and the ratio of the skill effect associated with the skill interaction icon.

[0027] In some embodiments, the control unit is further configured to:

[0028] When the second matching degree is detected to be less than the preset matching degree threshold, the combat interaction state is determined to be the first combat state, and the first skill interaction result of the virtual control character when performing the first combat state on the virtual non-player character is displayed in the first game interface;

[0029] The first skill interaction result includes a first password score for the skill password text, a first skill effect ratio, and a first skill interaction icon associated with the first skill effect ratio.

[0030] In some embodiments, the control unit is further configured to:

[0031] When the second matching degree is detected to be greater than or equal to the preset matching degree threshold, the combat interaction state is determined to be the second combat state, and the second skill interaction result of the virtual control character when performing the second combat state on the virtual non-player character is displayed in the first game interface;

[0032] The second skill interaction result includes a second password score for the skill password text, a second skill effect ratio, and a second skill interaction icon associated with the second skill effect ratio;

[0033] The display ratio of the second skill interaction icon is larger than that of the first skill interaction icon.

[0034] In some embodiments, the game interaction device further includes a determining unit, used for:

[0035] Identify the virtual control role corresponding to the target account and determine whether the virtual control role carries a voice interaction attribute, the voice interaction attribute being used to instruct the virtual control role to conduct voice interaction with the virtual non-player character;

[0036] The display unit is further configured to display the first game interface when it is detected that the virtual control character has a voice interaction attribute.

[0037] In some embodiments, the display unit is further configured to:

[0038] When it is detected that the virtual control character does not have voice interaction attributes, the second game interface is displayed;

[0039] The second game interface includes the virtual control character, the virtual non-player character, and a battle-ready icon. The battle-ready icon is used to instruct the virtual non-player character to launch an attack against the virtual control character.

[0040] In some embodiments, the game interaction device further includes a second control unit, used for:

[0041] If no trigger operation is detected for the interactive component within the preset time period, it is determined that the virtual control character and the virtual non-player character are in an interaction failure state.

[0042] The display shows the second emoticon icon and the battle-ready icon of the virtual non-player character when the interaction fails. The battle-ready icon is used to indicate the process of the virtual non-player character launching an attack interaction against the virtual control character.

[0043] In some embodiments, the game interaction device further includes a third control unit, used for:

[0044] Display a stop interaction icon in the first game interface;

[0045] In response to the triggering operation of the stop interaction icon, the virtual control character is controlled to display a stop interaction action, which indicates that the virtual control character requests the virtual non-player character to stop the attack.

[0046] In some implementations, the prompt window also includes an interactive countdown component, which indicates the remaining duration of the voice instruction input by the target object in response to the prompt information.

[0047] In some embodiments, the game interaction device further includes a determining unit, used for:

[0048] Receive voice instruction information input in response to the prompt information, and convert the voice instruction information into a voice digital signal;

[0049] The voice digital signal is transmitted to the server, and the server compares the feature values ​​between the voice digital signal and the preset voice signal associated with the prompt information to determine the first matching degree between the received voice instruction text information and the prompt information.

[0050] The first matching score is displayed in the first game interface.

[0051] Furthermore, embodiments of this application also provide a computer device, including a processor and a memory, wherein the memory stores a computer program, and the processor is used to run the computer program in the memory to implement the steps in any of the game interaction methods provided in embodiments of this application.

[0052] Furthermore, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute steps in any of the game interaction methods provided in embodiments of this application.

[0053] Furthermore, embodiments of this application also provide a computer program product, including computer instructions, which, when executed, implement the steps in any of the game interaction methods provided in embodiments of this application.

[0054] This application embodiment can display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. In response to a trigger operation on the interactive component, a prompt window corresponding to the interactive component is displayed, with at least prompt information displayed on the prompt window. Based on a first matching degree between the received voice instruction text information and the prompt information, the virtual non-player character and the virtual control character are controlled to perform game interactions. Therefore, this solution can display interactive components in the game interface and display corresponding prompt information when a target object clicks on the interactive component, allowing the target object to refer to the prompt information for voice interaction. Furthermore, based on the matching degree between the target object's input voice instruction text information and the prompt information, the game interaction between the virtual control character and the virtual non-player character in the game world is determined, and the game interaction state of both is displayed in the game interface. Thus, voice interaction can enhance the user's sense of immersion in the game, improve the game display effect when controlling the game character, and ultimately improve the user's game experience. Attached Figure Description

[0055] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0056] Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application;

[0057] Figure 2 This is a flowchart illustrating the steps of the game interaction method provided in the embodiments of this application;

[0058] Figure 3 This is a schematic diagram of another step in the game interaction method provided in the embodiments of this application;

[0059] Figure 4 This is a schematic diagram of the architecture of the game interaction system provided in the embodiments of this application;

[0060] Figure 5 This is a first timing flowchart of the game interaction method provided in the embodiments of this application;

[0061] Figure 6 This is a second timing flowchart of the game interaction method provided in the embodiments of this application;

[0062] Figure 7 This is a schematic diagram of the layout of the game interface provided in an embodiment of this application;

[0063] Figure 8 This is a schematic diagram of the game interface in the skill interaction scenario of the game interaction method provided in the embodiments of this application;

[0064] Figure 9 This is a schematic diagram of a simulated scene of the first game interface provided in the embodiments of this application;

[0065] Figure 10 This is a schematic diagram of a game interface scene that triggers communication interaction in the game interaction method provided in the embodiments of this application;

[0066] Figure 11 This is a schematic diagram of the game interface scene corresponding to the successful interaction state in the game interaction method provided in this application embodiment;

[0067] Figure 12 This is a schematic diagram of the game interface scene corresponding to the interaction failure state in the game interaction method provided in the embodiments of this application;

[0068] Figure 13 This is a schematic diagram of a game interface scene that triggers skill interaction in the game interaction method provided in the embodiments of this application;

[0069] Figure 14 This is a schematic diagram of the game interface scene corresponding to the first combat state during the skill interaction process provided in the embodiments of this application;

[0070] Figure 15This is a schematic diagram of the game interface scene corresponding to the second combat state during the skill interaction process provided in the embodiments of this application;

[0071] Figure 16 This is a schematic diagram of a scenario for acoustic feature comparison and matching in a digital voice signal provided in an embodiment of this application;

[0072] Figure 17 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application;

[0073] Figure 18 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation

[0074] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0075] This application provides a game interaction method, apparatus, device, and computer-readable storage medium. Specifically, this application will describe the game interaction apparatus from the perspective of a game interaction device, which can be integrated into a computer device, such as a server or a user terminal. The server 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, CDN, and big data and artificial intelligence platforms. The user terminal can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, smart home appliance, in-vehicle terminal, smart voice interaction device, aircraft, etc., but is not limited to these.

[0076] It is understood that in the specific implementation of this application, data related to user information, user usage records, and user status are involved. When the above embodiments of this application are 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.

[0077] The game interaction method provided in this application can be applied to various scenarios, including but not limited to cloud technology, cloud gaming, and other game interaction scenarios. These scenarios are not limited to those implemented through cloud services, big data, etc., and are specifically illustrated through the following embodiments:

[0078] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. It enables thin clients with relatively limited graphics processing and data processing capabilities to run high-quality games. In cloud gaming, the game does not reside on the player's terminal but runs on a cloud server. The cloud server renders the game scene as a video and audio stream, which is then transmitted to the player's terminal via the network. The player's terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.

[0079] For example, see Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application. The game interaction system can be applied to scenarios where a terminal interacts with and controls characters on a game screen, such as game interaction and control scenarios based on cloud gaming. The game interaction system may include a terminal and a server, with a network connection between the terminal and the server for data transmission.

[0080] Specifically, the terminal can display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character; in response to a trigger operation on the interactive component, a prompt window corresponding to the interactive component is displayed, and the prompt window displays at least the prompt information; based on the matching degree between the text information of the received voice instruction and the prompt information, the terminal controls the virtual non-player character and the virtual control character to perform game interactions.

[0081] Specifically, the server is used to perform calculations, processing, and caching of any interactive command on all game interfaces presented on the terminal. For example, it performs calculations and rendering on the triggering operations of interactive components to return relevant data to the terminal, so that the first game interface on the target terminal displays a prompt window containing prompt information. Additionally, the server is used to receive voice instruction information or corresponding voice digital signals collected by the terminal, compare the received voice digital signals with the preset voice signals corresponding to the prompt information using acoustic feature values ​​to determine the matching degree between the text information used for voice prompts and the prompt information. Then, based on the matching degree, it determines the game interaction state of the virtual control character and the virtual non-player character in the first game interface, and returns relevant game screen rendering data to the terminal, so that the terminal displays the game interaction of the virtual control character and the virtual non-player character on the first game interface.

[0082] The game interaction process may include: displaying the first game interface before interaction, responding to the triggering operation of interactive components, displaying voice interaction prompts, controlling game interaction, etc.

[0083] The following sections provide detailed descriptions of each example. It should be noted that the order of the following embodiments is not intended to limit the preferred order of the embodiments.

[0084] In this application embodiment, the description will be from the perspective of a game interaction device, specifically, this game interaction device can be integrated into a computer device such as a terminal. See also Figure 2 , Figure 2 This is a flowchart illustrating the steps of a game interaction method provided in an embodiment of this application. Taking the game interaction device specifically integrated into a terminal as an example, the specific process when the processor on the terminal executes the program instructions corresponding to the game interaction method is as follows:

[0085] 101. Display the first game interface.

[0086] The first game interface can be a game screen corresponding to the target game, which can be a role-playing game, such as a fantasy game or a game with magical characters. Within this game world, the player character can interact with pre-defined characters, specifically by triggering relevant components. It should be noted that this first game interface displays a game scene at a specific moment within the target game; for example, when the player character corresponding to the target game account moves to a corresponding game scene location in the game world, the game interface will display the game screen corresponding to that location in real time.

[0087] The first game interface may include a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character.

[0088] Specifically, the virtual control character is a controllable virtual game character created by the target game account within the target game world. This virtual game character can be understood as a player character, representing the player corresponding to the target game account as the game actor or quest executor in that game world. The target player can control this virtual game character to perform game tasks or complete game storylines. The virtual non-player character can be any character other than the virtual control character, and is not controlled by the target player corresponding to the target game account. Furthermore, the virtual non-player character can also be a pre-defined non-player character (NPC) in the game world that is not manipulated by a real player. The interactive component can be an icon for the voice communication function in the first game interface. When this interactive component is triggered, it is used to indicate dialogue communication with the virtual non-player character to determine the subsequent interaction status of the virtual non-player character, such as successful or failed interaction, to determine whether the virtual non-player character has launched an attack on the virtual control character.

[0089] In this embodiment, the display of interactive components in the first game interface is related to the configuration information of the virtual control character, such as whether the virtual control character is configured with a corresponding voice interaction attribute. This voice interaction attribute can be understood as the talent or skill by which the virtual control character communicates with a virtual non-player character via voice. When the virtual control character is configured with this voice interaction attribute, the interactive components are displayed in the game interface; conversely, when the virtual control character is not configured with this voice interaction attribute, the interactive components are not displayed in the game interface. In this embodiment, the game interface containing interactive components is designated as the first game interface, and the game interface without interactive components is designated as the second game interface.

[0090] In some implementations, in order to determine whether the terminal displays interactive components associated with the virtual non-player character when displaying the game screen, it can first be determined whether the virtual control character of the current target game account in the game world is configured with a voice interaction attribute; specifically, before step 101, it may also include: determining the virtual control character corresponding to the target account, and identifying whether the virtual control character carries a voice interaction attribute, wherein the voice interaction attribute is used to instruct the virtual control character to conduct voice interaction with the virtual non-player character.

[0091] Specifically, when identifying whether a virtual controlled character possesses voice interaction attributes, one or more indicators such as the virtual controlled character's game level, equipment, and skill level can be used. For example, taking game character level as an example, a player character (virtual controlled character) in the game world can unlock certain game attributes as their game character level increases, such as unlocking voice interaction attributes, specifically voice interaction attributes used for communication and interaction with virtual non-player characters in the game world. The game interface displays the virtual controlled character's game character level, which indicates whether the virtual controlled character possesses voice interaction attributes. In other words, when the game character level of the virtual controlled character is identified as greater than or equal to a preset game character level, it is determined that the virtual controlled character possesses voice interaction attributes; that is, whether a virtual controlled character possesses voice interaction attributes can be determined based on its game character level.

[0092] For example, taking skill level as an example, the effectiveness of the corresponding voice interaction attribute for the current virtual non-player character (such as a monster) can be determined based on the skill level of the player character. Specifically, in the game world, the virtual control character can learn various game skills / talents, and as the character level increases, the skill level of the corresponding game skills or talents can be improved. When the virtual control character encounters a virtual non-player character in the game world, the level of the virtual non-player character and the skill level of the virtual control character's voice interaction attribute can be determined first. When it is identified that the skill level of the voice interaction attribute is within the interactive level range corresponding to the virtual non-player character, for example, the skill level of the voice interaction attribute is greater than or equal to the level of the virtual non-player character, or the skill level of the voice interaction attribute is within the level range corresponding to the level of the virtual non-player character, then it is determined that the voice interaction attribute of the virtual control character is effective for the current virtual non-player character, that is, at this time it can be said that the virtual control character carries a voice interaction attribute.

[0093] Furthermore, taking game equipment as an example, it can be determined whether the virtual control character is equipped with language equipment. For instance, the language equipment in the game interface can be an equipment object icon in the form of "microphone", "flute", "speaker", etc., without limitation. The language equipment is used to allow the virtual control character to communicate with the virtual non-player character. For another example, assuming that different types of virtual non-player characters need to obtain the corresponding voice interaction attributes through different types of language equipment, it can also be determined whether the virtual control character carries voice interaction attributes for the virtual non-player character based on the type of language equipment.

[0094] Furthermore, when it is determined that the virtual control character is configured with voice interaction attributes, step 101 can specifically be as follows: when the virtual control character is identified to have voice interaction attributes, a first game interface is displayed. This first game interface includes at least the virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. Specifically, when it is detected that the target game account's virtual control character in the game world has voice interaction attributes configured for the current virtual non-player character, it indicates that the virtual control character has the ability to communicate with the current virtual non-player character. Therefore, the displayed game interface, in addition to including the virtual control character and the virtual non-player character, may also include interactive components. It should be noted that the first game interface may also include other game interface content, that is, it may also include other components or game scene objects besides interactive components, etc., which are not limited here.

[0095] On the other hand, when it is determined that the virtual control character is not configured with voice interaction attributes, step 101 can specifically be: when it is recognized that the virtual control character does not carry voice interaction attributes, a second game interface is displayed; wherein, the second game interface includes the virtual control character, the virtual non-player character and the battle-ready status icon, and the battle-ready status icon is used to instruct the virtual non-player character to launch an attack against the virtual control character.

[0096] Specifically, when it is detected that the target game account's virtual controlled character in the game world does not have a voice interaction attribute configured for the current virtual non-player character, it indicates that the virtual controlled character does not have the ability to communicate with the current virtual non-player character. In this case, a second game interface without interactive components is displayed. This second game interface may include the virtual controlled character, the virtual non-player character, and a battle-ready icon. This battle-ready icon may indicate that the virtual non-player character is launching an attack on the virtual controlled character. Specifically, it could be that the virtual non-player character attacks the virtual controlled character when the interaction between the two characters has failed. It should be noted that this second game interface may also include other game interface content, that is, it may include other components or game scene objects besides the virtual controlled character, the virtual non-player character, and the battle-ready icon; this is not limited here.

[0097] It should be noted that the virtual non-player character can possess offensive capabilities, meaning it can attack the virtual control character. For example, taking a monster in the game world as a virtual non-player character, when it encounters the virtual control character, it can proactively attack. One factor that could trigger this attack is that the virtual control character lacks voice interaction capabilities. Specifically, when it's detected that the virtual control character lacks voice interaction capabilities, no interactive components are displayed in the second game interface, preventing the player from triggering communication between the virtual control character and the virtual non-player character. In this case, based on the virtual non-player character's offensive capabilities, it will proactively attack the virtual control character. It should also be noted that the virtual control character can attack the virtual non-player character after an interaction failure, or it can choose to attack at any time; there are no limitations on this.

[0098] The above methods allow for the determination of whether a virtual character has voice interaction attributes to be displayed in the game interface, such as whether to display interactive components for communication with virtual non-player characters. This helps determine whether the virtual character will communicate and interact with virtual non-player characters in the game world. By combining the static talent attributes of player characters (such as voice interaction attributes), the game experience is broadened, thereby enhancing the player's enjoyment of the game.

[0099] 102. In response to a trigger operation on an interactive component, display the corresponding prompt window for the interactive component. The prompt window should display at least the prompt information.

[0100] In this embodiment, to broaden the ways to play / experience the game, voice control by the player can be added to enable dialogue interaction between virtual controlled characters and virtual non-player characters in the game world. Specifically, in the game world, when a virtual controlled character with voice interaction attributes encounters a virtual non-player character (e.g., the virtual controlled character is within the activity / displacement range of the virtual non-player character in the game world), the terminal (game client) will display a first game interface. The first game interface has interactive components. The player can trigger these interactive components to display (e.g., enlarge, pop up) a prompt window corresponding to the interactive component on the first game interface. This allows the player to perform voice interaction based on the prompt information in the prompt window, thereby broadening the ways to play / experience the game and improving the game experience.

[0101] The prompt window can be an information window within the game interface, used to display game text information. For example, in this embodiment, the prompt window can display interactive text information, interaction time information, and interaction progress information during dialogue / communication with a virtual non-player character. It should be noted that the shape of the prompt window is not limited to rectangles, circles, triangles, or other similar shapes. To meet the visual experience and preferences of players, the shape can be selected and configured according to actual circumstances.

[0102] The prompt information can be interactive text information used during voice interaction between the virtual controlled character and the virtual non-player character. It prompts or instructs the player user to perform voice input based on the prompt information to achieve voice interaction between the virtual controlled character and the virtual non-player character. It should be noted that the content of the prompt information can be determined according to the character's communication method, which is not limited to greetings or dialogues. For example, taking a greeting as an example, when the prompt window displayed by the interactive component is triggered, the prompt information can be "greeting text," which can be understood as language used to greet the virtual non-player character, such as saying hello, showing goodwill, or seeking reconciliation. Furthermore, taking a dialogue as an example, the prompt information can be "question text," which can be understood as text from the virtual non-player character to the virtual controlled character, prompting the player user to subsequently perform voice input based on this "question text" to complete the communication interaction between the virtual controlled character and the virtual non-player character in the game world.

[0103] Specifically, when a virtual controlled character encounters a virtual non-player character in the game world, the terminal displays the first game interface. The player user corresponding to the target game account can trigger an interactive component associated with the virtual non-player character in the first game interface. This triggers a prompt window on the terminal's first game interface, containing at least textual prompts for interaction with the virtual non-player character. These prompts instruct the player user to subsequently use voice input based on the information in the prompt window, thus enabling communication between the virtual controlled character and the virtual non-player character. It should be noted that the triggering method for this interactive component is not limited to clicking or long-pressing.

[0104] Furthermore, when the virtual control character communicates with the virtual non-player character, the communication time between them can be set to limit the duration of the communication. This communication time can be displayed synchronously with the prompt information in the prompt window, and the communication time can be displayed in the form of a countdown.

[0105] In some implementations, the prompt window also includes an interactive countdown component. This countdown component displays a voice countdown for communication between the virtual control character and the virtual non-player character, indicating the remaining duration of the voice prompt input by the target (player user) in response to the prompt information. Specifically, the prompt information in the prompt window is displayed synchronously with the interactive countdown component. That is, the voice interaction countdown begins simultaneously with the display of the prompt information in the prompt window, and when the countdown ends, the prompt information in the prompt window is hidden, or the prompt window is closed directly, indicating that the communication process with the virtual non-player character has ended. Therefore, the voice countdown can also be used to indicate the remaining duration for the prompt window or prompt information to be displayed in the first game interface.

[0106] It should be noted that when the virtual control character has a voice interaction attribute for communicating with the virtual control character, the first game interface contains an interaction component. Players can choose whether to trigger the interaction component to achieve communication between the virtual control character and the virtual non-player character. That is, players can choose to trigger the interaction component to communicate with the virtual non-player character, or they can choose not to trigger the interaction component to communicate with the virtual non-player character.

[0107] In some implementations, if the player does not trigger the interaction component, it indicates that the virtual controlled character refuses to communicate or interact with the virtual non-player character. Due to the attack characteristics of virtual non-player characters in the game world, the virtual controlled character will be subject to active attacks from the virtual non-player character. Specifically, when the player does not trigger the interaction component, the process includes: if no triggering operation for the interaction component is detected within a preset time period, it is determined that the interaction between the virtual controlled character and the virtual non-player character is in a failed interaction state; displaying the virtual non-player character's second emoticon icon and a battle-ready status icon in the failed interaction state, wherein the battle-ready status icon is used to indicate the process of the virtual non-player character initiating an attack interaction against the virtual controlled character.

[0108] The preset duration can be a specified time limit for the player (target) to trigger the interactive component, used to limit the time for the virtual controlled character to actively initiate communication with the virtual non-player character. For example, the preset duration can be set to 10 seconds. Then, starting from the display of the interactive component in the first game interface, the player needs to trigger the interactive component within 10 seconds to communicate and interact with the virtual non-player character. If the interactive component is triggered or not triggered after the preset duration, interaction with the virtual non-player character will be impossible, and the virtual controlled character will be attacked by the virtual non-player character.

[0109] The interaction failure state can refer to a state where communication is ineffective because the virtual control character and the virtual non-player character do not communicate or interact, or it can refer to a state where communication occurs after communication has begun, resulting in ineffective communication.

[0110] The second emoticon icon can be used to indicate the mood of a virtual non-player character after an interaction failure. For example, if the virtual non-player character attacks the virtual controlling character due to an interaction failure, the second emoticon icon could be an icon related to "anger" or "rage," such as a pouting, angry, sad, crying, or black face icon, to represent the virtual non-player character's mood after the interaction failure. It should be noted that in the game world, all characters' moods, expressions, and other states are preset and configured by the developers to enhance the player's enjoyment and experience while playing the game world. No virtual character in the game world possesses actual human senses or emotions.

[0111] The "ready to fight" icon can be an icon indicating that an attack has begun. Specifically, it could be an icon indicating that a virtual non-player character is attacking a virtual controlled character, or it could be an icon indicating that a virtual non-player character and a virtual controlled character are attacking each other. For example, in the game interface, this "ready to fight" icon could be an icon in the form of an "arrow," "sword," or "crossed swords," to vividly represent to the player that a virtual non-player character is attacking a virtual controlled character.

[0112] Therefore, if the terminal does not detect any triggering operation on the interactive components in the first game interface within a preset time period, it indicates that the player has no intention of communicating with the virtual non-player character. In this case, the interaction between the virtual control character and the virtual non-player character is in a failed state, and the virtual non-player character will launch an attack on the virtual control character based on its attack characteristics. At this time, the first game interface will update its display content in real time. Specifically, a second emoticon icon may be displayed in the area above the virtual non-player character to indicate the virtual non-player character's mood state. At the same time, the first game interface will also display a battle-ready status icon, such as displaying the battle-ready status icon in the display area between the virtual control character and the virtual non-player character, to at least indicate that the virtual non-player character has launched an attack on the virtual control character.

[0113] The above methods allow for real-time detection of whether players trigger interactive components in the primary game interface, and the displayed content on the interface is updated accordingly. For example, if the detection result indicates that an interactive component has been triggered, a corresponding prompt window is displayed, allowing players to input voice commands based on the information provided. Conversely, if the detection result indicates that no interactive component has been triggered, no prompt window is displayed; instead, the expressions and attack statuses of a virtual non-player character are shown. This innovation in the game interface's display content enriches the visual experience and overall gaming experience for players.

[0114] 103. Based on the first degree of matching between the received voice instruction text information and the prompt information, control the virtual non-player character and the virtual control character to perform game interactions.

[0115] In this embodiment, after the terminal displays a prompt window containing prompt information on the first game interface, the terminal can detect the player's voice information in real time to determine a first matching degree between the voice information and the prompt information in the prompt window, thereby determining the effectiveness of communication between the virtual controlled character and the virtual non-player character. Then, based on the effectiveness of the communication, the terminal controls the virtual controlled character and the virtual non-player character to interact in the game world. This interaction is not limited to combat, cheering, running, or escaping the scene; it reflects the behavior of the virtual controlled character and the virtual non-player character in the game world. Thus, by controlling the game character through the player's voice information, the gameplay is broadened, thereby enhancing the player's experience and enjoyment.

[0116] In some implementations, the first degree of matching between the text information corresponding to the voice instruction input by the player and the prompt information can be determined by the game platform's server. This degree of matching can be determined based on acoustic feature values. Specifically, before step 103, the process may include: receiving voice instruction input for the prompt information and converting the voice instruction information into a digital voice signal; transmitting the digital voice signal to the server, whereby the server compares the feature values ​​between the digital voice signal and a preset voice signal associated with the prompt information to determine the first degree of matching between the received voice instruction text information and the prompt information; and displaying the first degree of matching in the first game interface.

[0117] The voice instruction information can be voice information collected by the terminal in response to the sound signal emitted by the player. Specifically, after reading the prompt information in the prompt window, the player can speak according to the prompt information, and the terminal will collect the player's sound signal in real time and perform acoustic processing to obtain the voice instruction information, which can be in the form of an acoustic signal.

[0118] The digital voice signal refers to the voice signal in digital form corresponding to the voice instruction information. For example, the waveform signal is converted into a "0, 1" digital signal form to represent the voice instruction information.

[0119] The feature value can be an acoustic feature value, such as a volume feature value, a pitch feature value, a frequency feature value, etc.

[0120] The preset voice signal can be a standard sound signal corresponding to the prompt information. The preset voice signal is used as a reference to compare with the user's corresponding voice signal to determine the accuracy or correctness of the user's corresponding voice signal, thereby determining the first matching degree.

[0121] The first matching degree can refer to the acoustic matching degree, semantic matching degree, or correlation matching degree between the user-input voice instruction information and the prompt information. Specifically, if the communication process with the virtual non-player character involves reading the prompt information in the prompt window, the first matching degree can be the matching degree between the sound signal corresponding to the voice instruction information and the preset sound signal corresponding to the prompt information, i.e., the acoustic matching degree; if the communication process with the virtual non-player character involves dialogue based on the prompt information in the prompt window, the first matching degree can be the semantic and correlation matching degree between the voice instruction information and the prompt information, i.e., the semantic matching degree or the correlation matching degree.

[0122] Specifically, after the terminal finishes displaying the prompt window and prompt information, it can detect in real time the voice instruction information input by the player in response to the prompt information. The voice instruction information is then processed, such as through filtering and signal conversion, to obtain a first voice digital signal. This first voice digital signal is then sent to the server to determine the first matching degree between the prompt information and the voice instruction information. Specifically, after receiving the first voice digital signal, the server processes it by calling the corresponding interface, segmenting it into multiple voice digital signal segments and extracting corresponding acoustic feature values, such as volume feature values. These acoustic feature values ​​are then compared with preset acoustic feature values ​​of a preset voice signal. If they are substantially the same (similarity greater than a preset similarity threshold, such as 90%), the corresponding voice signal segment is determined to be accurate. If they are different, other preset acoustic feature values ​​are polled until an accurate voice signal segment is determined. If no accurate segment is found, the voice signal segment is determined to be inaccurate. Based on the comparison of the acoustic feature values ​​of each voice signal segment, a first matching degree is determined. This first matching degree can specifically be the proportion of accurate voice signal segments. Finally, the server can feed back the first matching score to the terminal so that the terminal can subsequently control the game interaction between the virtual non-player character and the virtual control character in the game world based on the first matching score, and display it on the first game interface. In addition, the first game interface can also display the first matching score.

[0123] In some implementations, when the terminal controls the virtual non-player character and the virtual control character to interact in the game based on the first matching degree, it can display the results of the game interaction status of the virtual non-player character and the virtual control character in the first game interface to represent the screen controlling the game interaction between the two. Then step 103, "controlling the virtual non-player character and the virtual control character to interact in the game based on the first matching degree between the received text information of the voice instruction and the prompt information", may include: (103.1) displaying the voice interaction result of the interaction status indicated by the first matching degree in the first game interface based on the first matching degree between the received text information of the voice instruction and the prompt information; wherein, the voice interaction result includes at least the voice interaction score of the virtual control character and the interaction status icon associated with the virtual non-player character.

[0124] The voice interaction score can be the voice matching score between the voice instructions and prompts input by the player.

[0125] The interactive status icon can represent any state of the virtual non-player character and / or the virtual control character after communication interaction, such as the state after the first communication interaction, the state after the second communication interaction, the attack state, etc.

[0126] Specifically, the first matching degree mainly represents the voice interaction matching degree for communication between the virtual controlled character and the virtual non-player character when they meet. The corresponding interaction state can be understood as a voice interaction state or a communication interaction state. The voice interaction result is the interaction result corresponding to that voice interaction state, i.e., the result of the game interaction state. Therefore, when controlling the virtual controlled character and the virtual non-player character to interact in the game based on the first matching degree, the voice interaction result after communication between the virtual controlled character and the virtual non-player character can be displayed on the first game interface. This voice interaction result includes, but is not limited to, a voice interaction score, a status icon of the virtual controlled character after communication, and a status icon of the virtual non-player character after communication. For example, when controlling the virtual controlled character and the virtual non-player character to interact in the game based on the first matching degree, the terminal can display a voice interaction score (such as 60, 80, or 90 points) and the virtual non-player character's emoticon icon and / or behavior status icon on the first game interface.

[0127] In this embodiment of the application, when the virtual control character and the virtual non-player character communicate and interact, the corresponding communication and interaction state can include two situations: successful interaction state and failed interaction state. The voice interaction results corresponding to different communication and interaction states are different, that is, the interaction states of the virtual control character and the virtual non-player character displayed in the first game interface are different.

[0128] In some implementations, when the interaction state is a successful interaction state, it indicates that communication between the virtual control character and the virtual non-player character is effective. Therefore, the virtual non-player character will not attack the virtual control character. At this time, the voice interaction score and the virtual non-player character's emoticon icon when communication is effective can be displayed. Specifically, step (103.1) "displaying the voice interaction result of the interaction state indicated by the first matching degree in the first game interface" can include: (103.1.A) when the interaction state indicated by the first matching degree is detected to be a successful interaction state, displaying the voice interaction score between the virtual control character and the virtual non-player character in the successful interaction state in the first game interface; and displaying the virtual non-player character's first emoticon icon in the successful interaction state.

[0129] The voice interaction score can be the matching score between the voice input voice instruction information and the prompt information. The score is mainly related to the accuracy of the voice instruction information, that is, it corresponds to the first matching degree. For example, when the accuracy is 70%, the voice interaction score can be 70 points. The voice interaction score can also be determined based on the weighted calculation of the accuracy.

[0130] The first emoticon icon can be an icon indicating the mood of the virtual non-player character after a successful interaction. For example, since the virtual non-player character will not attack the virtual controlling character when in a successful interaction state, the first emoticon icon can be an emoticon icon related to "peace," such as an emoticon icon for "happy," "smiley," "heart," "clapping," or "handshake," to represent the mood or friendly state of the virtual non-player character after a successful interaction.

[0131] Specifically, when determining the interaction state between the virtual controlled character and the virtual non-player character, a comparison can be made between a first matching degree and a preset matching degree threshold. This preset matching degree threshold can be a pre-defined threshold, primarily used in the current scenario for comparison with the first matching degree. The interaction state between the virtual controlled character and the virtual non-player character is determined based on the comparison result. It can be understood that when the first matching degree is detected to be greater than or equal to the preset matching degree threshold, it indicates that the communication between the virtual controlled character and the virtual non-player character is effective, and the interaction state indicated by the first matching degree is determined to be a successful interaction state. Subsequently, the voice interaction score for this successful interaction state is displayed in the first game interface, as is the first emoticon icon of the virtual non-player character in this successful interaction state. Furthermore, it should be noted that since the virtual non-player character will not attack the virtual controlled character in the successful interaction state, the first game interface does not need to display the virtual non-player character's pending battle status icon.

[0132] In some implementations, when the interaction state is an interaction failure state, it indicates that communication between the virtual control character and the virtual non-player character is ineffective. In this case, the virtual non-player character will launch an attack on the virtual control character. At this time, the voice interaction score and the emoticon icon of the virtual non-player character when communication is ineffective can be displayed. Specifically, the "displaying the voice interaction result of the interaction state indicated by the first matching degree in the first game interface" in step (103.1) may also include: (103.1.B.1) when the interaction state indicated by the first matching degree is detected to be an interaction failure state, displaying the voice interaction score between the virtual control character and the virtual non-player character in the interaction failure state in the first game interface; (103.1.B.2) displaying the second emoticon icon and the battle-ready state icon of the virtual non-player character in the interaction failure state, wherein the battle-ready state icon is used to indicate that the virtual non-player character launches an attack on the virtual control character.

[0133] Specifically, when determining the interaction state between the virtual controlled character and the virtual non-player character, a comparison can be made between a first matching degree and a preset matching degree threshold. When the first matching degree is less than the preset matching degree threshold, it indicates that there are many errors in the voice instructions input by the player user, resulting in low relevance to the prompts. In this case, the communication between the virtual controlled character and the virtual non-player character is invalid, and the interaction state indicated by the first matching degree is determined to be an interaction failure state. Furthermore, the voice interaction score for this interaction failure state is displayed on the first game interface, as well as the second emoticon icon for the virtual non-player character in this interaction failure state, such as displaying the second emoticon icon above the virtual non-player character. In addition, due to the attack characteristics of the virtual non-player character in the game world, the virtual controlled character will be actively attacked by the virtual non-player character. The terminal will also display a battle-ready status icon on the first game interface, such as displaying the battle-ready status icon in the display area between the virtual controlled character and the virtual non-player character, to indicate that the virtual non-player character has launched an attack on the virtual controlled character.

[0134] In some implementations, players can control a virtual character to attack and interact with a virtual non-player character at any time. For example, when the virtual character is attacked by a virtual non-player character, the player can control the virtual character to launch a counterattack, specifically through skills. Specifically, after step (103.1.B.2), the following may be included: (103.1.B.2.a) displaying at least one skill interaction icon of the virtual character against the virtual non-player character in the first game interface; (103.1.B.2.b) in response to a trigger operation on the skill interaction icon, displaying a skill prompt window corresponding to the skill interaction icon, the skill prompt window displaying at least the skill command text; (103.1.B.2.c) based on a second matching degree between the voice command text indicated by the input voice command information and the skill command text, displaying the skill interaction result of the combat interaction state indicated by the second matching degree in the first game interface; wherein the skill interaction result includes at least the ratio of the skill interaction icon of the virtual character against the virtual non-player character and the skill effect associated with the skill interaction icon.

[0135] The skill interaction icon can be a trigger icon for releasing skills in the game interface, used to control the virtual character to release attack skills. The attack skill can be an attack spell currently mastered by the virtual character, and it is not limited to using spell attacks against virtual non-player characters.

[0136] This skill prompt window can be an information window for relevant skills within the game interface, displaying skill-related information. For example, taking an attack skill as an example, this information could include a brief description of the attack skill, damage value, additional effects, hit method, and release / trigger method. Furthermore, the skill prompt window can also display skill trigger time information and skill trigger progress information. It should be noted that the shape of this skill prompt window is not limited to rectangles, circles, triangles, rhombuses, polygons, etc. To meet the visual experience and preferences of players, the shape can be selected and configured according to the actual situation.

[0137] The skill command text can be a command text, key text, or incantation text for the relevant skill, used to prompt the player to trigger the corresponding skill or to indicate the triggering method of the relevant skill. Specifically, this application embodiment expands the gameplay through voice control. Therefore, when triggering a skill, the virtual controlled character's skill can also be triggered through voice control. For example, the player can trigger the corresponding attack skill by reading the skill command text, allowing the virtual controlled character to launch an attack on a virtual non-player character, such as a magic attack, during combat interaction.

[0138] The voice command information can be in the form of an audio signal, specifically a waveform signal or a digital signal. It should be noted that when the voice command information is in waveform signal form, it can be converted into a digital signal form to obtain the corresponding digital command signal.

[0139] The second matching degree can be the matching degree between the voice command text indicated by the voice command information input by the player user and the skill command text. Specifically, the second matching degree can be determined by the acoustic feature values ​​between the digital signal of the voice command information and the preset voice signal corresponding to the skill command text, thus obtaining the acoustic matching degree between the acoustic features of the voice command text and the acoustic features of the preset voice signal, i.e., the second matching degree.

[0140] The skill interaction result is not limited to the skill interaction diagram of the virtual controlled character after releasing an attack skill; it can represent the skill's release status and effect. For example, when a virtual controlled character releases an attack skill via voice control, the corresponding skill interaction diagram can be displayed on the first game interface to represent the skill's release status and effect. It should be noted that different second-level matching degrees correspond to different skill effects; that is, the attack effects (such as damage values) of the attack skill on the virtual non-player character are different. To distinguish skills with different effects, the specific display ratio of the skill interaction diagram can be used to represent the skill's release effect.

[0141] It should be noted that, in order to intuitively display the skill's release and effect, the first game interface also displays a skill effect ratio. This skill effect ratio can be understood as the ratio between the skill's actual damage value and its original damage value. The magnitude of this skill effect ratio is related to the second matching degree (the accuracy of voice command information). Specifically, this skill effect ratio is displayed in the area above the skill interaction icon, indicating the state and effect after skill interaction. The display ratio of this skill interaction icon is related to the skill effect ratio.

[0142] Specifically, to counter attacks from virtual non-player characters on virtual controlled characters, players can retaliate using skill attacks. At this time, the first game interface will display a skill interaction icon associated with the virtual controlled character. Triggering this icon will unleash the relevant skill to attack the virtual non-player character. Specifically, when a player triggers the skill icon, the first game interface will display a skill prompt window with the corresponding skill command text. When the player reads the skill command text aloud, the terminal will collect the corresponding voice command information and convert it into a digital signal. Then, the password signal is sent to the server. The server calls the corresponding interface to process the password signal, segmenting it into multiple password signal fragments and extracting corresponding acoustic feature values, such as volume feature values. These acoustic feature values ​​are then compared with the pre-acoustic feature values ​​of the preset password signal corresponding to the skill command text. If they are substantially the same (similarity greater than a preset similarity threshold, such as 90%), the corresponding password signal fragment is determined to be accurate. If they are different, other acoustic feature values ​​are polled until an accurate password signal fragment is determined. If no accurate fragment is found, the password signal fragment is determined to be inaccurate. Based on the comparison of acoustic feature values ​​for each password signal fragment, a second matching degree is determined. This second matching degree can specifically be the proportion of accurate password signal fragments. Finally, the server can feed back the second matching degree to the terminal, allowing the terminal to control the virtual character to release skills based on this degree, and display it on the first game interface. Furthermore, the first game interface can also display the second matching degree.

[0143] It should be noted that when players release skills via voice control, the terminal determines the display size of the skill interaction icon in the game screen based on the second matching degree. That is, the larger the second matching degree, the larger the display ratio of the skill interaction icon; conversely, the smaller the second matching degree, the smaller the display ratio of the interaction icon. Furthermore, the display ratio of the skill interaction icon can be divided into two display modes. For example, when the second matching degree is greater than or equal to a preset matching degree threshold, the effect of the skill is doubled, and the display ratio of the skill interaction icon in the first game interface is enlarged. When the second matching degree is less than the preset matching degree threshold, the effect of the skill is reduced, and the display ratio of the skill interaction icon in the first game interface is reduced. This embodiment does not impose detailed limitations on the display ratio of the skill interaction icon. In this way, a visual experience is provided to the player through the display of skill interaction icons of a certain size.

[0144] In some implementations, when determining the display ratio of the skill interaction icon, the display mode of the skill interaction icon can be determined based on the size of the second matching degree. Specifically, the display mode can be determined by a preset matching degree threshold. This preset matching degree threshold can be applied not only to the relevant judgments in the aforementioned communication interaction scenarios, but also to the judgment of the skill release effect in the current skill interaction scenario.

[0145] On the one hand, when the second matching degree is less than the preset matching degree threshold, the effect of the skill will be weakened. Specifically, the "displaying the skill interaction result of the combat interaction state indicated by the second matching degree in the first game interface" in step (103.1.B.2.c) can include: when the second matching degree is detected to be less than the preset matching degree threshold, determining the combat interaction state as the first combat state, and displaying the first skill interaction result when the virtual controlled character performs the first combat state against the virtual non-player character in the first game interface; wherein, the first skill interaction result includes the first command score for the skill command text, the first skill effect ratio, and the first skill interaction icon associated with the first skill effect ratio.

[0146] Specifically, the first combat state can be an attack state with weakened skill effects. In particular, when a virtual controlled character attacks a virtual non-player character using a skill, if the match between the voice command information entered by the player user and the skill command information is low, the effect of the released skill will be weakened, and this attack state with weakened skill effects will be defined as the first combat state.

[0147] The first command score can be the matching score between the voice command information input by voice and the skill command information. The score of the matching score is mainly related to the accuracy of the voice command information, that is, it corresponds to the second matching degree. For example, when the accuracy is 68%, the first command score can be 68 points. The first command score can also be determined based on the weighted calculation of the accuracy.

[0148] The first skill interaction icon in the first game interface can be a rectangle, triangle, rhombus, arrow, or other shapes, or it can be a combination of multiple different shapes.

[0149] For example, when a player inputs voice commands to control a virtual character to unleash attack skills, if the second matching degree is 68%, which is less than the preset matching degree threshold of 70%, it indicates that the accuracy of the input voice commands is low, and the effect of the skill will be weakened, such as the released skill effect being only 70%. When the skill effect is displayed in the first game interface, not only the first command score (68 points) can be displayed, but also the corresponding first skill effect ratio (70%), as well as the first skill interaction icon associated with the first skill effect ratio. This first skill interaction icon is a scaled-down icon, and the specific display ratio can also be 70% of the original display ratio, which represents the weakened skill effect.

[0150] On the other hand, when the second matching degree is less than a preset matching degree threshold, the effect of the skill will be enhanced. Specifically, step (103.1.b.2.C) may further include: when the second matching degree is detected to be greater than or equal to the preset matching degree threshold, determining the combat interaction state as the second combat state, and displaying the second skill interaction result when the virtual controlled character performs the second combat state against the virtual non-player character in the first game interface; wherein, the second skill interaction result includes the second command score for the skill command text, the second skill effect ratio, and the second skill interaction icon associated with the second skill effect ratio; wherein, the display ratio of the second skill interaction icon is larger than that of the first skill interaction icon.

[0151] The second combat state can be an attack state that enhances skill effects. Specifically, when a virtual controlled character performs a skill attack on a virtual non-player character, if the match between the voice command information entered by the player user and the skill command information is high, the effect of the released skill will be doubled, and this attack state with doubled skill effects is defined as the second combat state.

[0152] The second command score can be the matching score between the voice command information input by voice and the skill command information. The score of the matching score is mainly related to the accuracy of the voice command information, that is, it corresponds to the second matching degree. For example, when the accuracy is 80%, the second command score can be 80 points. The second command score can also be determined based on the weighted calculation of the accuracy.

[0153] The second skill interaction icon in the first game interface can be a rectangle, triangle, rhombus, arrow, or other shapes, or it can be a combination of multiple different shapes.

[0154] For example, when the second matching degree is 80%, which is greater than the preset matching degree threshold of 70%, it indicates that the accuracy of the input voice command information is high, and the effect of the skill will be enhanced, such as the released skill effect being 110%, 120%, or 150%. When the skill effect is displayed in the first game interface, not only the second command score (80 points) can be displayed, but also the corresponding second skill effect ratio (110%, 120%, or 150%), and the second skill interaction icon associated with the second skill effect ratio. This second skill interaction icon is the icon after the display ratio is doubled, and the specific display ratio can also be 1.1 to 1.5 times the original display ratio, which represents the enhanced skill effect. In addition, when the second matching degree is greater than or equal to the preset matching degree threshold, the target emoticon icon associated with the virtual control character can also be displayed in the game interface. This target emoticon icon is not limited to emoticons such as "happy," "smiley face," "heart," "victory," and "clapping," to represent the mood state of the virtual control character after releasing the doubled effect skill during the skill interaction.

[0155] In some implementations, when the interaction between the virtual controlled character and the virtual non-player character fails after voice communication, the player can control the virtual controlled character in the game world to perform a preset gesture to request the virtual non-player character to stop the attack. Specifically, after the interaction fails, the implementation may further include: displaying a stop interaction icon in the first game interface; and, in response to triggering the stop interaction icon, controlling the virtual controlled character to display a stop interaction action, which indicates that the virtual controlled character is requesting the virtual non-player character to stop the attack.

[0156] Specifically, when the virtual controlled character and the virtual non-player character fail to communicate via voice and the interaction fails, the virtual non-player character may attack the virtual controlled character. To prevent the virtual controlled character from being continuously attacked, the player character can trigger the stop interaction icon in the game interface to control the virtual controlled character to display a stop interaction action, instructing the virtual controlled character to request the virtual non-player character to stop the attack. This stop interaction action is not limited to, but includes, "raising both hands," "raising a marker," "running away," or "lying on the floor," etc.; these are merely examples and are not limited here.

[0157] Furthermore, when a player triggers the stop interaction icon, the corresponding game interface (such as the first game interface or the second game interface) can display a stop prompt window corresponding to the stop interaction icon. This stop prompt window includes at least a stop interaction command. The player can refer to this stop interaction command information for voice input and determine the matching degree between the voice input command signal and the stop interaction command information in the stop prompt window. Based on the matching degree, the player can determine whether the virtual control character should perform the corresponding stop interaction action. In addition, the stop interaction action can be selected based on the matching degree of the command signal. For example, when the matching degree is greater than a preset matching degree threshold, the virtual control character can be directly controlled to perform an "escape" stop interaction action to avoid attacks from virtual non-player characters. When the matching degree is less than the preset matching degree threshold, the virtual non-player character can be controlled to perform a "raise both hands" stop interaction action. The above are merely examples, and this application embodiment does not limit the scope of the invention. Furthermore, the virtual non-player character's combat status icon is stopped from being displayed in the first game interface, and the virtual non-player character is shown to have returned to its initial resting position. This initial resting position can be the position of the virtual non-player character before encountering the virtual controlled character. It can be understood that when the virtual controlled character returns to its initial resting position, it means that no attack will be launched against the virtual controlled character.

[0158] In some implementations, during the process of a virtual controlled character launching a skill attack on a virtual non-player character, if the second matching degree corresponding to the voice command information input by the virtual controlled character is less than a preset matching degree threshold, its skill effect (such as the skill damage value applied to the virtual non-player character) will also be reduced. This will affect the attack progress of the virtual controlled character on the virtual non-player character and affect the attack efficiency. To improve the attack efficiency of the virtual controlled character, other virtual controlled characters can be invited to attack the virtual non-player character. The specific process is as follows: when a second virtual controlled character is detected in the scene screen of the first game interface, an assistance icon is displayed in the first game interface. This assistance icon is used to instruct the virtual controlled character to initiate an assistance request to the second virtual controlled character. The assistance request carries a skill command text. The second virtual controlled character can be any other virtual controlled character besides the first virtual controlled character, that is, other virtual controlled characters familiar or unfamiliar in the game world. In response to the triggering operation of the assistance icon, an assistance request is sent to the second virtual controlled character, and a progress box corresponding to the skill command text is displayed. This progress box is used to indicate the sending progress of the skill command text. Based on the third matching degree between the voice input information of the second virtual controlled character and the skill command text, a third skill interaction diagram of the second virtual controlled character against the virtual non-player character is displayed in the first game interface. The third skill interaction diagram can be located in the upper area of ​​either the first skill interaction diagram or the second skill interaction diagram in the first game interface.

[0159] Therefore, when a virtual controlled character launches a skill attack against a virtual non-player character, it can send an assistance request to a nearby second virtual controlled character in the game world and send a skill command text to the second virtual controlled character. This shares the target skill with the second virtual controlled character, instructing the second virtual controlled character to release the target skill during the assistance process to affect the virtual non-player character. Furthermore, the shared skill command text can also be time-limited, allowing the second virtual controlled character to gain access to the target skill within a preset time limit. This allows for inviting other virtual controlled characters to assist in attacking the virtual non-player character, increasing the efficiency of skill attacks against virtual non-player characters, promoting interaction between player characters and other players, enhancing game fun and immersion, and improving the user experience.

[0160] By using the above methods, the game can be controlled to interact between the virtual control character and the virtual non-player character based on the matching degree between the player's voice input and the information in the game window. This allows the player to control the game character through voice information, broadening the ways to play the game and improving the player's experience.

[0161] As can be seen from the above, the embodiments of this application can display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. In response to a trigger operation on the interactive component, a prompt window corresponding to the interactive component is displayed, with at least prompt information displayed on the prompt window. Based on a first matching degree between the received voice instruction text information and the prompt information, the virtual non-player character and the virtual control character are controlled to perform game interactions. Therefore, this solution can display interactive components in the game interface and display corresponding prompt information when the target object clicks on the interactive component, allowing the target object to refer to the prompt information for voice interaction. Furthermore, based on the matching degree between the target object's input voice instruction text information and the prompt information, the game interaction between the virtual control character and the virtual non-player character in the game world is determined, and the game interaction state of both is displayed in the game interface. Thus, voice interaction can enhance the user's sense of immersion in the game, improve the game display effect when controlling the game character, and ultimately improve the user's game experience.

[0162] Based on the method described in the above embodiments, the following examples will provide further detailed explanations.

[0163] This application takes data processing as an example to further describe the data processing method provided in this application embodiment.

[0164] Figure 3 This is a schematic diagram of another step in the game interaction method provided in the embodiments of this application; Figure 4 This is a schematic diagram of the architecture of the game interaction system provided in the embodiments of this application; Figure 5 This is a first timing flowchart of the game interaction method provided in the embodiments of this application; Figure 6 This is a second timing flowchart of the game interaction method provided in the embodiments of this application; Figure 7 This is a schematic diagram of the layout of the game interface provided in an embodiment of this application; Figure 8 This is a schematic diagram of the game interface in the skill interaction scenario of the game interaction method provided in the embodiments of this application; Figure 9 This is a schematic diagram of a simulated scene of the first game interface provided in the embodiments of this application; Figure 10 This is a schematic diagram of a game interface scene that triggers communication interaction in the game interaction method provided in the embodiments of this application; Figure 11 This is a schematic diagram of the game interface scene corresponding to the successful interaction state in the game interaction method provided in this application embodiment; Figure 12 This is a schematic diagram of the game interface scene corresponding to the interaction failure state in the game interaction method provided in the embodiments of this application; Figure 13 This is a schematic diagram of a game interface scene that triggers skill interaction in the game interaction method provided in the embodiments of this application; Figure 14 This is a schematic diagram of the game interface scene corresponding to the first combat state during the skill interaction process provided in the embodiments of this application; Figure 15 This is a schematic diagram of the game interface scene corresponding to the second combat state during the skill interaction process provided in the embodiments of this application; Figure 16 This is a schematic diagram illustrating a scenario of acoustic feature comparison and matching in a speech digital signal, as provided in an embodiment of this application. For ease of understanding, this embodiment combines... Figure 3-16 Describe it.

[0165] In this embodiment, the description will focus on a game interaction device, which can be integrated into a computer device such as a terminal or server. A communication connection exists between the terminal and the server to transmit data for processing. When the processors on the terminal and server execute the program instructions corresponding to the game interaction method, the specific flow of the game interaction method is as follows:

[0166] 201. The terminal identifies whether the virtual control character has voice interaction attributes.

[0167] The virtual control character is a controllable virtual game character created by the target game account in the target game world. It represents the player corresponding to the target game account as the game actor or task executor in the game world. The target player can control the virtual game character to perform game tasks or complete game storylines.

[0168] The voice interaction attribute can be understood as the talent or skill for virtual control characters to communicate with virtual non-player characters via voice. This voice interaction attribute is used to instruct virtual control characters to conduct voice interactions with virtual non-player characters.

[0169] Specifically, when identifying whether a virtual control character possesses a voice interaction attribute, it can be determined based on one or more indicators such as the virtual control character's game level, equipment, and skills. This voice interaction attribute will affect the subsequent display of the game interface. For example, if the virtual control character does not have this voice interaction attribute, the interactive component will not be displayed in the game interface, and step 202 will be executed; conversely, if the virtual control character has this voice interaction attribute, the interactive component will be displayed in the game interface, and step 203 will be executed.

[0170] 202. When the terminal detects that the virtual control character does not have voice interaction attributes, it displays the second game interface.

[0171] Specifically, when it is detected that the target game account's virtual control character in the game world does not have a voice interaction attribute configured for the current virtual non-player character, it means that the virtual control character does not have the ability to communicate with the current virtual non-player character, and a second game interface without interactive components is displayed.

[0172] The second game interface includes a virtual controlled character, a virtual non-player character, and a battle-ready icon. The battle-ready icon instructs the virtual non-player character to attack the virtual controlled character. It should be noted that this virtual non-player character can be any character other than the virtual controlled character, and is not controlled by the target player associated with the target game account. Furthermore, this virtual non-player character can also be a pre-defined non-player character (NPC) in the game world that is not controlled by a real player.

[0173] It should be noted that, taking monsters in the game world as virtual non-player characters as an example, these virtual non-player characters can have attack characteristics; when a virtual control character encounters a virtual non-player character, if the virtual control character does not have the ability to communicate with the current virtual non-player character, the virtual non-player character can attack the virtual control character, that is, a battle-ready status icon will be displayed in the second game interface, and may also include the virtual non-player character's first emoticon icon, such as an angry emoticon.

[0174] It should be noted that when a virtual non-player character attacks a virtual control character, the virtual control character can retaliate against the virtual non-player character, such as by using skill attacks. Therefore, one or more steps 210-214 can be executed directly.

[0175] 203. When the terminal recognizes that the virtual control character has voice interaction attributes, it displays the first game interface.

[0176] Specifically, when it is detected that the target game account's virtual control character has configured a voice interaction attribute for the current virtual non-player character in the game world, it indicates that the virtual control character has the ability to communicate with the current virtual non-player character, and a first game interface without interactive components is displayed. The first game interface includes at least the virtual control character, the virtual non-player character, and interactive components associated with the virtual non-player character.

[0177] The interactive component can be an icon for the voice communication function in the first game interface. When the interactive component is triggered, it is used to indicate the dialogue communication with the virtual non-player character in order to determine the interaction status of the virtual non-player character, such as whether the interaction is successful or failed.

[0178] 204. In response to the triggering operation of the interactive component, the terminal displays the corresponding prompt window of the interactive component, and the prompt window displays at least the prompt information.

[0179] To broaden the ways to play / experience the game, voice control by players can be added to enable dialogue and interaction between virtual characters and virtual non-player characters in the game world.

[0180] Specifically, players can trigger interactive components in the first game interface to display (e.g., enlarge or pop up) the corresponding prompt window. This prompt window can be used to display interactive text information, time information, and progress information when interacting with virtual non-player characters, so that players can conduct voice interaction based on the prompt information in the prompt window, thereby broadening the ways to play / experience the game and improving the game experience.

[0181] 205. The terminal receives the voice instruction information input in response to the prompt information, converts the voice instruction information into a first voice digital signal, and sends the first voice digital signal to the server.

[0182] The voice instruction information can be voice information collected by the terminal in response to the sound signal emitted by the player. Specifically, after the terminal finishes displaying the prompt window and prompt information, it can detect the voice instruction information input by the player in response to the prompt information in real time, process the voice instruction information by performing signal processing, such as filtering and signal conversion, to obtain a first voice digital signal, and send the first voice digital signal to the server in order to determine the first matching degree between the prompt information and the voice instruction information.

[0183] 206. The server compares the acoustic feature values ​​between the first voice digital signal and the preset voice signal associated with the prompt information, determines the first matching degree between the received voice instruction text information and the prompt information, and returns the first matching degree to the terminal.

[0184] Specifically, after receiving the first voice digital signal, the server processes it by calling the corresponding interface, segmenting it into multiple voice digital signal segments and extracting corresponding acoustic feature values, such as volume feature values. These acoustic feature values ​​are then compared with preset acoustic feature values ​​of a preset voice signal. If they are substantially the same (similarity greater than a preset similarity threshold, such as 90%), the corresponding voice signal segment is determined to be accurate. If they are different, other preset acoustic feature values ​​are polled until an accurate voice signal segment is determined. If no accurate segment is found, the voice signal segment is determined to be inaccurate. Based on the comparison of acoustic feature values ​​for each voice signal segment, a first matching degree is determined, which can specifically be the proportion of accurate voice signal segments. Finally, the server can feed back this first matching degree to the terminal.

[0185] The first matching degree can refer to the acoustic matching degree, semantic matching degree, or relational matching degree between the user-input voice instruction information and the prompt information. Specifically, if the communication process with the virtual non-player character involves reading the prompt information in the prompt window, then the first matching degree can be the matching degree between the sound signal corresponding to the voice instruction information and the preset sound signal corresponding to the prompt information, i.e., the acoustic matching degree.

[0186] 207. The terminal determines the interaction state between the virtual control character and the virtual non-player character based on the first matching degree between the text information of the received voice instruction and the prompt information.

[0187] Specifically, when determining the interaction state between the virtual control character and the virtual non-player character, a comparison can be made between a first matching degree and a preset matching degree threshold. The preset matching degree threshold can be a pre-set threshold, which is mainly used in the current scene to compare with the first matching degree, so as to determine the interaction state between the virtual control character and the virtual non-player character based on the comparison result.

[0188] This interaction state can refer to the state during communication between a virtual control character and a virtual non-player character, reflecting the accuracy, matching degree, or rationality of the player's voice input. This interaction state can include a successful interaction state or a failed interaction state.

[0189] 208. When the terminal detects that the interaction state indicated by the first matching degree is the interaction success state, it displays the voice interaction score between the virtual control character and the virtual non-player character in the interaction success state, as well as the first emoticon icon of the virtual non-player character in the interaction success state, in the first game interface.

[0190] Specifically, when the first matching degree is detected to be greater than or equal to the preset matching degree threshold, it indicates that the communication between the virtual control character and the virtual non-player character is effective, and the interaction state indicated by the first matching degree is determined to be the interaction success state; then, the voice interaction score of the interaction success state is displayed in the first game interface, and the first emoticon icon of the virtual non-player character in the interaction success state is displayed in the first game interface.

[0191] The voice interaction score can be the matching score between the voice input instructions and prompts, and this matching score is mainly related to the accuracy of the voice instructions. For example, when the accuracy is 70%, the voice interaction score can be 70 points. Alternatively, the voice interaction score can be determined based on a weighted calculation of the accuracy.

[0192] The first emoticon icon can be a mood icon used to indicate the virtual non-player character's mood after a successful interaction. For example, since the virtual non-player character will not attack the virtual control character when in a successful interaction state, the first emoticon icon can be an emoticon icon related to "peace," such as a "heart" emoticon icon, to represent the virtual non-player character's mood or friendly state after a successful interaction.

[0193] 209. When the terminal detects that the interaction state indicated by the first matching degree is an interaction failure state, it displays the voice interaction score between the virtual control character and the virtual non-player character in the interaction failure state, as well as the second emoticon icon and the battle waiting status icon of the virtual non-player character in the interaction failure state in the first game interface.

[0194] Specifically, when the first matching degree is detected to be less than a preset matching degree threshold, it indicates that there are many errors in the voice instructions input by the player, resulting in a low relevance to the prompt information. In this case, it means that the communication between the virtual control character and the virtual non-player character is invalid, and the interaction state indicated by the first matching degree is determined to be an interaction failure state. Subsequently, the voice interaction score of this interaction failure state is displayed in the first game interface, and the second emoticon icon of the virtual non-player character in this interaction failure state is also displayed in the first game interface, such as displaying the second emoticon icon in the area above the virtual non-player character.

[0195] Furthermore, due to the attack characteristics of virtual non-player characters in the game world, the virtual controlled character will be actively attacked by the virtual non-player character. The terminal will also display a battle-ready status icon in the first game interface, such as displaying the battle-ready status icon in the display area between the virtual controlled character and the virtual non-player character, to indicate that the virtual non-player character has launched an attack on the virtual controlled character.

[0196] 210. The terminal displays at least one skill interaction icon between the virtual control character and the virtual non-player character in the first game interface.

[0197] The skill interaction icon can be a trigger icon for releasing skills in the game interface, used to control the virtual character to release attack skills. The attack skill can be an attack spell currently mastered by the virtual character, and it is not limited to using spell attacks against virtual non-player characters.

[0198] 211. In response to a trigger operation on a skill interaction icon, the terminal displays a skill prompt window corresponding to the skill interaction icon, and the skill prompt window displays at least the skill command text.

[0199] This skill prompt window can be an information window for relevant skills in the game interface, used to display skill-related information. For example, taking an attack skill as an example, this skill-related information can include a description of the attack skill, damage value, additional effects, hit method, release / trigger method, etc. In addition, this skill prompt window can also display skill trigger time information, skill trigger progress information, etc.

[0200] The skill command text can be a specific command text, key text, or incantation text for the relevant skill. It is used to prompt the player to trigger the corresponding skill or to indicate the triggering method of the relevant skill. For example, the player can trigger the corresponding attack skill by reading the skill command text aloud, so that the virtual controlled character can launch an attack on a virtual non-player character through the skill in the combat interaction state, such as a magic attack. In this way, the skills of the virtual controlled character can be triggered through voice control.

[0201] 212. The terminal receives voice command information for the skill command text input, converts the voice command information into a second voice digital signal, and sends the second voice digital signal to the server to determine the second matching degree, thereby obtaining the second matching degree.

[0202] The second matching degree can be the matching degree between the voice command text indicated by the voice command information input by the player user and the skill command text. Specifically, when determining the second matching degree, the server can determine it by the acoustic feature values ​​between the digital signal of the voice command information and the preset voice signal corresponding to the skill command text, thus obtaining the acoustic matching degree between the acoustic features of the voice command text and the acoustic features of the preset voice signal, i.e., the second matching degree.

[0203] It should be noted that the skill casting effect is subsequently determined based on the second matching degree. Specifically, when the second matching degree is less than the preset matching degree threshold, step 213 is executed; when the second matching degree is greater than or equal to the preset matching degree threshold, step 214 is executed.

[0204] 213. When the terminal detects that the second matching degree is less than the preset matching degree threshold, it determines the combat interaction state as the first combat state and displays the first skill interaction result of the virtual control character when performing the first combat state on the first game interface.

[0205] Specifically, the first combat state can be an attack state with weakened skill effects. In particular, when a virtual controlled character attacks a virtual non-player character using a skill, if the match between the voice command information entered by the player user and the skill command information is low, the effect of the released skill will be weakened, and this attack state with weakened skill effects will be defined as the first combat state.

[0206] The first skill interaction result includes the first command score for the skill command text, the first skill effect ratio, and the first skill interaction icon associated with the first skill effect ratio.

[0207] The first command score can be the matching score between the voice input voice command information and the skill command information. The score is mainly related to the accuracy of the voice command information. For example, when the accuracy is 68%, the first command score can be 68 points. The first command score can also be determined based on a weighted calculation of the accuracy.

[0208] Specifically, when a virtual character is controlled via voice to unleash an attack skill, a skill interaction diagram corresponding to that skill is displayed on the first game interface to indicate the skill's release status and effect. It should be noted that different matching degrees correspond to different skill effects; that is, the attack effects (such as damage values) applied to the virtual non-player character differ. To distinguish between skills with different effects, the display ratio of the skill interaction diagram is used to represent the skill's release effect. Furthermore, to intuitively display the skill's release subject and effect, the first game interface also displays a skill effect ratio, which can be understood as the ratio between the skill's actual damage value and its original damage value.

[0209] 214. When the terminal detects that the second matching degree is greater than or equal to the preset matching degree threshold, it determines the combat interaction state as the second combat state and displays the second skill interaction result of the virtual control character when performing the second combat state on the virtual non-player character in the first game interface.

[0210] The second skill interaction result includes the second command score for the skill command text, the second skill effect ratio, and the second skill interaction icon associated with the second skill effect ratio; it should be noted that the display ratio of the second skill interaction icon is larger than that of the first skill interaction icon.

[0211] For example, when the second matching degree is 80%, which is greater than the preset matching degree threshold of 70%, it indicates that the accuracy of the input voice command information is high, and the effect of the skill will be enhanced, such as the released skill effect being 110%, 120%, or 150%. When the skill effect is displayed in the first game interface, not only the second command score (80 points) can be displayed, but also the corresponding second skill effect ratio (110%, 120%, or 150%), and the second skill interaction icon associated with the second skill effect ratio. This second skill interaction icon is the icon after the display ratio is doubled, and the specific display ratio can also be 1.1 to 1.5 times the original display ratio, which represents the enhanced skill effect. In addition, when the second matching degree is greater than or equal to the preset matching degree threshold, the target emoticon icon associated with the virtual control character can also be displayed in the game interface. This target emoticon icon is not limited to emoticons such as "happy," "smiley face," "heart," "victory," and "clapping," to represent the mood state of the virtual control character after releasing the doubled effect skill during the skill interaction.

[0212] To facilitate understanding of the embodiments of this application, specific application scenario examples will be used to describe the embodiments of this application. Specifically, by performing the above steps 201-214, and in conjunction with... Figures 4-16This document describes an example of this application scenario. Taking the game interaction process in voice control mode as an example, it is applicable to various game types, such as first-person shooter (FPS) games and fantasy hero games. The specific description of this game interaction scenario example is as follows:

[0213] I. The architecture of this game interaction system includes a cloud server (server) and a terminal. The cloud server and the user terminal are connected via a service transmission network to achieve communication and data interaction. For example, the terminal sends relevant voice digital signals triggered by voice control to the cloud server to determine the matching degree. A detailed description of the "matching degree" will be provided in subsequent game interaction scenario examples. For more information on the architecture of this game interaction system, please refer to [link to relevant documentation]. Figure 4 As shown.

[0214] II. Scenarios for this game interaction method may include two examples: communication interaction and spell interaction, as detailed below:

[0215] 1. When first encountering a virtual non-player character (e.g., NPC monster) faction, you can try to communicate with the monster through voice input. If the communication is successful, you can avoid combat; if the communication fails, you will start a battle.

[0216] See Figure 5 Specifically, after a user sends out the corresponding voice communication, the game client on the terminal transmits the voice to the server, which then compares the accuracy of the voice. When the matching rate is higher than 70%, the client is notified that the match is successful. At this time, the client informs the monster not to attack the player, and the monster's name turns green. Conversely, when the matching rate is lower than 70%, the client is notified that the match has failed. At this time, the game client instructs the monster to attack the player.

[0217] Before a virtual controlled character can communicate and interact with a virtual non-player character (such as a monster), it is necessary to determine whether the virtual controlled character has a communication talent in order to determine the display of relevant content in the game interface.

[0218] Specifically, when a player equips a talent that enables communication with a specific type of monster, a speech bubble (displayed as an interactive component in the game interface) will play when the player encounters that type of monster. The player must click the bubble to trigger the voice-controlled communication interaction. If the bubble is not clicked within 10 seconds, the monster will attack the player; clicking the bubble will initiate communication with the monster. It should be noted that within the game world, virtual characters can communicate with each other by triggering corresponding interactive components (speech bubbles). A diagram of the game interface containing these interactive components can be found in [link to diagram]. Figure 7 and Figure 9 As shown.

[0219] It should be noted that if the player does not have the talent to communicate with the corresponding type of monster when the virtual control orange equipment is encountered, the bubble corresponding to that type of monster will not be displayed in the game interface, and that type of monster will directly attack the virtual control character (player character).

[0220] See Figure 10 As shown, when the bubble is triggered, the game interface will display the corresponding window, dialog box, or communication panel. This window, dialog box, or communication panel will prompt the player to interact, and relevant information text will be displayed in the center of the communication panel, such as if the player is greeting a monster. Additionally, a countdown timer for the remaining communication time will be displayed at the bottom of the communication panel. Furthermore, during communication between the virtual controlled character and the virtual non-player character, the player needs to input relevant voice information referring to this information text. It should be noted that if the player hasn't finished speaking before the countdown ends, the system will process the player's speech and send it to the server to determine the accuracy or matching degree of the voice.

[0221] For details, see Figure 11 As shown, if a player speaks the corresponding greeting (voice prompt) within the specified time with an accuracy rate higher than 70%, communication is considered successful. The monster will then display a heart emoji, its name will turn green, and the monster will not attack the player character. See also Figure 12 As shown, if the accuracy of a player's greeting is less than 70%, it is considered a communication failure. At this time, the monster will show an angry expression and begin to attack the player character.

[0222] 2. When using spellcasting skills, the power is doubled if the incantation is chanted correctly, and reduced if the incantation is not chanted correctly. Specifically, when a player character is attacked by a monster, they can counterattack the monster using spells / skills. It should be noted that the player character can attack the monster at any time.

[0223] See Figure 6 Specifically, after a user utters the corresponding skill voice prompt, the game client on the terminal transmits the voice to the server, which then compares the accuracy of the voice. On one hand, if the second match rate is higher than 70%, the client is notified of a successful match. In this case, the game client will display the player releasing a very thick spell wave, and the damage will be multiplied by 150%. On the other hand, if the second match rate is lower than 70%, the client is notified of a failed match. In this case, the game client will display the player releasing a thinner spell wave, and the damage will be multiplied by a 70% coefficient.

[0224] It should be noted that the virtual character can learn relevant spells / attack skills, which can be released through voice control by chanting incantations (skill commands). Specifically, a "spell" icon (skill interaction icon) will be displayed in the game interface. When the player triggers this "spell" icon, such as... Figure 13 As shown, a corresponding casting interface (skill prompt window) will pop up in the game interface. The center of this interface displays the incantation that triggers the casting process, while the bottom displays a countdown of the remaining communication time. The player then needs to chant the corresponding incantation, causing the terminal to collect the relevant voice command information and send it to the server. If the player hasn't finished chanting before the countdown ends, the system will still process the player's voice command information and send it to the server. Finally, the server determines the accuracy of the voice command information, thus establishing the accuracy between the voice command information and the incantation, and determines the spell / skill damage based on the accuracy.

[0225] Combination Figure 8 The image shown is a product reference illustration of the spellcasting effect during skill interaction. It includes the state, effects, and scene of the virtual controlled character attacking a virtual non-player character with a spell wave. For details, please refer to... Figure 14 As shown, if a player's accuracy in chanting the corresponding spell is below 70%, the spell is considered a failure. The player character will only release a weak mana wave, and the damage will be reduced. The degree of reduction is calculated based on the player's score. See also Figure 15 As shown, if a player chants the corresponding incantation (voice command) within a specified time with an accuracy rate higher than 70%, the spell is considered successfully cast. The player will then display a critical hit icon, unleashing a powerful wave of magic with increased damage.

[0226] Third, in game interaction scenarios, the server can perform voice judgment on the voice information (digital signal) of the communication interaction process and the spell interaction process to determine the accuracy (matching degree) of the corresponding voice information.

[0227] After collecting sound signals, the terminal's sound sensor filters and shapes the collected sound signals, converts the analog waveform signal into a digital signal, and then transmits the information to the server.

[0228] After receiving the information, the server calls the corresponding API interface to process the digital signal and extract the "volume" feature value. At the same time, it also segments the entire dialogue to obtain multiple sound segments for comparison and matching, and calculates the corresponding accuracy / matching degree.

[0229] For details, see Figure 16As shown, the first segment is compared with the first segment in the standard audio. If the current audio segment to be matched is substantially the same as the first preset segment in the standard audio, the next audio segment is compared and matched. If they are different, the current audio segment is compared with each preset segment after the first preset segment in the standard audio until a match is found. Furthermore, if no matching preset segment is found in the standard audio, the current audio segment is considered to be an incorrect pronunciation.

[0230] Similarly, each subsequent sound segment will be matched starting from the first incorrect pronunciation, continuing until all subsequent pronunciations have been matched. If a segment matching the standard sound is found during the matching process, the match is considered successful, indicating correct pronunciation; otherwise, it is considered incorrect pronunciation. This process continues in sequence. Once all sound segments have been matched, the ratio of the number of correct notes to the number of original notes is used to calculate the matching degree or accuracy.

[0231] Through the above application scenarios, the following effects can be achieved: a new interactive mechanism is added, making communication skills more effective, and making the process of contacting unfamiliar forces in the game more realistic and interesting; in addition, due to the addition of voice input elements, the sense of immersion in the spell casting process is increased, and the whole process can be made more interesting.

[0232] As can be seen from the above, the embodiments of this application can display interactive components in the game interface, and display corresponding prompt information when the target object clicks on the interactive component, so that the target object can refer to the prompt information for voice interaction. Then, based on the matching degree between the text information of the voice instruction input by the target object and the prompt information, the game interaction between the virtual control character and the virtual non-player character in the game world is determined, so as to display the game interaction status of the two in the game interface. In this way, the user's sense of game immersion can be enhanced through voice interaction, the game display effect when controlling the game character can be improved, and thus the user's game experience can be improved.

[0233] To better implement the above methods, embodiments of this application also provide a game interaction device. For example, such as... Figure 17 As shown, the game interaction device may include a display unit 401, a display unit 402, and a control unit 403.

[0234] Display unit 401 is used to display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character.

[0235] The display unit 402 is used to respond to the trigger operation of the interactive component and display the prompt window corresponding to the interactive component, and the prompt window displays at least the prompt information;

[0236] The control unit 403 is used to control the virtual non-player character and the virtual control character to interact in the game based on a first match between the text information of the received voice instruction and the prompt information.

[0237] In some embodiments, the control unit 403 is further configured to: display, in a first game interface, a voice interaction result indicating the interaction state based on a first matching degree between the received text information of the voice instruction and the prompt information; wherein the voice interaction result includes at least the voice interaction score of the virtual control character and the interaction state icon associated with the virtual non-player character.

[0238] In some embodiments, the control unit 403 is further configured to: when the interaction state indicated by the first matching degree is detected to be an interaction success state, display the voice interaction score between the virtual control character and the virtual non-player character in the first game interface when the interaction is successful; and display the first emoticon icon of the virtual non-player character when the interaction is successful.

[0239] In some embodiments, the control unit 403 is further configured to: when the interaction state indicated by the first matching degree is detected to be an interaction failure state, display the voice interaction score between the virtual control character and the virtual non-player character in the first game interface when the interaction fails; display the second emoticon icon and the battle-ready status icon of the virtual non-player character when the interaction fails, wherein the battle-ready status icon is used to instruct the virtual non-player character to launch an attack against the virtual control character.

[0240] In some embodiments, the control unit 403 is further configured to: display at least one skill interaction icon of the virtual controlled character for a virtual non-player character in a first game interface; in response to a trigger operation on the skill interaction icon, display a skill prompt window corresponding to the skill interaction icon, wherein the skill prompt window displays at least skill command text; and based on a second matching degree between the voice command text indicated by the input voice command information and the skill command text, display the skill interaction result of the combat interaction state indicated by the second matching degree in the first game interface; wherein the skill interaction result includes at least the ratio of the skill interaction icon of the virtual controlled character for the virtual non-player character and the skill effect associated with the skill interaction icon.

[0241] In some embodiments, the control unit 403 is further configured to: when the second matching degree is detected to be less than a preset matching degree threshold, determine the combat interaction state as the first combat state, and display the first skill interaction result of the virtual control character performing the first combat state on the first game interface; wherein the first skill interaction result includes the first command score for the skill command text, the first skill effect ratio, and the first skill interaction icon associated with the first skill effect ratio.

[0242] In some embodiments, the control unit 403 is further configured to: when a second matching degree is detected to be greater than or equal to a preset matching degree threshold, determine the combat interaction state as a second combat state, and display the second skill interaction result of the virtual control character performing the second combat state against the virtual non-player character in the first game interface; wherein the second skill interaction result includes a second command score for the skill command text, a second skill effect ratio, and a second skill interaction icon associated with the second skill effect ratio; wherein the display ratio of the second skill interaction icon is larger than that of the first skill interaction icon.

[0243] In some implementations, the game interaction device further includes a determining unit, configured to: determine the virtual control character corresponding to the target account, and identify whether the virtual control character carries a voice interaction attribute, wherein the voice interaction attribute is used to instruct the virtual control character to conduct voice interaction with the virtual non-player character;

[0244] The display unit 401 is also used to display the first game interface when it is recognized that the virtual control character has voice interaction attributes.

[0245] In some embodiments, the display unit 401 is further configured to: display a second game interface when it is detected that the virtual control character does not have a voice interaction attribute; wherein the second game interface includes a virtual control character, a virtual non-player character, and a battle-ready status icon, the battle-ready status icon being used to instruct the virtual non-player character to launch an attack against the virtual control character.

[0246] In some embodiments, the game interaction device further includes a second control unit, configured to: determine that the virtual control character and the virtual non-player character are in an interaction failure state if no trigger operation for the interaction component is detected within a preset time period; and display a second emoticon icon and a battle-ready status icon of the virtual non-player character when the interaction is in the interaction failure state, wherein the battle-ready status icon is used to indicate the process of the virtual non-player character launching an attack interaction against the virtual control character.

[0247] In some embodiments, the game interaction device further includes a third control unit, configured to: display a stop interaction icon in a first game interface; and, in response to a triggering operation on the stop interaction icon, control a virtual control character to display a stop interaction action, the stop interaction action indicating that the virtual control character is requesting a virtual non-player character to stop the attack.

[0248] In some implementations, the prompt window also includes an interactive countdown component, which indicates the remaining duration of the voice prompt input by the target object in response to the prompt.

[0249] In some embodiments, the game interaction device further includes a determining unit, configured to: receive voice instruction information input in response to a prompt message, and convert the voice instruction information into a voice digital signal; transmit the voice digital signal to a server, so that the server performs feature value comparison between the voice digital signal and a preset voice signal associated with the prompt message to determine a first matching degree between the text information of the received voice instruction and the prompt message; and display the first matching degree in a first game interface.

[0250] As can be seen from the above, the embodiments of this application can display a first game interface through the display unit 401. The first game interface includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. The display unit 402, in response to a trigger operation on the interactive component, displays a prompt window corresponding to the interactive component, with at least prompt information displayed on the prompt window. The control unit 403, based on a first matching degree between the received voice instruction text information and the prompt information, controls the virtual non-player character and the virtual control character to perform game interactions. Therefore, this solution can display interactive components in the game interface and display corresponding prompt information when the target object clicks on the interactive component, allowing the target object to refer to the prompt information for voice interaction. Furthermore, based on the matching degree between the target object's input voice instruction text information and the prompt information, the game interaction between the virtual control character and the virtual non-player character in the game world is determined, and the game interaction state of both is displayed in the game interface. Thus, voice interaction can enhance the user's sense of immersion in the game, improve the game display effect when controlling the game character, and ultimately improve the user's game experience.

[0251] This application also provides a computer device, such as... Figure 18 As shown, it illustrates a structural schematic diagram of the computer device involved in the embodiments of this application, specifically:

[0252] The computer device may include components such as a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, a power supply 503, and an input unit 504. Those skilled in the art will understand that... Figure 18 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein:

[0253] The processor 501 is the control center of the computer device, connecting various parts of the computer device through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 502, and by calling data stored in the memory 502. Optionally, the processor 501 may include one or more processing cores; preferably, the processor 501 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 501.

[0254] The memory 502 can be used to store software programs and modules. The processor 501 executes various functional applications and game interactions by running the software programs and modules stored in the memory 502. The memory 502 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, application programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the computer device, etc. In addition, the memory 502 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 502 may also include a memory controller to provide the processor 501 with access to the memory 502.

[0255] The computer equipment also includes a power supply 503 that supplies power to the various components. Preferably, the power supply 503 can be logically connected to the processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 503 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0256] The computer device may also include an input unit 504, which can be used to receive input digital or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.

[0257] Although not shown, the computer device may also include a display unit, etc., which will not be described in detail here. Specifically, in the embodiments of this application, the processor 501 in the computer device loads the executable files corresponding to the processes of one or more application programs into the memory 502 according to the following instructions, and the processor 501 runs the application programs stored in the memory 502 to realize various functions, as follows:

[0258] The first game interface is displayed, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. In response to a trigger operation on the interactive component, a prompt window corresponding to the interactive component is displayed, and the prompt window displays at least the prompt information. Based on a first degree of matching between the text information of the received voice instruction and the prompt information, the virtual non-player character and the virtual control character are controlled to perform game interactions.

[0259] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0260] Therefore, this solution can display interactive components in the game interface and show corresponding prompts when the target user clicks on the interactive component, allowing the target user to interact via voice. Furthermore, based on the matching degree between the text information of the target user's voice instructions and the prompts, the game interaction between the virtual control character and the virtual non-player character in the game world is determined, and the game interaction status of the two is displayed in the game interface. In this way, the user's sense of immersion in the game can be enhanced through voice interaction, the game display effect when controlling the game character can be improved, and thus the user's gaming experience can be improved.

[0261] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0262] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of instructions that can be loaded by a processor to execute steps in any of the game interaction methods provided in embodiments of this application. For example, the instructions can execute the following steps:

[0263] The first game interface is displayed, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. In response to a trigger operation on the interactive component, a prompt window corresponding to the interactive component is displayed, and the prompt window displays at least the prompt information. Based on a first degree of matching between the text information of the received voice instruction and the prompt information, the virtual non-player character and the virtual control character are controlled to perform game interactions.

[0264] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0265] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0266] Since the instructions stored in the computer-readable storage medium can execute the steps in any of the game interaction methods provided in the embodiments of this application, the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.

[0267] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the methods provided in the various optional implementations of the above embodiments.

[0268] The foregoing has provided a detailed description of a game interaction method, apparatus, device, and computer-readable storage medium provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game interaction method, characterized in that, include: The first game interface is displayed, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. In response to a triggering operation on the interactive component, a prompt window corresponding to the interactive component is displayed, and the prompt window displays at least a prompt message; Receive voice instructions input in response to the prompt information, and convert the voice instructions into a voice digital signal; The voice digital signal is transmitted to the server, and the server compares the feature values ​​between the voice digital signal and the preset voice signal associated with the prompt information to determine the first matching degree between the received voice instruction text information and the prompt information. The first matching score is displayed in the first game interface; Based on a first degree of matching between the received voice instruction text information and the prompt information, the virtual non-player character and the virtual control character are controlled to interact in the game.

2. The method according to claim 1, characterized in that, The first matching degree between the received voice instruction text information and the prompt information, controlling the virtual non-player character and the virtual control character to perform game interactions, includes: Based on a first matching degree between the received text information of the voice instruction and the prompt information, the voice interaction result of the interaction state indicated by the first matching degree is displayed in the first game interface; The voice interaction results include at least the voice interaction score of the virtual control character and the interaction status icon associated with the virtual non-player character.

3. The method according to claim 2, characterized in that, The voice interaction result of displaying the interaction state of the first matching degree indicator in the first game interface includes: When the interaction state indicated by the first matching degree is detected to be a successful interaction state, the voice interaction score between the virtual control character and the virtual non-player character in the successful interaction state is displayed in the first game interface. Displays the first emoticon icon of the virtual non-player character when the interaction is successful.

4. The method according to claim 2, characterized in that, The voice interaction result of displaying the interaction state of the first matching degree indicator in the first game interface includes: When the interaction state indicated by the first matching degree is detected to be an interaction failure state, the voice interaction score between the virtual control character and the virtual non-player character in the interaction failure state is displayed in the first game interface. The virtual non-player character displays a second emoticon icon and a battle-ready icon when the interaction fails. The battle-ready icon is used to instruct the virtual non-player character to launch an attack against the virtual controlled character.

5. The method according to claim 4, characterized in that, After displaying the second emoticon icon and the battle-ready icon for the virtual non-player character in an interaction failure state, the system further includes: The first game interface displays at least one skill interaction icon of the virtual controlled character for the virtual non-player character; In response to a trigger operation on the skill interaction icon, a skill prompt window corresponding to the skill interaction icon is displayed, and the skill prompt window displays at least the skill command text; Based on the second matching degree between the voice command text indicated by the input voice command information and the skill command text, the skill interaction result of the combat interaction state indicated by the second matching degree is displayed in the first game interface. The skill interaction result includes at least the skill interaction icon of the virtual controlled character to the virtual non-player character and the ratio of the skill effect associated with the skill interaction icon.

6. The method according to claim 5, characterized in that, The skill interaction result of displaying the combat interaction state of the second matching degree indicator in the first game interface includes: When the second matching degree is detected to be less than the preset matching degree threshold, the combat interaction state is determined to be the first combat state, and the first skill interaction result of the virtual control character when performing the first combat state on the virtual non-player character is displayed in the first game interface; The first skill interaction result includes a first password score for the skill password text, a first skill effect ratio, and a first skill interaction icon associated with the first skill effect ratio.

7. The method according to claim 6, characterized in that, Also includes: When the second matching degree is detected to be greater than or equal to the preset matching degree threshold, the combat interaction state is determined to be the second combat state, and the second skill interaction result of the virtual control character when performing the second combat state on the virtual non-player character is displayed in the first game interface; The second skill interaction result includes a second password score for the skill password text, a second skill effect ratio, and a second skill interaction icon associated with the second skill effect ratio; The display ratio of the second skill interaction icon is larger than that of the first skill interaction icon.

8. The method according to any one of claims 1 to 7, characterized in that, Before displaying the first game interface, the following is also included: Identify the virtual control role corresponding to the target account and determine whether the virtual control role carries a voice interaction attribute, the voice interaction attribute being used to instruct the virtual control role to conduct voice interaction with the virtual non-player character; The display of the first game interface includes: When the virtual control character is identified to have voice interaction attributes, the first game interface is displayed.

9. The method according to claim 8, characterized in that, Also includes: When it is detected that the virtual control character does not have voice interaction attributes, the second game interface is displayed; The second game interface includes the virtual control character, the virtual non-player character, and a battle-ready icon. The battle-ready icon is used to instruct the virtual non-player character to launch an attack against the virtual control character.

10. The method according to claim 1, characterized in that, After displaying the first game interface, the following is also included: If no trigger operation is detected for the interactive component, it is determined that the virtual control character and the virtual non-player character are in an interaction failure state. The display shows the second emoticon icon and the battle-ready icon of the virtual non-player character when the interaction fails. The battle-ready icon is used to indicate the process of the virtual non-player character launching an attack interaction against the virtual control character.

11. The method according to claim 4 or 10, characterized in that, After displaying the second emoticon icon and the battle-ready icon for the virtual non-player character in an interaction failure state, the system further includes: Display a stop interaction icon in the first game interface; In response to the triggering operation of the stop interaction icon, the virtual control character is controlled to display a stop interaction action, which indicates that the virtual control character requests the virtual non-player character to stop the attack.

12. The method according to claim 1, characterized in that, The prompt window also includes an interactive countdown component, which is used to indicate the remaining time for the target object to input voice instructions in response to the prompt information.

13. A game interaction device, characterized in that, include: The display unit is used to display a first game interface, which includes a virtual control character, a virtual non-player character, and interactive components associated with the virtual non-player character. The display unit is used to display a prompt window corresponding to the interactive component in response to a trigger operation on the interactive component, and the prompt window displays at least prompt information; A determining unit is configured to receive a voice instruction input in response to the prompt information and convert the voice instruction into a voice digital signal; transmit the voice digital signal to a server, so that the server performs feature value comparison between the voice digital signal and a preset voice signal associated with the prompt information to determine a first matching degree between the text information of the received voice instruction and the prompt information; and display the first matching degree in the first game interface. The control unit is used to control the virtual non-player character and the virtual control character to interact in the game based on a first degree of matching between the text information of the received voice instruction and the prompt information.

14. A computer device, characterized in that, It includes a processor and a memory, the memory storing a computer program, and the processor running the computer program in the memory to implement the steps of the game interaction method according to any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method according to any one of claims 1 to 12.

16. A computer program product, characterized in that, It includes computer instructions that, when executed by a processor, implement the method as described in any one of claims 1 to 12.