Method and device for processing interaction of virtual scene, electronic device and storage medium
By displaying prompts in the virtual scene when virtual objects move to specific areas, the problem of insufficient interactive methods in the game scene is solved, and the user experience is improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2022-09-05
- Publication Date
- 2026-07-10
AI Technical Summary
The lack of effective information push methods in existing technologies to enrich the interactive aspects of game scenarios results in an inadequate user experience.
When a virtual object's faction moves to a specific area in a virtual scene, prompts are provided to indicate interactive events that have occurred in that area, such as by displaying prompts in a human-computer interaction interface.
It enhances users' understanding of interactive events in virtual scenarios, enriches interaction methods, and improves user experience.
Smart Images

Figure CN117679737B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer human-computer interaction technology, and in particular to an interactive processing method, device, electronic device and storage medium for virtual scenes. Background Technology
[0002] Human-computer interaction technology based on graphics processing hardware in virtual scenes can realize diverse interactions between virtual objects controlled by users or artificial intelligence, according to actual application needs, and has broad practical value. For example, in virtual scenes such as games, it can simulate the realistic combat process between virtual objects.
[0003] However, the information push methods provided by related technologies are usually applied to shopping scenarios or information browsing scenarios. There is no effective solution yet for how to push information in game scenarios to enrich the interactive experience of games. Summary of the Invention
[0004] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes, which can make accurate information recommendations in virtual scenes, thereby enriching the interactive methods of virtual scenes and improving the user experience.
[0005] The technical solution of this application embodiment is implemented as follows:
[0006] This application provides an interactive processing method for a virtual scene, including:
[0007] A virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes multiple factions, and each faction includes at least one virtual object;
[0008] In response to a movement control operation targeting the first faction, the first faction is shown moving within the virtual scene;
[0009] In response to the first faction moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, a first prompt message is displayed in the first area, wherein the first prompt message indicates that a first interaction event between the multiple factions has occurred in the first area.
[0010] This application provides an interactive processing device for a virtual scene, comprising:
[0011] The display module is used to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple factions, and each faction includes at least one virtual object;
[0012] The display module is also used to respond to the movement control operation for the first faction and display the movement of the first faction in the virtual scene;
[0013] The display module is further configured to respond to the first faction moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, displaying a first prompt message for the first area, wherein the first prompt message indicates that a first interaction event between the multiple factions has occurred in the first area.
[0014] This application provides an electronic device, including:
[0015] Memory, used to store executable instructions;
[0016] The processor, when executing executable instructions stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.
[0017] This application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided in this application.
[0018] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.
[0019] The embodiments of this application have the following beneficial effects:
[0020] When the first group advances to a location near an area in the virtual scene where interactive events have previously occurred (such as the first area), displaying the first prompt information for the first area on the human-computer interaction interface allows users to promptly view the interactive events that have occurred in the virtual scene. Furthermore, by pushing prompt information for interactive events bound to the area, the interactive methods in the virtual scene are enriched, thereby improving the user experience. Attached Figure Description
[0021] Figure 1A This is a schematic diagram illustrating the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0022] Figure 1B This is a schematic diagram illustrating the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0023] Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application;
[0024] Figure 3This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0025] Figures 4A to 4D This is a schematic diagram illustrating an application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application;
[0026] Figure 5A and Figure 5B This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0027] Figure 6A and Figure 6B This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0028] Figure 7 This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0029] Figure 8 This is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application;
[0030] Figure 9 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation
[0031] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0032] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0033] It is understood that in the embodiments of this application, data related to user information (such as user browsing information, behavioral habits, etc.) are involved. When the 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.
[0034] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0035] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0036] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0037] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0038] 2) Virtual Scene: This refers to the scene displayed (or provided) by the application when it runs on the terminal device. The virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.
[0039] 3) Virtual Objects: These are interactive images of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0040] 4) Client: An application running on a terminal device that provides various services, such as a video playback client, a game client, etc.
[0041] 5) Scene data: This represents the characteristic data of the virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.
[0042] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes. These methods enable accurate information recommendation within virtual scenes, enriching the interactive experiences and enhancing the user experience. To facilitate a clearer understanding of the interactive processing method provided in this application, exemplary implementation scenarios are first described. The virtual scene in this method can be entirely output from a terminal device, or it can be output collaboratively by a terminal device and a server.
[0043] In some embodiments, a virtual scene can be an environment for virtual objects (such as game characters) to interact. For example, it can be a place where game characters can fight each other. By controlling the actions of the game characters, the two parties can interact in the virtual scene, thereby allowing users to relieve life stress during the game.
[0044] In one implementation scenario, see Figure 1A , Figure 1A This is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application. It is applicable to some application modes that can complete the relevant data calculation of virtual scene 100 by relying entirely on the graphics processing hardware computing power of terminal device 400, such as stand-alone / offline mode games, and complete the output of virtual scene through various types of terminal devices 400 such as smartphones, tablets and virtual reality / augmented reality devices.
[0045] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).
[0046] When visual perception of virtual scene 100 is formed, terminal device 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of display data. The graphics output hardware outputs video frames that can form visual perception of virtual scene. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
[0047] As an example, a client 410 (e.g., a standalone game application) runs on the terminal device 400. During the operation of the client 410, a virtual scene including a role-playing environment is output. The virtual scene can be an environment for game characters to interact with, such as a plain, street, valley, etc., for game characters to fight. Taking the virtual scene 100 displayed in a third-person perspective as an example, a first faction 101 is displayed in the virtual scene 100. The multiple virtual objects included in the first faction 101 are controlled by the current user and will move in the virtual scene 100 in response to the current user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the user moves the joystick to the right, the multiple virtual objects included in the first faction 101 will move to the right in the virtual scene 100. They can also stay still, jump, and control the multiple virtual objects included in the first faction 101 to perform shooting operations, etc.
[0048] For example, in response to a user-triggered movement control operation on the first faction 101, client 410 displays multiple virtual objects included in the first faction 101 moving within the virtual scene 100; then, in response to the first faction 101 moving to a first position where the distance between it and the first area 102 in the virtual scene 100 is less than a distance threshold, client 410 displays the first prompt message 103 for the first area (i.e., when client 410 detects that the distance between the first faction 101 and the first area 102 is less than the distance threshold, it displays the first prompt message 103 in the human-computer interaction interface), such as "You have a memory here." This enriches the interaction methods of the virtual scene and enhances the user's gaming experience.
[0049] In another implementation scenario, see Figure 1B , Figure 1B This is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided in the embodiments of this application. It is applied to terminal device 400 and server 200, and is suitable for application modes that rely on the computing power of server 200 to complete the calculation of virtual scenes and output the virtual scenes on terminal device 400.
[0050] Taking the visual perception of virtual scene 100 as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal device 400 via network 300. Terminal device 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal device 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0051] As an example, a client 410 (e.g., a network-based game application) runs on a terminal device 400. It interacts with other users in the game by connecting to a server 200 (e.g., a game server). The terminal device 400 outputs a virtual scene 100 from the client 410. For example, the virtual scene 100 is displayed in a third-person perspective. A first faction 101 is displayed in the virtual scene 100. The first faction 101 includes multiple virtual objects that are controlled by the current user. They will move in the virtual scene 100 in response to the current user's operation on the controller (e.g., touch screen, voice switch, keyboard, mouse, and joystick). For example, when the user moves the joystick to the right, the multiple virtual objects included in the first faction 101 will move to the right in the virtual scene 100. They can also remain stationary, jump, and control the multiple virtual objects included in the first faction 101 to perform shooting operations.
[0052] For example, in response to a user-triggered movement control operation on the first faction 101, client 410 displays multiple virtual objects included in the first faction 101 moving within the virtual scene 100; then, in response to the first faction 101 moving to a first position where the distance between it and the first area 102 in the virtual scene 100 is less than a distance threshold, client 410 displays the first prompt message 103 for the first area (i.e., when client 410 detects that the distance between the first faction 101 and the first area 102 is less than the distance threshold, it displays the first prompt message 103 in the human-computer interaction interface), such as "You have a memory here." This enriches the interaction methods of the virtual scene and enhances the user's gaming experience.
[0053] In some embodiments, the terminal device 400 can also implement the interactive processing method of the virtual scene provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a strategy game APP (i.e., the client 410 mentioned above); it can also be a mini-program, that is, a program that only needs to be downloaded to the browser environment to run; or it can be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.
[0054] Taking a computer program as an example, in actual implementation, the terminal device 400 has an application that supports virtual scenes installed and running. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a virtual reality application, a 3D map application, a strategy game (SLG), or a multiplayer shooting survival game. Users use the terminal device 400 to manipulate virtual objects located in the virtual scene, and these activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, throwing, and constructing virtual buildings—at least one of these. Illustratively, the virtual object can be a virtual character, such as a realistic or anime character.
[0055] In other embodiments, the embodiments of this application can also be implemented with the aid of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the computation, storage, processing, and sharing of data.
[0056] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand use with flexibility and convenience. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.
[0057] Example, Figure 1BThe server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, in-vehicle terminal, etc., but is not limited to these. The terminal device 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.
[0058] The structure of the electronic device provided in the embodiments of this application will be further described below. Taking the electronic device as a terminal device as an example, see... Figure 2 , Figure 2 This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application. Figure 2 The illustrated electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 540.
[0059] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0060] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0061] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.
[0062] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.
[0063] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0064] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0065] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0066] Presentation module 553 is used to enable the presentation of information (e.g., user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with user interface 530.
[0067] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.
[0068] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2An interactive processing device 555 for a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a display module 5551, a stop module 5552, a determine module 5553, a sorting module 5554, a masking module 5555, a matching module 5556, a transfer module 5557, and a query module 5558. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions implemented. It should be noted that... Figure 2 For ease of explanation, all the above modules are shown at once, but this should not be interpreted as excluding the implementation of the virtual scene interactive processing device 555 which may only include the display module 5551. The functions of each module will be explained below.
[0069] The interactive processing method for virtual scenes provided in this application will be specifically described below with reference to exemplary applications and implementations of the terminal devices provided in the embodiments of this application.
[0070] See Figure 3 , Figure 3 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 3 The steps shown are explained.
[0071] It should be noted that, Figure 3 The method illustrated can be executed by various forms of computer programs running on the terminal device, and is not limited to a client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the client-side examples used below should not be considered as limiting the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between the terminal device and the client running on the terminal device below.
[0072] For ease of description, it is assumed that different accounts are logged in in the virtual scene, and different accounts control different factions. In the human-computer interaction interface described below, a first account is logged in, and the first account controls the first faction. It should be noted that the first account and the first faction are only examples and do not refer to any specific account and faction.
[0073] In step 301, a virtual scene is displayed in the human-computer interaction interface.
[0074] Here, the virtual scene can include multiple factions, and each faction can include at least one virtual object.
[0075] In some embodiments, a client (e.g., a strategy game app) that supports virtual scenes is installed on a terminal device. When a user opens the client installed on the terminal device (e.g., the user clicks on the icon corresponding to the strategy game app displayed in the user interface of the terminal device), and the terminal device runs the client, a virtual scene can be displayed in the human-computer interaction interface of the client. The virtual scene can include multiple factions, such as four factions: faction 1, faction 2, faction 3, and faction 4. Each faction can include at least one virtual object. For example, faction 1 includes virtual object A and virtual object B, faction 2 includes virtual object C, faction 3 includes virtual object D and virtual object E, and faction 4 includes virtual object F and virtual object G.
[0076] In other embodiments, the virtual scene in the client's human-computer interaction interface can be displayed from a first-person perspective (e.g., the user plays the role of a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the user chases the virtual object in the game); or it can be displayed from a bird's-eye view. The different perspectives mentioned above can be switched arbitrarily.
[0077] As an example, at least one virtual object in the first faction (e.g., virtual object A and virtual object B) can be a virtual object controlled by the current user in the game. Of course, the virtual scene can also include virtual objects from other factions, such as virtual objects that can be controlled by other users or by bot programs. Virtual objects can be assigned to any of the multiple factions, and the factions can be hostile or cooperative. The factions in the virtual scene can include one or all of the above relationships.
[0078] Taking the display of a virtual scene from a first-person perspective as an example, displaying a virtual scene in a human-computer interaction interface can include: determining the field of view area of the first camp based on the viewing position and field of view angle of at least one virtual object (e.g., virtual object A) within the complete virtual scene, and presenting a portion of the virtual scene located within the field of view area of the complete virtual scene. That is, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during operation.
[0079] Taking a bird's-eye view virtual scene as an example, displaying the virtual scene in the human-computer interaction interface can include: responding to zoom operations on the panoramic virtual scene, presenting a portion of the virtual scene corresponding to the zoom operation in the human-computer interaction interface; that is, the displayed virtual scene can be a portion of the panoramic virtual scene. This improves the user's operability during operation, thereby increasing the efficiency of human-computer interaction.
[0080] In step 302, in response to the movement control operation for the first faction, the first faction is shown moving in the virtual scene.
[0081] In some embodiments, players can log in to the human-computer interaction interface through a registered account (i.e., the first account) to control at least one virtual object included in the first faction (e.g., faction A). For example, after a player logs in using the first account, when the client receives a movement control operation triggered by the player for faction A, it can display at least one virtual object included in faction A moving in the virtual scene. For example, the player can first select the game character belonging to faction A in the game, and then issue a movement control command to the selected game character in a certain direction. At this time, the game character included in faction A will move in the direction specified by the control command.
[0082] In step 303, in response to the first camp moving to the first position and the distance between the first position and the first area in the virtual scene being less than the distance threshold, the first prompt information of the first area is displayed.
[0083] Here, the first notification message represents the first interaction event that has occurred between multiple factions within the first area, such as a battle between the first and second factions. Furthermore, the distance threshold (referring to the length of a straight line traversed in the virtual scene's map, either two-dimensional or three-dimensional) can be preset by the designers. The distance threshold can be set to 0, meaning that when the distance threshold is set to 0, the first notification message for the first area will only be displayed on the user interface when the player controls the first faction to move to the boundary of the first area. Of course, the distance threshold can also be set to any integer greater than 0. For example, when the distance threshold is set to 5, the client will display the first notification message for the first area on the user interface when it detects that the distance between the first faction and the first area is less than or equal to 5.
[0084] It should be noted that the first interactive event in this application embodiment is a general term for interactive events that have occurred in the first area. That is, interactive events that have occurred in the first area of the virtual scene are collectively referred to as the first interactive event, rather than a specific interactive event that has occurred in the virtual scene. For example, if interactive event 1 and interactive event 2 have occurred in the first area, then interactive event 1 and interactive event 2 are both referred to as the first interactive event.
[0085] In some embodiments, the type of the first interaction event may include at least one of the following: interaction events in which the first account participates (e.g., historical battle events or historical cooperation events in which the player participates), interaction events in which a second account with a social relationship with the first account participates (e.g., historical battle events in which the player's friends or other players they follow participate), and interaction events in which the popularity of any account reaches (i.e., is greater than or equal to) a popularity threshold (e.g., historical battle events in which the duration in the game is greater than or equal to a duration threshold, or historical battle events in which the number of participating factions is greater than or equal to a quantity threshold, or historical battle events in which the number of participating virtual objects is greater than or equal to a quantity threshold).
[0086] In other embodiments, the first prompt information may be carried in an information display control, wherein the information display control may include a details entry and a close entry. In this case, the terminal device may also perform the following processing: in response to a trigger operation on the details entry, displaying details of the first interactive event (e.g., video, image, text, etc. used to introduce the first interactive event); in response to a trigger operation on the close entry, stopping the display of the first prompt information (e.g., directly canceling the display of the information display control).
[0087] For example, see Figure 4A , Figure 4A This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4AAs shown, when the distance between the first faction 401 and the first area 402 in the virtual scene 400 is less than a distance threshold, the first prompt information 403 of the first area can be displayed in the virtual scene 400, such as "You have a memory here". The first prompt information 403 is carried in the information display control 404, which includes a details entry 405 (e.g., a "Click to view" button) and a close entry 406 (e.g., an "x" button). When the client receives a user's click operation on the details entry 405, a pop-up window 407 can be displayed in the virtual scene 400, and a video 408 introducing the battle events that have occurred in the first area 402 can be displayed in the pop-up window 407. Users can learn about the historical battle events that have occurred in the first area 402 through the video 408. When the client receives a user's click operation on the close entry 406, the information display control 404 can be canceled in the virtual scene 400.
[0088] It should be noted that, in addition to being displayed in the virtual scene (e.g., displaying the first prompt in the first area, or displaying the first prompt in the first area while it is floating in the virtual scene), the first prompt can also be displayed in a split-screen manner. For example, the first prompt can be displayed in the first window of the human-computer interaction interface, where the first window is a different window from the second window used to display the virtual scene.
[0089] For example, the size of the terminal device's display screen can be used to determine whether the human-computer interaction interface should be divided into two different windows. For instance, when the size of the display screen (e.g., the length of the diagonal) is greater than a size threshold (e.g., 20 inches), the human-computer interaction interface can be pre-divided into two windows. The first window is used to display the virtual scene, and the second window is used to display the first prompt information of the first area and the details of the first interactive event. In this way, interference with the user's current game screen can be avoided to the greatest extent. When the size of the display screen is less than or equal to the size threshold, the human-computer interaction interface can be left undivided, and the first prompt information of the first area can be directly displayed in the virtual scene. This application embodiment does not specifically limit the display method of the first prompt information.
[0090] In some embodiments, the first prompt information may be displayed only during a specific time period. Then, the terminal device can implement the above step 303 in the following way: in response to the first camp moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, the first prompt information of the first area is displayed during at least the following time periods: a first time period from moving from the first position to reaching the boundary of the first area; a second time period staying in the first area; and a third time period leaving the first area and moving to the second position.
[0091] For example, taking the first faction as Faction A and the first area as Area 1, the prompt information for Area 1 can be displayed during the first time period when the player controls Faction A to move from the first position to the boundary of Area 1 (i.e., during the first time period when the player controls Faction A to approach the boundary of Area 1 from the first position); of course, the prompt information for Area 1 can also be displayed during the second time period when the player controls Faction A to stay in Area 1 (i.e., during the second time period when the player controls Faction A to stay in Area 1); in addition, the prompt information for Area 1 can also be displayed during the third time period when the player controls Faction A to leave Area 1 and continue to move to the second position (the distance between the second position and Area A is less than the distance threshold) (i.e., during the third time period when the player controls Faction A to leave Area 1 and move to the second position). In this way, the prompt information can be displayed for a long time, which can avoid interfering with the player's normal game process.
[0092] It should be noted that the duration of the first time period and the third time period can be the same, for example, both being 10 seconds, meaning that the first prompt message of the first area is displayed within 10 seconds before and after arriving at the first area; or, the length of the travel route in the first time period and the third time period can be the same, for example, both being 20 meters.
[0093] Furthermore, the first prompt message can also remain displayed on the human-computer interaction interface after the first team moves to the first position, until the first area is no longer displayed on the human-computer interaction interface. Taking area 1 as an example, when the player controls the first team to move to the first position where the distance between them and area 1 is less than the distance threshold 1, the prompt message for area 1 can remain displayed on the human-computer interaction interface until area 1 is removed from the human-computer interaction interface as the first team continues to move. This embodiment of the application does not specifically limit the display time period of the first prompt message.
[0094] In some embodiments, only one area's prompt information can be displayed in the human-computer interaction interface at any given time. When the terminal device displays the first prompt information of the first area, it can also perform the following processing: in response to the fact that the details of the first interaction event have not been viewed, the prompt information of the next area located in the first area is switched to be displayed according to the area sorting method; in response to the fact that the details of the first interaction event have been viewed, and the display duration of the details of the first interaction event has reached the display duration threshold (e.g., 20 seconds), the prompt information of the next area located in the first area is switched to be displayed according to the area sorting method.
[0095] For example, the initial prompt message can be contained within an information display control, which may include a details entry (e.g., ...). Figure 4A The "Click to view" button shown) and the close entry (e.g.) Figure 4A The "x" button shown can be used to switch the display of prompts for the next area in the first area based on the area sorting method when a trigger operation for closing the entry is received, or when no trigger operation for the details entry is received within a first set time (e.g., 15 seconds) (i.e., the details of the first interactive event have not been viewed). When a trigger operation for the details entry is received (i.e., the details of the first interactive event have been viewed), and the display time of the details of the first interactive event reaches the display time threshold, or when a close operation for the details of the first interactive event is received, the display of prompts for the next area in the first area can be switched based on the area sorting method (e.g., the prompts for the third area with the highest similarity to the first area). This improves the efficiency of users viewing other areas in the virtual scene, thereby enhancing the user's gaming experience.
[0096] It should be noted that the region (or hot zone) in this application embodiment refers to the region in the virtual scene where an interactive event has occurred, and the above-mentioned region sorting method may include: the order of multiple regions' distance from the first camp from smallest to largest (i.e., prioritizing the switching of displaying prompt information for regions with smaller distances from the first camp; for example, assuming there are 3 regions to be displayed, namely region 2, region 3, and region 4, where region 3 is closest to the first camp, region 2 is next, and region 4 is farthest from the first camp, then the switching display order for these 3 regions is: region 3, region 2, and region 4; for example, after the details of the first interactive event occurring in the first region are viewed, the prompt information for region 3 can be switched to be displayed first); and the descending order of the scores corresponding to multiple regions (i.e., prioritizing the switching of displaying prompt information for regions with higher scores; for example, assuming there are 3 regions to be displayed, namely region 2, region 3, and region 4, where region 3 is closest to the first camp, region 2 is next, and region 4 is farthest, then the switching display order for these 3 regions is: region 3, region 2, and region 4). If Region 2 scores 80, Region 3 scores 70, and Region 4 scores 90, then the switching display order for these three regions is: Region 4, Region 2, Region 3. For example, if the user has not viewed the first interactive event that occurred in the first region, the prompt information in Region 4 can be switched to be displayed first. The score of each region can be determined by at least one of the following information for that region: whether the first faction has ever been to that region, the similarity between the characteristics of the interactive events that have occurred in that region and the characteristics of the first account (e.g., the similarity between the interactive events that occurred in that region and the player's interests, i.e., determining whether the player is interested in the interactive events that occurred in that region), and the scale of the interactive events that have occurred in that region (e.g., the duration of the event, the number of factions involved, or the number of virtual objects involved). The first account is used to log in to the human-computer interaction interface to control at least one virtual object included in the first faction.
[0097] In other embodiments, multiple prompts corresponding to different areas can be displayed simultaneously in the human-computer interaction interface. When the terminal device displays the first prompt in the first area, it can also perform the following processing: display prompts corresponding to multiple areas located on at least one side of the movement route of the first camp; or, display prompts corresponding to multiple areas within the field of view of the first camp (e.g., the field of view of any virtual object included in the first camp, or the total field of view obtained by combining the field of view of multiple virtual objects included in the first camp).
[0098] For example, see Figure 4B , Figure 4B This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4BAs shown, when the user controls multiple virtual objects included in the first camp 401 to move to a first position less than a distance threshold from the first area 402, in addition to displaying the first prompt information 403 of the first area in the virtual scene 400, prompt information of other areas within the field of view of the first camp 401 can also be displayed in the virtual scene 400, such as the second prompt information 409 of the second area. In this way, by displaying the prompt information corresponding to multiple areas at once, the efficiency of the user in viewing the areas in the virtual scene can be effectively improved.
[0099] It should be noted that when displaying prompts for multiple areas simultaneously, the prominence of the prompts in different areas can vary. For example, the closer an area is to the first team, the more prominent its prompts will be. The size of the information display control used to carry the prompts may also be larger to facilitate user viewing.
[0100] In some embodiments, following the above example, the scores of regions can be calculated using explicit rules. When the number of regions exceeds a threshold (e.g., 5), the terminal device can further perform the following processing: determine the scores of multiple regions and sort them in descending order based on their scores to obtain a descending sort result; display the prompt information corresponding to the first number (e.g., 3) of regions in the descending sort result, instead of displaying the prompt information corresponding to each of the multiple regions, where the first number is less than the total number of regions; wherein, the score of each region is determined by: whether the first faction has ever reached the region (e.g., if the first faction has reached the region, the corresponding quantification value can be 1; if the first faction has not reached the region, the corresponding quantification value can be 0), the similarity between the characteristics of interactive events that have occurred in the region (e.g., the type of interactive event, including battles or cooperation between different factions) and the characteristics of the first account (e.g., the first account's tags) (e.g., the similarity can be normalized to a range between 0 and 1, and the normalized similarity is determined as the corresponding quantification value; for example, if the similarity is 80%, the corresponding quantification value is 0.8), and the similarity between the first faction and the region. The scale of the interactive events that have occurred is quantified. (When the scale is represented by the duration of the interactive event, the result of dividing the duration by the set duration is determined as the corresponding quantified value. For example, if the duration of the interactive event is 8 minutes and the set duration is 10 minutes, the corresponding quantified value is 0.8.) Similarly, when the scale is represented by the number of participating factions, the result of dividing the number of participating factions by the set number of factions is determined as the corresponding quantified value. For example, if the number of participating factions is 4 and the set number of factions is 5, the corresponding quantified value is 0.8. Likewise, when the scale is represented by the number of participating virtual pairs... When representing the number of objects, the result of dividing the number of participating virtual objects by the set number of objects can be determined as the corresponding quantified value. For example, assuming the number of participating virtual objects is 8 and the set number of objects is 10, the corresponding quantified value is 0.8. Multiple quantified values are obtained. The first account is used to log in at the human-computer interaction interface to control at least one virtual object included in the first camp. The multiple quantified values are weighted and summed, and the weighted sum is determined as the score of the area. In this way, it is possible to avoid displaying too many prompts for each area in the virtual scene, which would interfere with the user's normal game process.
[0101] For example, taking Region 2 among multiple regions as an example, after quantifying whether the first camp has ever been to Region 2, the similarity between the characteristics of the interaction events that have occurred in Region 2 and the characteristics of the first account, and the scale of the interaction events that have occurred in Region 2, three quantified values are obtained, assuming they are 1, 0.7, and 0.8 respectively. These three quantified values can then be weighted and summed. The weighted sum result (for example, assuming that the weight corresponding to each quantified value is 0.6, the corresponding weighted sum result is 0.6*1+0.6*0.7+0.6*0.8=1.5) is determined as the score of Region 2 (that is, the score of Region 2 is 1.5).
[0102] It should be noted that when performing weighted summation on multiple quantified values, the weights of different quantified values can be the same, for example, all of them can be 0.6; of course, the weights corresponding to different quantified values can also be different, for example, the planner can configure the weight of each quantified value separately, and this application embodiment does not specifically limit this.
[0103] In addition, for the process of quantifying the scale of interactive events that have occurred in a certain area, in addition to the above-mentioned individual duration, number of participating factions, and number of participating virtual objects, the corresponding quantification value can also be determined by combining the duration, number of participating factions, and number of participating virtual objects. This application embodiment does not make specific limitations in this regard.
[0104] In other embodiments, the scores of regions can also be determined using artificial intelligence. When the number of regions exceeds a threshold (e.g., 5), the terminal device can further perform the following processing: determine the scores of multiple regions and sort them in descending order based on their scores to obtain a descending sort result; display prompts for the first number (e.g., 3) of regions in the descending sort result, instead of displaying prompts for each of the multiple regions individually, where the first number is less than the total number of regions; wherein the score of each region is determined by: calling a machine learning model to perform prediction processing based on information about the region (e.g., whether the first faction has ever reached the region, the scale of interactive events that have occurred in the region, and the similarity between the characteristics of interactive events that occurred in the region and the characteristics of the first account), thereby obtaining the score for the region. The learning model is trained on multiple sample regions. The initial scores of these sample regions are calculated using rules. For sample regions that are subsequently viewed, the scores of the viewed sample regions are increased (for example, if the initial score of a sample region is 1.2, and it is subsequently viewed, it means that the user is interested in the interaction events that occurred in that sample region, so the score of that sample region can be increased to 1.4). For sample regions that are subsequently not viewed, the scores of the unviewed sample regions are decreased (for example, if the initial score of a sample region is 1.5, and it is not subsequently viewed, it means that the user is not interested in the interaction events that occurred in that sample region, so the score of that sample region can be decreased to 1.3). The multiple sample regions with updated scores are then used as new sample regions to iteratively train the machine learning model.
[0105] The aforementioned machine learning model can be trained by a server. For example, the server can train the machine learning model based on multiple sample regions and send the trained machine learning model to the terminal device. Furthermore, the type of machine learning model can be a neural network model (e.g., a convolutional neural network model, a deep convolutional neural network model, or a fully connected neural network model), a decision tree model, a gradient boosting tree model, a multilayer perceptron, and a support vector machine, etc. This application does not specifically limit the type of machine learning model.
[0106] This application embodiment can use various types of loss functions to train machine learning models, such as regression loss functions, binary classification loss functions, hinge loss, multi-class loss functions, and multi-class cross-entropy loss.
[0107] For example, multi-class cross-entropy loss is a generalization of binary cross-entropy loss, for input vectors Xi and the corresponding one-hot encoded target vector Y i The loss is:
[0108] (1)
[0109] in, Let represent the probability that the i-th input vector corresponds to set j, and c represent the total number of input vectors. This represents the output corresponding to the i-th input vector.
[0110] For example, Hinge loss is primarily used for support vector machines with class labels (e.g., including 1 and 0, where 1 represents a win and 0 represents a loss). For instance, the Hinge loss for a data pair (x, y) is calculated as follows:
[0111] (2)
[0112] Here, y represents the true value and f(x) represents the predicted value. Hinge loss simplifies the mathematical operations of support vector machines while maximizing the loss.
[0113] In some embodiments, when different types of first interactive events have occurred in the first area, the terminal device may also perform the following processing: displaying the details entry corresponding to the different types of first interactive events in the first prompt information; and displaying the details information of the first interactive event of any type in response to the triggering operation of the details entry corresponding to any type of first interactive event.
[0114] For example, assuming two different types of first interaction events have occurred in the first area, namely, a battle event 1 between faction A and faction B, and a cooperative event 2 between faction C and faction D, the first prompt message can display the detail entries corresponding to battle event 1 and cooperative event 2 respectively. For example, two detail entries can be displayed, where detail entry 1 is the detail entry corresponding to battle event 1, and detail entry 2 is the detail entry corresponding to cooperative event 2. When a user trigger operation is received for the detail entry corresponding to battle event 1 (i.e., a click operation is received for detail entry 1), the detailed information of battle event 1 can be displayed in the human-computer interaction interface, such as displaying a video to introduce battle event 1.
[0115] In other embodiments, when different types of first interactive events have occurred in the first area, the terminal device may also perform the following processing: in response to a trigger operation for the first prompt information, display the detail entry corresponding to each of the different types of first interactive events (for example, when a click operation for the first prompt information is received, a pop-up window can be displayed in the virtual scene, and the detail entry corresponding to each of the different types of first interactive events can be displayed in the pop-up window); in response to a trigger operation for the detail entry corresponding to any type of first interactive event, display the detail information of any type of first interactive event.
[0116] For example, suppose two different types of first interaction events have occurred in the first area: a battle event 1 between faction A and faction B, and a cooperation event 2 between faction C and faction D. When the terminal device receives a trigger operation for the first prompt information, it can display a pop-up window in the human-computer interaction interface, and display the details entry 1 for battle event 1 and the details entry 2 for cooperation event 2 in the pop-up window. Subsequently, suppose the user clicks on the details entry 2 displayed in the pop-up window, then the human-computer interaction interface can display detailed information about cooperation event 2, such as graphic information about cooperation event 2.
[0117] For example, see Figure 4C , Figure 4C This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4C As shown, when the user controls the first camp 401 to move to a first position (located on one side of the movement route) less than a distance threshold from the first area 402 in the virtual scene 400, a first prompt message 403 for the first area can be displayed in the virtual scene 400. Subsequently, in response to the user's click operation on the first prompt message 403, the client displays a pop-up window 410 in the virtual scene 400. In the pop-up window 410, details entry 411 corresponding to the historical battle 1 that occurred in the first area 402 is displayed, such as a "Click to view details of historical battle 1" button, and details entry 412 corresponding to the collaborative event 2 that occurred in the first area 402 is displayed, such as a "Click to view details of collaborative event 2" button. For example, assuming that the client subsequently receives a click operation from the user on the details entry 411, a pop-up window 413 can be displayed in the virtual scene 400, and a video 414 introducing the historical battle 1 can be displayed in the pop-up window 413. In this way, by displaying the corresponding details entry for different types of first interactive events, the efficiency of users viewing interactive events that occurred in the first area is improved.
[0118] In some embodiments, when displaying the first prompt information in the first area, the terminal device may also perform the following processing: in response to the number of first interactive events that have occurred in the first area being less than a number threshold (e.g., 3 events), and the first camp not currently interacting with other camps (e.g., any camp other than the first camp among multiple camps), displaying details of the first interactive event instead of displaying the first prompt information, wherein the details are used to introduce the first interactive event (e.g., a video used to introduce the first interactive event); in response to a closing operation on the details of the first interactive event, or the display duration of the details of the first interactive event reaching a display duration threshold (e.g., 10 seconds), stopping the display of the details of the first interactive event.
[0119] For example, see Figure 4D , Figure 4D This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4D As shown, when the user controls the first faction 401 to move to a position less than a distance threshold from the first area 402 in the virtual scene 400, and the number of first interaction events that have occurred in the first area 402 is less than a number threshold, and the first faction 401 is not currently interacting with other factions (for example, the client detects that the distance between the first faction 401 and the first area 402 is less than the distance threshold, and only one interaction event has occurred in the first area 402, and detects that the first faction 401 is currently only moving and not interacting with other factions), a pop-up window 407 can be directly displayed in the virtual scene 400. The pop-up window 407 displays details of the first interaction events that occurred in the first area 402, such as a video 408 introducing the first interaction event (a historical battle that occurred in the first area 402). In addition, the pop-up window 407 also displays a close option 415, such as an "x" button. When the display duration of subsequent video 408 exceeds the display duration threshold (e.g., video 408 finishes playing) or when the user clicks on the close entry 415 displayed in pop-up 407, the terminal device can cancel the display of pop-up 407 in the virtual scene 400.
[0120] In some embodiments, see Figure 5A , Figure 5A This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, such as... Figure 5A As shown, after execution Figure 3 After step 303 shown, the following steps can also be performed: Figure 5A Steps 304 to 305 shown will combine Figure 5A The steps shown are explained.
[0121] In step 304, in response to the similarity between the second region and the first region in the virtual scene, the second prompt information of the second region is displayed in the first prompt information.
[0122] Here, the second prompt information indicates that multiple second interaction events between factions have occurred in the second area.
[0123] In some embodiments, taking region 1 in the virtual scene as an example, when the terminal device detects that there is a second region (e.g., region 2) in the virtual scene that is similar to region 1 (e.g., the terrain features of region 2 are the same as those of region 1, such as both region 1 and region 2 being grasslands; the map outline of region 2 is similar to that of region 1; and the types of historical interaction events that have occurred in region 2 are the same as those that have occurred in region 1), it indicates that region 2 may also be a region of interest to the user. In this way, the prompt information of region 2 can be displayed in the prompt information of region 1. This can further improve the efficiency of the user in viewing the interaction events that have occurred in different regions of the virtual scene and enhance the user experience.
[0124] In step 305, it is shown that the first region and the second region are similar in at least one of the following dimensions: terrain features, map outline, faction distribution, and historical interaction events that have occurred.
[0125] In some embodiments, taking the first region as region 1 in the virtual scene and the second region as region 2 in the virtual scene as an example, when the terminal device displays the prompt information for region 2 in the prompt information for region 1, it can further display the reasons for recommending region 2. For example, it can display that region 1 and region 2 are similar in at least one of the following dimensions: terrain features (for example, the following information can be displayed: the terrain features of region 2 are the same as those of region 1), map outline (for example, the following information can be displayed: the map outline of region 2 is similar to that of region 1), faction distribution (for example, the following information can be displayed: the faction distribution in region 2 is similar to that in region 1), and historical interaction events (for example, the following information can be displayed: the type and scale of interaction events that have occurred in region 2 are similar to those in region 1). In this way, the time for users to find similar regions in the virtual scene can be effectively saved, and the user experience can be improved.
[0126] In some embodiments, before displaying the first prompt information, the terminal device may further perform the following processing: displaying a push setting control for the first prompt information in the human-computer interaction interface, wherein the push setting control includes at least one of the following: a region setting control, used to set an allowed introduction region (i.e., when the user controls the first team to move to a position less than a distance threshold from the region, a prompt information for that region will be displayed in the human-computer interaction interface) and a prohibited introduction region (i.e., when the user controls the first team to move to a position less than a distance threshold from the region, a prompt information for that region will not be displayed in the human-computer interaction interface), wherein interactive events occurring in the allowed introduction region can be introduced through the corresponding introduction information, and interactive events occurring in the prohibited introduction region cannot be introduced through the corresponding introduction information; a data format setting control, used to set Allowed data formats for push notifications include at least one of the following: video, image, and text; an event type setting control for setting allowed event types for push notifications, wherein the event types include at least one of the following: interactive events involving a first account, interactive events involving a second account with a social relationship to the first account, and interactive events whose popularity reaches a popularity threshold (e.g., interactive events with a duration greater than the duration, interactive events with a number of participating factions greater than a number threshold, and interactive events with a number of participating objects greater than a number threshold), wherein the first account is used to log in to the human-computer interaction interface to control at least one virtual object included in the first faction; a time period setting control for setting the time periods during which push notifications are allowed or prohibited (e.g., push notifications are allowed during the movement of the first faction, and push notifications are prohibited during battles between the first faction and other factions).
[0127] In other embodiments, see Figure 5B , Figure 5B This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, such as... Figure 5B As shown, after execution Figure 3 After step 303 shown, the following steps can also be performed: Figure 5B Steps 306 and 307 shown will be combined Figure 5B The steps shown are explained.
[0128] In step 306, in response to the fact that the details of the first interaction event have not been viewed, and the first camp moves again to the first position which is less than the distance threshold from the first area, the first prompt information of the first area is blocked from being displayed.
[0129] In some embodiments, the first prompt information may be carried in an information display control, which includes a details entry and a close entry. When the terminal device receives a user's click operation on the close entry, or does not receive a user's click operation on the details entry within a set time (i.e., the details of the first interactive event are not viewed), it indicates that the user is not interested in the first interactive event. Therefore, when the terminal device detects that the first group has moved to a first position less than a distance threshold from the first area again, it can block the display of the first prompt information in the first area. In this way, it can avoid repeatedly pushing information that the user is not interested in to the user and improve the user experience.
[0130] In step 307, details of the new interactive events that occurred in the first area are displayed.
[0131] Here, new interactive events refer to interactive events that occur during the period when the first faction leaves the first area.
[0132] In some embodiments, following the above example, when the terminal device detects that the first camp has once again moved to a first position less than a distance threshold from the first area, while blocking the display of the first prompt information in the first area, it can display details of the new interactive event that occurred in the first area in the human-computer interaction interface, such as displaying a video to introduce the new interactive event. In this way, by pushing details of the new interactive event to the user, the interaction methods of the virtual scene can be enriched on the one hand, and the user's gaming experience can be improved on the other hand.
[0133] In other embodiments, before displaying the first prompt information in the first area, the terminal device may also perform the following processing: matching the characteristics (e.g., type, scale, etc.) of the first interaction event with the tag set of the first account, wherein the first account is used to log in to the human-computer interaction interface to control at least one virtual object included in the first camp; in response to the existence of a tag in the tag set that matches the characteristics of the first interaction event, proceeding to the processing of displaying the first prompt information in the first area; in response to the absence of a tag in the tag set that matches the characteristics of the first interaction event, blocking the display of the first prompt information in the first area (i.e., not displaying the first prompt information in the first area).
[0134] For example, taking interaction event 1 as the first interaction event, when the terminal device detects that the distance between the first camp and the first area is less than the distance threshold, it can first match the features of interaction event 1 with the tag set of the first account. If there is a tag in the tag set that matches the features of interaction event 1, it means that interaction event 1 is an interaction event that the user is interested in, and the first prompt information of the first area can be displayed in the human-computer interaction interface. If there is no tag in the tag set that matches the features of interaction event 1, it means that interaction event 1 is not an interaction event that the user is interested in, and the first prompt information of the first area is not displayed in the human-computer interaction interface. In this way, by pushing only the interaction events that the user is interested in, the computing and communication resources of the terminal device and the server can be saved, and the user experience can be further improved.
[0135] The process of determining the tag set for the first account is explained below.
[0136] In some embodiments, the terminal device can determine the tag set of the first account by: acquiring information of the first account in multiple dimensions, wherein the information in multiple dimensions includes: browsing information (e.g., keyword extraction processing can be performed on the acquired browsing information, and the extracted keywords can be used as corresponding tags), behavioral habits (e.g., the user's behavioral habits can be analyzed, and the obtained user feature data can be used as corresponding tags), strategies used in virtual scenes with a frequency threshold (e.g., the game strategies commonly used by players can be analyzed to obtain the user's corresponding tags, for example, when a player frequently uses offensive strategies in the game, "likes to fight" can be used as the tag corresponding to the player), and controlling the duration of the first camp stay to reach a duration threshold (i.e., the area where the player stays in the first camp). The system extracts tags based on frequently visited locations in the game, such as analyzing these locations to identify player tags (e.g., if a player frequently places virtual objects of their controlled faction in combat areas, indicating a preference for combat, then "likes combat" could be used as their tag). It also includes tags based on the information categories followed by the primary account (e.g., if a user is interested in how to quickly defeat the opposing faction, then "likes combat" could be their tag). Tags are extracted from these multiple dimensions, resulting in a set of tags. Finally, duplicate tags are removed (keeping only one tag of the same type) to obtain the primary account's tag set.
[0137] In other embodiments, when there are multiple first interactive events and the tag set contains tags that match the characteristics of the second number of first interactive events, the terminal device may further perform the following processing: sorting the second number of first interactive events to obtain a sorting result, wherein the second number is less than or equal to the total number of multiple first interactive events, and the sorting method includes: descending order of the size of the second number of first interactive events, and ascending order of the difference between the occurrence time of the second number of first interactive events and the current time, and the sorting result is used to indicate the display priority of the details information of the second number of first interactive events.
[0138] For example, suppose five interaction events occurred in the first area: interaction event 1, interaction event 2, interaction event 3, interaction event 4, and interaction event 5. Also suppose that the tag set of the first account contains tags that match the characteristics of interaction events 2 and 4 respectively (meaning that interaction events 2 and 4 are interaction events of interest to the user). Then, the terminal device can also perform the following processing: sort interaction events 2 and 4 to obtain a sorting result. The sorting method includes: descending order of the duration of interaction events 2 and 4. For example, if the duration of interaction event 2 is 5 minutes and the duration of interaction event 4 is 10 minutes, then the sorting result for these two interaction events is: interaction event 4, interaction event 2. Alternatively, they can be sorted in ascending order of the difference between the occurrence time of interaction events 2 and 4 and the current time. For example, if interaction event 2 occurred 5 days ago and interaction event 4 occurred 7 days ago, then the sorting result for these two interaction events is: interaction event 2, interaction event 4. In addition, it should be noted that the sorting result is used to indicate the display priority of the details of interactive event 2 and interactive event 4. For example, when the sorting result is: interactive event 4, interactive event 2, the terminal device will first display the details of interactive event 4 when it receives the trigger operation of the first prompt information. When the display duration of the details of interactive event 4 is greater than the display duration threshold, or when a close operation is received for the details of interactive event 4, the details of interactive event 2 will be displayed.
[0139] In some embodiments, each area in the virtual scene where an interaction event has occurred has a corresponding identifier. After receiving a trigger operation for the first prompt information (for example, the first prompt information may be carried in an information display control, wherein the information display control includes a details entry, and the terminal device receives a click operation from the user on the details entry), the terminal device may also perform the following processing: based on the identifier of the first area, query the database for details of the first interaction event that has occurred in the first area, wherein the database pre-stores the identifier corresponding to each area in the virtual scene and details of the interaction events that have occurred in each area.
[0140] For example, taking area 1 in the virtual scene as the first area, after the terminal device receives the user's trigger operation for the prompt information of area 1, it can query the database for details of the first interactive event that has occurred in area 1 based on the identifier (e.g., number) of area 1, and display the details on the human-computer interaction interface based on the query results.
[0141] The virtual scene interaction processing method provided in this application embodiment allows a user to display a first prompt message for the first area on the human-computer interaction interface when the user controls the first team to move to a first position less than a distance threshold from an area (e.g., the first area) where an interaction event has previously occurred in the virtual scene. This improves the efficiency of the user in viewing the interaction events that have previously occurred in the virtual scene, and also enriches the interaction methods of the virtual scene by pushing prompt messages for interaction events bound to the area, thereby enhancing the user's gaming experience.
[0142] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.
[0143] This application provides an interactive processing method for virtual scenes. In a strategy game (SLG, Simulation Game), video or text information (corresponding to the details of the interactive events) of a player's historical battles (corresponding to the interactive events mentioned above) is recorded and stored in a database. When a player commands a team (corresponding to the faction mentioned above) to fight and march on the map, and passes through certain areas, a prompt message is displayed on the map. When a trigger operation is received in response to the prompt message, the details of the interactive event can be displayed, such as video or text information related to the player, including details of historical battle events involving the player, the player's friends, the player's alliance, enemies, or other players of particular interest.
[0144] The interactive processing method for virtual scenes provided in the embodiments of this application will be described in detail below.
[0145] In some embodiments, on the large map of an SLG game, when players lead their troops through certain areas, touch-sensitive prompts appear. The number of prompts displayed on a single screen can be controlled (e.g., a maximum of three prompts per screen). Players can choose to view or close the prompts (this is optional and not mandatory). When a player clicks on a prompt, a pop-up window appears, displaying details of a combat event related to the player or other players and consistent with the player's behavioral preferences (e.g., videos, images, etc.). This allows players to gain combat experience by viewing these notifications, thus exploring more strategic possibilities. Furthermore, it allows players to clearly feel their current strength improving, and watching interesting events occurring in different areas by other players enhances the game's enjoyment.
[0146] The following explains how events that have occurred in a certain area of the game are recorded.
[0147] In some embodiments, for a certain area in the game, all interactive events (hereinafter referred to as events) that have occurred in that area can be uploaded to a server (e.g., the cloud) for storage. At the same time, the events stored in the cloud database are bound to the corresponding areas in the game, that is, the areas where the events occurred in the game are numbered, so that multiple events stored in the cloud database can be distinguished according to the location of the events.
[0148] For example, see Figure 6A , Figure 6A This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 6A The steps shown are explained.
[0149] In step 601A, the client obtains information about events that have occurred within the region.
[0150] In some embodiments, taking region 1 in the game as an example, the client can obtain information on all events that have occurred in region 1 (e.g., all events that have occurred in the past month) (e.g., the status of the events and the player's operation instructions).
[0151] In step 602A, the client uploads the information to the cloud and assigns a number.
[0152] In some embodiments, taking region 1 in the game as an example, after obtaining information about all events that have occurred in region 1, the client can send the obtained information to a server (e.g., the cloud) for storage in a cloud database. Simultaneously, the cloud server can also assign a number to region 1 in the game. For example, assuming the sequence number corresponding to region 1 is "1", events sent within region 1 can be bound to sequence number "1".
[0153] In other embodiments, for a specific area in the game, only classic battles that occur within that area (such as events whose duration exceeds a duration threshold) can be uploaded to the cloud for storage.
[0154] For example, see Figure 6B , Figure 6B This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 6B The steps shown are explained.
[0155] In step 601B, the client obtains information about events that have occurred within the region.
[0156] In some embodiments, taking region 1 in the game as an example, the client can obtain information on all events that have occurred in region 1 (e.g., all events that have occurred in the past month) (e.g., the status of the events and the player's operation instructions).
[0157] In step 602B, the client determines whether the duration of the event exceeds X minutes. If it does not exceed X minutes, steps 603B and 604B are executed; if it does exceed X minutes, steps 605B and 606B are executed.
[0158] In some embodiments, after obtaining all events that have occurred in region 1, the client can also perform the following processing for each event: determine whether the duration of the event exceeds X minutes, where the value of X can be configured by the planner, for example, it can be 5 or 10.
[0159] In step 603B, the client determines the event to be a non-classic campaign.
[0160] In step 604B, the client deletes the event information.
[0161] In some embodiments, for events lasting no more than X minutes, the client can classify them as non-classic battles and delete the information about the event.
[0162] In step 605B, the client classifies the event as a classic battle.
[0163] In step 606B, the client uploads the event information to the cloud and assigns a number.
[0164] In some embodiments, for events lasting more than X minutes, the client can classify them as classic battles and upload the event information to the cloud for storage. Simultaneously, the cloud server can assign a number to the location of the event in the game (e.g., region 1), thereby binding the event stored in the cloud database to the corresponding region in the game.
[0165] In some embodiments, when a player controls their team to march on the large map of an SLG game, and passes through certain areas, big data information will be pushed. The pushed information may be the player's own historical battle events, or the historical battle events of other players that the player is following, or historical battle events that have been accurately pushed by big data, such as famous scenes of other players in that area (e.g., battle events whose duration exceeds a time threshold) pushed by analyzing the player's game behavior preferences.
[0166] For example, see Figure 4A , Figure 4A This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 4A As shown, when the player controls the first faction 401 to reach a first position where the distance between it and the first area 402 is less than a distance threshold, the first prompt information 403 of the first area can be displayed, such as "You have a memory here". The first prompt information 403 is carried in the information display control 404, which includes a details entry 405 and a close entry 406. When a click operation is received on the details entry 405, a pop-up window 407 is displayed, and a video 408 for introducing historical battles is displayed in the pop-up window 407. When a click operation is received on the close entry 406, the information display control 404 can be canceled.
[0167] In some embodiments, the server may also pre-establish a game history behavior database, such as collecting the historical combat events of all players in the game, uploading the information of the historical combat events to the cloud database and assigning them numbers, and then when some character behaviors of a player trigger the sequence number corresponding to a certain area, the information of the historical combat events stored in the cloud database that are bound to that area can be pushed to the player.
[0168] For example, see Figure 7 , Figure 7 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 7 The steps shown are explained.
[0169] In step 701, the client obtains information about events that have occurred within the region.
[0170] In some embodiments, for each area in the game where an event has occurred, the client can obtain information about the events that occurred in that area.
[0171] In step 702, the client uploads the event information to the cloud and assigns a number.
[0172] In some embodiments, for each area in the game where events have occurred, the client can upload only the information of events that occurred in that area and whose duration exceeded a duration threshold to the cloud for storage, and number each area in the game where an event has occurred (i.e., the location of the event). For example, assuming there are 10 areas in the game where events have occurred, namely area 1 to area 10, these 10 areas can be numbered. For example, assuming that the 10 areas correspond to the serial numbers 1 to 10, that is, area 1 corresponds to serial number "1", area 2 corresponds to serial number "2", and so on, with area 10 corresponding to serial number "10".
[0173] In step 703, the client sends the sequence number of the area that the player's commanded team will pass through to the cloud.
[0174] In some embodiments, when the client detects that the player passes through region 1 on the map while commanding the team to march (for example, the client detects that the distance between the team commanded by the player and region 1 is less than a distance threshold), it sends the sequence number of region 1 to the cloud server.
[0175] In step 704, the cloud sends information about the events that occurred in the area corresponding to the sequence number to the client.
[0176] In some embodiments, following the above example, after receiving the sequence number of region 1 sent by the client, the cloud server can query the database for information on the events bound to the sequence number of region 1 (i.e., the events that occurred in region 1 and were uploaded in step 702) based on the sequence number of region 1, and return the information of the queried events to the client where the player is located, so as to display it in the human-computer interaction interface of the client.
[0177] In other embodiments, see Figure 8 , Figure 8 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 8 The steps shown are explained.
[0178] In step 801, the server establishes a database of player game behavior.
[0179] In some embodiments, the server can obtain the player's historical operation information and the player's preference behavior information, and establish a player's game behavior database based on the historical operation information and preference behavior information. The preference behavior information includes: the player's browsing information preferences, game behavior habits, commonly used strategies, the location of the team commanded by the player on the map, and the information categories that the player pays attention to.
[0180] In step 802, the server analyzes the player's game behavior.
[0181] In step 803, the server obtains the player's interest behavior tags based on the analysis results.
[0182] In some embodiments, the server can collect players' historical operation information and extract players' interest behavior tags from the historical operation information. For example, the server can analyze players' browsing information, behavior habits, common strategies, places they stay, and information categories that players pay attention to, and obtain multiple interest behavior tags (hereinafter referred to as tags) for the players.
[0183] In step 804, the server integrates multiple tags to obtain a set of tags that the player can push.
[0184] In step 805, the server generates a push sorting table.
[0185] In some embodiments, after obtaining a player's interest behavior tags, the server can assign corresponding pushable and non-pushable tags to multiple events stored in the cloud database. For example, assuming a player enjoys fighting against the opposing faction, that player would have a "warlike" interest tag. Events related to combat stored in the cloud database can then be assigned corresponding pushable tags (indicating that these events are of interest to the player), while other types of events are assigned non-pushable tags (indicating that these events are of no interest to the player). The server can then select multiple events with pushable tags from the cloud database, i.e., create a push ranking table based on the selected events.
[0186] In step 806, the server analyzes and obtains valid push points.
[0187] In some embodiments, the server can analyze the historical operation information of players stored in the database to obtain the effective push time period (e.g., the time period during which the player commands the team to stay in the area, or the time period before and after the player commands the team to pass through the area, such as 10 seconds before and after) and area, and push to the player according to the push sorting table during the effective time period.
[0188] In other embodiments, fixed trigger areas (such as high-frequency player operation or combat areas) can be set in the large map of the SLG game, and events stored in the cloud database can be bound to the corresponding areas in the game. That is, the locations where events occur are numbered. For example, for area X, if the player's precise push condition is Y, then when the player leads the team through area X, the server can read the combat events or other interesting events that occur in area X from the cloud database, and lock the content in the database according to the player's push condition Y. Finally, the information of the event that satisfies both area X and push condition Y is pushed to the player.
[0189] For example, see Figure 9 , Figure 9 This is a flowchart illustrating the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with... Figure 9 The steps shown are explained.
[0190] In step 901, the server receives the identifier of region X sent by the client.
[0191] In some embodiments, when a client detects that a player's commanding team has passed through region X, it can send an identifier of region X to the server so that the server can query the cloud database based on the identifier of region X.
[0192] In step 902, the server determines whether the cloud database stores any events that have occurred in region X; if not, it proceeds to step 903; if so, it proceeds to step 904.
[0193] In step 903, the server determines not to generate push notifications.
[0194] In some embodiments, if the server does not find any combat events or other interesting events that have occurred in region X in the cloud database based on the identifier of region X, it determines not to generate push notifications.
[0195] In step 904, the server determines whether there is an event that satisfies condition Y; if not, it proceeds to step 905; if so, it proceeds to step 906.
[0196] In step 905, the server determines not to generate push notifications.
[0197] In step 906, the server generates push notifications.
[0198] In some embodiments, when the server queries the cloud database based on the identifier of region X and finds a battle event or other interesting event that occurred in region X, it can further determine whether the queried event meets the player's push condition Y. For example, it can determine whether the type of the queried event matches the player's interest behavior tag. When they do not match, the server determines not to generate push information. When they match, the server can generate push information, thereby pushing the event that meets both region X and push condition Y to the player.
[0199] The virtual scene interaction processing method provided in this application embodiment can be applied to the large map marching in SLG games. When players control their troops to march, they can trigger historical battle events that have occurred in certain areas, thereby obtaining more interesting information, enriching the interactive methods in the game, avoiding the monotony of the game and the lack of more interesting exploration, while effectively improving player activity, enhancing player stickiness and the player's game experience.
[0200] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 555 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software modules in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551.
[0201] Display module 5551 is used to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple factions, and each faction includes at least one virtual object; display module 5551 is also used to display the movement of the first faction in the virtual scene in response to a movement control operation for the first faction; display module 5551 is also used to display a first prompt message for the first area in response to the first faction moving to a first position and the distance between the first position and a first area in the virtual scene being less than a distance threshold, wherein the first prompt message indicates that a first interaction event between multiple factions has occurred in the first area.
[0202] In some embodiments, the type of the first interaction event includes at least one of the following: an interaction event in which a first account participates, an interaction event in which a second account with a social relationship with the first account participates, or an interaction event in which the popularity of any account reaches a popularity threshold; wherein, the first account is used to log in on the human-computer interaction interface to control the first camp.
[0203] In some embodiments, the first prompt information is carried in an information display control, which includes a details entry and a close entry; the display module 5551 is further configured to display details of the first interactive event in response to a trigger operation on the details entry; the virtual scene interaction processing device 555 further includes a stop module 5552, configured to stop displaying the first prompt information in response to a trigger operation on the close entry.
[0204] In some embodiments, the display module 5551 is further configured to, in response to the first camp moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, display a first prompt message for the first area during at least one of the following time periods: a first time period from moving from the first position to reaching the boundary of the first area; a second time period staying in the first area; and a third time period leaving the first area and moving to the second position.
[0205] In some embodiments, when the display module 5551 displays the first prompt information in the first area, it is further configured to perform one of the following processes: in response to the fact that the details of the first interaction event have not been viewed, switch the display of the prompt information in the next area located in the first area according to the area sorting method; in response to the fact that the details of the first interaction event have been viewed, and the display duration of the details of the first interaction event has reached the display duration threshold, switch the display of the prompt information in the next area located in the first area according to the area sorting method.
[0206] In some embodiments, the region sorting method includes: an order of increasing distance between multiple regions and the first camp; a descending order of scores corresponding to multiple regions, wherein the score of each region is determined by at least one of the following information about the region: whether the first camp has ever been to the region, the similarity between the characteristics of interactive events that have occurred in the region and the characteristics of the first account, and the scale of interactive events that have occurred in the region; wherein the first account is used to log in on the human-computer interaction interface to control the first camp.
[0207] In some embodiments, when the display module 5551 displays the first prompt information of the first area, it is further configured to perform the following processing: display prompt information corresponding to multiple areas located on at least one side of the marching route of the first camp; or, display prompt information corresponding to multiple areas within the field of vision of the first camp.
[0208] In some embodiments, the virtual scene interaction processing device 555 further includes a determining module 5553 and a sorting module 5554, wherein the determining module 5553 is used to determine the scores of multiple regions when the number of multiple regions is greater than a quantity threshold; the sorting module 5554 is used to sort the scores of multiple regions in descending order to obtain a descending sorting result; the display module 5551 is further used to display prompt information corresponding to a first number of regions starting from the first position in the descending sorting result, instead of displaying prompt information corresponding to multiple regions, wherein the first number is less than the total number of multiple regions; wherein the determining module 5553 is further used to determine the score of each region by: quantifying whether the first camp has ever reached the region, the similarity between the interaction events that have occurred in the region and the features of the first account, and the scale of the interaction events that have occurred in the region, respectively, to obtain multiple quantified values, wherein the first account is used to log in to the human-computer interaction interface to control the first camp; and performing weighted summation on the multiple quantified values, and determining the weighted summation result as the score of the region.
[0209] In some embodiments, the determining module 5553 is further configured to determine the scores of multiple regions when the number of multiple regions is greater than a quantity threshold; the sorting module 5554 is further configured to sort the multiple regions in descending order based on their scores to obtain a descending sorting result; the display module 5551 is further configured to display prompt information corresponding to a first number of regions in the descending sorting result, starting from the first position, instead of displaying prompt information corresponding to multiple regions, wherein the first number is less than the total number of multiple regions; wherein the determining module 5553 is further configured to determine the score of each region by calling a machine learning model based on the region information to perform prediction processing and obtain the region score, wherein the machine learning model is trained based on multiple sample regions, the initial scores of the multiple sample regions are calculated using rules, and for the subsequently viewed sample regions in the multiple sample regions, the scores of the viewed sample regions are increased, and for the subsequently unviewed sample regions in the multiple sample regions, the scores of the unviewed sample regions are decreased, and the multiple sample regions with updated scores are used as new sample regions to iteratively train the machine learning model.
[0210] In some embodiments, when different types of first interactive events have occurred in the first area, the display module 5551 is further configured to display the detail entry corresponding to the different types of first interactive events in the first prompt information; and to display the detail information of any type of first interactive event in response to the triggering operation of the detail entry corresponding to any type of first interactive event.
[0211] In some embodiments, when different types of first interactive events have occurred in the first area, the display module 5551 is further configured to, in response to a triggering operation for the first prompt information, display the detail entry corresponding to each of the different types of first interactive events; and to, in response to a triggering operation for the detail entry corresponding to any type of first interactive event, display the detail information of any type of first interactive event.
[0212] In some embodiments, when the display module 5551 displays the first prompt information in the first area, it is further configured to perform the following processing: in response to the number of first interactive events that have occurred in the first area being less than a number threshold, and the first faction not currently interacting with other factions, displaying the details of the first interactive event instead of displaying the first prompt information, wherein the details information is used to introduce the first interactive event; the stop module 5552 is further configured to stop displaying the details of the first interactive event in response to a closing operation of the details information of the first interactive event or the display duration of the details information of the first interactive event reaching a display duration threshold.
[0213] In some embodiments, the display module 5551 is further configured to, in response to the similarity between the second region and the first region in the virtual scene, display a second prompt message for the second region in the first prompt message, wherein the second prompt message represents that multiple second interaction events between factions have occurred in the second region, and is configured to display that the first region and the second region are similar in at least one of the following dimensions: terrain features, map outline, faction distribution, and historical interaction events that have occurred.
[0214] In some embodiments, the display module 5551 is further configured to display a push setting control for displaying first prompt information in the human-computer interaction interface, wherein the push setting control includes at least one of the following: a region setting control, configured to set allowed and prohibited introduction regions in the virtual scene, wherein interactive events occurring in the allowed introduction regions can be introduced through corresponding introduction information, and interactive events occurring in the prohibited introduction regions cannot be introduced through corresponding introduction information; a data format setting control, configured to set allowed push data formats, the data formats including at least one of the following: video, image, text; an event type setting control, configured to set allowed push event types, the event types including at least one of the following: interactive events involving a first account, interactive events involving a second account with a social relationship with the first account, and interactive events with a popularity threshold, wherein the first account is used to log in to the human-computer interaction interface to control the first camp; and a time period setting control, configured to set the time period for allowing or prohibiting pushes.
[0215] In some embodiments, the virtual scene interaction processing device 555 further includes a shielding module 5555, which is used to shield the first prompt information of the first area when the details of the first interaction event are not viewed and the first camp moves to a first position less than a distance threshold from the first area again; and a display module 5551, which is also used to display the details of a new interaction event that occurred in the first area, wherein the new interaction event occurred while the first camp was leaving the first area.
[0216] In some embodiments, the virtual scene interaction processing device 555 further includes a matching module 5556 and a transfer module 5557, wherein the matching module 5556 is used to match the features of the first interaction event with the tag set of the first account before the display module 5551 displays the first prompt information in the first area, wherein the first account is used to log in to the human-computer interaction interface to control at least one virtual object included in the first camp; the transfer module 5557 is used to transfer to the process of displaying the first prompt information in the first area in response to the existence of a tag in the tag set that matches the features of the first interaction event; the blocking module 5555 is also used to block the display of the first prompt information in the first area in response to the absence of a tag in the tag set that matches the features of the first interaction event.
[0217] In some embodiments, when there are multiple first interactive events and there are tags in the tag set that match the features of the second number of first interactive events, the sorting module 5554 is further used to sort the second number of first interactive events to obtain a sorting result, wherein the second number is less than or equal to the total number of multiple first interactive events, and the sorting method includes: descending order of the size of the second number of first interactive events, and ascending order of the difference between the occurrence time of the second number of first interactive events and the current time, and the sorting result is used to indicate the display priority of the details information of the second number of first interactive events.
[0218] In some embodiments, the determining module 5553 is further configured to determine the tag set of the first account by: obtaining information of the first account in multiple dimensions, wherein the information of multiple dimensions includes: browsing information, behavioral habits, strategies for using frequency in virtual scenes to reach frequency thresholds, areas for controlling the duration of stay of the first camp to reach duration thresholds, and information categories followed by the first account; performing tag extraction processing on the information of multiple dimensions respectively to obtain multiple tags; and performing deduplication processing on the multiple tags to obtain the tag set of the first account.
[0219] In some embodiments, each area in the virtual scene where an interaction event has occurred has a corresponding identifier; the interaction processing device 555 of the virtual scene further includes a query module 5558, which, after receiving a trigger operation for the first prompt information, queries the database for details of the first interaction event that has occurred in the first area based on the identifier of the first area, wherein the database pre-stores the identifier corresponding to each area in the virtual scene and details of the interaction events that have occurred in each area.
[0220] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the virtual scene interactive processing apparatus provided in this application embodiment, please refer to... Figure 3 , Figure 5A ,or Figure 5B The meaning is understood in accordance with the description of any of the accompanying drawings.
[0221] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual scene interaction processing method described above in this application.
[0222] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the interactive processing method for a virtual scene provided in this application. For example, ... Figure 3 , Figure 5A ,or Figure 5B The interactive processing method for the virtual scene is shown.
[0223] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0224] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0225] As an example, executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located in one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0226] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for interactive processing of virtual scenes, characterized in that, The method includes: A virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes multiple factions, and each faction includes at least one virtual object; In response to a movement control operation targeting the first faction, the first faction is shown moving within the virtual scene; In response to the first faction moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, a first prompt message is displayed in the first area, wherein the first prompt message indicates that a first interaction event between the multiple factions has occurred in the first area; In response to the similarity between the second region and the first region in the virtual scene, a second prompt message for the second region is displayed in the first prompt message. This second prompt message indicates that a second interaction event between the multiple factions has occurred in the second region. The first region and the second region are shown to have similarity in at least one of the following dimensions: terrain features, map outline, faction distribution, and historical interaction events.
2. The method according to claim 1, characterized in that, The first interactive event type includes at least one of the following: an interactive event involving a first account, an interactive event involving a second account with a social relationship with the first account, or an interactive event in which the popularity of any account reaches a popularity threshold; wherein, the first account is used to log in to the human-computer interaction interface to control the first camp.
3. The method according to claim 1, characterized in that, The first prompt message is contained in an information display control, which includes a details entry and a close entry. The method further includes: In response to a trigger operation on the details entry, display the details information of the first interaction event; In response to the trigger operation for closing the entry, the first prompt message is stopped from being displayed.
4. The method according to claim 1, characterized in that, The response to the first camp moving to a first position, and the distance between the first position and a first area in the virtual scene being less than a distance threshold, displays a first prompt message for the first area, including: In response to the first camp advancing to the first position, and the distance between the first position and the first area in the virtual scene being less than a distance threshold, a first prompt message for the first area is displayed during at least one of the following time periods: The first time period from the first position to reaching the boundary of the first area; The second time period spent in the first area; The third time period is when they leave the first region and proceed in parallel to the second position.
5. The method according to any one of claims 1 to 4, characterized in that, When displaying the first prompt information in the first area, the method further includes: If the details of the first interaction event are not viewed, the prompt information of the next area in the first area will be switched and displayed according to the area sorting method. In response to the viewing of the details of the first interaction event, and the display duration of the details of the first interaction event reaches the display duration threshold, the prompt information of the next area located in the first area is switched to be displayed according to the area sorting method.
6. The method according to claim 5, characterized in that, The region sorting methods include: The distances between the multiple regions and the first camp are arranged in ascending order of small to large; The scores for each of the multiple regions are ordered in descending order, wherein the score for each region is determined by at least one of the following information for that region: whether the first camp has ever been to the region, the similarity between the characteristics of the interaction events that have occurred in the region and the characteristics of the first account, and the scale of the interaction events that have occurred in the region; wherein the first account is used to log in to the human-computer interaction interface to control the first camp.
7. The method according to any one of claims 1 to 4, characterized in that, When displaying the first prompt information in the first area, the method further includes: Display prompts for multiple areas located on at least one side of the first camp's marching route; or, Display prompts for multiple areas within the field of vision of the first faction.
8. The method according to claim 7, characterized in that, When the number of the plurality of regions exceeds a quantity threshold, the method further includes: Determine the scores of the multiple regions, and sort them in descending order according to the scores of the multiple regions to obtain the descending sort result; The prompt information corresponding to the first number of regions in the descending sort result, starting from the first position, is displayed instead of the prompt information corresponding to the multiple regions, wherein the first number is less than the total number of the multiple regions; The score for each region is determined in the following manner: The following parameters are quantified: whether the first camp has ever been to the area, the similarity between the interaction events that have occurred in the area and the features of the first account, and the scale of the interaction events that have occurred in the area. Multiple quantified values are obtained accordingly. The first account is used to log in to the human-computer interaction interface to control the first camp. The multiple quantified values are weighted and summed, and the resulting weighted sum is determined as the score of the region.
9. The method according to claim 7, characterized in that, When the number of the plurality of regions exceeds a quantity threshold, the method further includes: Determine the scores of the multiple regions, and sort them in descending order according to the scores of the multiple regions to obtain the descending sort result; The prompt information corresponding to the first number of regions in the descending sort result, starting from the first position, is displayed instead of the prompt information corresponding to the multiple regions, wherein the first number is less than the total number of the multiple regions; The score for each region is determined in the following manner: Based on the information of the region, a machine learning model is invoked to perform prediction processing to obtain a score for the region. The machine learning model is trained on multiple sample regions. The initial scores of the multiple sample regions are calculated using rules. For the subsequently viewed sample regions in the multiple sample regions, the scores of the viewed sample regions are increased, and for the subsequently unviewed sample regions in the multiple sample regions, the scores of the unviewed sample regions are decreased. The multiple sample regions with updated scores are then used as new sample regions to iteratively train the machine learning model.
10. The method according to any one of claims 1 to 4, characterized in that, When different types of the first interaction events have occurred in the first area, the method further includes: The first prompt message displays the details entry corresponding to the different types of the first interactive events; In response to a trigger operation on the details entry corresponding to any type of the first interactive event, the details information of the first interactive event of any type is displayed.
11. The method according to any one of claims 1 to 4, characterized in that, When different types of the first interaction events have occurred in the first area, the method further includes: In response to the triggered operation of the first prompt information, display the details entry corresponding to the different types of the first interactive events; In response to a trigger operation on the details entry corresponding to any type of the first interactive event, the details information of the first interactive event of any type is displayed.
12. The method according to any one of claims 1 to 4, characterized in that, When displaying the first prompt information in the first area, the method further includes: In response to the fact that the number of the first interaction events that have occurred in the first area is less than a number threshold, and the first faction is not currently interacting with other factions, detailed information of the first interaction events is displayed instead of the first prompt information, wherein the detailed information is used to describe the first interaction events; In response to a close operation on the details information, or when the display duration of the details information reaches a display duration threshold, the display of the details information of the first interaction event is stopped.
13. The method according to any one of claims 1 to 4, characterized in that, The method further includes: A push setting control for displaying the first prompt information is provided in the human-computer interaction interface, wherein the push setting control includes at least one of the following: A region setting control is used to set the allowed and prohibited description areas in the virtual scene. Interactive events occurring in the allowed description areas can be described through corresponding description information, while interactive events occurring in the prohibited description areas cannot be described through corresponding description information. A data format setting control is used to set the allowed data format for push, wherein the data format includes at least one of the following: video, image, and text; An event type setting control is used to set the types of events that can be pushed. The event types include at least one of the following: an interaction event in which a first account participates, an interaction event in which a second account with a social relationship with the first account participates, and an interaction event in which the popularity reaches a popularity threshold. The first account is used to log in to the human-computer interaction interface to control at least one virtual object included in the first camp. The time period setting control is used to set the time periods during which push notifications are allowed or prohibited.
14. The method according to any one of claims 1 to 4, characterized in that, The method further includes: In response to the fact that the details of the first interaction event have not been viewed, and the first faction moves again to a first position less than a distance threshold from the first area, the first prompt information for the first area is hidden and displayed. Display details of new interactive events that occurred in the first region, wherein the new interactive events occurred while the first faction was leaving the first region.
15. The method according to any one of claims 1 to 4, characterized in that, Before displaying the first prompt information in the first area, the method further includes: The features of the first interactive event are matched with the tag set of the first account, wherein the first account is used to log in to the human-computer interaction interface to control the first camp; In response to the existence of a tag in the tag set that matches the features of the first interactive event, the process of displaying the first prompt information in the first area is initiated. In response to the absence of a tag in the tag set that matches the features of the first interactive event, the first prompt message in the first area is hidden from display.
16. The method according to claim 15, characterized in that, When the number of the first interaction events is multiple, and the tag set contains tags that match the features of the second number of the first interaction events, the method further includes: The second number of the first interactive events are sorted to obtain a sorting result, wherein the second number is less than or equal to the total number of the first interactive events. The sorting method includes: descending order of the size of the second number of the first interactive events, and ascending order of the difference between the occurrence time of the second number of the first interactive events and the current time. The sorting result is used to indicate the display priority of the detailed information of the second number of the first interactive events.
17. The method according to claim 15, characterized in that, The method further includes: The tag set for the first account is determined in the following way: The information of the first account is obtained from multiple dimensions, including: browsing information, behavioral habits, strategies for using the virtual scene at a frequency threshold, areas where the duration of stay of the first camp reaches a duration threshold, and information categories followed by the first account. The information from the multiple dimensions is processed by tag extraction to obtain multiple tags; The multiple tags are deduplicated to obtain the tag set of the first account.
18. The method according to any one of claims 1 to 4, characterized in that, Each area in the virtual scene where an interaction event has occurred has a corresponding identifier; After receiving a trigger operation in response to the first prompt message, the method further includes: Based on the identifier of the first region, the database is queried to retrieve details of the first interaction events that have occurred in the first region. The database pre-stores the identifier corresponding to each region in the virtual scene, as well as details of the interaction events that have occurred in each region.
19. An interactive processing device for a virtual scene, characterized in that, The device includes: The display module is used to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple factions, and each faction includes at least one virtual object; The display module is also used to respond to the movement control operation for the first faction and display the movement of the first faction in the virtual scene; The display module is further configured to respond to the first faction moving to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, displaying a first prompt message for the first area, wherein the first prompt message indicates that a first interaction event between the multiple factions has occurred in the first area; The display module is further configured to respond to the similarity between the second region and the first region in the virtual scene, and to display a second prompt message for the second region in the first prompt message, wherein the second prompt message represents a second interaction event between the multiple factions that has occurred in the second region, and to display that the first region and the second region are similar in at least one of the following dimensions: terrain features, map outline, faction distribution, and historical interaction events that have occurred.
20. An electronic device, characterized in that, include: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the interactive processing method of the virtual scene according to any one of claims 1 to 18.
21. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, they implement the interactive processing method of the virtual scene according to any one of claims 1 to 18.
22. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, the interactive processing method of the virtual scene as described in any one of claims 1 to 18 is implemented.