Virtual role processing method and apparatus, electronic device, storage medium, and product

CN118320414BActive Publication Date: 2026-10-23TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202310067170.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-01-11
Publication Date
2026-10-23
Estimated Expiration
2043-01-11

AI Technical Summary

Technical Problem

[0002]相关技术的自走棋游戏中,当人工智能玩家在进行游戏时,大多是首先购买商店中的所有虚拟角色(通常被称为“棋子”或“卡牌”),然后通过计算对比选择出最合适的上阵阵容,或者是,在开局时会锁定一个推荐阵容,将按照推荐阵容内的虚拟角色进行购置,在配置回合之前,每回合选择战力较高的单卡进行过渡,这样,虽然在棋子强度和战力上可以达到正常真实玩家的水平,但在游戏前期过渡较为生硬,且游戏后期达到一定阵容强度后战力提升会进入瓶颈期,因此导致人工智能对游戏中的虚拟角色进行处理时的智能化程度较低

Benefits of technology

[0022]人工智能玩家通过获取的目标阵容,从虚拟角色的商店中获取虚拟角色,并确定相应的初始阵容,然后在基于初始阵容进行对局的过程中,当需要进行虚拟角色选取、且商店中不包括目标阵容中的虚拟角色时,依据与初始阵容中的目标虚拟角色的关联关系,从商店中获取辅助虚拟角色,并基于辅助角色,确定人工智能玩家的当前阵容,从而控制当前阵容中的虚拟角色与真实玩家的虚拟角色进行交互。如此,考虑到在辅助虚拟角色协同目标虚拟角色与真实玩家的虚拟角色进行交互的过程中,辅助虚拟角色和目标虚拟角色相关联时所具有增益效果,依据与初始阵容中的目标虚拟角色的关联关系,来选取相应的辅助虚拟角色,让人工智能玩家的对局思路更智能化,从而提高基于人工智能对虚拟角色进行处理时的智能化程度。

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Abstract

The application provides a virtual role processing method and device, electronic equipment, a computer readable storage medium and a computer program product, including: an artificial intelligence player obtaining a target formation of a game with a real player; based on the target formation, at least one virtual role in the target formation is obtained from a virtual role store, and based on the obtained virtual role, an initial formation of the artificial intelligence player is determined; in the process of the game based on the initial formation, when virtual role selection is needed and the virtual roles in the target formation are not included in the store, at least one auxiliary virtual role is obtained from the store; based on the obtained auxiliary virtual role, a current formation of the artificial intelligence player is determined, and the virtual roles in the current formation are controlled to interact with the virtual roles of the real player. In this way, the intelligent degree when processing the virtual role based on artificial intelligence can be improved.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual characters. Background Technology

[0002] In auto-chess games using related technologies, when AI players are playing, they usually first purchase all the virtual characters (usually called "chess pieces" or "cards") in the shop, and then select the most suitable lineup through calculation and comparison. Alternatively, they may lock a recommended lineup at the start of the game and purchase virtual characters according to the recommended lineup. Before the configuration round, they select single cards with higher combat power each round to transition. In this way, although the strength of the chess pieces and combat power can reach the level of normal real players, the transition in the early stage of the game is relatively abrupt, and the improvement of combat power will reach a bottleneck after a certain lineup strength is reached in the late game. Therefore, the AI's intelligence in handling virtual characters in the game is relatively low. Summary of the Invention

[0003] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual characters, which can improve the intelligence level when processing virtual characters based on artificial intelligence.

[0004] The technical solution of this application embodiment is implemented as follows:

[0005] This application provides a method for processing virtual characters, including:

[0006] AI players acquire target lineups for matches against real players;

[0007] Based on the target lineup, at least one virtual character from the target lineup is obtained from the virtual character shop, and based on the obtained virtual character, the initial lineup of the AI ​​player is determined.

[0008] During the game based on the initial lineup, when it is necessary to select a virtual character and the store does not contain the virtual characters in the target lineup, at least one auxiliary virtual character is obtained from the store.

[0009] The auxiliary virtual character is associated with the target virtual character in the initial lineup. The association is used so that when the auxiliary virtual character interacts with the target virtual character and the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect.

[0010] Based on the acquired auxiliary virtual character, the current lineup of the AI ​​player is determined, and the virtual characters in the current lineup are controlled to interact with the virtual characters of the real player.

[0011] This application provides a virtual character processing device, including:

[0012] The first acquisition module is used by AI players to acquire target lineups for matches against real players;

[0013] The first determining module is used to obtain at least one virtual character from the virtual character shop based on the target lineup, and to determine the initial lineup of the AI ​​player based on the obtained virtual character.

[0014] The second acquisition module is used to acquire at least one auxiliary virtual character from the shop when, during the game based on the initial lineup, virtual character selection is required and the shop does not include the virtual characters in the target lineup; wherein, the auxiliary virtual character has an association relationship with the target virtual character in the initial lineup, and the association relationship is used so that when the auxiliary virtual character, in conjunction with the target virtual character, interacts with the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect;

[0015] The second determining module is used to determine the current lineup of the AI ​​player based on the acquired auxiliary virtual character, and to control the virtual characters in the current lineup to interact with the virtual characters of the real player.

[0016] This application provides an electronic device, including:

[0017] Memory, used to store executable instructions;

[0018] The processor, when executing executable instructions stored in the memory, implements the virtual character processing method provided in the embodiments of this application.

[0019] This application provides a computer-readable storage medium storing executable instructions for inducing a processor to execute and implement the virtual character processing method provided in this application.

[0020] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual character processing method provided in this application.

[0021] The embodiments of this application have the following beneficial effects:

[0022] The AI ​​player acquires virtual characters from the virtual character shop based on the target lineup and determines an initial lineup. During gameplay based on this initial lineup, when a virtual character selection is needed and the target lineup's virtual character is not available in the shop, an auxiliary virtual character is acquired from the shop based on its association with the target virtual character in the initial lineup. This auxiliary character then determines the AI ​​player's current lineup, controlling the interaction between the virtual characters in this lineup and the real player's virtual character. Considering the beneficial effects of the auxiliary virtual character's association with the target virtual character during this interaction, selecting the appropriate auxiliary virtual character based on its association with the target virtual character in the initial lineup makes the AI ​​player's gameplay strategy more intelligent, thereby improving the intelligence level of AI-based virtual character processing. Attached Figure Description

[0023] Figure 1 This is a schematic diagram of the architecture of the virtual character processing system 100 provided in this application embodiment;

[0024] Figure 2 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application;

[0025] Figure 3 This is a flowchart illustrating the virtual character processing method provided in an embodiment of this application;

[0026] Figure 4 This is a schematic diagram of the battle area and the preparation area provided in the embodiments of this application;

[0027] Figure 5 This is a schematic diagram of the virtual character for bidding provided in an embodiment of this application;

[0028] Figure 6 This is a comparison chart of the current lineups of each player at different times, provided in the embodiments of this application;

[0029] Figure 7This is a flowchart illustrating the virtual character processing method provided in an embodiment of this application;

[0030] Figure 8 This is a schematic diagram illustrating how to refresh a store to purchase a card, as provided in an embodiment of this application.

[0031] Figure 9 This is a schematic diagram of the process for refreshing a store, provided in an embodiment of this application. Detailed Implementation

[0032] 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.

[0033] 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.

[0034] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" 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 the scope of 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) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program on the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as a game client.

[0038] 2) Artificial Intelligence (AI) is the theory, methods, technology, and application system that uses digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that attempts to understand the essence of intelligence and produce a new kind of intelligent machine that can react in a way similar to human intelligence. AI studies the design principles and implementation methods of various intelligent machines, enabling them to possess the functions of perception, reasoning, and decision-making.

[0039] 3) Auto Chess games are a general term for a type of electronic strategy board game. The basic rules involve players selecting and combining pieces from different types, placing them on their own board, and then the system automatically battles against other players' pieces until only one player remains alive. Each round, the loser loses a certain amount of health points, and this process is repeated until only one player survives.

[0040] 4) Virtual resources are the basic resources used in a game to purchase heroes, upgrade population, and refresh the shop, such as gold, points, or diamonds. For example, in each round or game, you will receive a fixed basic virtual resource income plus 10% interest income on the current virtual resources. When you have consecutive wins or losses, you will receive additional virtual resource income based on the number of consecutive wins (losses).

[0041] 5) Target Lineup: In auto-chess games, pieces, equipment, talents, and other elements combine to form a battle lineup. Players continuously refine their lineups throughout the game, eventually assembling a strong and well-established lineup in the late game. The AI ​​will also construct a well-established lineup based on the player's strategy; this is referred to as the AI's target lineup. For example, a high-strength lineup determined through a series of preset constraints, including information such as synergies, pieces (with important details like carry and secondary carry), piece equipment, positioning, population, and star levels, is considered the target lineup.

[0042] 6) Target lineup pieces, which are pieces that belong to the target lineup.

[0043] 7) During the transition phase, as the AI ​​develops towards the target lineup, it will purchase some pieces that are not part of the target lineup to ensure the strength of the pieces. Once the target lineup pieces appear, it will gradually replace the non-target lineup pieces until all the pieces on the field are from the target lineup. This phase is called the transition phase.

[0044] 8) Transition lineup: The lineup used during the transition phase is the transition lineup.

[0045] 9) Temporary units: Non-target lineup units purchased and deployed during the transition phase are temporary units. Temporary units will eventually be replaced by target lineup units.

[0046] 10) Combat power is a series of factors that affect strength, including the attributes of chess pieces (quality and star level), skills, synergy bonuses, and equipment. These factors are quantified into combat power through numerical calculations. Simply put, the higher the combat power of the combined lineup, the stronger it is.

[0047] 11) Maximize combat power: The scheme that maximizes the combat power of the lineup, calculated using the combat power formula.

[0048] 12) Global Drop Attributes: In each game, special items such as rare stones (population items), tokens (job change tokens), and cores (items needed to synthesize divine equipment) will be dropped. The dropping of these special items is called global drop. The attributes added based on the dropping of these special items are global drop attributes. Global drop attributes are confirmed before the start of the game.

[0049] See Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual character processing system 100 provided in this application embodiment. To realize the application scenario of virtual character processing (for example, the application scenario of virtual character processing can be when an artificial intelligence player is playing an auto chess game with a real player, the artificial intelligence player obtains the corresponding target lineup based on its own attributes and those of the real player in the game, and selects virtual characters from the store based on the target lineup, and selects auxiliary virtual characters from the store based on the selected virtual characters, and then interacts with the virtual characters of the real player based on the selected virtual characters and the auxiliary virtual characters), a client 401 (e.g., a game client) capable of processing virtual characters is set on the terminal (terminal 400 is shown as an example). The terminal 400 is connected to the server 200 through a network 300, wherein the network 300 can be a wide area network or a local area network, or a combination of both, and data transmission is achieved using a wireless or wired link.

[0050] Terminal 400 is used to send game requests to server 200.

[0051] Server 200 is configured to: determine an AI player based on a received match request, enabling the AI ​​player to acquire a target lineup for a match against a real player; acquire at least one virtual character from the target lineup's virtual character shop based on the target lineup, and determine the AI ​​player's initial lineup based on the acquired virtual character; during the match based on the initial lineup, when virtual character selection is required and the shop does not contain any virtual characters from the target lineup, acquire at least one auxiliary virtual character from the shop; wherein the auxiliary virtual character has an association relationship with the target virtual character in the initial lineup, and the association relationship is used so that when the auxiliary virtual character, in conjunction with the target virtual character, interacts with the real player's virtual character, at least one of the auxiliary virtual character and the target virtual character has a buff effect; and determine the AI ​​player's current lineup based on the acquired auxiliary virtual character, and control the virtual characters in the current lineup to interact with the real player's virtual character.

[0052] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smartphone, tablet, laptop, desktop computer, set-top box, smart voice interaction device, smart home appliance, vehicle terminal, aircraft, portable music player, personal digital assistant, dedicated messaging device, portable gaming device, smart speaker, and smartwatch, but is not limited to these. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0053] The electronic device implementing the virtual character processing method provided in the embodiments of this application will now be described. See also Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device can be a server or a terminal. The electronic device is used as an example. Figure 1 Taking the terminal shown as an example, Figure 2 The illustrated electronic device includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in… Figure 2The general labeled all buses as Bus System 440.

[0054] The processor 410 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.

[0055] User interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0056] The memory 450 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 450 may optionally include one or more storage devices physically located away from the processor 410.

[0057] The memory 450 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 450 described in this application embodiment is intended to include any suitable type of memory.

[0058] In some embodiments, memory 450 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.

[0059] Operating system 451 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;

[0060] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0061] Presentation module 453 is configured to enable the display of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0062] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0063] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 A processing device 455 for a virtual character stored in memory 450 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a first acquisition module 4551, a first determination module 4552, a second acquisition module 4553, and a second determination module 4554. These modules are logically linked and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0064] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the virtual character processing apparatus provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual character processing method provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0065] In some embodiments, the terminal or server can implement the virtual character processing method provided in this application by running a computer program. For example, the computer program can be a native program or software module in an 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 an instant messaging APP or a web browser APP; it can also be a mini-program, that is, a program that only needs to be downloaded into a browser environment to run; or it can be a 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.

[0066] Based on the above description of the virtual character processing system and electronic device provided in the embodiments of this application, the virtual character processing method provided in the embodiments of this application is described below. In actual implementation, the virtual character processing method provided in the embodiments of this application can be implemented by the terminal or the server alone, or by the terminal and the server working together, so that... Figure 2 The following description uses an example of server 200 executing the virtual character processing method provided in this application embodiment. See also... Figure 3 , Figure 3 This is a flowchart illustrating the virtual character processing method provided in this application embodiment. Next, it will be combined with... Figure 3 The steps shown are explained.

[0067] Step 101: The server-controlled AI player obtains the target lineup for the match against the real player.

[0068] It should be noted that before obtaining the target lineup for a match against real players, the server first receives a match request from the terminal. Here, the terminal is equipped with a client that supports the processing of virtual characters, such as a game client. When the user opens the client on the terminal and the terminal is running the client, a match request is generated and sent to the server.

[0069] In practice, the process by which the AI ​​player obtains the target lineup for a match against a real player involves several steps: acquiring the match's attributes, which indicate the characteristics of the lineups of the participating players; and selecting the candidate lineup that matches the match attributes from multiple candidate lineups as the target lineup. It should be noted that the characteristics of the lineups indicated by the match attributes include historical match data of both the AI ​​player and the real player, the number of players in the current match, the players' skills, and the virtual resources provided by the players, such as gold coins.

[0070] In practice, the multiple candidate lineups can be pre-stored locally on the terminal, obtained from external sources (such as the internet), or selected in real-time, for example, generated in real-time based on the game's attributes. The process of selecting the target lineup from these multiple lineups, which best matches the game's attributes, varies depending on the game attributes. It can be done by randomly selecting a lineup that matches the game's attributes; when the game attribute is historical game data, such as the lineups from the previous game for each participant, historical game data from both real players and AI players can be obtained, and a lineup matching the historical data can be selected as the target lineup; when the game attribute is virtual resources, such as gold coins, the virtual resources corresponding to each candidate lineup can be obtained, and the lineup requiring the least virtual resources can be selected as the target lineup.

[0071] It should be noted that, in this application embodiment, data such as historical game data of real players and artificial intelligence players are involved. When this application embodiment is applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0072] Step 102: Based on the target lineup, obtain at least one virtual character from the virtual character shop, and determine the initial lineup of the AI ​​player based on the obtained virtual character.

[0073] It should be noted that the target lineup indicates the virtual characters that the AI ​​player needs to configure in a match between an AI player and a real player. Based on the virtual characters indicated by the target lineup, at least one virtual character is obtained from the virtual character shop. Specifically, the process of obtaining at least one virtual character from the target lineup from the virtual character shop can be as follows: obtain the virtual characters included in the shop; match each virtual character in the target lineup with the virtual characters in the shop to obtain matching results; and based on the matching results, select a virtual character from the shop that matches the virtual characters in the target lineup.

[0074] In some embodiments, when the matching result indicates that the store does not have a virtual character that matches at least one virtual character in the target lineup, the store can also be refreshed. Specifically, the store is refreshed to include at least one virtual character to obtain a refreshed store, and the virtual character in the target lineup is obtained from the refreshed store.

[0075] In practice, the initial lineup is used to indicate the virtual characters that the AI ​​player has before the start of the game. The process of determining the AI ​​player's initial lineup based on the acquired virtual characters includes the virtual characters in the target lineup that the AI ​​player acquires from the shop and the refreshed shop. That is, the initial lineup is determined after the AI ​​player acquires the virtual characters in the target lineup from the shop.

[0076] Step 103: During the game based on the initial lineup, when it is necessary to select a virtual character and the virtual character in the target lineup is not available in the shop, at least one auxiliary virtual character is obtained from the shop; wherein, the auxiliary virtual character has an association relationship with the target virtual character in the initial lineup, and the association relationship is used so that when the auxiliary virtual character interacts with the target virtual character and the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect.

[0077] It should be noted that the target virtual character in the initial lineup is used to indicate one or more virtual characters in the initial lineup. For example, when the initial lineup includes virtual characters A, B, C, and D, the target virtual character is used to indicate at least one of virtual characters A, B, C, and D. Thus, the association between the auxiliary virtual character and the target virtual character in the initial lineup is equivalent to the association between the auxiliary virtual character and at least one specific virtual character in the initial lineup. Furthermore, each virtual character in the game has its own interaction attributes, which include at least two of the following attributes: the interaction attribute value of the virtual character (such as combat power), and the faction to which the virtual character belongs (such as Alliance A, Alliance B, etc.). The game system includes various attributes for virtual characters, such as alliances, neutral factions, class (e.g., centaurs, spearmen, beauties, artillerymen, warriors, archers, strategists, assassins, guards, swordsmen, gunners, fighters, etc.), attack type (e.g., magic, physical), identity (e.g., nobles, demons, elves, etc.), health points, attack power, range, and attack speed. Based on interactive attributes, virtual characters also have synergy effects, or relationships. These relationships are used to assist virtual characters in interacting with real player virtual characters, ensuring that at least one of the assisting or target virtual characters receives a buff. For example, if virtual character A is a spearman and belongs to Alliance A, and virtual character B is a strategist and also belongs to Alliance A, then virtual characters A and B belong to the same alliance and are therefore associated.

[0078] It should be noted that the buffs here can include increased attack power, attack speed, physical defense, and spell power. The specific buff varies depending on the degree of association between the virtual characters indicated by the relationship. In other words, the degree of association between the supporting virtual character and the target virtual character in the initial lineup is positively correlated with the resulting buff. For example, if virtual character A is a spearman and belongs to Alliance A, and virtual character B is a strategist and belongs to Alliance A, then virtual characters A and B belong to the same alliance, and their physical defense is increased by 1 times. If virtual character A is a spearman and belongs to Alliance A, and virtual character B is a spearman and belongs to Alliance A, then virtual characters A and B have the same class and belong to the same alliance, and their physical defense is increased by 2 times. Furthermore, the buffs from different relationships can be stacked. For example, if virtual object A's interaction attribute 1 and virtual object B's interaction attribute 2 are related attributes, meaning they are associated, and virtual object A's interaction attribute 3 and virtual object C's interaction attribute 4 are also related attributes, then virtual object A can simultaneously possess the gain effect produced by interaction attribute 1 and interaction attribute 2, as well as the gain effect produced by interaction attribute 3 and interaction attribute 4.

[0079] It's important to note that the game includes a battle area and a preparation area. The preparation area is for placing virtual characters acquired by the player (e.g., AI player). These virtual characters are in a preparation state, indicating they are not currently in battle. There is a fixed maximum number of virtual characters that can be placed in the preparation area. The battle area is for placing virtual characters selected by the player (e.g., AI player) to join the current lineup. These virtual characters are in a battle state, indicating they are currently in battle. The number of virtual characters that can be placed in the battle area can increase as the game progresses. For example, in the first interactive round of the game, the number of virtual characters in the battle area can be 3; by the third interactive round, the number can increase to 5.

[0080] For example, see Figure 4 , Figure 4 This is a schematic diagram of the battle area and preparation area provided in the embodiments of this application, based on Figure 4 Area 401 is the battle area, area 402 is the preparation area, the virtual character in dashed box 403 is the virtual character in the battle area, and the virtual character in 404 is the virtual character in the preparation area.

[0081] In practice, due to the differences in the regions where the virtual characters in the initial lineup are located, the process of obtaining at least one auxiliary virtual character from the store when virtual character selection is required and the store does not include the virtual characters in the target lineup is also different. Next, we will take two of these methods as examples to explain the process of obtaining at least one auxiliary virtual character from the store when virtual character selection is required and the store does not include the virtual characters in the target lineup.

[0082] In some embodiments, all virtual characters in the initial lineup are in the battle area of ​​the game. When it is necessary to select a virtual character and the store does not include the virtual characters in the target lineup, the process of obtaining at least one auxiliary virtual character from the store specifically includes: when it is necessary to select a virtual character and the store does not include the virtual characters in the target lineup, obtaining the virtual characters included in the current store; obtaining the attribute relationship between the first interaction attribute of each virtual character in the initial lineup and the second interaction attribute of each virtual character in the store; obtaining the first number of virtual characters to be selected, and obtaining the first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute.

[0083] It should be noted that the number of candidate virtual characters is greater than or equal to the first number, which is the number of virtual characters that still need to be deployed, i.e., added to the battle area. The first and second interactive attributes refer to the interactive attributes that each virtual character in the game has, as mentioned earlier. The attribute relationship is used to indicate whether the virtual characters in the initial lineup are related to the virtual characters in the shop. The attribute relationship can include identical attribute relationships and complementary attribute relationships. For example, if virtual character A is a centaur and belongs to Alliance A, and virtual character B is a strategist and belongs to Alliance A, then virtual character A and virtual character B belong to the same alliance and have identical attribute relationships. If virtual character A is a warrior and belongs to Alliance A, and virtual character B is a strategist and belongs to Alliance B, then virtual character A and virtual character B have complementary attribute relationships. Here, identical attribute relationships and complementary attribute relationships are both types of association relationships.

[0084] In practice, based on the attribute relationship between the first interaction attribute and the second interaction attribute, there are multiple ways to obtain the first number of auxiliary virtual characters from the store. For example, based on the interaction attribute values ​​of each candidate interactive character in the store, or based on the attribute relationship between the first interaction attribute and the second interaction attribute, the buff effect produced by each candidate interactive character in the store. Next, we will take two of these methods as examples to explain the process of obtaining the first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute.

[0085] In some embodiments, the process of obtaining a first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute may include: filtering multiple candidate virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute; wherein the candidate virtual characters have an association relationship with the target virtual characters in the initial lineup; determining the comprehensive gain effect corresponding to each candidate virtual character, wherein the comprehensive gain effect is the sum of the gain effects obtained by each virtual character of the AI ​​player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player; and selecting a first number of auxiliary virtual characters from the multiple candidate virtual characters based on the comprehensive gain effect.

[0086] For example, if target virtual character A is a spearman and belongs to Alliance A, target virtual character B is a warrior and belongs to Alliance B, and candidate virtual character is a warrior and belongs to Alliance A, then target virtual character A and candidate virtual character belong to the same alliance, meaning they are related. Therefore, the physical defense of target virtual character A and candidate virtual character A is increased by 1 times. If target virtual character B is a warrior and candidate virtual character B is a warrior, then target virtual character B and candidate virtual character B belong to the same class, meaning they are related. Therefore, the attack power of target virtual character B and candidate virtual character B is increased by 1 time. Thus, the overall buff effect of the candidate virtual character, that is, the overall buff effect of the candidate virtual character for the initial lineup, is a 100% increase in physical defense and a 100% increase in attack power.

[0087] In practice, the process of selecting the first number of auxiliary virtual characters from multiple candidate virtual characters based on the overall gain effect can be as follows: First, based on the overall gain effect, sort the candidate virtual characters to obtain a sorting result, and then, based on the sorting result, select the first number of candidate virtual characters as auxiliary virtual characters, starting from the candidate virtual character indicated by the largest overall gain effect. Alternatively, based on the target lineup, determine the target interaction attribute indicated by the target lineup, and then, based on the overall gain effect, select the first number of auxiliary virtual characters from multiple candidate virtual characters that match the target interaction attribute. Here, the target interaction attribute can indicate physical attack, magical attack, or physical defense, etc. For example, if the target lineup is determined to be a marksman-based lineup, meaning the target interaction attribute indicated by the target lineup is physical attack, then, based on the overall gain effect, select the first number of auxiliary virtual characters from multiple candidate virtual characters whose overall gain effect is increasing physical attack.

[0088] In other embodiments, the process of obtaining a first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute may include: filtering multiple candidate virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute; wherein the candidate virtual characters are associated with the target virtual characters in the initial lineup; determining the comprehensive value of the interaction attribute corresponding to each candidate virtual character, wherein the comprehensive value of the interaction attribute is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player; and selecting a first number of auxiliary virtual characters from the multiple candidate virtual characters based on the magnitude of the comprehensive value of the interaction attribute.

[0089] It should be noted that the interaction attribute value here can refer to the combat power of each virtual character. For example, when the combat power of target virtual character A is 1000, the combat power of target virtual character B is 1200, and the combat power of candidate virtual character is 1000, then when target virtual character A and candidate virtual character are associated, but target virtual character B and candidate virtual character are not associated, the comprehensive interaction attribute value of candidate virtual character, that is, the comprehensive interaction attribute value of candidate virtual character for the initial lineup, is 2000; when target virtual character A and candidate virtual character are associated, and target virtual character B and candidate virtual character are associated, the comprehensive interaction attribute value of candidate virtual character, that is, the comprehensive interaction attribute value of candidate virtual character for the initial lineup, is 3200.

[0090] In practice, the process of selecting the first number of auxiliary virtual characters from multiple candidate virtual characters based on the magnitude of the comprehensive value of the interaction attributes can be as follows: sort the candidate virtual characters based on the magnitude of the comprehensive value of the interaction attributes, obtain the sorting result, and select the first number of candidate virtual characters as auxiliary virtual characters, starting from the candidate virtual character indicated by the largest comprehensive value of the interaction attributes.

[0091] In other embodiments, some of the virtual characters in the initial lineup are in the battle area of ​​the game, and others are in the preparation area of ​​the game. When it is necessary to select a virtual character and the store does not include the virtual characters in the target lineup, the process of obtaining at least one auxiliary virtual character from the store specifically includes: when it is necessary to select a virtual character and the store does not include the virtual characters in the target lineup, obtaining a first number of virtual characters to be selected and a second number of virtual characters in the initial lineup in the preparation area; determining the difference between the first number and the second number; and based on the difference, obtaining a third number of auxiliary virtual characters from the store, the value of the third number being the same as the difference.

[0092] It should be noted that the number of candidate virtual characters is greater than or equal to the first number, which is the number of virtual characters that still need to be deployed, i.e., added to the battle area. Meanwhile, since the virtual characters in the preparation area are those in the initial lineup, to ensure all virtual characters in the preparation area are added to the battle area, the shop needs to acquire a number of auxiliary virtual characters corresponding to the difference between the first and second numbers. For example, if the number of virtual characters still needing to be added to the battle area (the first number) is 3, and the number of virtual characters in the initial lineup in the preparation area (the second number) is 1, then to ensure all virtual characters in the preparation area are added to the battle area, 3-1, or 2, auxiliary virtual characters need to be acquired from the shop.

[0093] In practical implementation, the process of obtaining a third number of auxiliary virtual characters from the store can be as follows: Obtain the virtual characters currently included in the store; obtain the attribute relationship between the first interaction attribute of each virtual character in the initial lineup and the second interaction attribute of each virtual character in the store; and obtain the third number of auxiliary virtual characters from the store based on the attribute relationship between the first and second interaction attributes. Here, the process of obtaining the third number of auxiliary virtual characters from the store based on the attribute relationship between the first and second interaction attributes is similar to the process of obtaining the first number of auxiliary virtual characters from the store based on the attribute relationship between the first and second interaction attributes described above, and therefore will not be elaborated upon in this embodiment.

[0094] It should be noted that after selecting a support virtual character and placing it in the preparation area, when another virtual character needs to be selected, if the preparation area includes the support virtual character but not the virtual characters in the target lineup, the support virtual character can be selected from the shop, from the preparation area, or from both the shop and the preparation area. Specifically, the first number of virtual characters to be selected and the fifth number of support virtual characters in the preparation area are obtained. The first number represents the number of virtual characters that need to be added to the battle area (i.e., the battle area of ​​the match). When the first number is greater than the fifth number, the support virtual character is selected from the shop, or from both the shop and the preparation area. When the first number is less than or equal to the fifth number, the support virtual character is selected from the shop and / or the preparation area. The process of selecting a support virtual character will be explained below based on the relationship between the first and fifth numbers.

[0095] In some embodiments, when the first quantity is greater than the fifth quantity, an auxiliary virtual character must be selected from the store. Specifically, from the preparation area and the store, multiple combinations of first virtual characters, including the first quantity of virtual characters, are determined; the comprehensive value of the interaction attributes corresponding to each combination of first virtual characters is obtained. The comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the first virtual character combination interacts with the target virtual character and the virtual character of the real player; based on the magnitude of the comprehensive value of the interaction attributes, at least one auxiliary virtual character is obtained from the store, or the store and the preparation area.

[0096] In practical implementation, the process of determining multiple combinations of first virtual characters, including a first number of virtual characters, from the preparation area and the store can be as follows: randomly select a first number of candidate auxiliary virtual characters from the preparation area and the store to obtain multiple combinations of first virtual characters. As for the process of obtaining at least one auxiliary virtual character from the store based on the magnitude of the comprehensive interaction attribute value, specifically, based on the magnitude of the comprehensive interaction attribute value, select the first virtual character combination corresponding to the largest comprehensive interaction attribute value from multiple combinations of first virtual characters as the target first virtual character combination; determine a first number of candidate auxiliary virtual characters included in the target first virtual character combination as target candidate auxiliary virtual characters; analyze each target candidate auxiliary virtual character; when the analysis result indicates that the target candidate auxiliary virtual character belongs to the preparation area, select the corresponding target candidate auxiliary virtual character from the preparation area as an auxiliary virtual character; when the analysis result indicates that the target candidate auxiliary virtual character belongs to the store, select the corresponding target candidate auxiliary virtual character from the store as an auxiliary virtual character.

[0097] In other embodiments, when the first quantity is less than or equal to the fifth quantity, an auxiliary virtual character is selected from the store and / or the preparation area. Specifically, from the preparation area and the store, multiple combinations of virtual characters, including the first quantity of virtual characters, are determined; the comprehensive value of the interaction attributes corresponding to each combination of virtual characters is obtained, where the comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the virtual character combination interacts with the target virtual character and the virtual character of the real player; based on the magnitude of the comprehensive value of the interaction attributes, at least one auxiliary virtual character is obtained from the store and / or the preparation area.

[0098] It should be noted that the process of determining multiple combinations of virtual characters, including a first number of virtual characters, from the preparation area and the shop can be as follows: randomly selecting a first number of candidate auxiliary virtual characters from the preparation area and the shop to obtain multiple combinations of virtual characters. Conversely, the process of obtaining at least one auxiliary virtual character from the shop and / or the preparation area based on the magnitude of the comprehensive interaction attribute value can be as follows: based on the magnitude of the comprehensive interaction attribute value, selecting the virtual character combination corresponding to the largest comprehensive interaction attribute value from multiple combinations as the target virtual character combination; determining that the target virtual character combination includes a first number of candidate auxiliary virtual characters as target candidate auxiliary virtual characters; analyzing each target candidate auxiliary virtual character; when the analysis result indicates that the target candidate auxiliary virtual character belongs to the preparation area, selecting the corresponding target candidate auxiliary virtual character from the preparation area as an auxiliary virtual character; and when the analysis result indicates that the target candidate auxiliary virtual character belongs to the shop, selecting the corresponding target candidate auxiliary virtual character from the shop as an auxiliary virtual character.

[0099] In actual implementation, the first quantity is the number of virtual characters that need to be added to the battle area, that is, the battle area of ​​the game. The process of obtaining the first quantity of virtual characters to be selected includes obtaining the third quantity of virtual characters currently in the battle area and the target quantity of virtual characters in the battle area; determining the fourth quantity obtained by subtracting the third quantity from the target quantity; and obtaining the first quantity of virtual characters to be selected based on the fourth quantity, wherein the first quantity is greater than or equal to the fourth quantity.

[0100] It should be noted that the target number here is used to indicate the number of virtual characters that need to be in the battle area in the current game. For example, when there are 3 virtual characters in the battle area, the target number of virtual characters in the battle area is 5. Here, the fourth number is 5-3, which is 2, while the first number is a positive integer greater than or equal to 2, such as 2 or 3, etc.

[0101] In practice, before obtaining the initial number of virtual characters to be selected, it is necessary to determine whether the selection conditions for virtual characters are met. When the selection conditions for virtual characters are met, it is determined that virtual character selection needs to be performed. These selection conditions include at least one of the following: determining the end of the current round when the game consists of at least two rounds; obtaining the selection cycle for virtual characters and determining the arrival of the virtual character selection time point based on the selection cycle; obtaining the interaction performance of the AI ​​player and determining that the number of virtual characters that can be accommodated in the game's battle area increases based on the interaction performance. That is, when it is determined that the selection conditions for virtual characters are met when the current round ends, it is determined that virtual character selection needs to be performed; or, when the selection time point for virtual characters is determined to arrive based on the selection cycle, it is determined that the selection conditions for virtual characters are met; or, based on the interaction performance, when it is determined that the number of virtual characters that can be accommodated in the game's battle area increases, it is determined that the selection conditions for virtual characters are met, and it is determined that virtual character selection needs to be performed. For example, when a match consists of 7 rounds, a virtual character selection is required at the end of each round; or, the selection period for virtual characters is obtained, such as 5 minutes, and a virtual character selection is determined to be required every three minutes; or, the interaction performance of the AI ​​player is obtained, such as the AI ​​player's level, and when the AI ​​player levels up, it is determined that the number of virtual characters that can be accommodated in the match's battle area increases, meaning more virtual characters can be deployed, and a virtual character selection is required.

[0102] Step 104: Based on the acquired auxiliary virtual character, determine the current lineup of the AI ​​player, and control the virtual characters in the current lineup to interact with the virtual characters of the real player.

[0103] In practice, the current lineup refers to the virtual characters currently possessed by the AI ​​player during the game. The process of determining the AI ​​player's current lineup based on the acquired auxiliary virtual characters can be as follows: obtaining the target number of virtual characters corresponding to the current lineup; determining at least one second virtual character combination containing the target number of virtual characters from at least one virtual character in the initial lineup and the selected auxiliary virtual characters; selecting a target second virtual character combination from the at least one second virtual character combination and using the target second virtual character combination as the AI ​​player's current lineup.

[0104] It should be noted that the target number here is used to indicate the number of virtual characters that need to be in the battle area in the current game. The process of determining at least one second virtual character combination containing the target number of virtual characters from at least one virtual character in the initial lineup and selected auxiliary virtual characters specifically includes randomly selecting the target number of candidate battle virtual characters from at least one virtual character in the initial lineup and selected auxiliary virtual characters to obtain multiple second virtual character combinations.

[0105] In actual implementation, the process of selecting a target virtual character combination from the at least one second virtual character combination specifically includes: obtaining the comprehensive value of the interaction attributes of each virtual character combination, wherein the comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character in the second virtual character combination; and, based on the comprehensive values ​​of the interaction attributes, selecting the second virtual character combination corresponding to the largest comprehensive value of the interaction attributes from the at least one second virtual character combination as the target second virtual character combination.

[0106] It should be noted that the interaction attribute value here can refer to the combat power of each virtual character. For example, when there are two second virtual character combinations, the combat power of the virtual characters included in the second virtual character combination A is 1000, 1000, and 1500 respectively, while the combat power of the virtual characters included in the second virtual character combination B is 1000, 1000, and 1200 respectively. Then, the comprehensive interaction attribute value of the second virtual character combination A is 1000 + 1000 + 1500, which is 3500, while the comprehensive interaction attribute value of the second virtual character combination B is 1000 + 1000 + 1200, which is 3200. Therefore, from these two second virtual character combinations, the second virtual character combination A corresponding to the maximum combat power is selected as the target second virtual character combination.

[0107] In some embodiments, after determining the initial lineup, i.e., playing a game based on the initial lineup, the shop can be refreshed during the game based on the initial lineup, so as to obtain the virtual characters in the target lineup from the refreshed shop. Specifically, during the game based on the initial lineup, when it is necessary to select a virtual character and the shop does not include the virtual characters in the target lineup, the shop is refreshed for at least one virtual character, resulting in a refreshed shop, and the virtual characters in the target lineup are obtained from the refreshed shop.

[0108] It should be noted that after obtaining the virtual characters from the target lineup from the refreshed store, the target initial lineup is determined based on the obtained virtual characters and the virtual characters in the initial lineup. Thus, when virtual character selection is required and the store does not include the virtual characters from the target lineup, at least one auxiliary virtual character is obtained from the store. Here, the auxiliary virtual character is associated with the target virtual character in the target initial lineup. The target virtual character in the target initial lineup is used to indicate one or more virtual characters in the target initial lineup. For example, when the target initial lineup includes virtual characters A, B, C, and D, the target virtual character is used to indicate at least one of virtual characters A, B, C, and D. Thus, the auxiliary virtual character being associated with the target virtual character in the target initial lineup is equivalent to the auxiliary virtual character being associated with at least one specific virtual character in the target initial lineup.

[0109] In some embodiments, in addition to refreshing the store, the store can also be upgraded, for example, by increasing the number of virtual characters included in the store, increasing the quality of the virtual characters in the store such as their interaction attribute values, or increasing the probability of virtual characters appearing in the target lineup. Specifically, when the upgrade conditions for the store are met, it is determined that an upgrade is needed; wherein the upgrade conditions include at least one of the following: when the game consists of at least two rounds, it is determined that the current round has ended; the upgrade cycle for upgrading the store is obtained, and the upgrade time point for the store is determined based on the upgrade cycle; the interaction performance of the AI ​​player is obtained, and based on the interaction performance, it is determined that the number of virtual characters that can be accommodated in the store is increased or that the probability of virtual characters appearing in the target lineup in the store is increased.

[0110] It should be noted that since refreshing the store resets the virtual characters within it, and the probability of a target virtual character appearing is related to the store's level, the process of refreshing at least one virtual character in the store to obtain the refreshed store can be as follows: obtain the store's level, determine the probability of the target virtual character appearing in the store based on the store level; determine the refresh cycle for the corresponding store based on the appearance probability; and refresh at least one virtual character in the store based on the refresh cycle to obtain the refreshed store. In this way, by determining the refresh cycle for the corresponding store based on the appearance probability of the target virtual character in stores of different levels, the store is refreshed only when the appearance probability of the target virtual character is high, ensuring that the target virtual character is obtained with fewer refreshes, improving resource utilization, and reducing the consumption of virtual resources when refreshing the store through interactive virtual resources.

[0111] In some embodiments, when a virtual character needs to be obtained through the exchange of the AI ​​player's current virtual resources, in addition to selecting a virtual character based on the AI ​​player's current virtual resources, the virtual resources can be obtained through the exchange of virtual characters held by the AI ​​player.

[0112] In practice, when virtual resources are obtained through exchanges with virtual characters held by the AI ​​player, these resources can continue to grow during the game. The growth rate of virtual resources has multiple levels, and the current amount of virtual resources held by the AI ​​player is positively correlated with the growth rate level. Therefore, to accelerate the growth of virtual resources, the AI ​​player's current virtual resources and the level of the resource growth factor corresponding to those current virtual resources can be obtained. Based on the target virtual resources corresponding to the next level of resource growth factor, the difference between the target virtual resources and the current virtual resources is calculated to obtain a virtual resource difference value. The virtual resources corresponding to the auxiliary virtual characters in the preparation area are then obtained. When the virtual resource difference value is less than the virtual resources corresponding to the auxiliary virtual characters in the preparation area, the virtual resources corresponding to the auxiliary virtual characters in the preparation area are exchanged for. Here, the resource growth factor indicates the growth rate of the AI ​​player's virtual resources. Thus, by increasing the virtual resources currently held by the AI ​​player through interactions with auxiliary virtual characters in the preparation area, the growth rate of virtual resources reaches the next level, thereby accelerating the growth of virtual resources.

[0113] In some embodiments, in addition to directly selecting virtual characters from the store, virtual characters can also be acquired through auction. Specifically, when there is at least one virtual character to be auctioned in the store, the current lineup of the AI ​​player is obtained, and based on the current lineup, a target virtual character is determined from multiple virtual characters to be auctioned; the current virtual resources and the importance of the target virtual character to the target lineup are obtained, and based on the importance and the current virtual resources, an auction operation is performed for the target virtual character; wherein, during the execution of the auction operation, the ratio of the bid output by the AI ​​player for the target virtual character to the original value of the target virtual character is less than or equal to a ratio threshold.

[0114] It should be noted that the bidding is used to indicate the amount of virtual resources of the target virtual character being bid on, while the original value of the target virtual character being bid on is used to indicate the amount of virtual resources of the target virtual character being bid on in the store; and the ratio threshold can be preset, such as 1.5.

[0115] In practice, the process of determining the target virtual character from multiple virtual characters to be auctioned based on the current lineup can be as follows: Each virtual character in the target lineup is matched with each virtual character to be auctioned to obtain a matching result; based on the matching result, the target virtual character is determined from the multiple virtual characters to be auctioned. Specifically, the process of determining the target virtual character from multiple virtual characters to be auctioned based on the matching result can be as follows: Based on the similarity between each virtual character in the target lineup indicated by the matching result and the virtual character to be auctioned, the multiple virtual characters to be auctioned are sorted, and the virtual character with the highest similarity is selected as the target virtual character to be auctioned.

[0116] In some embodiments, multiple target virtual characters can be auctioned. Specifically, each virtual character in the target lineup is matched with the virtual characters to be auctioned to obtain matching results. Based on the matching results, at least two target virtual characters are determined from the multiple virtual characters to be auctioned. Here, the process of determining at least two target virtual characters from the multiple virtual characters to be auctioned based on the matching results can be as follows: based on the similarity between each virtual character in the target lineup indicated by the matching results and the virtual characters to be auctioned, the multiple virtual characters to be auctioned are sorted, and starting from the virtual character to be auctioned with the highest similarity, at least two virtual characters to be auctioned are selected sequentially as target virtual characters to be auctioned.

[0117] It should be noted that, regarding the process of acquiring current virtual resources and determining the importance of the target virtual character to the target lineup, when the target virtual character is highly important to the target lineup, the AI ​​player can execute a bidding operation for the target virtual character. Simultaneously, the ratio of the output bid for the target virtual character to the original value of the target virtual character equals a ratio threshold. Conversely, when the target virtual character is highly important to the target lineup, the AI ​​player may choose not to execute a bidding operation for the target virtual character.

[0118] For example, see Figure 5 , Figure 5 This is a schematic diagram of the auction virtual character provided in the embodiments of this application, based on Figure 5There are 8 virtual characters in the store waiting to be auctioned. Based on the matching of each virtual character in the target lineup with the virtual characters waiting to be auctioned, one target virtual character is determined from the 8 virtual characters waiting to be auctioned, namely the virtual character in the dashed box 501. Here, the original value of the target virtual character is 3, and the ratio threshold is 1.5. When the target virtual character is of high importance to the target lineup, the artificial intelligence player, i.e., player 1, can perform the auction operation for the target virtual character, and at the same time, the output bid for the target virtual character is 4.

[0119] In some embodiments, virtual items needed by virtual characters can also be auctioned. Specifically, when there is at least one virtual item to be auctioned, the current lineup of the AI ​​player is obtained, and based on the current lineup, a target virtual item is determined from multiple virtual items to be auctioned; the current virtual resources and the importance of the target virtual item to the target lineup are obtained, and based on the importance and the current virtual resources, an auction operation is performed on the target virtual item; wherein, during the auction operation, the ratio of the bid output by the AI ​​player for the target virtual item to the original value of the target virtual item is less than or equal to a ratio threshold. It should be noted that the process of auctioning virtual items needed by virtual characters is the same as the process of auctioning virtual characters described above, and therefore, this embodiment will not be described in detail.

[0120] Applying the above embodiments of this application, the AI ​​player obtains virtual characters from the virtual character shop based on the acquired target lineup and determines the corresponding initial lineup. Then, during gameplay based on the initial lineup, when virtual character selection is required and the shop does not contain any virtual characters from the target lineup, an auxiliary virtual character is obtained from the shop based on its association with the target virtual character in the initial lineup. Based on this auxiliary character, the AI ​​player determines its current lineup, thereby controlling the interaction between the virtual characters in the current lineup and the real player's virtual characters. Thus, considering the beneficial effect of the auxiliary virtual character being associated with the target virtual character during the interaction between the auxiliary virtual character and the real player's virtual character, selecting the appropriate auxiliary virtual character based on its association with the target virtual character in the initial lineup makes the AI ​​player's gameplay strategy more intelligent, thereby improving the intelligence level of AI-based virtual character processing.

[0121] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0122] The inventors discovered that in auto-chess games using related technologies, when AI players are playing, they mostly use power calculations to implement the logic of buying and selling pieces. Specifically, this usually involves two methods. The first method is that the AI ​​constructs a main synergy, confirming a synergy early on, and then gradually improving its lineup by purchasing cards belonging to that synergy and related cards. Here, when buying cards in the shop, the AI ​​will pre-purchase all cards, then calculate and compare to select the most suitable lineup, and then sell the cards it doesn't need. The second method is that the AI ​​locks a recommended lineup at the start of the game, and determines the lineup's activation by configuring the number of rounds. That is, after the configured rounds, the AI ​​will purchase cards according to the recommended lineup. Before the configured rounds, it selects single cards with higher power for transition each round, and prioritizes purchasing cards that can be upgraded. However, with the first method mentioned above, the illogical actions are easily spotted by real players watching the game. While the second method can achieve the strength and power of a normal real player, the early game transition is somewhat abrupt, and power increases plateau after a certain level of lineup strength is reached in the late game. Therefore, in auto-chess games using this technology, the AI's handling of the pieces is relatively unintelligent when playing as a player.

[0123] Based on this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for processing virtual characters. It adopts an operational development strategy that combines a target lineup with maximizing combat power, significantly improving both the upper limit of strength and the degree of human-likeness. Simultaneously, the AI ​​throughout the game can operate using strategies closer to those of real players, ensuring maximum lineup strength without any overt cheating. Furthermore, adjustments to the operation of pieces and virtual resources are made at different stages based on the lineup on the field, guaranteeing lineup strength throughout the early, mid, and late game and enhancing the level of intelligence.

[0124] Next, the technical solution of this application will be described in detail from the product side. In actual implementation, this application adopts an operational development approach that combines target lineup and maximizing combat power, making the AI's development process more in line with the operational thinking of real people. The difficulty in the early, mid, and late stages can be guaranteed, improving the degree of anthropomorphism. Specifically, the behavior tree AI (artificial intelligence player) will, at the beginning of the game, select a suitable lineup from the configured target lineup library and randomly choose one as the target lineup for the game, based on the game attributes, such as the global deployment attributes of this game (population game, token game, and core game, etc.) and the skills of the selected players.

[0125] The early game is a transitional phase. The behavior tree AI prioritizes purchasing the target lineup pieces (virtual characters in the target lineup) from the shop and deploying them first. When there are still spare units, it will purchase temporary units (support virtual characters) and deploy them based on the principle that combining them with the currently deployed pieces (virtual characters in the initial lineup) can achieve the maximum combat power (comprehensive value of interaction attributes). When deploying, it first ensures that all target lineup pieces are deployed. If there are still spare units (the first number of virtual characters to be selected), it will deploy them according to the principle of maximizing combat power. As the target lineup pieces develop, they will gradually replace the temporary units on the field. The replaced temporary units will be temporarily placed in the reserve slot. At the start of each round, an interest adjustment phase will begin. During this phase, some unwanted pieces will be sold (exchanged) for gold (virtual resources) to maximize interest income. If the amount of gold remaining is less than the value of the work piece (the resource growth factor of the next level), the work piece will be sold first. Otherwise, the work piece will remain on the bench (preparation area) and wait for another opportunity to be deployed. (After population upgrade, if the number of pieces in the current target lineup is less than the number of deployable pieces, the work piece will have a chance to be deployed.)

[0126] In actual implementation, such as Figure 5 As shown, in special rounds within the game, such as the auction phase, the AI ​​will determine the required cards (target virtual characters) based on the target lineup and bid rationally according to the price. Simultaneously, throughout the development phase, the AI ​​will determine the most suitable time to refresh the shop based on the drop probability (appearance probability) of the main carry (virtual character in the target lineup) and secondary carry (virtual character in the target lineup) at different shop levels. The AI ​​will only refresh the shop within a suitable range to improve gold coin utilization efficiency. Furthermore, the AI ​​will also buy / sell cards (virtual characters) or upgrade them based on the optimal interest income achievable in the next round.

[0127] It should be noted that during the match, the AI ​​will try to maintain a certain amount of gold to balance the rewards. For example, when the AI ​​player's virtual character's health points are above a certain threshold, it will ensure that the amount of gold held is maintained at a certain level. See, for an example... Figure 6 , Figure 6 This is a comparison chart of the current lineups of each player at different times, provided in the embodiments of this application. Figure 6 Player 1 is an AI player. The dashed boxes 601 and 603 represent the time elapsed in the match. Figure 6As shown, at different times, the AI ​​player will maintain a certain amount of gold, such as 21 (as indicated by dashed boxes 602 and 604). Simultaneously, once all pieces on the field are replaced with pieces from the target lineup, the AI ​​will develop according to the star rating of the target lineup. When the AI ​​lineup fully reaches the target lineup configuration, it will further improve the quality of any pieces that are not yet at three stars.

[0128] Next, the technical solution of this application will be described in detail from a technical perspective. See [link / reference] Figure 7 , Figure 7 This is a flowchart illustrating the virtual character processing method provided in this application embodiment, based on... Figure 7 The virtual character processing method provided in this application embodiment is implemented through steps 701 to 709. Specifically, firstly, after the start of the round, a shop refresh round is entered and it is determined whether there are any required cards (virtual characters in the target lineup). If none of the cards are needed, the entire process ends directly. If the required cards are in the shop, the interest level (resource growth factor level) for this round is calculated first, and then the process of refreshing the shop for free to purchase cards is entered. For the process of refreshing the shop to purchase cards, see, for example, [link to relevant documentation]. Figure 8 , Figure 8 This is a schematic diagram illustrating the process of refreshing the store to purchase a card, as provided in an embodiment of this application. Figure 8 The process of refreshing the store to purchase cards provided in this embodiment of the application is implemented by steps 801 to 812, as follows: Figure 8As shown, first, all cards in the shop are iterated. When the target card for the target lineup is found in the shop, that target card is selected. Then, it is determined whether the currently held cards (virtual characters in the preparation area) meet the requirements for the number of characters to be deployed (i.e., whether the first number of virtual characters to be selected is 0). If the held cards do not meet the requirements for the number of characters to be deployed (i.e., the first number of virtual characters to be selected still needs to be selected), it is determined how many cards are needed to meet the requirements for the number of characters to be deployed (i.e., obtaining the first number of virtual characters to be selected). When N cards are needed to meet the requirements for the number of characters to be deployed (i.e., N virtual characters to be selected still need to be selected), and the total number of cards held and cards in the shop is M, the combination with the largest combat power in the C(M, N) combination is calculated (i.e., the combination with the largest combat power from the combination in the preparation area). Among the virtual characters in the virtual characters and the virtual characters in the shop, a number of first virtual character combinations are determined. When the combination with the highest combat power requires a card from the shop, the card is obtained from the shop. (That is, from multiple first virtual character combinations, the first virtual character combination corresponding to the maximum comprehensive value of interactive attributes is selected as the target first virtual character combination; a number of candidate auxiliary virtual characters included in the target first virtual character combination are determined as target candidate auxiliary virtual characters; for each target candidate auxiliary virtual character, the target candidate auxiliary virtual characters are analyzed. When the analysis result indicates that the target candidate auxiliary virtual character belongs to the shop, the corresponding target candidate auxiliary virtual character is selected from the shop as an auxiliary virtual character.)

[0129] In practice, after completing the free refresh of the store to purchase cards, the process enters the store upgrade process to determine whether to upgrade the store. In some embodiments, upgrading the store may unlock a new card slot in the new level store (i.e., increase the number of virtual characters included in the store), thus triggering another refresh of the store to purchase cards, followed by the store upgrade process. In other embodiments, if the store is not upgraded, the process enters the store refresh process. Here, refreshing the store refers to actively spending gold coins to refresh the store cards, which differs from the aforementioned free store refresh process; for example, see [link to example]. Figure 9 , Figure 9 This is a schematic diagram of the process for refreshing a store according to an embodiment of this application, based on Figure 9 The process for refreshing the store provided in this application embodiment is implemented through steps 901 to 906, as follows: Figure 9 As shown, the process first determines the completion status of the current lineup by selecting all target cards in the current store, then determines whether the store needs to be refreshed. If the store needs to be refreshed, the refresh operation is performed, and the completion status of the current lineup is determined again by selecting all target cards in the current store. If the store does not need to be refreshed, the process ends.

[0130] In actual implementation, after the above process is completed, the logic of deploying and deploying virtual characters will be entered (that is, placing virtual characters in the battle area or placing virtual characters in the preparation area). Here, deployment and deployment will be carried out according to the principle of maximizing combat power (that is, obtaining the target number of virtual characters to be deployed, randomly selecting the target number of candidate battle virtual characters from at least one virtual character in the initial lineup and the selected auxiliary virtual characters to obtain multiple combinations of second virtual characters, and then obtaining the comprehensive value of the interaction attributes of each virtual character combination. The comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character in the second virtual character combination; based on the comprehensive value of each interaction attribute, the second virtual character combination corresponding to the largest comprehensive value of the interaction attributes is selected from at least one second virtual character combination as the target second virtual character combination, that is, the virtual characters to be deployed).

[0131] It should be noted that after entering battle (during the interaction between the virtual character in the current lineup and the virtual character of the real player), a process of organizing the hand will also be performed. Specifically, based on the maximum interest income that can be achieved with the current gold coins (determining whether the current resource factor level is the highest), cards will be purchased or sold according to a certain priority. If the interest income has already reached the maximum (the current resource factor level is the highest), no action may be performed.

[0132] Thus, this application adopts an operational development strategy that combines a target lineup with maximizing combat power. Compared to existing technologies, this significantly improves both the upper limit of strength and the degree of human-likeness. Simultaneously, the AI ​​throughout the game can operate using strategies closer to those of a human, achieving a high level of strength without any overt cheating. Furthermore, it adjusts its card deployment and gold management strategies based on the situation on the field at different stages, ensuring a consistent level of difficulty across the early, mid, and late game, and enhancing its human-likeness. Particularly in gold management, it utilizes an interest-accumulating logic very similar to that of a human, further improving its intelligence. Additionally, in some embodiments, machine learning can be used to train the AI ​​player, improving its win rate while maintaining a certain level of rationality.

[0133] Applying the above embodiments of this application, the AI ​​player obtains virtual characters from the virtual character shop based on the acquired target lineup and determines the corresponding initial lineup. Then, during gameplay based on the initial lineup, when virtual character selection is required and the shop does not contain any virtual characters from the target lineup, an auxiliary virtual character is obtained from the shop based on its association with the target virtual character in the initial lineup. Based on this auxiliary character, the AI ​​player determines its current lineup, thereby controlling the interaction between the virtual characters in the current lineup and the real player's virtual characters. Thus, considering the beneficial effect of the auxiliary virtual character being associated with the target virtual character during the interaction between the auxiliary virtual character and the real player's virtual character, selecting the appropriate auxiliary virtual character based on its association with the target virtual character in the initial lineup makes the AI ​​player's gameplay strategy more intelligent, thereby improving the intelligence level of AI-based virtual character processing.

[0134] The following description continues to illustrate the exemplary structure of the virtual character processing device 455 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2 As shown, the software module in the processing device 455 for the virtual character stored in the memory 450 may include:

[0135] The first acquisition module 4551 is used by the AI ​​player to acquire the target lineup for the match against the real player;

[0136] The first determining module 4552 is used to obtain at least one virtual character from the virtual character shop based on the target lineup, and to determine the initial lineup of the artificial intelligence player based on the obtained virtual character.

[0137] The second acquisition module 4553 is used to acquire at least one auxiliary virtual character from the shop when, during the game based on the initial lineup, virtual character selection is required and the shop does not include the virtual characters in the target lineup; wherein, the auxiliary virtual character has an association relationship with the target virtual character in the initial lineup, and the association relationship is used so that when the auxiliary virtual character interacts with the target virtual character and the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect;

[0138] The second determining module 4554 is used to determine the current lineup of the AI ​​player based on the acquired auxiliary virtual character, and control the virtual characters in the current lineup to interact with the virtual characters of the real player.

[0139] In some embodiments, the first acquisition module 4551 is further configured to acquire the game attributes of the game, the game attributes being used to indicate the characteristics of the lineups of the participants in the game; and select a candidate lineup that matches the game attributes from a plurality of candidate lineups as the target lineup.

[0140] In some embodiments, the first determining module 4552 is further configured to obtain the virtual characters included in the store; match each virtual character in the target lineup with the virtual characters in the store to obtain a matching result; and select a virtual character from the store that matches the virtual characters in the target lineup based on the matching result.

[0141] In some embodiments, the virtual characters in the initial lineup are all located in the battle area of ​​the game. The second acquisition module 4553 is further configured to: acquire the virtual characters currently included in the store when virtual character selection is required and the store does not include the virtual characters in the target lineup; acquire the attribute relationship between the first interaction attribute of each virtual character in the initial lineup and the second interaction attribute of each virtual character in the store; acquire the first number of virtual characters to be selected, and acquire the first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute.

[0142] In some embodiments, the second acquisition module 4553 is further configured to: filter multiple candidate virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute; wherein the candidate virtual characters have the association relationship with the target virtual characters in the initial lineup; determine the comprehensive gain effect corresponding to each of the candidate virtual characters respectively, wherein the comprehensive gain effect is the sum of the gain effects obtained by each virtual character of the artificial intelligence player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player; and select the first number of auxiliary virtual characters from the multiple candidate virtual characters based on the comprehensive gain effect.

[0143] In some embodiments, the second acquisition module 4553 is further configured to: filter multiple candidate virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute; wherein the candidate virtual characters have the association relationship with the target virtual characters in the initial lineup; determine the comprehensive value of the interaction attribute corresponding to each of the candidate virtual characters, wherein the comprehensive value of the interaction attribute is the sum of the interaction attribute values ​​of each virtual character of the artificial intelligence player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player; and select the first number of auxiliary virtual characters from the multiple candidate virtual characters based on the magnitude of the comprehensive value of the interaction attribute.

[0144] In some embodiments, a portion of the virtual characters in the initial lineup are located in the battle area of ​​the game, and another portion are located in the preparation area of ​​the game; the second acquisition module 4553 is further configured to, when virtual character selection is required and the store does not include the virtual characters in the target lineup, acquire a first number of virtual characters to be selected and a second number of virtual characters in the initial lineup located in the preparation area; determine the difference between the first number and the second number; and based on the difference, acquire a third number of auxiliary virtual characters from the store, the value of the third number being the same as the difference.

[0145] In some embodiments, the second acquisition module 4553 is further configured to acquire a third number of virtual characters currently in the battle area, and a target number of virtual characters in the battle area; determine a fourth number obtained by subtracting the third number from the target number; and based on the fourth number, acquire a first number of virtual characters to be selected, wherein the first number is greater than or equal to the fourth number.

[0146] In some embodiments, the apparatus further includes a third determining module, configured to determine that virtual character selection is required when selection conditions for virtual characters are met; wherein the selection conditions include at least one of the following: determining that the current round ends when the game consists of at least two rounds; obtaining the selection cycle for virtual characters and determining that the selection time point for virtual characters has arrived based on the selection cycle; obtaining the interaction score of the AI ​​player and determining that the number of virtual characters that can be accommodated in the battle area of ​​the game has increased based on the interaction score.

[0147] In some embodiments, the preparation area of ​​the game includes the auxiliary virtual character but does not include the virtual characters in the target lineup. The second acquisition module 4553 is further configured to acquire a first number of virtual characters to be selected and a fifth number of auxiliary virtual characters in the preparation area; wherein the first number is greater than the fifth number; determine multiple first virtual character combinations including the first number of virtual characters from the preparation area and the shop; acquire the comprehensive value of the interaction attributes corresponding to each first virtual character combination, wherein the comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the first virtual character combination interacts with the target virtual character and the virtual character of the real player; and acquire at least one auxiliary virtual character from the shop based on the magnitude of the comprehensive value of the interaction attributes.

[0148] In some embodiments, the apparatus further includes a refresh module, which is used to refresh at least one virtual character included in the shop when virtual character selection is required during the game based on the initial lineup and the shop does not include the virtual character in the target lineup, to obtain a refreshed shop, and to obtain the virtual character in the target lineup from the refreshed shop.

[0149] In some embodiments, the refresh module is further configured to obtain the store level of the store, and based on the store level, determine the probability of the virtual characters in the target lineup appearing in the store; based on the probability of appearance, determine the refresh cycle corresponding to the store, and based on the refresh cycle, refresh at least one virtual character included in the store to obtain the refreshed store.

[0150] In some embodiments, the device further includes an exchange module, which is configured to acquire the current virtual resources of the AI ​​player, the level of the resource growth factor corresponding to the current virtual resources, and the target virtual resources corresponding to the next level of resource growth factor; calculate the difference between the target virtual resources and the current virtual resources to obtain a virtual resource difference value; acquire the virtual resources corresponding to the auxiliary virtual character in the preparation area; and when the virtual resource difference value is less than the virtual resources corresponding to the auxiliary virtual character in the preparation area, exchange for the virtual resources corresponding to the auxiliary virtual character in the preparation area.

[0151] In some embodiments, the second determining module 4554 is further configured to obtain a target number of virtual characters corresponding to the current lineup; determine at least one second virtual character combination containing the target number of virtual characters from at least one virtual character in the initial lineup and the selected auxiliary virtual characters; select a target second virtual character combination from the at least one second virtual character combination, and use the target second virtual character combination as the current lineup of the artificial intelligence player.

[0152] In some embodiments, the second determining module 4554 is further configured to obtain the comprehensive value of the interaction attributes of each of the second virtual character combinations, wherein the comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character in the second virtual character combination; and based on each of the comprehensive values ​​of the interaction attributes, select the second virtual character combination corresponding to the largest comprehensive value of the interaction attributes from the at least one second virtual character combination as the target second virtual character combination.

[0153] In some embodiments, the apparatus further includes an auction module, configured to: obtain the current lineup of an AI player when there is at least one virtual character to be auctioned in the store; determine a target virtual character to be auctioned from among the plurality of virtual characters to be auctioned based on the current lineup; obtain current virtual resources and the importance of the target virtual character to the target lineup; and perform an auction operation for the target virtual character based on the importance and the current virtual resources; wherein, during the execution of the auction operation, the ratio of the bid output by the AI ​​player for the target virtual character to the original value of the target virtual character is less than or equal to a ratio threshold.

[0154] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer program or computer-executable instructions from the computer-readable storage medium and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual character processing method described above in this application.

[0155] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute the virtual character processing method provided in this application. For example, ... Figure 3 The method for handling virtual characters is shown.

[0156] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disc, or CD-ROM, etc.; or it may be a device that includes one or any combination of the above-mentioned memories.

[0157] 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.

[0158] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hypertext Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0159] 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.

[0160] In summary, the embodiments of this application have the following beneficial effects:

[0161] (1) Considering the beneficial effect that the auxiliary virtual character and the target virtual character have when they are associated during the interaction between the auxiliary virtual character and the target virtual character and the virtual character of the real player, the corresponding auxiliary virtual character is selected based on the association with the target virtual character in the initial lineup, so that the AI ​​player's game strategy is more intelligent, thereby improving the intelligence level when processing virtual characters based on AI.

[0162] (2) The operation and development strategy of combining target lineup and combat power is adopted, which can greatly improve the strength limit and the degree of anthropomorphism. At the same time, the AI ​​can operate in a way that is closer to the real person's thinking throughout the game, ensuring the maximum strength of the lineup without any overt cheating behavior. In addition, the operation of chess pieces and virtual resources will be adjusted according to the lineup on the field at different stages, and the strength of the lineup in the early, mid and late stages can be guaranteed, which improves the level of intelligence.

[0163] (3) Based on the probability of the target virtual character appearing in stores of different levels, the refresh cycle of the corresponding store is determined. That is, when the target virtual character needs to be selected, the store is refreshed only when the probability of the target virtual character appearing is high, so as to ensure that the target virtual character is obtained with fewer refreshes, thereby improving resource utilization. Furthermore, when the store needs to be refreshed by interacting with virtual resources, the consumption of virtual resources is also reduced.

[0164] (4) By using the virtual resources obtained from the auxiliary virtual character in the preparation area based on the interaction, the virtual resources currently held by the AI ​​player are increased, so that the growth rate of the virtual resources reaches the next level, thereby accelerating the growth of the virtual resources.

[0165] 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 processing virtual characters, characterized in that, The method includes: The AI ​​player obtains the target lineup for a match against a real player, and the preparation area for the match includes auxiliary virtual characters but does not include the virtual characters in the target lineup; Based on the target lineup, at least one virtual character from the target lineup is obtained from the virtual character shop, and based on the obtained virtual character, the initial lineup of the AI ​​player is determined. During the game based on the initial lineup, a first number of virtual characters to be selected and a fifth number of auxiliary virtual characters in the preparation area are obtained; wherein the first number is greater than the fifth number; multiple first virtual character combinations including the first number of virtual characters are determined from the preparation area and the shop; a comprehensive value of interaction attributes corresponding to each first virtual character combination is obtained, wherein the comprehensive value of interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the first virtual character combination, in collaboration with the target virtual character, interacts with the virtual character of the real player; based on the magnitude of the comprehensive value of interaction attributes, at least one auxiliary virtual character is obtained from the shop; The auxiliary virtual character is associated with the target virtual character in the initial lineup. The association is used so that when the auxiliary virtual character interacts with the target virtual character and the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect. Based on the acquired auxiliary virtual character, the current lineup of the AI ​​player is determined, and the virtual characters in the current lineup are controlled to interact with the virtual characters of the real player.

2. The method as described in claim 1, characterized in that, The target lineup for obtaining matches against real players includes: Obtain the match attributes of the match, which are used to indicate the characteristics of the lineups of the participating parties in the match; From multiple candidate lineups, the candidate lineup that best matches the game attributes is selected as the target lineup.

3. The method as described in claim 1, characterized in that, The step of obtaining at least one virtual character from the target lineup from the virtual character store, based on the target lineup, includes: Obtain the virtual characters included in the store; Each virtual character in the target lineup is matched with a virtual character in the store to obtain the matching results; Based on the matching results, a virtual character that matches the virtual character in the target lineup is selected from the store.

4. The method as described in claim 1, characterized in that, The virtual characters in the initial lineup are all located in the battle area of ​​the game, and the method further includes: When it is necessary to select virtual characters, and the store does not include the virtual characters in the target lineup, obtain the virtual characters currently included in the store; Obtain the attribute relationship between the first interactive attribute of each virtual character in the initial lineup and the second interactive attribute of each virtual character in the store; Based on the attribute relationship between the first interaction attribute and the second interaction attribute, the first number of auxiliary virtual characters are obtained from the store.

5. The method as described in claim 4, characterized in that, The step of obtaining the first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute includes: Based on the attribute relationship between the first interactive attribute and the second interactive attribute, multiple candidate virtual characters are selected from the store; The candidate virtual character and the target virtual character in the initial lineup have the aforementioned association relationship; The comprehensive gain effect corresponding to each candidate virtual character is determined. The comprehensive gain effect is the sum of the gain effects obtained by each virtual character of the artificial intelligence player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player. Based on the overall gain effect, the first number of auxiliary virtual characters are selected from the plurality of candidate virtual characters.

6. The method as described in claim 4, characterized in that, The step of obtaining the first number of auxiliary virtual characters from the store based on the attribute relationship between the first interaction attribute and the second interaction attribute includes: Based on the attribute relationship between the first interactive attribute and the second interactive attribute, multiple candidate virtual characters are selected from the store; The candidate virtual character and the target virtual character in the initial lineup have the aforementioned association relationship; The comprehensive value of the interaction attributes corresponding to each of the candidate virtual characters is determined respectively. The comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the artificial intelligence player when the candidate virtual character interacts with the target virtual character and the virtual character of the real player. Based on the magnitude of the comprehensive value of the interaction attributes, the first number of auxiliary virtual characters are selected from the plurality of candidate virtual characters.

7. The method as described in claim 1, characterized in that, The initial lineup of virtual characters includes some in the battle area of ​​the game and others in the preparation area of ​​the game; the method further includes: When it is necessary to select virtual characters, and the store does not include the virtual characters in the target lineup, obtain a second number of virtual characters in the initial lineup in the preparation area; Determine the difference between the first quantity and the second quantity; Based on the difference, a third number of auxiliary virtual characters are obtained from the store, the value of the third number being the same as the difference.

8. The method as described in claim 7, characterized in that, The process of obtaining the first number of virtual characters to be selected includes: Obtain the third number of virtual characters currently in the battle area, and the target number of virtual characters in the battle area; Determine the fourth quantity obtained by subtracting the third quantity from the target quantity; Based on the fourth quantity, a first quantity of virtual characters to be selected is obtained, wherein the first quantity is greater than or equal to the fourth quantity.

9. The method as described in claim 1, characterized in that, The method further includes: When the selection criteria for a virtual character are met, it is determined that a virtual character selection is required; wherein the selection criteria include at least one of the following: When the game consists of at least two rounds, the current round is determined to end; Obtain the selection period for virtual characters, and determine the arrival time of the selection of virtual characters based on the selection period; The interaction scores of the AI ​​player are obtained, and based on the interaction scores, the number of virtual characters that can be accommodated in the battle area of ​​the game is increased.

10. The method as described in claim 1, characterized in that, The method further includes: During the game based on the initial lineup, when it is necessary to select a virtual character and the store does not include the virtual character in the target lineup, the store is refreshed to obtain a refreshed store, and the virtual character in the target lineup is obtained from the refreshed store.

11. The method as described in claim 10, characterized in that, The step of refreshing at least one virtual character included in the store to obtain a refreshed store includes: Obtain the store level of the store, and based on the store level, determine the probability of the virtual characters in the target lineup appearing in the store; Based on the occurrence probability, the refresh cycle of the corresponding store is determined, and based on the refresh cycle, at least one virtual character included in the store is refreshed to obtain the refreshed store.

12. The method as described in claim 1, characterized in that, The method further includes: Obtain the current virtual resources of the AI ​​player, the level of the resource growth factor corresponding to the current virtual resources, and the target virtual resources corresponding to the next level of resource growth factor; The difference between the target virtual resource and the current virtual resource is calculated to obtain the virtual resource difference value; Acquire the virtual resources corresponding to the auxiliary virtual character located in the preparation area; When the difference in virtual resources is less than the virtual resources corresponding to the auxiliary virtual character in the preparation area, the virtual resources corresponding to the auxiliary virtual character in the preparation area are exchanged based on the auxiliary virtual character in the preparation area.

13. The method as described in claim 1, characterized in that, The determination of the current lineup of the AI ​​player based on the acquired auxiliary virtual character includes: Obtain the target number of virtual characters corresponding to the current lineup; From at least one virtual character in the initial lineup and the selected auxiliary virtual characters, determine at least one second virtual character combination containing a target number of virtual characters; From the at least one combination of second virtual characters, a target combination of second virtual characters is selected, and the target combination of second virtual characters is used as the current lineup of the AI ​​player.

14. The method as described in claim 13, characterized in that, Selecting a target second virtual character combination from the at least one second virtual character combination includes: The comprehensive value of the interaction attributes of each of the second virtual character combinations is obtained respectively. The comprehensive value of the interaction attributes is the sum of the interaction attribute values ​​of each virtual character in the second virtual character combination. Based on the comprehensive value of each interaction attribute, the second virtual character combination corresponding to the largest comprehensive value of the interaction attributes is selected from the at least one second virtual character combination as the target second virtual character combination.

15. The method as described in claim 1, characterized in that, After controlling the interaction between the virtual characters in the current lineup and the virtual characters of the real players, the method further includes: When there is at least one virtual character to be auctioned in the store, obtain the current lineup of the AI ​​player, and based on the current lineup, determine the target virtual character to be auctioned from the at least one virtual character to be auctioned. Obtain the current virtual resources, the importance of the target bidding virtual character to the target lineup, and based on the importance and the current virtual resources, execute the bidding operation for the target bidding virtual character; During the auction process, the ratio of the bid output by the AI ​​player for the target virtual character to the original value of the target virtual character is less than or equal to a ratio threshold.

16. A processing device for virtual characters, characterized in that, The device includes: The first acquisition module is used for the AI ​​player to acquire the target lineup for a match against a real player. The preparation area for the match includes auxiliary virtual characters but does not include the virtual characters in the target lineup. The first determining module is used to obtain at least one virtual character from the virtual character shop based on the target lineup, and to determine the initial lineup of the AI ​​player based on the obtained virtual character. The second acquisition module is configured to, during the game based on the initial lineup, acquire a first number of virtual characters to be selected and a fifth number of auxiliary virtual characters in the preparation area; wherein the first number is greater than the fifth number; determine multiple first virtual character combinations including the first number of virtual characters from the preparation area and the shop; acquire a comprehensive value of interaction attributes corresponding to each first virtual character combination, wherein the comprehensive value of interaction attributes is the sum of the interaction attribute values ​​of each virtual character of the AI ​​player when the first virtual character combination interacts with the target virtual character and the virtual character of the real player; and acquire at least one auxiliary virtual character from the shop based on the magnitude of the comprehensive value of interaction attributes; wherein the auxiliary virtual character has an association relationship with the target virtual character in the initial lineup, and the association relationship is used so that when the auxiliary virtual character interacts with the target virtual character and the virtual character of the real player, at least one of the auxiliary virtual character and the target virtual character has a buff effect. The second determining module is used to determine the current lineup of the AI ​​player based on the acquired auxiliary virtual character, and to control the virtual characters in the current lineup to interact with the virtual characters of the real player.

17. 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 virtual character processing method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, It stores executable instructions for causing a processor to execute, thereby implementing the virtual character processing method according to any one of claims 1 to 15.

19. 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 virtual character processing method according to any one of claims 1 to 15 is implemented.

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