Game interaction control method and device and electronic equipment
By using terminal devices in the game system to control virtual characters and trigger feedback behaviors based on virtual character relationships, the problem of low player participation is solved and the game experience is improved.
Patent Information
- Application Number
- CN202310685250.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2024-12-10
AI Technical Summary
In the existing game system, players have low participation in the game behavior feedback mechanism, resulting in limited improvement of feedback measures to the game experience.
Provide a graphical user interface through the terminal device to control the controlled virtual character to perform target game behavior in the game scene, and trigger feedback behavior or block events based on whether the first virtual character exists and its location in the response area, thereby enhancing player's game behavior to enhance player's game behavior based on whether there is a first virtual character and its location within the response area. interactive participation.
It increases players' participation in feedback measures for specific game behaviors and improves the game experience effect.
Smart Images

Figure CN119097906A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art
[0002] In gaming systems, especially large-scale game environments, players can freely explore and perform a variety of in-game activities. Existing games typically provide feedback mechanisms for player behavior, such as account login restrictions, equipment confiscation, reduced rewards, and restricted player character movement ranges. These feedback measures are typically implemented directly by the game system on virtual characters or corresponding game accounts. Players have low levels of engagement in the implementation of these feedback mechanisms, resulting in limited improvements to the player's gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game interactive control method, device and electronic device, so that players can deeply participate in feedback measures for specific game behaviors, thereby improving the effect of feedback measures on improving the player's game interactive experience.
[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled through the terminal device; the method includes: controlling the controlled virtual character to perform a target game behavior, and determining whether there is a first virtual character in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located in a response area of the first virtual character; in response to the presence of the first virtual character in the game scene, controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to the first behavior control operation for the controlled virtual character, controlling the controlled virtual character to perform the first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled through the terminal device; the device includes: a role determination module, which is used to control the controlled virtual character to perform a target game behavior and determine whether there is a first virtual character in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located in the response area of the first virtual character; a first behavior control module, which is used to control the first virtual character to perform a feedback behavior corresponding to the target game behavior in response to the presence of the first virtual character in the game scene; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; a second behavior control module, which is used to respond to the first behavior control operation on the controlled virtual character and control the controlled virtual character to perform the first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned interactive control method of the game.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The interactive control method, device, and electronic device for the aforementioned game provide a graphical user interface (GUI) via a terminal device; the GUI displays a scene image of a game scene; the game scene includes a controlled virtual character; the controlled virtual character is controlled via the terminal device; the controlled virtual character is controlled to perform a target game behavior and determine whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within a response area of the first virtual character; in response to the presence of the first virtual character in the game scene, the first virtual character is controlled to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to a first behavior control operation on the controlled virtual character, the controlled virtual character is controlled to perform a first behavior; wherein the first behavior is used to counteract the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character. In this method, after the player controls the controlled virtual character to perform the target game behavior, the first virtual character performs the feedback behavior, and then the player controls the controlled virtual character to perform the first behavior to counteract the feedback behavior or prevent the specified event triggered by the feedback behavior. Through the behavioral interaction between the controlled virtual character and the first virtual object, the player can deeply participate in the feedback measures for specific game behaviors, thereby improving the effect of the feedback measures on improving the player experience.
[0010] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a method for interactive control of a game provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a first prompt mark provided by an embodiment of the present invention;
[0015] Figure 3A schematic diagram of another first prompt mark provided by an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of a skill control for a move stop skill provided by an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of a blocking mode selection control provided by an embodiment of the present invention;
[0018] Figure 6 A schematic diagram illustrating the identification of a behavior logic control area, capability level, and pursuit level provided by an embodiment of the present invention;
[0019] Figure 7 A schematic diagram of a duration progress indicator provided by an embodiment of the present invention;
[0020] Figure 8 A schematic diagram of the end of pursuit provided by an embodiment of the present invention;
[0021] Figure 9 A schematic structural diagram of an interactive control device for a game provided by an embodiment of the present invention;
[0022] Figure 10 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.
[0024] In related technologies, game systems typically provide feedback on specific gaming behaviors, but players themselves have low levels of engagement in the implementation of these feedback measures, resulting in a limited improvement in the player's gaming experience. Therefore, embodiments of the present invention provide a method, device, and electronic device for interactive game control that can be applied to various games, particularly those with a wide variety of gaming behaviors and a high degree of freedom.
[0025] In one embodiment of the present disclosure, the interactive control method for a game can be run on a local terminal device or a server. When the interactive control method for a game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0026] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0027] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0028] In one possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or a client device in the cloud interactive system mentioned above. The graphical user interface displays a scene screen of a game scene; the scene screen is captured by a virtual camera in the game scene; the game scene includes a controlled virtual character; the controlled virtual character is controlled by the terminal device; for example, a player performs a movement control operation through the terminal device, and the controlled virtual character moves in the game scene under the control of the movement control operation. The virtual camera can follow the movement of the controlled virtual character, and the controlled virtual character can be displayed in the scene screen or not.
[0029] like Figure 1 The flowchart of the interactive control method of the game is shown, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device described above or the client device described above. The method includes the following steps:
[0030] Step S102, controlling the controlled virtual character to perform a target game behavior, and determining whether a first virtual character exists in the game scene; wherein when the controlled virtual character performs the target game behavior, the controlled virtual character is located within a response area of the first virtual character;
[0031] In the game, the controlled virtual character can be controlled to perform a variety of game behaviors. The above-mentioned target game behavior is usually a specific type of game behavior among the multiple game behaviors, for example, attacking the scene model in the game scene, attacking the NPC (Non-Player Character) in the game scene, etc.
[0032] In addition to the controlled virtual character, other virtual characters are typically present in the game scene, such as virtual characters controlled by other players or NPCs (non-player characters). When the controlled virtual character performs a target game behavior, a first virtual character is determined from the virtual characters other than the controlled virtual character. The first virtual character has the property that when the controlled virtual character performs the target game behavior, the controlled virtual character is located within the response area of the first virtual character.
[0033] The response area can be understood as an area that can trigger the first virtual character to perform feedback behavior. Usually, the response area is the surrounding area of the first virtual character, for example, a circular range with a certain radius centered on the first virtual character, or a fan-shaped range with a certain radius and angle centered on the first virtual character. In one example, the response area can also be understood as the field of view of the first virtual character. The field of view is usually a fan-shaped area with the first virtual character as the vertex and is determined based on the orientation and field of view angle of the first virtual character. When the response area is the field of view, the above steps can be understood as the first virtual character monitoring the controlled virtual character to perform the target game behavior.
[0034] In the above steps, there may be multiple candidate virtual characters in the game scene, and each of these candidate virtual characters may become the first virtual character. When the controlled virtual character performs the target game behavior, the relative positional relationship between the response area of each candidate virtual character and the scene location of the controlled virtual character can be determined; if the scene location of the controlled virtual character is within the response area of a candidate virtual character, then the candidate virtual character is the above-mentioned first virtual character.
[0035] Step S104, in response to the presence of the first virtual character in the game scene, controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character;
[0036] When the controlled virtual character performs the target game behavior, the controlled virtual character is located in the response area of the first virtual character, thereby triggering the first virtual character to perform a feedback behavior corresponding to the target game behavior. The behavior type of the feedback behavior can correspond to the behavior type of the target game behavior, or the behavior type of the feedback behavior can also be related to the character attributes of the controlled virtual character, the character attributes of the first virtual character, the scene environment of the scene area where the first virtual character is located, etc.
[0037] Feedback actions can specifically act directly on the controlled virtual character, such as attacking, releasing items, and seizing items. Feedback actions can also not act directly on the controlled virtual character, but can trigger a designated event on the controlled virtual character. In other words, the feedback action indirectly affects the controlled virtual character. For example, if the feedback action is moving to a certain location in the game scene, after the feedback action is completed, the designated event that can be triggered is other characters pursuing the controlled virtual character. Another example is if the feedback action is acquiring a scene prop. After the feedback action is completed, the designated event that can be triggered is the scene prop performing a specific action on the controlled virtual character.
[0038] Step S106 , in response to the first behavior control operation on the controlled virtual character, controlling the controlled virtual character to perform a first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0039] The first behavior control operation can specifically be a trigger operation of a behavior control, or it can be an operation such as clicking or sliding on the controlled virtual character. The controlled virtual character performs the first behavior corresponding to the first behavior control operation, and the first behavior may include attacking the first virtual character, escaping behavior, etc. Since the first virtual character performs a feedback behavior, usually, the feedback behavior may cause damage to the controlled virtual character, such as reduced blood volume, being killed, etc. Through the first behavior control operation, the controlled virtual character is controlled to perform the first behavior to counter the feedback behavior. For example, the first behavior is an attack behavior acting on the first virtual character, thereby countering the feedback behavior performed by the first virtual character. For another example, the feedback behavior is the first virtual character moving to a specific scene position, and the first behavior prevents the feedback behavior, that is, prevents the first virtual character from moving, causes the first virtual character to stop moving, thereby preventing the specified event triggered by the feedback behavior, and avoiding the specified event from causing damage to the controlled virtual character.
[0040] The interactive control method of the above-mentioned game includes providing a graphical user interface through a terminal device; displaying a scene screen of a game scene in the graphical user interface; the game scene including a controlled virtual character; controlling the controlled virtual character through the terminal device; controlling the controlled virtual character to perform a target game behavior and determining whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within a response area of the first virtual character; in response to the presence of the first virtual character in the game scene, controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to a first behavior control operation on the controlled virtual character, controlling the controlled virtual character to perform a first behavior; wherein the first behavior is used to counteract the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character. In this method, after the player controls the controlled virtual character to perform the target game behavior, the first virtual character performs the feedback behavior, and then the player controls the controlled virtual character to perform the first behavior to counteract the feedback behavior or prevent the specified event triggered by the feedback behavior. Through the behavioral interaction between the controlled virtual character and the first virtual object, the player can deeply participate in the feedback measures for specific game behaviors, thereby improving the effect of the feedback measures on improving the player experience.
[0041] In one method, when determining whether a first virtual character exists in a game scene, a second behavior control operation directed to the controlled virtual character is responded to, and the controlled virtual character is controlled to perform the second behavior; it is determined that the second behavior belongs to a preset target game behavior, and a response area of a behavior monitoring character in the game scene is obtained; if the controlled virtual character is located in the response area of the first virtual character in the behavior monitoring character, it is determined that the first virtual character exists in the game scene.
[0042] The second behavior control operation can specifically be a triggering operation of a behavior control, or it can be an operation such as a click or slide on the controlled virtual character, other virtual characters, or scene models. A variety of target game behaviors can be preset in the game system. After the controlled virtual character executes the second behavior corresponding to the second behavior control operation, it is determined whether the second behavior belongs to the preset target game behavior. Specifically, this can be determined based on behavior parameters, such as the behavior type, the target of the behavior, and other parameters. If the behavior parameters of the second behavior match the behavior parameters of one of the target game behaviors, it can be determined that the second behavior belongs to the target game behavior.
[0043] In a game scene, there are usually multiple virtual characters, and the virtual characters have role types or role identities. Some virtual characters in the game scene can be determined as behavior monitoring characters, for example, some or all NPCs can be determined as behavior monitoring characters. The behavior monitoring character is preset with a response area, and the response area includes part of the scene area of the game scene. When it is determined that the second behavior belongs to the target game behavior, it is judged whether the controlled virtual character is located in the response area of a behavior monitoring character when performing the second behavior. If it is located in the response area of a behavior monitoring character, then the behavior monitoring character is the aforementioned first virtual character.
[0044] In a specific example, the response area of the first virtual character is the first virtual character's field of view. The first virtual character has preset field of view angle parameters and viewing distance parameters. The field of view is generally a sector-shaped area with the first virtual character as the vertex. The field of view angle parameter can determine the angle of the sector, and the viewing distance parameter can determine the radius of the sector. Combined with the scene position and orientation of the first virtual character, the field of view of the first virtual character in the game scene can be determined. Different virtual characters can have different field of view angle parameters and viewing distance parameters.
[0045] In another implementation, determining whether the second behavior is a target game behavior can be determined using multiple parameters. Specifically, associated parameters of the second behavior are obtained; the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located. Based on the associated parameters, a determination is made as to whether the second behavior meets a preset behavior triggering condition. If the second behavior meets the behavior triggering condition, the second behavior is determined to be a preset target game behavior, and a response area of the behavior monitoring character in the game scene is obtained.
[0046] The behavioral parameters of the above-mentioned second behavior may include parameters such as the behavior type, the object of the behavior, and the intensity of the behavior. The scene state change parameters may include the degree of state change, the scene range of the state change, etc.; for example, when the second behavior is to attack scene props, the scene state change parameters may include the number of scene props attacked, the degree, the size of the area occupied by the props, and other parameters. The local scene area where the controlled virtual character is located can be a sub-scene in the game scene, or a scene area of a certain size determined with the controlled virtual character as the center. The scene feature parameters of the local scene area may include, for example, the number of virtual objects in the local scene area, the environmental features in the area, or the record of the target game behavior that has occurred historically in the area.
[0047] If the second behavior is the same but the aforementioned associated parameters are different, the result of determining whether the second behavior meets the behavior trigger condition may also be different. Therefore, if the second behavior is the same, under one associated parameter, the second behavior is considered a target game behavior, but under another associated parameter, the second behavior is not considered a target game behavior. In the aforementioned behavior trigger condition, parameter thresholds for one or more associated parameters can be set. When the associated parameters meet the parameter thresholds in the behavior trigger condition, the second behavior is determined to meet the behavior trigger condition.
[0048] The above method can determine whether the second behavior belongs to the target game behavior based on various parameters. The judgment method is more flexible and real-time. Different judgment results can be given according to the real-time status of the game, avoiding players' prejudgment of the behavior judgment results and improving the playability and competitiveness of the game.
[0049] In another implementation, when determining whether the second behavior belongs to the target game behavior, in addition to the above-mentioned associated parameters, the character attribute parameters of the behavior monitoring character can also be used for judgment. The associated parameters of the second behavior are obtained; wherein the associated parameters include at least one of the following: the behavior parameters of the second behavior, the scene state change parameters triggered by the second behavior, and the scene feature parameters of the local scene area where the controlled virtual character is located; determine the behavior monitoring character in the local scene area where the controlled virtual character is located; based on the associated parameters and the character attribute parameters of the behavior monitoring character in the local scene area, determine whether the second behavior meets the behavior triggering condition of the behavior monitoring character; if the second behavior meets the behavior triggering condition, determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring character in the local scene area.
[0050] The local scene area where the controlled virtual character is located can be a sub-scene in the game scene, or a scene area of a certain size determined with the controlled virtual character as the center. The behavior monitoring character in the local scene area is obtained, and the role attribute parameters of the behavior monitoring character may include parameters such as the role type, the role's sensitivity to the behavior, and the role's monitoring intensity. In this embodiment, based on the aforementioned association parameters and the role attribute parameters of the behavior monitoring character, it is jointly determined whether the second behavior meets the behavior triggering condition. When the association parameters of the second behavior are the same, but the behavior monitoring characters in the local scene area are different, the judgment result of whether the second behavior belongs to the target game behavior is also different. It can be understood that when the association parameters of the second behavior are the same, but the behavior monitoring characters around the controlled virtual character are different, the second behavior may be determined as the target game behavior, or it may not be determined as the target game behavior.
[0051] It should be noted that the behavior monitoring character in the local scene area is not necessarily the first virtual character. Only when the controlled virtual character performs the second behavior and is located in the response area of a behavior monitoring character, the behavior monitoring character is determined to be the first virtual character.
[0052] Furthermore, the response area of the behavior monitoring character can be obtained in the following manner: the response area of the behavior monitoring character is determined in the game scene based on preset parameters; wherein the preset parameters include at least one of the following: the position of the behavior monitoring character in the game scene, the orientation of the behavior monitoring character in the game scene, and the character attribute parameters of the behavior monitoring character; and the response area includes: a portion of the scene area in the game scene.
[0053] The response area of a behavior monitoring character is typically located around the character. In one example, the response area is located in front of the behavior monitoring character. First, the position and orientation of the behavior monitoring character must be determined. The character attribute parameters mentioned above can be character categories, and different character categories can have different character attribute parameters. These character attribute parameters can be used to determine the size and shape of the response area. Therefore, once the position, orientation, and character attribute parameters of the behavior monitoring character are determined, the response area of the behavior monitoring character can be determined.
[0054] In one example, the behavior monitoring character is a virtual character not controlled by the player, i.e., an NPC character. The character attribute parameters of the behavior monitoring character include: field of view angle parameter and viewing distance parameter. The response area can be sector-shaped. The field of view angle parameter includes an angle range, which is the angle between the two straight sides of the sector; the viewing distance parameter includes a radius, which is the length of the two straight sides of the sector. Different behavior monitoring characters may have different field of view angle parameters, or different parameters, which may result in different shapes and sizes of the response areas.
[0055] When a controlled virtual character is monitored by a first virtual character performing a target game behavior, in this embodiment, a prompt can be provided to the player, indicating the presence of the first virtual character in the game scene. Specifically, in response to the presence of the first virtual character in the game scene, a preset prompt message is displayed in the graphical user interface; the preset prompt message indicates that the first virtual character has monitored the controlled virtual character performing the target game behavior. This prompt message can be in the form of text, graphics, or other information, and can be displayed in a designated location on the graphical user interface, displayed alongside the virtual character in the game scene, or displayed at a related location on the minimap.
[0056] Specifically, the preset prompt information is displayed in the graphical user interface, including at least one of the following: in response to a first virtual character being displayed in the scene screen, a first prompt identifier corresponding to the preset prompt information is displayed at a designated position of the first virtual character; at least a portion of a scene map of the game scene is displayed in the graphical user interface, and in the scene map, a second prompt identifier corresponding to the preset prompt information is displayed at the scene position where the first virtual character is located; and the preset prompt information is displayed at a designated position in the graphical user interface.
[0057] exist Figure 2 In the example, a first prompt mark in the shape of an eye is displayed on the top of the first virtual character, indicating that the controlled virtual character is monitored by the first virtual character; in the scene map, a second prompt mark in the shape of an eye is also displayed at the location of the first virtual character, and the second prompt mark also includes relevant text information displayed on the right side of the scene map, such as "Witness status: someone witnessed your behavior."
[0058] exist Figure 3 In the example, a prompt message of the text behavior is displayed in the middle area of the graphical user interface, such as "It has been witnessed. The witness will go to location A to report it." It should be noted that Figure 2 and Figure 3 There are two ways to display prompt information. In actual implementation, Figure 2 and Figure 3 The prompt information in the game can be displayed in the graphical user interface at the same time to increase the probability of players getting the prompt information. In addition, in order to reduce information interference, Figure 3 The prompt information in can be displayed briefly. Figure 2 The prompt information in can be displayed for a long time.
[0059] When a first virtual character exists in a game scene, in order to provide feedback on the aforementioned target game behavior through the first virtual character, it is necessary to control the first virtual character to perform a feedback behavior corresponding to the target game behavior. Specifically, first reference information is obtained; the first reference information includes: behavior parameters of the target game behavior and / or character attribute parameters of the first virtual character; and based on the first reference information, the feedback behavior corresponding to the target game behavior is determined.
[0060] The behavioral parameters of the target game behavior may include parameters such as the behavior type, behavior intensity, and number of behaviors, and the character attribute parameters of the first virtual character may include parameters such as the character type, gender, age, and personality. The first reference information may include the behavioral parameters of the target game behavior and the character attribute parameters of the first virtual character, or may only include the behavioral parameters of the target game behavior or the character attribute parameters of the first virtual character. A mapping relationship between the first reference information and the feedback behavior can be pre-set in the game system. Once the first reference information is obtained, the feedback behavior can be queried from the mapping relationship. The feedback behavior may be, for example, escaping, attacking, moving to a specified scene location, or the like.
[0061] For example, when the first virtual character is a child or a female, the feedback behavior may be running away; when the first virtual character is an adult or a male, the feedback behavior may be attacking or moving to a designated scene location and then reporting.
[0062] In a specific method, when determining the feedback behavior, environmental reference information is obtained; the environmental reference information includes: regional characteristics of the local scene area where the first virtual character is located, and / or the game stage to which the current game belongs; based on the first reference information and the environmental reference information, the feedback behavior corresponding to the target game behavior is determined.
[0063] In addition to the aforementioned first reference information, the feedback behavior may also change with changes in the environment or game stage. The regional characteristics of the local scene area may include features such as the scene environment type, the number and type of virtual characters in the scene, etc. A game game may include multiple game stages, and multiple game stages are usually arranged in chronological order. For example, if the game stage at the current moment is the initial stage, the feedback behavior may be an attack behavior. If the game node at the current moment is the intermediate stage, the feedback behavior may be an escape behavior, etc.
[0064] In the above approach, the environmental reference information may include only the regional characteristics of the local scene area where the first virtual character resides or the current game stage, or it may include both the regional characteristics of the local scene area where the first virtual character resides and the current game stage. The environmental reference information and the aforementioned first reference information jointly determine the first virtual character's feedback behavior. This approach allows for more flexible feedback behavior, preventing players from predicting the type of feedback behavior, and increasing the richness of game interactions.
[0065] Another way is to obtain a behavior analysis model of the first virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior labels of the first virtual character; the behavior analysis model indicates: the correlation between the input information of the behavior analysis model and the output feedback behavior; the first reference information is input into the behavior analysis model, and the feedback behavior corresponding to the target game behavior is output.
[0066] The first virtual character's behavior is controlled through a behavior analysis model. Different virtual characters can have different behavior analysis models. By setting corresponding training parameters and inputting corresponding training data, a behavior analysis model corresponding to the first virtual character can be trained. When the first virtual character operates in a game scene, feedback behavior can be output through the behavior analysis model. The output feedback behavior can be used as historical feedback behavior to further train the behavior analysis model. The behavior label of the historical feedback behavior can include a score corresponding to the historical feedback behavior, indicating whether the historical feedback behavior is correct.
[0067] In this embodiment, the first reference information is input into the behavior analysis model, and the feedback behavior of the first virtual model with respect to the target game behavior can be output.
[0068] In actual implementation, the above feedback behaviors include: escape behavior, attack behavior against the controlled virtual character, or movement behavior to a specified scene position in the game scene; the specified scene position is used to: trigger the generation of a target character to issue an attack behavior to the controlled virtual character through the target character.
[0069] The above-mentioned escape behavior, that is, controlling the first virtual character to move away from the controlled virtual character; the attack behavior, that is, controlling the first virtual character to directly attack the controlled virtual character, or using props to attack the controlled virtual character; the above-mentioned movement behavior of moving to the specified scene position in the game scene can be used to trigger the target character and then attack the controlled virtual character.
[0070] When the first virtual character performs a feedback behavior, prompt information of the feedback behavior may be displayed in the graphical user interface to prompt the player which feedback behavior the first virtual character performs.
[0071] With respect to the feedback behavior of moving to a specified scene position in the game scene, the following embodiments provide further interactive operations.
[0072] The feedback behavior is determined to be a movement behavior toward a designated scene location in the game scene, and a second prompt indicator is displayed at a preset position of the first virtual character; the second prompt indicator indicates that the first virtual character is moving toward the designated scene location in the game scene. In another method, the feedback behavior is determined to be a movement behavior toward a designated scene location in the game scene, and the location indicator of the first virtual character is displayed on the scene map of the game scene. For example, the second prompt indicator can be displayed in the form of text, such as "A witness will go to report." In this case, the designated scene location is the location of the government office in the game scene. This method can prompt the player's first virtual character to start moving toward the designated scene location and display the location indicator of the first virtual character in real time on the scene map.
[0073] When the first virtual character is moving toward a designated scene location, the player can control the controlled virtual character to stop it. In response to a skill release operation, the controlled virtual character is controlled to release the movement stop skill toward the first virtual character, causing the first virtual character to pause its movement. This skill release operation can be a trigger operation on a skill control. When the skill control is triggered after aiming at the first virtual character, the first virtual character can be caused to pause its movement.
[0074] In a specific method, in response to a state triggering operation, the controlled virtual character is controlled to enter a skill releasing state, and a skill control of a movement stop skill is displayed in a graphical user interface; the skill control is displayed in association with a first virtual character; in response to a triggering operation on the skill control, the movement stop skill is released to the first virtual character, and the first virtual character is controlled to stop moving.
[0075] The above-mentioned state triggering operation can be achieved by triggering the state control. For example, the skill release state is the 'acupoint-pressing state'. The player needs to trigger the state control first to control the controlled virtual character to enter the 'acupoint-pressing state'. Then, the above-mentioned skill control is displayed in the graphical user interface. After the skill control is triggered, the skill of stopping movement is released to the first virtual character, thereby controlling the movement of the first virtual character.
[0076] exist Figure 4 In the example, the controlled virtual character enters the skill release state. In this state, the first virtual character displayed in the scene screen can be associated with a skill control that displays "freeze". The skill control has a certain display duration. If the skill control is triggered, the first virtual character can be controlled to stop moving.
[0077] Furthermore, the above-mentioned feedback behavior includes: moving behavior to a specified scene position in the game scene; displaying a blocking method selection control in a graphical user interface; wherein the blocking method selection control is used to: provide at least one blocking method for the feedback behavior; respond to a trigger operation on the blocking method selection control, determine the selected target blocking method, and prevent the first virtual character from performing the feedback behavior according to the target blocking method to obtain a blocking result.
[0078] The aforementioned blocking control can be used to trigger a movement blocking method, such as speech blocking or transaction blocking. Once a target blocking method is selected, an interactive window corresponding to the target blocking method is displayed. Within this interactive window, the corresponding interactive operation is completed to obtain the blocking result. In one embodiment, the blocking method selection control is displayed only after the first avatar stops moving. Figure 5 In the example, two blocking methods are displayed as blocking method selection controls for players to choose from. By clicking the control, the target blocking method can be selected.
[0079] In a specific embodiment, the target blocking mode is a dialogue mode; after the control corresponding to the target blocking mode is triggered, a preset dialogue interaction interface is displayed in the graphical user interface; in response to a dialogue input operation based on the dialogue interaction interface, the controlled virtual character is controlled to start a dialogue interaction with the first virtual character to obtain an interaction result; wherein, if the interaction result indicates that the controlled virtual character interaction is successful, the blocking result is a blocking success; if the interaction result indicates that the controlled virtual character interaction fails, the blocking result is a blocking failure.
[0080] During a conversational interaction, the player controls the controlled virtual character to send a conversation to the first virtual character through dialogue input. The conversation content can include reasons for blocking, praise for the first virtual character, etc. The first virtual character responds to the conversation sent by the controlled virtual character. The conversational interaction can include multiple conversations and responses until the first virtual character agrees with the conversation sent by the controlled virtual character, at which point the blocking is successful. If the first virtual character consistently disagrees with the conversation sent by the controlled virtual character and the player terminates the conversational interaction, or if the first virtual character consistently disagrees with the conversation sent by the controlled virtual character for a certain period of time, the blocking result fails. In actual implementation, the first virtual character can be pre-trained with a trained dialogue model. After obtaining the conversation content sent by the controlled virtual character, the dialogue content is input into the dialogue model, and a reply is output. This process is repeated multiple times to obtain the interaction result.
[0081] In another specific embodiment, the target blocking method is a transaction method; after the control corresponding to the target blocking method is triggered, a preset transaction system display interface is displayed in the graphical user interface; the transaction system interface includes the amount to be traded; in response to the transaction operation, the controlled virtual character is controlled to trade the virtual transaction item corresponding to the amount to be traded to the first virtual character; in response to the successful transaction of the virtual transaction item, the blocking result is determined to be a successful blocking.
[0082] The virtual transaction item can be a virtual transaction item, virtual gold, virtual props, etc. in the game system, and the pending transaction amount is the amount corresponding to the virtual transaction item. At the same time, a transaction control is also displayed in the transaction system interface. If the player agrees to the pending transaction amount, they click the transaction control to complete the transaction operation, and then pay the virtual transaction item corresponding to the pending transaction amount to the first virtual character. If the transaction is successful, the above-mentioned blocking result is a successful blocking. If the player does not execute the transaction operation, or the transaction operation fails, the blocking result is a failed blocking.
[0083] In response to the failure of the first behavior to prevent the feedback behavior and the completion of the first behavior, a target character and a behavior logic control area are generated in the game scene, and the target character is controlled to perform a pursuit behavior; wherein the pursuit behavior includes: moving to the scene position where the controlled virtual character is located, and issuing an attack behavior to the controlled virtual character; displaying a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; in response to the movement control operation, controlling the controlled virtual character to move in the game scene; when the controlled virtual character is within the behavior logic control area, controlling the target character to continue to perform the pursuit behavior; when the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response range of the target character, controlling the target character to stop performing the pursuit behavior.
[0084] The target character is typically a non-player-controlled virtual character, such as an NPC. When a designated trigger event occurs, the target character can be spawned anywhere in the game scene, or based on the scene location of the controlled virtual character. This target character is used to execute pursuit actions on the controlled virtual character.
[0085] The aforementioned behavioral logic control area is located within the game scene, including a portion of the scene area within the game scene. The location of the behavioral logic control area can be determined by the location of the controlled virtual character or can be determined randomly. In one example, the behavioral logic control area can be generated with the location of the controlled virtual character as the center, and the target character can be generated within the behavioral logic control area.
[0086] The number of target characters can be one or more. During the pursuit process, multiple target characters can be generated successively to jointly execute pursuit behaviors against the controlled virtual character. During the pursuit process, the aforementioned behavioral logic control area can be used to control the behavior of the target characters. For example, when the controlled virtual character is within the behavioral logic control area, the target character executes the first pursuit behavior, while when the controlled virtual character is outside the behavioral logic control area, the target character executes the second pursuit behavior, thereby causing the target character to behave differently in different scene areas.
[0087] The first prompt information can indicate the range of the behavior logic control area in the game scene, so that the player knows whether the controlled virtual character is currently located in the behavior logic control area, and the relative position relationship between the controlled virtual character and the edge of the behavior logic control area, thereby guiding the player to move in a specific direction or position to resist the pursuit behavior of the target character.
[0088] The first prompt information can be displayed on a scene map. Typically, the scene map also displays the position of the controlled virtual character in the game scene. Displaying the first prompt information on the scene map can more clearly indicate the relative positional relationship between the behavioral logic control area and the controlled virtual character. In addition, the first prompt information can also be displayed on the game scene, by displaying an area identifier on the game scene, to inform the player of the relative position of the behavioral logic control area and the controlled virtual character.
[0089] The first prompt information can be used to guide the player, and the player controls the controlled virtual character to move in the game scene based on the first prompt information. The graphical user interface can provide a movement control, and the controlled virtual character can be controlled to move in the game scene by operating the movement control.
[0090] When the controlled avatar is within the behavioral logic control area, the target avatar can obtain the controlled avatar's location and move towards it. When the target avatar is close to the controlled avatar, it can perform attack behaviors on the controlled avatar, such as normal attacks, ranged attacks, or releasing props.
[0091] When the controlled virtual character is outside the behavioral logic control area, the way the target character performs the pursuit behavior will change. When the controlled virtual character is outside the target character's response area, the target character will no longer move toward the location of the controlled virtual character, that is, the pursuit behavior will stop. It can be understood that when the controlled virtual character is outside the target character's response area, the target character cannot obtain the location of the controlled virtual character and can no longer move toward the location of the controlled virtual character.
[0092] When the controlled virtual character is outside the behavioral logic control area, but is within the response area of the target character, the target character can obtain the position of the controlled virtual character, and the target character continues to move towards the position of the controlled virtual character. When the distance between the target character and the controlled virtual character reaches a certain distance threshold, the target character can perform attack behavior on the controlled virtual character.
[0093] It should be noted that after the designated trigger event is triggered, the controlled virtual character enters the state of being pursued. In the above steps, the target character's cessation of pursuit behavior can be understood as the target character's cessation of pursuit. However, the controlled virtual character may still be in the state of being pursued. For example, if the controlled virtual character enters the behavioral logic control area or the target character's response area, the target character may continue to perform attacking behaviors against the controlled virtual character. In addition, other state termination conditions can be set. When the state termination conditions are triggered, the controlled virtual character is no longer in the state of being pursued.
[0094] In one implementation, the first prompt information is displayed in a small map of a graphical user interface; wherein the small map displays an area map of at least a portion of the scene area in the game scene; the first prompt information is used to represent the position of the behavior logic control area in the game scene. For example, the first prompt information can be displayed in a form of highlighting or using a special color to display the corresponding position of the logic control area in the small map. Figure 6 In the example, the first prompt information is a gray circular area, which represents the position of the behavior logic control area in the game scene.
[0095] Furthermore, the graphical user interface displays other information. Specifically, a pursuit level for the controlled virtual character is obtained; a level indicator representing the pursuit level is displayed in the graphical user interface. Multiple candidate pursuit levels can be pre-classified, and then the pursuit level of the controlled virtual character is determined from the multiple candidate pursuit levels. The pursuit level can represent the intensity of the target object's pursuit of the controlled virtual character, or it can represent the difficulty of the controlled virtual character escaping the pursuit.
[0096] When obtaining the pursuit level of a controlled virtual character, the controlled virtual character's historical behaviors can be obtained; the pursuit level for the controlled virtual character is determined based on these historical behaviors. For example, a game system can have multiple target game behaviors preset. If the controlled virtual character has performed a target game behavior, it will be recorded as a historical behavior. The greater the number of historical behaviors, or the greater the severity of the behavior, the higher the pursuit level.
[0097] Another way to obtain the pursuit level is to obtain level reference information; the level reference information includes: character attribute parameters of the controlled virtual character, regional characteristics of the local scene area where the controlled virtual character is located, and at least one of the game stage to which the game game belongs at the current moment; based on historical behavior and level reference information, determine the pursuit level for the controlled virtual character.
[0098] The character attribute parameters of the above-mentioned controlled virtual character may include character category, character level, etc.; the regional characteristics of the above-mentioned local scene area may include scene environment type, the number and type of virtual characters in the scene, etc.; the game may include multiple game stages, and multiple game stages are usually arranged in chronological order, for example, the first stage, the second stage, the third stage, etc.
[0099] The aforementioned pursuit level is influenced not only by the controlled virtual character's historical behavior but also by the aforementioned level reference information. This makes the determination of the pursuit level more flexible and more relevant to the real-time state of the game, eliminating the need for players to prejudge the pursuit level. Players can deeply participate in feedback measures for specific game behaviors, thus enhancing the effectiveness of these feedback measures in improving the player experience.
[0100] exist Figure 6 In the game, a level icon representing the pursuit level is displayed near the small map. In this example, there are 5 pursuit levels, which are marked by 5 dots. Figure 6 The token in is at level 3, indicating that the current pursuit level is level 3.
[0101] In a specific implementation, the second prompt information is displayed in the small map displayed on the graphical user interface, and the second prompt information is used to represent the position of the target character in the game scene. Figure 6 In the example, a white circular marker on the minimap indicates the target character's position in the game scene. As the target character moves, the marker follows the target character, indicating the target character's position in real time.
[0102] Furthermore, in response to the controlled virtual character moving outside the behavioral logic control area, the display of the first prompt information is canceled. When the controlled virtual character moves outside the behavioral logic control area, the first prompt information indicating the behavioral logic control area no longer has the function of guiding the player's operation, and thus the first prompt information is no longer displayed. If the controlled virtual character moves back into the behavioral logic control area, the display of the first prompt information can be controlled again. In another embodiment, when the controlled virtual character moves outside the behavioral logic control area and continues for a certain period of time, the display of the first prompt information is canceled.
[0103] In a specific implementation, when the controlled virtual character is outside the behavior logic control area, if the time duration for which the controlled virtual character is outside the response area of the target character reaches a preset time duration, it is determined that the pursuit of the controlled virtual character ends.
[0104] The end of pursuit here can be understood as no more target character executing pursuit behavior on the controlled virtual character. Even if the controlled virtual character returns to the behavioral logic control area again, no target character will execute pursuit behavior on the controlled virtual character.
[0105] In this embodiment, if the controlled virtual character moves from inside the behavior logic control area to outside the behavior logic control area and is not in the response area of any target character, and this state lasts for a preset period of time, it can be determined that the pursuit is over.
[0106] When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character leaving the response area of the target character, a progress indicator is displayed in the graphical user interface, which is used to represent the length of time the controlled virtual character is outside the response area of the target character.
[0107] exist Figure 7 In the example, an indicator of the preset duration is displayed near the small map, and a progress indicator is displayed by a thick line. The progress indicator continues to lengthen over time until it reaches the length of the indicator of the preset duration, at which point it is considered that the preset duration has been reached.
[0108] exist Figure 8 When the above preset time is reached, the mini-map returns to its original state, and at the same time, the relevant text information indicating the end of the pursuit is displayed in the graphical user interface.
[0109] In one implementation, when a target character is generated in a game scene, the pursuit level of the controlled virtual character can be obtained; based on the pursuit level, the target character is generated within the behavioral logic control area. The pursuit level can affect factors such as the number of target characters, the frequency of their generation, and the character's pursuit ability. For example, a higher pursuit level means a greater number of target characters and a greater pursuit ability, which, understandably, makes it more difficult for the controlled virtual character to escape pursuit.
[0110] In one example, the configuration parameters for target characters generated within the behavior logic control area are determined based on the pursuit level. These parameters include at least one of the following: the number of target characters and the target character's ability level. The target characters are generated within the pursuit area based on the configuration parameters. The target character's ability level can affect the target character's movement speed, attack skill strength, and other factors. It is understood that a higher ability level results in a higher movement speed and a higher attack skill strength.
[0111] Displays the target character's ability level in the graphical user interface. Figure 6 In the example, the capability level is displayed by tokens. Different capability levels have different identification contents.
[0112] In another approach, when generating a behavior logic control area in a game scene, the pursuit level of the controlled virtual character is obtained; the behavior logic control area is generated in the game scene based on the pursuit level. The pursuit level can affect factors such as the size and shape of the behavior logic control area; for example, the higher the pursuit level, the larger the behavior logic control area, and the more difficult it is for the player to leave the behavior logic control area.
[0113] Through the above methods, the pursuit level can affect the target character and the behavior logic control area, making the pursuit process flexible and changeable, and increasing the interest and difficulty of players participating in the pursuit process.
[0114] When controlling the target character to perform a pursuit action, in one implementation method, in response to the distance between the target character and the controlled virtual character being within a preset range, the target character is controlled to perform an attack action against the controlled virtual character to obtain an attack result; if the attack result is that the target character defeats the controlled virtual character, a preset animation is played.
[0115] The preset range can be understood as the range that can trigger the target character to perform an attack action. The preset range can be the same as the range of the aforementioned response area, or it can be smaller than the range of the response area, or it can be larger than the range of the response area. The attack action can be a close-range attack, or it can be a long-range attack such as archery or shooting. If the controlled virtual character is attacked by an attack action, the character parameters such as the health value and blood volume of the controlled virtual character will decrease. When the character parameters decrease to a preset threshold, the controlled virtual character fails. At this time, a preset animation of the controlled virtual character being captured can be played, or a preset animation of the controlled virtual character being judged or other content can be played.
[0116] Furthermore, if the controlled virtual character defeats the target character as a result of the attack, the pursuit level of the controlled virtual character is increased, and target characters are generated based on the updated pursuit level. As can be seen from the aforementioned embodiments, the controlled virtual character's historical behavior affects the pursuit level; if the controlled virtual character defeats the target character as a result of the attack, the historical behavior increases, leading to an increase in the pursuit level; as the pursuit level increases, the number of target characters or the pursuit ability also increases accordingly.
[0117] This approach can further enable players to deeply participate in feedback measures for specific game behaviors, thereby increasing the effectiveness of feedback measures in improving player experience.
[0118] Corresponding to the above method embodiment, see Figure 9The structure diagram of an interactive control device for a game is shown, wherein a graphical user interface is provided through a terminal device; a scene image of a game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled through the terminal device; the device includes:
[0119] The role determination module 90 is used to control the controlled virtual character to perform a target game behavior and determine whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within the response area of the first virtual character;
[0120] A first behavior control module 92 is configured to control the first virtual character to perform a feedback behavior corresponding to a target game behavior in response to the presence of the first virtual character in the game scene; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character;
[0121] The second behavior control module 94 is used to respond to the first behavior control operation on the controlled virtual character and control the controlled virtual character to perform a first behavior; wherein the first behavior is used to counteract the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0122] The interactive control device for the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface displays a scene screen of a game scene; the game scene includes a controlled virtual character; the controlled virtual character is controlled by the terminal device; the controlled virtual character is controlled to perform a target game behavior and determine whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within the response area of the first virtual character; in response to the presence of the first virtual character in the game scene, the first virtual character is controlled to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to the first behavior control operation on the controlled virtual character, the controlled virtual character is controlled to perform a first behavior; wherein the first behavior is used to counteract the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character. In this method, after the player controls the controlled virtual character to perform the target game behavior, the first virtual character performs the feedback behavior, and then the player controls the controlled virtual character to perform the first behavior to counteract the feedback behavior or prevent the specified event triggered by the feedback behavior. Through the behavioral interaction between the controlled virtual character and the first virtual object, the player can deeply participate in the feedback measures for specific game behaviors, thereby improving the effect of the feedback measures on improving the player experience.
[0123] The above-mentioned role determination module is also used to: respond to the second behavior control operation for the controlled virtual character, control the controlled virtual character to perform the second behavior; determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring character in the game scene; if the controlled virtual character is located in the response area of the first virtual character in the behavior monitoring character, determine that the first virtual character exists in the game scene.
[0124] The above-mentioned role determination module is also used to: obtain the associated parameters of the second behavior; wherein the associated parameters include at least one of the following: the behavior parameters of the second behavior, the scene state change parameters triggered by the second behavior, and the scene feature parameters of the local scene area where the controlled virtual character is located; based on the associated parameters, determine whether the second behavior meets the preset behavior triggering conditions; if the second behavior meets the behavior triggering conditions, determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring character in the game scene.
[0125] The above-mentioned role determination module is also used to: obtain associated parameters of the second behavior; wherein the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located; determine the behavior monitoring role in the local scene area where the controlled virtual character is located; based on the associated parameters and the role attribute parameters of the behavior monitoring role in the local scene area, determine whether the second behavior meets the behavior triggering conditions of the behavior monitoring role; if the second behavior meets the behavior triggering conditions, determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring role in the local scene area.
[0126] The above-mentioned role determination module is also used to: determine the response area of the behavior monitoring character in the game scene based on preset parameters; wherein the preset parameters include at least one of the following: the position of the behavior monitoring character in the game scene, the orientation of the behavior monitoring character in the game scene, and the role attribute parameters of the behavior monitoring character; the response area includes: a partial scene area in the game scene.
[0127] The above-mentioned behavior monitoring character is a virtual character that is not controlled by the player; the character attribute parameters of the behavior monitoring character include: field of view angle parameter and viewing distance parameter.
[0128] The above-mentioned device also includes: an information display module, which is used to display preset prompt information in the graphical user interface in response to the presence of the first virtual character in the game scene; wherein the preset prompt information is used to indicate that: the first virtual character monitors that the controlled virtual character performs the target game behavior.
[0129] The above-mentioned information display module is also used to implement at least one of the following: in response to a first virtual character being displayed in the scene screen, a first prompt identifier corresponding to the preset prompt information is displayed at a designated position of the first virtual character; at least a portion of a scene map of a game scene is displayed in a graphical user interface, and in the scene map, a second prompt identifier corresponding to the preset prompt information is displayed at the scene position where the first virtual character is located; and the preset prompt information is displayed at a designated position of the graphical user interface.
[0130] The first behavior control module is further configured to obtain first reference information including behavior parameters of the target game behavior and / or character attribute parameters of the first virtual character; and determine feedback behavior corresponding to the target game behavior based on the first reference information.
[0131] The above-mentioned first behavior control module is also used to: obtain environmental reference information; the environmental reference information includes: regional characteristics of the local scene area where the first virtual character is located, and / or the game stage to which the current game game belongs; based on the first reference information and the environmental reference information, determine the feedback behavior corresponding to the target game behavior.
[0132] The above-mentioned first behavior control module is also used to: obtain a behavior analysis model of the first virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior label of the first virtual character; the behavior analysis model indicates: the correlation between the input information of the behavior analysis model and the output feedback behavior; input the first reference information into the behavior analysis model, and output the feedback behavior corresponding to the target game behavior.
[0133] The above-mentioned feedback behaviors include: escape behavior, attack behavior against the controlled virtual character, or movement behavior to a specified scene position in the game scene; the specified scene position is used to: trigger the generation of a target character to issue an attack behavior to the controlled virtual character through the target character.
[0134] The above-mentioned device also includes an identification display module, which is used to: determine that the feedback behavior is a movement behavior to a specified scene position in the game scene, and display a second prompt identification at a preset position of the first virtual character; the second prompt identification indicates: the first virtual character moves to the specified scene position in the game scene.
[0135] The feedback behavior is determined to be a movement behavior of moving to a specified scene position in the game scene, and a position identifier of the first virtual character is displayed in a scene map of the game scene.
[0136] The above-mentioned feedback behavior includes: a movement behavior of moving to a specified scene position in the game scene; the above-mentioned second behavior control module is also used to: display a blocking method selection control in a graphical user interface; wherein the blocking method selection control is used to: provide at least one blocking method for feedback behavior; respond to a trigger operation on the blocking method selection control, determine the selected target blocking method, and block the first virtual character from executing the feedback behavior according to the target blocking method to obtain a blocking result.
[0137] The above-mentioned device also includes a movement pause module, which is used to: in response to a skill release operation, control the controlled virtual character to release a movement stop skill to the first virtual character to control the first virtual character to pause movement.
[0138] The above-mentioned pause movement module is also used to: respond to the state trigger operation, control the controlled virtual character to enter the skill release state, and display the skill control of the movement stop skill in the graphical user interface; the skill control is displayed in association with the first virtual character; respond to the trigger operation on the skill control, release the movement stop skill to the first virtual character, and control the first virtual character to stop moving.
[0139] The target blocking method is a dialogue method; the second behavior control module is further used to: display a preset dialogue interaction interface in a graphical user interface; in response to a dialogue input operation based on the dialogue interaction interface, control the controlled virtual character to start a dialogue interaction with the first virtual character to obtain an interaction result; wherein, if the interaction result indicates that the controlled virtual character interaction is successful, the blocking result is a blocking success; if the interaction result indicates that the controlled virtual character interaction fails, the blocking result is a blocking failure.
[0140] The above-mentioned target blocking method is a transaction method; the second behavior control module is also used to: display a preset transaction system display interface in a graphical user interface; the transaction system interface includes the amount to be traded; in response to the transaction operation, control the controlled virtual character to trade the virtual transaction item corresponding to the amount to be traded to the first virtual character; in response to the successful transaction of the virtual transaction item, determine that the blocking result is a successful blocking.
[0141] The above-mentioned device also includes a pursuit module, which is used to: in response to the failure of the first behavior to prevent the feedback behavior and the completion of the first behavior, generate a target character and a behavior logic control area in the game scene, and control the target character to perform a pursuit behavior; wherein the pursuit behavior includes: moving to the scene position where the controlled virtual character is located, and issuing an attack behavior to the controlled virtual character; displaying a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; in response to the movement control operation, controlling the controlled virtual character to move in the game scene; when the controlled virtual character is in the behavior logic control area, controlling the target character to continue to perform the pursuit behavior; when the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response range of the target character, controlling the target character to stop performing the pursuit behavior.
[0142] The above-mentioned pursuit module is also used to: display a first prompt information in a small map of the graphical user interface; wherein the small map displays an area map of at least part of the scene area in the game scene; the first prompt information is used to represent the position of the logic control area in the game scene.
[0143] The pursuit module is further configured to: obtain a pursuit level for the controlled virtual character; and display a level identifier representing the pursuit level in a graphical user interface.
[0144] The pursuit module is further configured to: display a second prompt message in a small map displayed on a graphical user interface, wherein the second prompt message is used to represent the position of the target character in the game scene.
[0145] The pursuit module is further configured to cancel the display of the first prompt information in response to the controlled virtual character moving out of the behavior logic control area.
[0146] The pursuit module is further configured to: when the controlled virtual character is outside the behavior logic control area, determine that the pursuit of the controlled virtual character ends when the time duration for which the controlled virtual character is outside the response area of the target character reaches a preset time duration.
[0147] The above-mentioned pursuit module is also used to: when the controlled virtual character is outside the behavior logic control area, respond to the controlled virtual character leaving the response area of the target character, and display a progress indicator in the graphical user interface, where the progress indicator is used to represent the length of time the controlled virtual character is outside the response area of the target character.
[0148] The pursuit module is further configured to: obtain a pursuit level for the controlled virtual character; and generate a target character within the behavior logic control area according to the pursuit level.
[0149] The pursuit module is further used to: obtain a pursuit level for the controlled virtual character; and generate a behavior logic control area in the game scene according to the pursuit level.
[0150] The pursuit module is further configured to: obtain historical behaviors of the controlled virtual character; and determine a pursuit level for the controlled virtual character based on the historical behaviors.
[0151] The above-mentioned pursuit module is also used to: determine the configuration parameters of the target character generated in the behavior logic control area according to the pursuit level, the configuration parameters including at least one of the following: the number of virtual pursuit characters, the ability level of the virtual pursuit characters; generate the target character in the pursuit area according to the configuration parameters.
[0152] The pursuit module is further configured to: display the target character's ability level in a graphical user interface.
[0153] The above-mentioned pursuit module is also used to: in response to the distance between the target character and the controlled virtual character being within a preset range, control the target character to perform an attack action on the controlled virtual character to obtain an attack result; if the attack result is that the target character defeats the controlled virtual character, play a preset animation.
[0154] The pursuit module is further configured to: if the attack result is that the controlled virtual character defeats the target character, increase the pursuit level for the controlled virtual character, and generate a virtual pursuit character according to the updated pursuit level.
[0155] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned interactive control method for the game. The electronic device can be a server or a terminal device.
[0156] See also Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0157] Further, Figure 10 The electronic device shown further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected via the bus 102.
[0158] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0159] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0160] The processor in the electronic device can implement the following operations in the interactive control method of the game by executing computer-executable instructions:
[0161] A graphical user interface is provided through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled through the terminal device; the controlled virtual character is controlled to perform a target game behavior, and it is determined whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located in a response area of the first virtual character; in response to the presence of the first virtual character in the game scene, the first virtual character is controlled to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to the first behavior control operation on the controlled virtual character, the controlled virtual character is controlled to perform a first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0162] In response to a second behavior control operation for the controlled virtual character, the controlled virtual character is controlled to perform the second behavior; it is determined that the second behavior belongs to a preset target game behavior, and a response area of the behavior monitoring character in the game scene is obtained; if the controlled virtual character is located in the response area of the first virtual character in the behavior monitoring character, it is determined that the first virtual character exists in the game scene.
[0163] Obtain associated parameters of the second behavior; wherein the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located; based on the associated parameters, determine whether the second behavior meets the preset behavior triggering conditions; if the second behavior meets the behavior triggering conditions, determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring character in the game scene.
[0164] Obtain associated parameters of the second behavior; wherein the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located; determine a behavior monitoring character within the local scene area where the controlled virtual character is located; based on the associated parameters and the character attribute parameters of the behavior monitoring character within the local scene area, determine whether the second behavior meets the behavior triggering condition of the behavior monitoring character; if the second behavior meets the behavior triggering condition, determine that the second behavior belongs to a preset target game behavior, and obtain a response area of the behavior monitoring character within the local scene area.
[0165] The response area of the behavior monitoring character is determined in the game scene based on preset parameters; wherein the preset parameters include at least one of the following: the position of the behavior monitoring character in the game scene, the orientation of the behavior monitoring character in the game scene, and the character attribute parameters of the behavior monitoring character; the response area includes: a partial scene area in the game scene.
[0166] The behavior monitoring character is a virtual character that is not controlled by the player; the character attribute parameters of the behavior monitoring character include: a field of view angle parameter and a viewing distance parameter.
[0167] In response to the presence of the first virtual character in the game scene, preset prompt information is displayed in the graphical user interface; wherein the preset prompt information is used to indicate that: the first virtual character monitors that the controlled virtual character performs the target game behavior.
[0168] The step of displaying preset prompt information in a graphical user interface includes at least one of the following: in response to a first virtual character being displayed in a scene screen, displaying a first prompt identifier corresponding to the preset prompt information at a designated position of the first virtual character; displaying at least a portion of a scene map of a game scene in the graphical user interface, and displaying a second prompt identifier corresponding to the preset prompt information at a scene position where the first virtual character is located in the scene map; and displaying the preset prompt information at a designated position in the graphical user interface.
[0169] Acquire first reference information; the first reference information includes: behavior parameters of the target game behavior and / or role attribute parameters of the first virtual character; based on the first reference information, determine the feedback behavior corresponding to the target game behavior.
[0170] Obtain environmental reference information; the environmental reference information includes: regional characteristics of the local scene area where the first virtual character is located, and / or the game stage to which the current game game belongs; based on the first reference information and the environmental reference information, determine the feedback behavior corresponding to the target game behavior.
[0171] Obtain a behavior analysis model of the first virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior labels of the first virtual character; the behavior analysis model indicates: the correlation between the input information and the output feedback behavior of the behavior analysis model; input the first reference information into the behavior analysis model, and output the feedback behavior corresponding to the target game behavior.
[0172] Feedback behaviors include: escape behavior, attack behavior against the controlled virtual character, or movement behavior to a specified scene location in the game scene; the specified scene location is used to: trigger the generation of a target character to issue an attack behavior to the controlled virtual character through the target character.
[0173] The feedback behavior is determined to be a movement behavior of moving to a specified scene position in the game scene, and a second prompt mark is displayed at a preset position of the first virtual character; the second prompt mark indicates that the first virtual character moves to the specified scene position in the game scene.
[0174] The feedback behavior is determined to be a movement behavior of moving to a specified scene position in the game scene, and a position identifier of the first virtual character is displayed in a scene map of the game scene.
[0175] The feedback behavior includes: a movement behavior to a specified scene position in the game scene; displaying a blocking method selection control in a graphical user interface; wherein the blocking method selection control is used to: provide at least one blocking method for the feedback behavior; respond to a trigger operation on the blocking method selection control, determine the selected target blocking method, and block the first virtual character from executing the feedback behavior according to the target blocking method to obtain a blocking result.
[0176] In response to the skill release operation, the controlled virtual character is controlled to release a movement stop skill to the first virtual character to control the first virtual character to pause moving.
[0177] In response to a state triggering operation, the controlled virtual character is controlled to enter a skill releasing state, and a skill control of a movement stop skill is displayed in a graphical user interface; the skill control is displayed in association with the first virtual character; in response to a triggering operation on the skill control, the movement stop skill is released to the first virtual character, and the first virtual character is controlled to stop moving.
[0178] The target blocking mode is a dialogue mode; a preset dialogue interaction interface is displayed in a graphical user interface; in response to a dialogue input operation based on the dialogue interaction interface, the controlled virtual character is controlled to start a dialogue interaction with the first virtual character to obtain an interaction result; wherein, if the interaction result indicates that the controlled virtual character interaction is successful, the blocking result is a blocking success; if the interaction result indicates that the controlled virtual character interaction fails, the blocking result is a blocking failure.
[0179] The target blocking method is a transaction method; a preset transaction system display interface is displayed in a graphical user interface; the transaction system interface includes an amount to be traded; in response to the transaction operation, the controlled virtual character is controlled to trade a virtual transaction item corresponding to the amount to be traded to the first virtual character; in response to a successful transaction of the virtual transaction item, the blocking result is determined to be a successful blocking.
[0180] In response to the failure of the first behavior to prevent the feedback behavior and the completion of the first behavior, a target character and a behavior logic control area are generated in the game scene, and the target character is controlled to perform a pursuit behavior; wherein the pursuit behavior includes: moving to the scene position where the controlled virtual character is located, and issuing an attack behavior to the controlled virtual character; displaying a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; in response to the movement control operation, controlling the controlled virtual character to move in the game scene; when the controlled virtual character is within the behavior logic control area, controlling the target character to continue to perform the pursuit behavior; when the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response range of the target character, controlling the target character to stop performing the pursuit behavior.
[0181] The first prompt information is displayed in a small map of a graphical user interface; wherein the small map displays an area map of at least a part of the scene area in the game scene; the first prompt information is used to represent the position of the logic control area in the game scene.
[0182] Obtaining a pursuit level for a controlled virtual character; and displaying a level identifier representing the pursuit level in a graphical user interface.
[0183] The second prompt information is displayed in the small map displayed on the graphical user interface, and the second prompt information is used to represent the position of the target character in the game scene.
[0184] In response to the controlled virtual character moving out of the behavior logic control area, the display of the first prompt information is canceled.
[0185] When the controlled virtual character is outside the behavior logic control area, if the time duration for which the controlled virtual character is outside the response area of the target character reaches a preset time duration, it is determined that the pursuit of the controlled virtual character ends.
[0186] When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character leaving the response area of the target character, a progress indicator is displayed in the graphical user interface, and the progress indicator is used to represent the length of time the controlled virtual character is outside the response area of the target character.
[0187] Obtain a pursuit level for the controlled virtual character; and generate a target character within the behavior logic control area according to the pursuit level.
[0188] Obtain a pursuit level for a controlled virtual character; and generate a behavior logic control area in a game scene according to the pursuit level.
[0189] Obtain historical behaviors of the controlled virtual character; and determine a pursuit level for the controlled virtual character based on the historical behaviors.
[0190] The configuration parameters of the target character generated in the behavior logic control area are determined according to the pursuit level, and the configuration parameters include at least one of the following: the number of virtual pursuit characters and the ability level of the virtual pursuit characters; the target character is generated in the pursuit area according to the configuration parameters.
[0191] Displays the target character's ability level in the graphical user interface.
[0192] In response to the distance between the target character and the controlled virtual character being within a preset range, the target character is controlled to perform an attack action on the controlled virtual character to obtain an attack result; if the attack result is that the target character defeats the controlled virtual character, a preset animation is played.
[0193] If the attack result is that the controlled virtual character defeats the target character, the pursuit level for the controlled virtual character is increased, and a virtual pursuit character is generated according to the updated pursuit level.
[0194] In this approach, after the player controls the controlled virtual character to perform a target game behavior, the first virtual character performs a feedback behavior. The player then controls the controlled virtual character to perform the first behavior, countering the feedback behavior or preventing a specific event triggered by the feedback behavior. Through the interaction between the controlled virtual character and the first virtual object, the player can deeply participate in the feedback measures for specific game behaviors, enhancing the effectiveness of the feedback measures in improving the player experience.
[0195] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.
[0196] The computer-executable instructions stored in the computer-readable storage medium can implement the following operations in the interactive control method of the game by executing the computer-executable instructions:
[0197] A graphical user interface is provided through a terminal device; a scene screen of a game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled through the terminal device; the controlled virtual character is controlled to perform a target game behavior, and it is determined whether a first virtual character exists in the game scene; wherein, when the controlled virtual character performs the target game behavior, the controlled virtual character is located in a response area of the first virtual character; in response to the presence of the first virtual character in the game scene, the first virtual character is controlled to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; in response to the first behavior control operation on the controlled virtual character, the controlled virtual character is controlled to perform a first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
[0198] In response to a second behavior control operation for the controlled virtual character, the controlled virtual character is controlled to perform the second behavior; it is determined that the second behavior belongs to a preset target game behavior, and a response area of the behavior monitoring character in the game scene is obtained; if the controlled virtual character is located in the response area of the first virtual character in the behavior monitoring character, it is determined that the first virtual character exists in the game scene.
[0199] Obtain associated parameters of the second behavior; wherein the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located; based on the associated parameters, determine whether the second behavior meets the preset behavior triggering conditions; if the second behavior meets the behavior triggering conditions, determine that the second behavior belongs to the preset target game behavior, and obtain the response area of the behavior monitoring character in the game scene.
[0200] Obtain associated parameters of the second behavior; wherein the associated parameters include at least one of the following: behavior parameters of the second behavior, scene state change parameters triggered by the second behavior, and scene feature parameters of the local scene area where the controlled virtual character is located; determine a behavior monitoring character within the local scene area where the controlled virtual character is located; based on the associated parameters and the character attribute parameters of the behavior monitoring character within the local scene area, determine whether the second behavior meets the behavior triggering condition of the behavior monitoring character; if the second behavior meets the behavior triggering condition, determine that the second behavior belongs to a preset target game behavior, and obtain a response area of the behavior monitoring character within the local scene area.
[0201] The response area of the behavior monitoring character is determined in the game scene based on preset parameters; wherein the preset parameters include at least one of the following: the position of the behavior monitoring character in the game scene, the orientation of the behavior monitoring character in the game scene, and the character attribute parameters of the behavior monitoring character; the response area includes: a partial scene area in the game scene.
[0202] The behavior monitoring character is a virtual character that is not controlled by the player; the character attribute parameters of the behavior monitoring character include: a field of view angle parameter and a viewing distance parameter.
[0203] In response to the presence of the first virtual character in the game scene, preset prompt information is displayed in the graphical user interface; wherein the preset prompt information is used to indicate that: the first virtual character monitors that the controlled virtual character performs the target game behavior.
[0204] The step of displaying preset prompt information in a graphical user interface includes at least one of the following: in response to a first virtual character being displayed in a scene screen, displaying a first prompt identifier corresponding to the preset prompt information at a designated position of the first virtual character; displaying at least a portion of a scene map of a game scene in the graphical user interface, and displaying a second prompt identifier corresponding to the preset prompt information at a scene position where the first virtual character is located in the scene map; and displaying the preset prompt information at a designated position in the graphical user interface.
[0205] Acquire first reference information; the first reference information includes: behavior parameters of the target game behavior and / or role attribute parameters of the first virtual character; based on the first reference information, determine the feedback behavior corresponding to the target game behavior.
[0206] Obtain environmental reference information; the environmental reference information includes: regional characteristics of the local scene area where the first virtual character is located, and / or the game stage to which the current game game belongs; based on the first reference information and the environmental reference information, determine the feedback behavior corresponding to the target game behavior.
[0207] Obtain a behavior analysis model of the first virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior labels of the first virtual character; the behavior analysis model indicates: the correlation between the input information and the output feedback behavior of the behavior analysis model; input the first reference information into the behavior analysis model, and output the feedback behavior corresponding to the target game behavior.
[0208] Feedback behaviors include: escape behavior, attack behavior against the controlled virtual character, or movement behavior to a specified scene location in the game scene; the specified scene location is used to: trigger the generation of a target character to issue an attack behavior to the controlled virtual character through the target character.
[0209] The feedback behavior is determined to be a movement behavior of moving to a specified scene position in the game scene, and a second prompt mark is displayed at a preset position of the first virtual character; the second prompt mark indicates that the first virtual character moves to the specified scene position in the game scene.
[0210] The feedback behavior is determined to be a movement behavior of moving to a specified scene position in the game scene, and a position identifier of the first virtual character is displayed in a scene map of the game scene.
[0211] The feedback behavior includes: a movement behavior to a specified scene position in the game scene; displaying a blocking method selection control in a graphical user interface; wherein the blocking method selection control is used to: provide at least one blocking method for the feedback behavior; respond to a trigger operation on the blocking method selection control, determine the selected target blocking method, and block the first virtual character from executing the feedback behavior according to the target blocking method to obtain a blocking result.
[0212] In response to the skill release operation, the controlled virtual character is controlled to release a movement stop skill to the first virtual character to control the first virtual character to pause moving.
[0213] In response to a state triggering operation, the controlled virtual character is controlled to enter a skill releasing state, and a skill control of a movement stop skill is displayed in a graphical user interface; the skill control is displayed in association with the first virtual character; in response to a triggering operation on the skill control, the movement stop skill is released to the first virtual character, and the first virtual character is controlled to stop moving.
[0214] The target blocking mode is a dialogue mode; a preset dialogue interaction interface is displayed in a graphical user interface; in response to a dialogue input operation based on the dialogue interaction interface, the controlled virtual character is controlled to start a dialogue interaction with the first virtual character to obtain an interaction result; wherein, if the interaction result indicates that the controlled virtual character interaction is successful, the blocking result is a blocking success; if the interaction result indicates that the controlled virtual character interaction fails, the blocking result is a blocking failure.
[0215] The target blocking method is a transaction method; a preset transaction system display interface is displayed in a graphical user interface; the transaction system interface includes an amount to be traded; in response to the transaction operation, the controlled virtual character is controlled to trade a virtual transaction item corresponding to the amount to be traded to the first virtual character; in response to a successful transaction of the virtual transaction item, the blocking result is determined to be a successful blocking.
[0216] In response to the failure of the first behavior to prevent the feedback behavior and the completion of the first behavior, a target character and a behavior logic control area are generated in the game scene, and the target character is controlled to perform a pursuit behavior; wherein the pursuit behavior includes: moving to the scene position where the controlled virtual character is located, and issuing an attack behavior to the controlled virtual character; displaying a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; in response to the movement control operation, controlling the controlled virtual character to move in the game scene; when the controlled virtual character is within the behavior logic control area, controlling the target character to continue to perform the pursuit behavior; when the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response range of the target character, controlling the target character to stop performing the pursuit behavior.
[0217] The first prompt information is displayed in a small map of a graphical user interface; wherein the small map displays an area map of at least a part of the scene area in the game scene; the first prompt information is used to represent the position of the logic control area in the game scene.
[0218] Obtaining a pursuit level for a controlled virtual character; and displaying a level identifier representing the pursuit level in a graphical user interface.
[0219] The second prompt information is displayed in the small map displayed on the graphical user interface, and the second prompt information is used to represent the position of the target character in the game scene.
[0220] In response to the controlled virtual character moving out of the behavior logic control area, the display of the first prompt information is canceled.
[0221] When the controlled virtual character is outside the behavior logic control area, if the time duration for which the controlled virtual character is outside the response area of the target character reaches a preset time duration, it is determined that the pursuit of the controlled virtual character ends.
[0222] When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character leaving the response area of the target character, a progress indicator is displayed in the graphical user interface, and the progress indicator is used to represent the length of time the controlled virtual character is outside the response area of the target character.
[0223] Obtain a pursuit level for the controlled virtual character; and generate a target character within the behavior logic control area according to the pursuit level.
[0224] Obtain a pursuit level for a controlled virtual character; and generate a behavior logic control area in a game scene according to the pursuit level.
[0225] Obtain historical behaviors of the controlled virtual character; and determine a pursuit level for the controlled virtual character based on the historical behaviors.
[0226] The configuration parameters of the target character generated in the behavior logic control area are determined according to the pursuit level, and the configuration parameters include at least one of the following: the number of virtual pursuit characters and the ability level of the virtual pursuit characters; the target character is generated in the pursuit area according to the configuration parameters.
[0227] Displays the target character's ability level in the graphical user interface.
[0228] In response to the distance between the target character and the controlled virtual character being within a preset range, the target character is controlled to perform an attack action on the controlled virtual character to obtain an attack result; if the attack result is that the target character defeats the controlled virtual character, a preset animation is played.
[0229] If the attack result is that the controlled virtual character defeats the target character, the pursuit level for the controlled virtual character is increased, and a virtual pursuit character is generated according to the updated pursuit level.
[0230] In this approach, after the player controls the controlled virtual character to perform a target game behavior, the first virtual character performs a feedback behavior. The player then controls the controlled virtual character to perform the first behavior, countering the feedback behavior or preventing a specific event triggered by the feedback behavior. Through the interaction between the controlled virtual character and the first virtual object, the player can deeply participate in the feedback measures for specific game behaviors, enhancing the effectiveness of the feedback measures in improving the player experience.
[0231] The computer program product of the interactive control method, device and electronic device of the XX game provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments and will not be repeated here.
[0232] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0233] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.
[0234] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0235] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0236] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A method for interactive control of a game, characterized in that: Providing a graphical user interface through a terminal device; displaying a scene screen of a game scene in the graphical user interface; The game scene includes a controlled virtual character; the controlled virtual character is controlled by the terminal device; the method includes: Controlling the controlled virtual character to perform a target game behavior, and determining whether a first virtual character exists in the game scene; wherein when the controlled virtual character performs the target game behavior, the controlled virtual character is located within a response area of the first virtual character; In response to the presence of the first virtual character in the game scene, controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; In response to a first behavior control operation on the controlled virtual character, the controlled virtual character is controlled to perform a first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
2. The method according to claim 1, characterized in that The step of controlling the controlled virtual character to execute a target game behavior and determining whether a first virtual character exists in the game scene comprises: In response to a second behavior control operation on the controlled virtual character, controlling the controlled virtual character to perform a second behavior; Determining that the second behavior belongs to a preset target game behavior, and obtaining a response area of the behavior monitoring character in the game scene; If the controlled virtual character is located in the response area of the first virtual character in the behavior monitoring character, it is determined that the first virtual character exists in the game scene.
3. The method according to claim 2, characterized in that The step of determining that the second behavior belongs to a preset target game behavior and obtaining a response area of a preset behavior monitoring character in the game scene includes: Acquire the associated parameters of the second behavior; wherein the associated parameters include at least one of the following: the behavior parameter of the second behavior, the scene state change parameter triggered by the second behavior, and the scene feature parameter of the local scene area where the controlled virtual character is located; Based on the associated parameter, determining whether the second behavior meets a preset behavior triggering condition; If the second behavior meets the behavior triggering condition, it is determined that the second behavior belongs to a preset target game behavior, and a response area of the behavior monitoring character in the game scene is obtained.
4. The method according to claim 2, characterized in that: The step of determining that the second behavior belongs to a preset target game behavior and obtaining a response area of a preset behavior monitoring character in the game scene includes: Acquire the associated parameters of the second behavior; wherein the associated parameters include at least one of the following: the behavior parameter of the second behavior, the scene state change parameter triggered by the second behavior, and the scene feature parameter of the local scene area where the controlled virtual character is located; Determine a behavior monitoring character in the local scene area where the controlled virtual character is located; Determining whether the second behavior satisfies a behavior triggering condition of the behavior monitoring role based on the association parameter and the role attribute parameter of the behavior monitoring role in the local scene area; If the second behavior meets the behavior triggering condition, it is determined that the second behavior belongs to a preset target game behavior, and a response area of the behavior monitoring character in the local scene area is obtained.
5. The method according to claim 2, characterized in that: The step of obtaining the response area of the behavior monitoring character in the game scene includes: The response area of the behavior monitoring character is determined in the game scene based on preset parameters; wherein the preset parameters include at least one of the following: the position of the behavior monitoring character in the game scene, the orientation of the behavior monitoring character in the game scene, and the character attribute parameters of the behavior monitoring character; the response area includes: a partial scene area in the game scene.
6. The method according to claim 5, characterized in that The behavior monitoring character is a virtual character that is not controlled by a player; the character attribute parameters of the behavior monitoring character include: a field of view angle parameter and a viewing distance parameter.
7. The method according to claim 1, characterized in that The method further comprises: In response to the presence of the first virtual character in the game scene, preset prompt information is displayed in the graphical user interface; wherein the preset prompt information is used to indicate that the first virtual character monitors that the controlled virtual character performs the target game behavior.
8. The method according to claim 7, characterized in that The step of displaying preset prompt information in the graphical user interface includes at least one of the following: In response to the first virtual character being displayed in the scene screen, displaying a first prompt mark corresponding to the preset prompt information at a designated position of the first virtual character; The graphical user interface displays at least a portion of a scene map of the game scene, and in the scene map, a second prompt mark corresponding to the preset prompt information is displayed at the scene position where the first virtual character is located; The preset prompt information is displayed at a designated location of the graphical user interface.
9. The method according to claim 1, characterized in that: The step of controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior includes: Acquire first reference information; the first reference information includes: behavior parameters of the target game behavior and / or role attribute parameters of the first virtual character; Based on the first reference information, a feedback behavior corresponding to the target game behavior is determined.
10. The method according to claim 9, characterized in that The step of determining the feedback behavior corresponding to the target game behavior based on the first reference information includes: Acquire environmental reference information; the environmental reference information includes: regional features of the local scene area where the first virtual character is located, and / or the game stage to which the current game game belongs; Based on the first reference information and the environment reference information, a feedback behavior corresponding to the target game behavior is determined.
11. The method according to claim 9, characterized in that The step of determining the feedback behavior corresponding to the target game behavior based on the first reference information includes: Acquire a behavior analysis model of the first virtual character; wherein the behavior analysis model is pre-trained based on historical feedback behaviors and behavior labels of the first virtual character; the behavior analysis model indicates: a correlation relationship between input information of the behavior analysis model and output feedback behaviors; The first reference information is input into the behavior analysis model, and a feedback behavior corresponding to the target game behavior is output.
12. The method according to claim 1, characterized in that The feedback behavior includes: escape behavior, attack behavior against the controlled virtual character, or movement behavior to a specified scene position in the game scene; the specified scene position is used to trigger the generation of a target character to issue an attack behavior to the controlled virtual character through the target character.
13. The method according to claim 1, characterized in that After the step of controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior in response to the first virtual character existing in the game scene, the method further includes: Determine that the feedback behavior is a movement behavior to a specified scene position in the game scene, and display a second prompt mark at a preset position of the first virtual character; the second prompt mark indicates that the first virtual character moves to the specified scene position in the game scene.
14. The method according to claim 1, characterized in that After the step of controlling the first virtual character to perform a feedback behavior corresponding to the target game behavior in response to the first virtual character existing in the game scene, the method further includes: The feedback behavior is determined to be a movement behavior of moving to a designated scene position in the game scene, and a location identifier of the first virtual character is displayed in a scene map of the game scene.
15. The method according to claim 1, characterized in that The feedback behavior includes: a movement behavior of moving to a designated scene position in the game scene; the step of responding to the first behavior control operation on the controlled virtual character and controlling the controlled virtual character to perform the first behavior includes: Displaying a blocking mode selection control in the graphical user interface; wherein the blocking mode selection control is used to: provide at least one blocking mode of the feedback behavior; In response to a triggering operation on the blocking mode selection control, a selected target blocking mode is determined, and the first virtual character is blocked from executing the feedback behavior according to the target blocking mode to obtain a blocking result.
16. The method according to claim 15, characterized in that Before displaying the blocking mode selection control in the graphical user interface, the method further includes: In response to the skill release operation, the controlled virtual character is controlled to release a movement stop skill to the first virtual character to control the first virtual character to pause moving.
17. The method according to claim 16, characterized in that In response to a skill release operation, the step of controlling the controlled virtual character to release a movement stop skill to the first virtual character to control the first virtual character to stop moving includes: In response to the state triggering operation, the controlled virtual character is controlled to enter a skill release state, and a skill control of the move stop skill is displayed in the graphical user interface; the skill control is displayed in association with the first virtual character; In response to the triggering operation on the skill control, a movement stop skill is released to the first virtual character to control the first virtual character to stop moving.
18. The method according to claim 15, characterized in that The target blocking mode is a dialogue mode; the step of blocking the first virtual character from performing the feedback behavior according to the target blocking mode to obtain a blocking result comprises: Displaying a preset dialogue interaction interface in the graphical user interface; In response to a dialogue input operation based on the dialogue interaction interface, controlling the controlled virtual character to start a dialogue interaction with the first virtual character to obtain an interaction result; If the interaction result indicates that the controlled virtual character interacts successfully, the blocking result is blocking success; if the interaction result indicates that the controlled virtual character interacts unsuccessfully, the blocking result is blocking failure.
19. The method according to claim 15, characterized in that The target blocking method is a transaction method; the step of blocking the first virtual character from performing the feedback behavior according to the target blocking method to obtain a blocking result includes: Displaying a preset transaction system display interface in the graphical user interface; the transaction system interface includes the amount to be traded; In response to the transaction operation, controlling the controlled virtual character to trade the virtual transaction object corresponding to the amount to be traded with the first virtual character; In response to the virtual transaction object transaction being successful, determining the blocking result as blocking success.
20. The method according to claim 1, characterized in that After the step of controlling the controlled virtual character to perform the first behavior in response to the first behavior control operation on the controlled virtual character, the method further includes: In response to the first behavior preventing the feedback behavior from failing and the first behavior being completed, a target character and a behavior logic control area are generated in the game scene, and the target character is controlled to perform a pursuit behavior; wherein the pursuit behavior includes: moving to the scene position where the controlled virtual character is located, and issuing an attack behavior to the controlled virtual character; Displaying first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; In response to the movement control operation, controlling the controlled virtual character to move in the game scene; When the controlled virtual character is within the behavior logic control area, controlling the target character to continuously perform the pursuit behavior; When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response range of the target character, the target character is controlled to stop executing the pursuit behavior.
21. The method according to claim 20, characterized in that The displaying of the first prompt information in the graphical user interface includes: The first prompt information is displayed in a small map of the graphical user interface; wherein the small map displays an area map of at least a part of the scene area in the game scene; and the first prompt information is used to characterize the position of the logic control area in the game scene.
22. The method according to claim 20, characterized in that The method further comprises: Obtaining a pursuit level for the controlled virtual character; A level indicator for indicating the pursuit level is displayed in the graphical user interface.
23. The method according to claim 20, characterized in that The method further comprises: The second prompt information is displayed in the small map displayed on the graphical user interface, and the second prompt information is used to represent the position of the target character in the game scene.
24. The method according to claim 20, characterized in that The method further comprises: In response to the controlled virtual character moving out of the behavior logic control area, the display of the first prompt information is cancelled.
25. The method according to claim 20, characterized in that The method further comprises: When the controlled virtual character is outside the behavior logic control area, if the time duration for which the controlled virtual character is outside the response area of the target character reaches a preset time duration, it is determined that the pursuit of the controlled virtual character is ended.
26. The method according to claim 20, characterized in that The method further comprises: When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character leaving the response area of the target character, a progress indicator is displayed in the graphical user interface, wherein the progress indicator is used to represent the length of time the controlled virtual character is outside the response area of the target character.
27. The method according to claim 20, characterized in that The generating of the target character in the game scene comprises: Obtaining a pursuit level for the controlled virtual character; A target character is generated in the behavior logic control area according to the pursuit level.
28. The method according to claim 20, characterized in that The generating of the behavior logic control area in the game scene includes: Obtaining a pursuit level for the controlled virtual character; A behavior logic control area is generated in the game scene according to the pursuit level.
29. The method according to claim 22, 27 or 28, characterized in that The obtaining of the pursuit level for the controlled virtual character comprises: Acquiring historical behaviors of the controlled virtual character; A pursuit level for the controlled virtual character is determined according to the historical behavior.
30. The method according to claim 27, characterized in that Generating a target character in the behavior logic control area according to the pursuit level includes: Determining configuration parameters of the target character generated in the behavior logic control area according to the pursuit level, the configuration parameters including at least one of the following: the number of the virtual pursuit characters, the ability level of the virtual pursuit characters; A target character is generated in the pursuit area according to the configuration parameters.
31. The method according to claim 30, characterized in that The method further comprises: The ability level of the target character is displayed in the graphical user interface.
32. The method according to claim 20, characterized in that The controlling the target character to perform the pursuit behavior includes: In response to the distance between the target character and the controlled virtual character being within a preset range, controlling the target character to perform an attack action on the controlled virtual character to obtain an attack result; If the attack result is that the target character defeats the controlled virtual character, a preset animation is played.
33. The method according to claim 32, characterized in that The method further comprises: If the attack result is that the controlled virtual character defeats the target character, the pursuit level for the controlled virtual character is increased, and a virtual pursuit character is generated according to the updated pursuit level.
34. An interactive control device for a game, characterized in that: Providing a graphical user interface through a terminal device; displaying a scene screen of a game scene in the graphical user interface; The game scene includes a controlled virtual character; the controlled virtual character is controlled by the terminal device; the device includes: A role determination module, used to control the controlled virtual character to perform a target game behavior, and determine whether a first virtual character exists in the game scene; wherein when the controlled virtual character performs the target game behavior, the controlled virtual character is located in a response area of the first virtual character; A first behavior control module, configured to control the first virtual character to execute a feedback behavior corresponding to the target game behavior in response to the first virtual character existing in the game scene; wherein the feedback behavior acts on the controlled virtual character, or the feedback behavior is used to trigger a specified event acting on the controlled virtual character; The second behavior control module is used to respond to the first behavior control operation on the controlled virtual character and control the controlled virtual character to perform a first behavior; wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a specified event acting on the controlled virtual character.
35. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-33.
36. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-33.
