Game interaction control method and device and electronic equipment

By generating target characters and behavior logic control areas in the game system and displaying prompt information in the graphical user interface, the problem of low player participation is solved, the game interactive experience is improved, and the effect of feedback behavior is enhanced.

CN119097907APending Publication Date: 2024-12-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310686113.0
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

Technical Problem

In the existing game system, players have low participation in the game behavior feedback mechanism, resulting in limited improvement of the feedback mechanism to players' gaming experience.

Method used

The terminal device provides a graphical user interface, generates the target role and behavioral logic control area, controls the target role to perform pursuit behavior, and displays prompt information in the graphical user interface, allowing players to control the controlled virtual characters to move in the game scene through the movement control operation. Until the pursuit ends.

Benefits of technology

It improves players' deep participation in specific game behaviors, enhances game interactive experience, and allows players to move under the guidance of prompt information through the pursuit behavior of the target object, and deeply participates in the feedback measures of the game system.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the steps that in response to a specified trigger event, a target role and a behavior logic control area are generated in a game scene, and the target role is controlled to execute a pursuit behavior; displaying the first prompt information in the graphical user interface; the first prompt information is used for indicating a 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 role is in the behavior logic control area, the target role is controlled to continuously execute the pursuit behavior; and when the controlled virtual character is out of the behavior logic control area and the response controlled virtual character is out of the response area of the target character, controlling the target character to stop executing the pursuit behavior. In the mode, the player can deeply participate in the feedback measure for the specific game behavior, and the effect of improving the experience degree of the player by the feedback measure is improved.
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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 the game system, especially in the large-world game scene, players can explore freely and perform various game behaviors. In existing games, certain feedback mechanisms are generally provided for players' game behaviors, such as limiting the account login to the game system, confiscating equipment, reducing income, limiting the action range of player characters, etc. These feedback measures are usually directly applied by the game system to the virtual characters or corresponding game accounts. The players themselves have a low degree of participation in the implementation process of the feedback mechanism, resulting in limited improvement of the player's game experience by the feedback mechanism. Summary of the invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for interactive control of a game, so that players can deeply participate in the feedback measures of the game system on specific game behaviors, thereby improving the effect of feedback behaviors on improving the player's gaming 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: in response to a specified trigger event, generating a target character and a behavior logic control area in the game scene, and controlling 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: a behavior logic control area; in response to a 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 area of ​​the target character, controlling the target character to stop performing the pursuit behavior.

[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 character generation module, which is used to generate a target character and a behavior logic control area in the game scene in response to a specified trigger event, 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; an information display module, which is used to display a first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: a behavior logic control area; a movement control module, which is used to control the controlled virtual character to move in the game scene in response to a movement control operation; a first behavior control module, which is used to control the target character to continue to perform the pursuit behavior when the controlled virtual character is in the behavior logic control area; and a second behavior control module, which is used to control the target character to stop performing the pursuit behavior in response to the controlled virtual character being outside the response area of ​​the target character when the controlled virtual character is outside the behavior logic control area.

[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 interactive control method of the above-mentioned 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 of the above-mentioned game provide a graphical user interface through a terminal device; the scene screen of the 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; in response to a specified trigger event, 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, the controlled virtual character is controlled to move in the game scene; when the controlled virtual character is in the behavior logic control area, the target character is controlled 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 area of ​​the target character, the target character is controlled to stop performing the pursuit behavior. In this method, after the designated trigger event is triggered, a behavior logic control area and a target character are generated, and different interaction methods are implemented between the target object and the controlled virtual character in and outside the behavior logic control area. The player can control the controlled virtual character to move under the guidance of the prompt information until the pursuit behavior ends. Through the pursuit behavior of the target object, the player can deeply participate in the feedback measures of the game system for specific game behaviors, which improves the effect of the feedback behavior on improving the player's game interaction experience.

[0010] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose 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 implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods 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 an interactive control method for a game provided by an embodiment of the present invention;

[0014] Figure 2A schematic diagram of a behavior logic control area, capability level and pursuit level identification provided by an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of displaying a duration progress provided by an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of displaying the end of pursuit provided by an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of a first prompt mark provided by an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another first prompt mark provided by an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of a skill control for a moving stop skill provided by an embodiment of the present invention;

[0020] Figure 8 A schematic diagram of a blocking mode selection control provided by an embodiment of the present invention;

[0021] Fig. 9 A schematic diagram of the structure of an interactive control device for a game provided by an embodiment of the present invention;

[0022] Fig.10 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0023] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0024] In the related art, the game system usually provides feedback on special game behaviors, and the players themselves have a low degree of participation in the implementation process of the feedback measures, resulting in the feedback mechanism having limited effect on improving the player's gaming experience. Based on this, the game interactive control method, device, and electronic device provided by the embodiments of the present invention can be applied to various games, especially to games with a large variety of game behaviors and a high degree of freedom of game behaviors.

[0025] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the 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 implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, 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 game server. The role of the client device is used for receiving and sending data and presenting 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, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, 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 a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a 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 may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. A scene screen of a game scene is displayed in the graphical user interface; 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 mobile control operation through the terminal device, and the controlled virtual character moves in the game scene under the control of the mobile control operation. The virtual camera may follow the movement of the controlled virtual character, and the controlled virtual character may or may not be displayed in the scene screen.

[0029] like Figure 1 The flowchart of the interactive control method of the game is shown, and a graphical user interface is provided through a terminal device, wherein the terminal device can be the local terminal device described above, or can be the client device described above, and the method includes the following steps:

[0030] Step S102, in response to a specified trigger event, generating a target character and a behavior logic control area in the game scene, and controlling 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;

[0031] The designated trigger event can be triggered by the controlled virtual character or by other virtual characters. For example, the designated trigger event is that the controlled virtual character has performed a designated behavior, or other virtual characters have performed a designated behavior, or the player has performed a designated operation, etc. The target character is usually a virtual character not controlled by the player, such as an NPC. When the designated trigger event occurs, the target character can be generated at any position in the game scene, or the generation position of the target character can be determined based on the scene position where the controlled virtual character is located. The target character is used to perform pursuit behavior on the controlled virtual character.

[0032] The above-mentioned behavior logic control area is located in the game scene, including part of the scene area in the game scene. The position of the behavior logic control area can be determined based on the position of the controlled virtual character, or it can be determined randomly. In an example, the behavior logic control area can be generated with the position of the controlled virtual character as the center, and the target character can be generated in the behavior logic control area.

[0033] 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 behavior on the controlled virtual character. During the pursuit process, the above-mentioned behavior logic control area can be used to control the behavior of the target character. For example, when the controlled virtual character is within the behavior logic control area, the target character executes the first pursuit behavior, and when the controlled virtual character is outside the behavior logic control area, the target character executes the second pursuit behavior, so that the behavior of the target character in different scene areas is different.

[0034] Step S104, displaying first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: behavior logic control area;

[0035] 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, or 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.

[0036] The first prompt information can be displayed in the scene map. Usually, the scene map also displays the position of the controlled virtual character in the game scene. At the same time, the first prompt information is displayed in the scene map, which can clearly indicate the relative position relationship between the behavior logic control area and the controlled virtual character. In addition, the first prompt information can also be displayed in the game scene, and the relative position between the behavior logic control area and the controlled virtual character is prompted to the player by displaying the area mark in the game scene.

[0037] Step S106, in response to the movement control operation, controlling the controlled virtual character to move in the game scene;

[0038] 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. A movement control can be provided in the graphical user interface, and the controlled virtual character can be controlled to move in the game scene by operating the movement control.

[0039] Step S108, when the controlled virtual character is in the behavior logic control area, controlling the target character to continuously perform the pursuit behavior;

[0040] When the controlled virtual character is in the behavior logic control area, the target character can obtain the location of the controlled virtual character and move towards the location of the controlled virtual character. When the target character is close to the controlled virtual character, it can perform attack behaviors on the controlled virtual character, such as normal attack, long-range attack, or release props.

[0041] Continuously executing the pursuit behavior can be understood as, when the controlled virtual character is in the behavior logic control area, the target character continuously moves toward the controlled virtual character according to the scene position of the controlled virtual character; regardless of whether the controlled virtual character is in the response area of ​​the target character, it will not affect the target character's execution of the pursuit behavior.

[0042] Step S110, when the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response area of ​​the target character, the target character is controlled to stop executing the pursuit behavior.

[0043] When the controlled virtual character is outside the behavior 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 no longer moves to the location of the controlled virtual character, that is, stops the pursuit behavior; 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 to the location of the controlled virtual character.

[0044] When the controlled virtual character is outside the behavior logic control area, but the controlled virtual character is within the response area of ​​the target character, at this time, 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.

[0045] It should be noted that after the designated trigger event is triggered, the controlled virtual character is in a state of being pursued. In the above steps, the target character stops executing the pursuit behavior, which can be understood as the target character stopping the pursuit, but the controlled virtual character may still be in a state of being pursued, and other characters may execute the pursuit behavior at this time. Alternatively, when the controlled virtual character enters the behavior logic control area, or enters the response area of ​​the target character, the target character may continue to execute the attack behavior on the controlled virtual character. In addition, other state termination conditions can be set. When the state termination condition is triggered, the controlled virtual character is no longer in a state of being pursued.

[0046] The interactive control method of the above-mentioned game 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; in response to a specified trigger event, 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: a behavior logic control area; in response to a 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 area of ​​the target character, controlling the target character to stop performing the pursuit behavior. In this method, after the designated trigger event is triggered, a behavior logic control area and a target character are generated, and different interaction methods are implemented between the target object and the controlled virtual character in and outside the behavior logic control area. The player can control the controlled virtual character to move under the guidance of the prompt information until the pursuit behavior ends. Through the pursuit behavior of the target object, the player can deeply participate in the feedback measures of the game system for specific game behaviors, which improves the effect of the feedback behavior on improving the player's game interaction experience.

[0047] In one implementation, the first prompt information is displayed in a small map of a graphical user interface; wherein the small map displays a regional map of at least a portion of the scene area in the game scene; and the first prompt information is used to characterize the position of the behavior logic control area in the game scene. For example, the first prompt information may be displayed in a manner such that the corresponding position of the behavior logic control area in the small map is highlighted or displayed in a special color. Figure 2 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.

[0048] Furthermore, other information is also displayed in the graphical user interface. Specifically, the pursuit level for the controlled virtual character is obtained; and the level identifier used to characterize the pursuit level is displayed in the graphical user interface. A plurality of candidate pursuit levels may be pre-divided, and then the pursuit level of the controlled virtual character is determined from the plurality of candidate pursuit levels. The pursuit level may characterize the intensity of the pursuit of the controlled virtual character by the target object, and may also characterize the difficulty of the controlled virtual character escaping the pursuit.

[0049] When obtaining the hunting level of the controlled virtual character, the historical behavior of the controlled virtual character can be obtained; and the hunting level for the controlled virtual character is determined according to the historical behavior. For example, a plurality of target game behaviors can be preset in the game system, and if the controlled virtual character has performed the target game behavior, it is recorded as a historical behavior. The greater the number of historical behaviors, or the greater the severity of the behavior, the higher the hunting level.

[0050] Another way to obtain the pursuit level is to obtain level reference information; the level reference information includes at least one of: role attribute parameters of the controlled virtual character, regional characteristics of the local scene area where the controlled virtual character is located, and the current game status; based on historical behavior and level reference information, determine the pursuit level for the controlled virtual character.

[0051] 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.

[0052] The above-mentioned pursuit level is not only affected by the historical behavior of the controlled virtual character, but also by the aforementioned level reference information, which can make the determination of the pursuit level more flexible and more relevant to the real-time status of the game, avoiding players from predicting the pursuit level and improving the effect of feedback measures on improving players' game interaction experience.

[0053] exist Figure 2 In the example, there are 5 levels of pursuit, which are indicated by 5 dots. Figure 2 The token in is at level 3, which means the current hunting level is level 3.

[0054] In a specific implementation, the second prompt information is displayed in a small map displayed on a graphical user interface, and the second prompt information is used to represent the position of the target character in the game scene. Figure 2 In the example, in the small map, a white circular mark indicates the position of the target character in the game scene. When the target character moves, the mark moves with the target character, thereby indicating the position of the target character in real time.

[0055] Further, in response to the controlled virtual character moving outside the behavior logic control area, the display of the first prompt information is canceled. When the controlled virtual character moves outside the behavior logic control area, the first prompt information indicating the behavior 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 into the behavior logic control area again, the display of the first prompt information can be controlled again. In another way, when the controlled virtual character moves outside the behavior logic control area and continues for a certain period of time, the display of the first prompt information is canceled.

[0056] 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 is ended.

[0057] 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 behavior logic control area again, no target character executes pursuit behavior on the controlled virtual character.

[0058] In one embodiment, in response to a specified triggering event, the controlled virtual character is controlled to enter a pursuit state, and in the pursuit state, the steps of the above embodiment are performed:

[0059] Generate a target character and a behavior logic control area in a game scene, and control the target character to perform a pursuit behavior; wherein the pursuit behavior includes: moving toward 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 a graphical user interface; wherein the first prompt information is used to indicate: a behavior logic control area; in response to a 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 area of ​​the target character, controlling the target character to stop performing the pursuit behavior.

[0060] When the controlled virtual character is outside the behavior logic control area, the time duration for which the controlled virtual character is outside the response area of ​​the target character reaches a preset time duration, at which time the aforementioned pursuit state ends, and at this time, it is determined that the pursuit of the controlled virtual character ends.

[0061] 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 continues for a preset time, it can be determined that the pursuit is over.

[0062] 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, the progress indicator being used to represent the length of time the controlled virtual character is outside the response area of ​​the target character.

[0063] exist Figure 3 In the example, an indicator of the preset duration is displayed near the small map, and a progress indicator is displayed by a bold line. The progress indicator is continuously lengthened over time until the length of the indicator of the preset duration is reached, and then it is considered that the preset duration has been reached.

[0064] exist Figure 4 When the above preset time is reached, the small map returns to its original state, and at the same time, a message indicating the end of the pursuit is displayed in the graphical user interface.

[0065] In one implementation, when a target character is generated in a game scene, a hunting level for a controlled virtual character can be obtained; the target character is generated in a behavior logic control area according to the hunting level. The hunting level can affect factors such as the number of target characters, the frequency of generation, or the hunting ability of the character. For example, the higher the hunting level, the more target characters there are, the greater the hunting ability is, and it is understandable that it is more difficult for the controlled virtual character to escape the hunting.

[0066] In one example, the configuration parameters of the target characters 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 target characters and the ability level of the target characters; the target characters are generated in the pursuit area according to the configuration parameters. The ability level of the target characters can affect the moving speed, the strength of the attack skills, etc. of the target characters; it can be understood that the higher the ability level, the higher the moving speed and the higher the strength of the attack skills.

[0067] Display the target character's ability level in the graphical user interface. Figure 2 In the example, the capability level is displayed by means of tokens, and the identification content is different when the capability level is different.

[0068] In another way, when generating a behavior logic control area in a game scene, the pursuit level for the controlled virtual character is obtained; and the behavior logic control area is generated in the game scene according to 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.

[0069] Through the above methods, the pursuit level can affect the target character and the behavior logic control area, which can make the pursuit process flexible and changeable, and increase the interest and difficulty of players participating in the pursuit process.

[0070] When controlling the target character to perform a pursuit action, in one implementation, 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.

[0071] The preset range can be understood as a 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 attack, or it can be a long-range attack such as archery and shooting. If the controlled virtual character is attacked by an attack action, the character parameters such as the life value and blood volume of the controlled virtual character will be reduced. When the character parameters are reduced 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 tried or other content can be played.

[0072] Furthermore, 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 the target character is generated according to the updated pursuit level. It can be seen from the above embodiments that the historical behavior of the controlled virtual character will affect the pursuit level; if the attack result is that the controlled virtual character defeats the target character, the historical behavior will increase, thereby leading to an increase in the pursuit level; after the pursuit level is increased, the number of target characters or the pursuit ability will also increase accordingly.

[0073] This approach can further increase players' participation in the implementation of the feedback mechanism and improve players' interactive experience.

[0074] In another implementation, in response to the controlled virtual character being within the behavior logic control area, the target character is controlled to move toward the controlled virtual character; in response to the distance between the target character and the controlled virtual character being within a preset range and the controlled virtual character being within the response area of ​​the target character, the target character is controlled to perform an attack action against the controlled virtual character.

[0075] When the behavior logic control area is generated, the controlled virtual character and the target character are both in the behavior logic control area, but there is a certain distance between the controlled virtual character and the target character; when the controlled virtual character is in the behavior logic control area, the target character can obtain the position of the controlled virtual character and move towards the position of the controlled virtual character. When the target character moves to within the preset range and the controlled virtual character is located in the response area of ​​the target character, the target character performs an attack action on the controlled virtual character, with the aim of defeating and capturing the controlled virtual character.

[0076] In response to the controlled virtual character being in the behavior logic control area, the target character is controlled to move toward the controlled virtual character; when the controlled virtual character is in the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to continue to move toward the controlled virtual character.

[0077] In the above method, in response to the controlled virtual character being in the behavior logic control area, the target character is controlled to move toward the controlled virtual character. It can be considered that the target character is generated at a position where the response area includes the controlled virtual character. That is, the controlled virtual character is within the response range of the target character. If the controlled virtual character leaves the response range but is still within the behavior logic control area, the target character still continues to pursue.

[0078] In the embodiment of the present application, the behavior logic control area may be larger than the response area.

[0079] In response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to move toward the controlled virtual character; in response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to stop moving toward the controlled virtual character.

[0080] When the controlled virtual character is outside the behavior logic control area and is within the response area of ​​the target character, the target character can monitor the position of the controlled virtual character, and thus the target character moves toward the controlled virtual character; however, when the controlled virtual character is outside the behavior logic control area and is outside the response area of ​​the target character, the target character cannot obtain the position of the controlled virtual character and no longer wants to move to the position of the controlled virtual character, that is, stops the pursuit behavior.

[0081] When the controlled virtual character is outside the behavior logic control area, and then the controlled virtual character returns to the behavior logic control area, at this time, even if the controlled virtual character is not in the response area of ​​the target character, the target character can still continue to obtain the position of the controlled virtual character and continue to move towards the controlled virtual character, that is, continue the capture behavior.

[0082] The following embodiment provides an implementation method for specifying a trigger event.

[0083] In response to a designated virtual character in a game scene moving to a designated scene position, 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 designated virtual character moving to the designated scene position is an event triggered by the controlled virtual character performing a target game behavior.

[0084] In the game, the controlled virtual character can be controlled to perform a variety of game behaviors. The above-mentioned target-limited behaviors are usually specific types of game behaviors among the multiple game behaviors, for example, destroying scene models in the game scene, attacking NPCs (Non-Player Characters) in the game scene, and snatching items and props from game characters.

[0085] In addition to the controlled virtual character, there are usually other virtual characters in the game scene, such as a virtual character controlled by a player, or an NPC. When the controlled virtual character performs a target game behavior, it is determined whether there is a designated virtual character among the virtual characters other than the controlled virtual character. The designated virtual character has the property that when the controlled virtual character performs the target game behavior, it is located in the response area of ​​the designated virtual character.

[0086] The response area can be understood as an area that can trigger the designated virtual character to move to the designated scene position. Usually, the response area is the surrounding area of ​​the designated virtual character, for example, a circular range with a certain radius centered on the designated virtual character, or a fan-shaped range with a certain radius and angle centered on the designated virtual character. In one example, the response area can also be understood as the field of view of the designated virtual character, which is usually a fan-shaped area with the designated virtual character as the vertex and determined based on the orientation and field of view angle of the designated virtual character. When the response area is a field of view, the above steps can be understood as the designated virtual character monitoring the controlled virtual character performing the target game behavior.

[0087] Before the designated virtual character in the game scene moves to the designated scene position, the controlled virtual character is controlled to perform a preset blocking behavior on the designated virtual character, and the behavior result of the blocking behavior is failure; wherein the blocking behavior is used to: prevent the designated virtual character from moving to the designated scene position.

[0088] The above-mentioned blocking behavior may include speech blocking, transaction blocking, etc.; when the blocking behavior is speech blocking, a preset dialogue interaction interface is displayed in the graphical user interface; in response to the speech input operation based on the dialogue interaction interface, the controlled virtual character is controlled to start a dialogue interaction with the designated virtual character to obtain an interaction result; wherein, if the interaction result indicates that the controlled virtual character interacts successfully, the blocking result is a successful blocking; if the interaction result indicates that the controlled virtual character interacts unsuccessfully, the blocking result is a failed blocking.

[0089] During the dialogue interaction, the player controls the controlled virtual character to send a dialogue to the designated virtual character through the speech input operation. The dialogue content may include reasons for blocking, praise for the designated virtual character, etc. The designated virtual character replies to the dialogue sent by the controlled virtual character. The dialogue interaction may include multiple dialogues and replies until the designated virtual character agrees with the dialogue sent by the controlled virtual character, at which point the blocking is successful. If the designated virtual character always disagrees with the dialogue sent by the controlled virtual character, the player terminates the dialogue interaction, or the designated virtual character always disagrees with the dialogue sent by the controlled virtual character for a certain period of time, at which point the blocking result fails. In actual implementation, the designated virtual character can be preset with a trained dialogue model. After obtaining the dialogue content sent by the controlled virtual character, the dialogue content is input into the dialogue model, and a reply can be output. This is repeated many times to obtain the interaction result.

[0090] When the blocking behavior is a transaction blocking, 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 object corresponding to the amount to be traded to the first virtual character; in response to the virtual transaction object transaction being successful, the blocking result is determined to be a successful blocking.

[0091] The above virtual transaction items can be virtual transaction items, virtual gold coins, virtual props, etc. in the game system, and the amount to be traded is the amount corresponding to the virtual transaction item; at the same time, the transaction system interface also displays a transaction control; if the player agrees to the amount to be traded, click the transaction control to complete the transaction operation, and then pay the virtual transaction item corresponding to the amount to be traded to the designated virtual character. After the transaction is successful, the above blocking result is a successful blocking. If the player does not perform the transaction operation, or the transaction operation fails, the blocking result is a failed blocking.

[0092] In one implementation, a controlled virtual character is controlled to execute a target game behavior, and it is determined whether a designated virtual character exists in a game scene, wherein when the controlled virtual character executes the target game behavior, the controlled virtual character is within the field of view of the designated virtual character; in response to the existence of the designated virtual character in the game scene, the designated virtual character is controlled to execute 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 designated 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 execute a first behavior, wherein the first behavior is used to counter the feedback behavior or prevent the feedback behavior from triggering a designated event acting on the controlled virtual character.

[0093] 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.

[0094] In addition to the controlled virtual character, there are usually other virtual characters in the game scene, for example, virtual characters controlled by other players, or NPCs (non-player characters). When the controlled virtual character performs a target game behavior, it is determined whether there is a first virtual character from the virtual characters other than the controlled virtual character. The first virtual character has the attribute that 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.

[0095] 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, which is usually a fan-shaped area with the first virtual character as the vertex and determined based on the orientation and field of view angle of the first virtual character. When the response area is a 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.

[0096] In the above steps, there may be multiple candidate virtual characters in the game scene, and these candidate virtual characters may all become the first virtual character. When the controlled virtual character performs the target game behavior, the response area of ​​each candidate virtual character and the relative position relationship with the scene position of the controlled virtual character can be determined; if the scene position of the controlled virtual character is located in the response area of ​​a candidate virtual character, then the candidate virtual character is the above-mentioned first virtual character.

[0097] 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, thus triggering the feedback behavior corresponding to the first virtual character performing the target game behavior. The behavior type of the feedback behavior may correspond to the behavior type of the target game behavior, or the behavior type of the feedback behavior may 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.

[0098] The feedback behavior can be a behavior that directly acts on the controlled virtual character, such as attacking behavior, releasing props behavior, and seizing items. The feedback behavior may not directly act on the controlled virtual character, but may trigger a specified event that acts on the controlled virtual character, that is, the feedback behavior indirectly acts on the controlled virtual character. For example, the feedback behavior is to move to a place in the game scene. After the feedback behavior is completed, the specified event that can be triggered is that other characters perform a pursuit behavior on the controlled virtual character. For another example, the feedback behavior is to obtain a scene prop. After the feedback behavior is completed, the specified event that can be triggered is that the scene prop performs a specific behavior on the controlled virtual character.

[0099] The first behavior control operation may specifically be a trigger operation of a behavior control, or an operation such as a click or a slide 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 an attack behavior or an escape behavior on the first virtual character. 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 counteracting 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, so that the first virtual character stops moving, thereby preventing the specified event triggered by the feedback behavior and preventing the specified event from causing damage to the controlled virtual character.

[0100] When the feedback behavior is used to trigger a designated event acting on the controlled virtual character, if the response to the first behavior against the feedback behavior is successful, it is determined that the designated trigger event is generated.

[0101] In response to the existence of a designated 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 designated virtual character monitors that the controlled virtual character performs a target game behavior.

[0102] The above-mentioned step of displaying preset prompt information in the graphical user interface includes at least one of the following: in response to a specified virtual character being displayed in the scene screen, a first prompt identifier corresponding to the preset prompt information is displayed at a specified position of the specified virtual character; at least a portion of a scene map of a 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 a scene position where the specified virtual character is located; and the preset prompt information is displayed at a specified position of the graphical user interface.

[0103] The above-mentioned step of controlling the designated virtual character to perform the feedback behavior corresponding to the target game behavior includes: obtaining first reference information; the first reference information includes: behavior parameters of the target game behavior and / or character attribute parameters of the designated virtual character; based on the first reference information, determining the feedback behavior corresponding to the target game behavior.

[0104] The above-mentioned step of determining the feedback behavior corresponding to the target game behavior based on the first reference information includes: obtaining a behavior analysis model of a specified virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior label of the specified virtual character; the behavior analysis model indicates: the correlation relationship 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.

[0105] The above feedback behaviors include: escaping behavior, attacking behavior against the controlled virtual character, or moving 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 attacking behavior to the controlled virtual character through the target character.

[0106] After the above-mentioned step of controlling the designated virtual character to execute the feedback behavior corresponding to the target game behavior in response to the existence of the designated virtual character in the game scene, the method also includes: determining that the feedback behavior is a movement behavior of moving to the designated scene position in the game scene, and displaying a second prompt mark at the preset position of the designated virtual character; the second prompt mark indicates: the designated virtual character moves to the designated scene position in the game scene.

[0107] After the above-mentioned step of controlling the designated virtual character to perform a feedback behavior corresponding to the target game behavior in response to the existence of a designated virtual character in the game scene, the method also includes: determining that the feedback behavior is a movement behavior of moving to a designated scene position in the game scene, and displaying a location identifier of the designated virtual character in a scene map of the game scene.

[0108] The above-mentioned feedback behavior includes: a moving behavior of moving to a specified scene position in a game scene; in response to a first behavior control operation on a controlled virtual character, a step of controlling the controlled virtual character to perform a first behavior includes: 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 feedback behavior; in response to a triggering operation on the blocking method selection control, determine a selected target blocking method, and block the specified virtual character from performing the feedback behavior according to the target blocking method to obtain a blocking result.

[0109] Before displaying the blocking mode selection control in the graphical user interface, the method further includes: in response to a skill release operation, controlling the controlled virtual character to release a movement stop skill to the designated virtual character to control the designated virtual character to pause movement.

[0110] The controlled virtual character's execution of the target game behavior is monitored by the designated virtual character. In this embodiment, the player can be prompted with this information, that is, the player is prompted that the designated virtual character exists in the game scene. Specifically, in response to the existence of the designated virtual character in the game scene, a preset prompt information is displayed in the graphical user interface; wherein the preset prompt information is used to indicate that the designated virtual character monitors the controlled virtual character's execution of the target game behavior. The prompt information can be in the form of text, graphics, etc., and can be displayed at a specified position in the graphical user interface, or displayed along with the virtual character in the game scene, or displayed at an associated position on the mini-map.

[0111] Specifically, the preset prompt information is displayed in the graphical user interface, including at least one of the following: in response to a specified virtual character being displayed in the scene screen, a first prompt identifier corresponding to the preset prompt information is displayed at a specified position of the specified virtual character; at least a portion of a scene map of a 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 a scene position where the specified virtual character is located; the preset prompt information is displayed at a specified position of the graphical user interface.

[0112] exist Figure 5 In the example, a first prompt mark in the shape of an eye is displayed on the top of the designated virtual character, indicating that the controlled virtual character is monitored by the designated virtual character; in the scene map, a second prompt mark in the shape of an eye is also displayed at the location of the designated virtual character, and the second prompt mark also includes relevant text information displayed on the right side of the scene map, such as displaying "Witness status: someone has witnessed your behavior."

[0113] exist Figure 6 In the example, a prompt message of a text behavior is displayed in the middle area of ​​the graphical user interface, such as "It has been witnessed, and the witness will go to location A to report." It should be noted that Figure 5 and Figure 6 There are two ways to display prompt information. In actual implementation, Figure 5 and Figure 6 The prompt information in the game can be displayed in the graphical user interface at the same time to increase the probability of players obtaining the prompt information. In addition, in order to reduce information interference, Figure 6 The prompt information in can be displayed briefly. Figure 5 The prompt information in can be displayed for a long time.

[0114] When a designated virtual character exists in a game scene, in order to provide feedback to the aforementioned target game behavior through the designated virtual character, it is necessary to control the designated 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 role attribute parameters of the designated virtual character; based on the first reference information, the feedback behavior corresponding to the target game behavior is determined.

[0115] The behavior parameters of the target game behavior may include parameters such as behavior type, behavior intensity, and behavior frequency, and the role attribute parameters of the specified virtual character may include parameters such as role type, gender, age, and personality. The first reference information may include the behavior parameters of the target game behavior and the role attribute parameters of the specified virtual character, or may only include one of the behavior parameters of the target game behavior or the role attribute parameters of the specified virtual character. A mapping relationship between the first reference information and the feedback behavior may be pre-set in the game system, and after the first reference information is obtained, the feedback behavior may be queried from the mapping relationship. The feedback behavior may be, for example, escaping, attacking, moving to a specified scene position, and the like.

[0116] For example, when the designated virtual character is a child or a female, the feedback behavior may be running away; when the designated virtual character is an adult or a male, the feedback behavior may be attacking or moving to a designated scene location and then reporting.

[0117] 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 virtual character is located, and / or the game stage to which the current moment belongs in the game; based on the first reference information and the environmental reference information, the feedback behavior corresponding to the target game behavior is determined.

[0118] 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 characteristics such as the scene environment type, the number and type of virtual characters in the scene; the game may include multiple game stages, and multiple game stages are usually arranged in chronological order. For example, if the game stage to which the current moment belongs is the initial stage, the feedback behavior may be an attack behavior. If the game node to which the current moment belongs is the intermediate stage, the feedback behavior may be an escape behavior, etc.

[0119] In the above method, the environmental reference information may only include the regional features of the local scene area where the specified virtual character is located or one of the game stages of the current game, or may include both the regional features of the local scene area where the specified virtual character is located and the game stage of the current game. The environmental reference information and the aforementioned first reference information jointly determine the feedback behavior of the specified virtual character. This method can make the feedback behavior more flexible, avoid players from predicting the behavior type of the feedback behavior, and improve the richness of the game interaction behavior.

[0120] Another method is to obtain a behavior analysis model of a specified virtual character; wherein the behavior analysis model is pre-trained based on the historical feedback behavior and behavior labels of the specified 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.

[0121] The behavior of the designated virtual character is controlled by the behavior analysis model. The behavior analysis models of different virtual characters may be different. By setting corresponding training parameters and inputting corresponding training data, the behavior analysis model corresponding to the designated virtual character can be trained. When the designated virtual character runs in the game scene, the feedback behavior can be output through the behavior analysis model. The output feedback behavior can be used as the historical feedback behavior to train the behavior analysis model again. The behavior label of the historical feedback behavior can include the score corresponding to the historical feedback behavior, indicating whether the historical feedback behavior is correct.

[0122] 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.

[0123] 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.

[0124] The above-mentioned escape behavior, that is, controlling the designated virtual character to move away from the controlled virtual character; the attack behavior, that is, controlling the designated 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 designated scene position in the game scene can be used to trigger the target character, and then attack the controlled virtual character.

[0125] When the designated 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 designated virtual character performs.

[0126] With respect to the feedback behavior of moving to a specified scene position in the game scene, the following embodiments provide further interactive operations.

[0127] The feedback behavior is determined to be a movement behavior of moving to a designated scene position in the game scene, and a second prompt mark is displayed at a preset position of the designated virtual character; the second prompt mark indicates: the designated virtual character moves to the designated scene position in the game scene. In another way, the feedback behavior is determined to be a movement behavior of moving to a designated scene position in the game scene, and the position mark of the designated virtual character is displayed in the scene map of the game scene. For example, the second prompt mark can be displayed in the form of text, such as, 'witnesses will go to report', in which case the designated scene position is the location of the government office in the game scene. This method can prompt the player to designate the virtual character to start moving to the designated scene position, and display the position mark of the designated virtual character in real time in the scene map.

[0128] When the designated virtual character is moving to the designated scene position, the player can control the controlled virtual character to stop it. In response to the skill release operation, the controlled virtual character is controlled to release the movement stop skill to the designated virtual character to control the designated virtual character to pause moving. The skill release operation can be a trigger operation acting on the skill control. When the designated virtual character is aimed at, the skill control is triggered to control the designated virtual character to pause moving.

[0129] 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 designated virtual character; in response to a triggering operation on the skill control, the movement stop skill is released to the designated virtual character, and the designated virtual character is controlled to stop moving.

[0130] The above-mentioned state triggering operation can be realized by triggering the state control. For example, if 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 specified virtual character, thereby controlling the movement of the specified virtual character.

[0131] exist Figure 7 In the example, the controlled virtual character enters a skill release state. In this state, the designated 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 designated virtual character can be controlled to stop moving.

[0132] 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 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.

[0133] The above blocking control can be used to trigger a movement blocking method, such as speech blocking, transaction blocking, etc. After the target blocking method is selected, an interactive window corresponding to the target blocking method can be displayed, and the interactive operation corresponding to the target blocking method can be completed in the interactive window to obtain the blocking result. In one method, the blocking method selection control is displayed only after the first virtual character stops moving. Figure 8 In the example, two blocking methods are displayed as blocking method selection controls for players to choose from. By clicking the controls, the target blocking method can be selected.

[0134] Corresponding to the above method embodiment, see Fig. 9 The schematic diagram of the structure of an interactive control device for a game shown in the figure 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:

[0135] The character generation module 90 is used to generate a target character and a behavior logic control area in the game scene in response to a specified trigger event, 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;

[0136] The information display module 92 is used to display the first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area;

[0137] A movement control module 94, for controlling the controlled virtual character to move in the game scene in response to a movement control operation;

[0138] A first behavior control module 96, used to control the target character to continuously perform the pursuit behavior when the controlled virtual character is in the behavior logic control area;

[0139] The second behavior control module 98 is used for, when the controlled virtual character is outside the behavior logic control area, responding to the controlled virtual character being outside the response area of ​​the target character, and controlling the target character to stop executing the pursuit behavior.

[0140] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device; the scene screen of the game scene is displayed in the graphical user interface; the game scene includes a controlled virtual character; the controlled virtual character is controlled by the terminal device; in response to a specified trigger event, 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: a behavior logic control area; in response to a mobile control operation, the controlled virtual character is controlled to move in the game scene; when the controlled virtual character is in the behavior logic control area, the target character is controlled 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 area of ​​the target character, the target character is controlled to stop performing the pursuit behavior. In this method, after the specified trigger event is triggered, the target character is controlled to perform the pursuit behavior to the controlled virtual character. During the pursuit process, the player can control the controlled virtual character to move under the guidance of the prompt information until the pursuit behavior ends. Through the pursuit of the target object, players can deeply participate in the game system's feedback measures on specific game behaviors, thereby improving the player's game interaction experience.

[0141] The above-mentioned information display module is also used to: display the first prompt information in the small map of the graphical user interface; wherein the small map displays the area map of at least part of the scene area in the game scene; the first prompt information is used to characterize the position of the behavior logic control area in the game scene.

[0142] The above-mentioned device also includes: a level identification display module, which is used to obtain the pursuit level for the controlled virtual character; and display the level identification used to represent the pursuit level in the graphical user interface.

[0143] The above-mentioned device also includes: a position information display module, which is used to display second prompt information 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.

[0144] The above-mentioned device also includes: a display cancellation module, which is used to cancel the display of the first prompt information in response to the controlled virtual character moving out of the behavior logic control area.

[0145] The above-mentioned device also includes: a pursuit end determination module, which is used to determine the end of the pursuit of the controlled virtual character when the controlled virtual character is outside the behavior logic control area and the time length of the response that the controlled virtual character is outside the response area of ​​the target character reaches a preset time length.

[0146] The above-mentioned device also includes: a progress indicator display module, which is used to respond to the controlled virtual character leaving the response area of ​​the target character when the controlled virtual character is outside the behavior logic control area, and display a progress indicator in the graphical user interface, wherein the progress indicator is used to represent the length of time that the controlled virtual character is outside the response area of ​​the target character.

[0147] The above-mentioned character generation module is also used to obtain the pursuit level for the controlled virtual character; and generate the target character in the behavior logic control area according to the pursuit level.

[0148] The above-mentioned character generation module is also used to obtain the pursuit level for the controlled virtual character; and generate a behavior logic control area in the game scene according to the pursuit level.

[0149] The above-mentioned character generation module is also used to obtain the historical behavior of the controlled virtual character; and determine the pursuit level for the controlled virtual character according to the historical behavior.

[0150] The above-mentioned character generation module is also used to obtain level reference information; the level reference information includes: at least one of the character attribute parameters of the controlled virtual character, the regional characteristics of the local scene area where the controlled virtual character is located, and the current game status; based on the historical behavior and the level reference information, determine the pursuit level for the controlled virtual character.

[0151] The above-mentioned role generation module is also used to determine the configuration parameters of the target role generated in the behavior logic control area according to the pursuit level, and the configuration parameters include at least one of the following: the number of target roles, the ability level of the target roles; and generate the target role in the pursuit area according to the configuration parameters.

[0152] The above device also includes a level display module, which is used to display the ability level of the target character in the graphical user interface.

[0153] The above-mentioned character generation module is also used to respond 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, and obtain an attack result; if the attack result is that the target character defeats the controlled virtual character, play a preset animation.

[0154] The above-mentioned device also includes a level improvement module, which is used to: if the attack result is that the controlled virtual character defeats the target character, then improve the pursuit level for the controlled virtual character, and generate the target character according to the updated pursuit level.

[0155] The above-mentioned first behavior control module is also used to: in response to the controlled virtual character being in the behavior logic control area, control the target character to move toward the controlled virtual character; in response to the distance between the target character and the controlled virtual character being within a preset range and the controlled virtual character being located in the response area of ​​the target character, control the target character to perform an attack action against the controlled virtual character.

[0156] The above-mentioned second behavior control module is also used to: in response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, control the target character to move toward the controlled virtual character; in response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, control the target character to stop moving toward the controlled virtual character.

[0157] The above-mentioned character generation module is also used to generate a target character and behavior logic control area in the game scene in response to a designated virtual character in the game scene moving to a designated scene position, and control the target character to perform a pursuit behavior; wherein, before the designated virtual character moves to the designated scene position, when the controlled virtual character performs the target game behavior, the controlled virtual character is located in the response area of ​​the designated virtual character.

[0158] The above-mentioned device also includes a blocking behavior control module, which is used to control the controlled virtual character to perform a preset blocking behavior on the designated virtual character, and the behavior result of the blocking behavior is failure; wherein the blocking behavior is used to: prevent the designated virtual character from moving to the designated scene position.

[0159] This embodiment also 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 interactive control method of the above game. The electronic device can be a server or a terminal device.

[0160] See also Fig.10 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0161] Further, Fig.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 .

[0162] 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 realized 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 may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.10 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0163] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can 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 gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0164] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0165] 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; in response to a specified trigger event, 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; a first prompt information is displayed in the graphical user interface; wherein the first prompt information is used to indicate: a behavior logic control area; in response to a movement control operation, the controlled virtual character is controlled to move in the game scene; when the controlled virtual character is in the behavior logic control area, the target character is controlled 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 area of ​​the target character, the target character is controlled to stop performing the pursuit behavior.

[0166] 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; and the first prompt information is used to characterize the position of the behavior logic control area in the game scene.

[0167] Obtaining a pursuit level for the controlled virtual character; and displaying a level identifier representing the pursuit level in a graphical user interface.

[0168] 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.

[0169] In response to the controlled virtual character moving out of the behavior logic control area, the display of the first prompt information is cancelled.

[0170] 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.

[0171] 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.

[0172] Obtaining a pursuit level for the controlled virtual character; generating a target character in the behavior logic control area according to the pursuit level.

[0173] Obtain a pursuit level for the controlled virtual character; generate a behavior logic control area in the game scene according to the pursuit level.

[0174] Obtain the historical behavior of the controlled virtual character; and determine the hunting level for the controlled virtual character according to the historical behavior.

[0175] Obtain level reference information; the level reference information includes at least one of: role attribute parameters of the controlled virtual character, regional characteristics of the local scene area where the controlled virtual character is located, and the current game status; determine the pursuit level for the controlled virtual character based on historical behavior and level reference information.

[0176] Determine 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 target characters, the ability level of the target characters; generate the target character in the pursuit area according to the configuration parameters.

[0177] Display the target character's ability level in the graphical user interface.

[0178] 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.

[0179] 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 the target character is generated according to the updated pursuit level.

[0180] In response to the controlled virtual character being in the behavior logic control area, the target character is controlled to move toward the controlled virtual character; in response to the distance between the target character and the controlled virtual character being within a preset range and the controlled virtual character being located in the response area of ​​the target character, the target character is controlled to perform an attack action against the controlled virtual character.

[0181] In response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to move toward the controlled virtual character; in response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to stop moving toward the controlled virtual character.

[0182] In response to a designated virtual character in a game scene moving to a designated scene position, 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, before the designated virtual character moves to the designated scene position, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within the response area of ​​the designated virtual character.

[0183] The controlled virtual character is controlled to perform a preset blocking behavior on the designated virtual character, and the behavior result of the blocking behavior is failure; wherein the blocking behavior is used to: prevent the designated virtual character from moving to the designated scene position.

[0184] In this method, after the designated trigger event is triggered, the target character is controlled to perform a pursuit action on the controlled virtual character. During the pursuit process, the player can control the controlled virtual character to move under the guidance of the prompt information until the pursuit action ends. Through the pursuit action of the target object, the player can deeply participate in the feedback measures of the game system on specific game actions, thereby improving the player's game interaction experience.

[0185] 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.

[0186] 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:

[0187] 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; in response to a specified trigger event, 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; a first prompt information is displayed in the graphical user interface; wherein the first prompt information is used to indicate: a behavior logic control area; in response to a movement control operation, the controlled virtual character is controlled to move in the game scene; when the controlled virtual character is in the behavior logic control area, the target character is controlled 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 area of ​​the target character, the target character is controlled to stop performing the pursuit behavior.

[0188] 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; and the first prompt information is used to characterize the position of the behavior logic control area in the game scene.

[0189] Obtaining a pursuit level for the controlled virtual character; and displaying a level identifier representing the pursuit level in a graphical user interface.

[0190] 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.

[0191] In response to the controlled virtual character moving out of the behavior logic control area, the display of the first prompt information is cancelled.

[0192] 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.

[0193] 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.

[0194] Obtaining a pursuit level for the controlled virtual character; generating a target character in the behavior logic control area according to the pursuit level.

[0195] Obtain a pursuit level for the controlled virtual character; generate a behavior logic control area in the game scene according to the pursuit level.

[0196] Obtain the historical behavior of the controlled virtual character; and determine the hunting level for the controlled virtual character according to the historical behavior.

[0197] Obtain level reference information; the level reference information includes at least one of: role attribute parameters of the controlled virtual character, regional characteristics of the local scene area where the controlled virtual character is located, and the current game status; determine the pursuit level for the controlled virtual character based on historical behavior and level reference information.

[0198] Determine 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 target characters, the ability level of the target characters; generate the target character in the pursuit area according to the configuration parameters.

[0199] Display the target character's ability level in the graphical user interface.

[0200] 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.

[0201] 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 the target character is generated according to the updated pursuit level.

[0202] In response to the controlled virtual character being in the behavior logic control area, the target character is controlled to move toward the controlled virtual character; in response to the distance between the target character and the controlled virtual character being within a preset range and the controlled virtual character being located in the response area of ​​the target character, the target character is controlled to perform an attack action against the controlled virtual character.

[0203] In response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to move toward the controlled virtual character; in response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to stop moving toward the controlled virtual character.

[0204] In response to a designated virtual character in a game scene moving to a designated scene position, 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, before the designated virtual character moves to the designated scene position, when the controlled virtual character performs the target game behavior, the controlled virtual character is located within the response area of ​​the designated virtual character.

[0205] The controlled virtual character is controlled to perform a preset blocking behavior on the designated virtual character, and the behavior result of the blocking behavior is failure; wherein the blocking behavior is used to: prevent the designated virtual character from moving to the designated scene position.

[0206] In this method, after the designated trigger event is triggered, the target character is controlled to perform a pursuit action on the controlled virtual character. During the pursuit process, the player can control the controlled virtual character to move under the guidance of the prompt information until the pursuit action ends. Through the pursuit action of the target object, the player can deeply participate in the feedback measures of the game system on specific game actions, thereby improving the player's game interaction experience.

[0207] The computer program product of the interactive game control method, device and electronic device 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 method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0208] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0209] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0210] 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, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods 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.

[0211] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0212] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope 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: In response to a specified trigger event, 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 area of ​​the target character, the target character is controlled to stop executing the pursuit behavior.

2. The method according to claim 1, 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 behavior logic control area in the game scene.

3. The method according to claim 1, characterized in that The method further comprises: Obtaining a pursuit level for the controlled virtual character; A level indicator for representing the pursuit level is displayed in the graphical user interface.

4. The method according to claim 1, 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.

5. The method according to claim 1, 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.

6. The method according to claim 1, 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.

7. The method according to claim 1, 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.

8. The method according to claim 1, 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.

9. The method according to claim 1, 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.

10. The method according to claim 3, 8 or 9, 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.

11. The method according to claim 10, characterized in that The step of determining the pursuit level for the controlled virtual character according to the historical behavior comprises: Acquire level reference information; the level reference information includes: at least one of the role attribute parameters of the controlled virtual character, the regional characteristics of the local scene area where the controlled virtual character is located, and the current game status; A pursuit level for the controlled virtual character is determined according to the historical behavior and the level reference information.

12. The method according to claim 8, characterized in that Generating a target character in the behavior logic control area according to the pursuit level includes: Determine configuration parameters of the target characters 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 target characters, the ability level of the target characters; A target character is generated in the pursuit area according to the configuration parameters.

13. The method according to claim 12, characterized in that The method further comprises: The ability level of the target character is displayed in the graphical user interface.

14. The method according to claim 1, 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.

15. The method according to claim 14, 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 the target character is generated according to the updated pursuit level.

16. The method according to claim 1, characterized in that When the controlled virtual character is in the behavior logic control area, controlling the target character to continuously perform the pursuit behavior includes: In response to the controlled virtual character being in the behavior logic control area, controlling the target character to move toward the controlled virtual character; In response to the distance between the target character and the controlled virtual character being within a preset range and the controlled virtual character being located in a response area of ​​the target character, the target character is controlled to perform an attack action on the controlled virtual character.

17. The method according to claim 1, characterized in that When the controlled virtual character is in the behavior logic control area, controlling the target virtual character to continuously perform the pursuit behavior includes: In response to the controlled virtual character being in the behavior logic control area, controlling the target character to move toward the controlled virtual character; When the controlled virtual character is within the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to continuously move toward the controlled virtual character.

18. The method according to claim 1, characterized in that When the controlled virtual character is outside the behavior logic control area, in response to the controlled virtual character being outside the response area of ​​the target character, controlling the target character to stop executing the pursuit behavior includes: In response to the controlled virtual character being outside the behavior logic control area and within the response area of ​​the target character, controlling the target character to move toward the controlled virtual character; In response to the controlled virtual character being outside the behavior logic control area and outside the response area of ​​the target character, the target character is controlled to stop moving toward the controlled virtual character.

19. The method according to claim 1, characterized in that In response to a specified trigger event, a target character and a behavior logic control area are generated in the game scene, and the step of controlling the target character to perform a pursuit behavior includes: In response to a designated virtual character in the game scene moving to a designated scene position, 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; The movement of the designated virtual character to the designated scene position is an event triggered by the controlled virtual character executing a target game behavior.

20. The method according to claim 19, characterized in that In response to a designated virtual character in the game scene moving to a designated scene position, before generating a target character and a behavior logic control area in the game scene and controlling the target character to perform a pursuit behavior, the method further includes: The controlled virtual character is controlled to perform a preset blocking behavior on the designated virtual character, and the behavior result of the blocking behavior is failure; wherein the blocking behavior is used to: prevent the designated virtual character from moving to the designated scene position.

21. The method according to claim 1, characterized in that The method further comprises: Controlling the controlled virtual character to perform a target game behavior, and determining whether a designated virtual character exists in the game scene, wherein when the controlled virtual character performs the target game behavior, the controlled virtual character is within the field of view of the designated virtual character; In response to the existence of a designated virtual character in the game scene, controlling the designated 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 designated 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.

22. The method according to claim 21, characterized in that The method further comprises: When the feedback behavior is used to trigger a designated event acting on the controlled virtual character, in response to the first behavior successfully counteracting the feedback behavior, it is determined that the designated trigger event is generated.

23. The method according to claim 21, characterized in that The method further comprises: In response to the existence of the designated 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 designated virtual character monitors that the controlled virtual character performs the target game behavior.

24. The method according to claim 23, 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 designated 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 designated 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 designated virtual character is located; The preset prompt information is displayed at a designated location of the graphical user interface.

25. The method according to claim 21, characterized in that The step of controlling the designated 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 designated virtual character; Based on the first reference information, a feedback behavior corresponding to the target game behavior is determined.

26. The method according to claim 25, 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 specified virtual character; wherein the behavior analysis model is pre-trained based on historical feedback behaviors and behavior labels of the specified 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.

27. The method according to claim 21, 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.

28. The method according to claim 21, characterized in that After the step of controlling the designated virtual character to perform a feedback behavior corresponding to the target game behavior in response to the designated virtual character existing in the game scene, the method further includes: Determine that the feedback behavior is a movement behavior to a designated scene position in the game scene, and display a second prompt mark at a preset position of the designated virtual character; the second prompt mark indicates that the designated virtual character moves to the designated scene position in the game scene.

29. The method according to claim 21, characterized in that After the step of controlling the designated virtual character to perform a feedback behavior corresponding to the target game behavior in response to the designated 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 designated virtual character is displayed in a scene map of the game scene.

30. The method according to claim 21, 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 designated virtual character is blocked from executing the feedback behavior according to the target blocking mode to obtain a blocking result.

31. The method according to claim 30, 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 the movement stop skill to the designated virtual character to control the designated virtual character to pause moving.

32. 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 character generation module, for generating a target character and a behavior logic control area in the game scene in response to a specified trigger event, and controlling 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; An information display module, used to display first prompt information in the graphical user interface; wherein the first prompt information is used to indicate: the behavior logic control area; A movement control module, used for controlling the controlled virtual character to move in the game scene in response to a movement control operation; A first behavior control module, used for controlling the target character to continuously perform a pursuit behavior when the controlled virtual character is within the behavior logic control area; The second behavior control module is used for controlling the target character to stop executing the pursuit behavior in response to the controlled virtual character being outside the response area of ​​the target character when the controlled virtual character is outside the behavior logic control area.

33. 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 1-31.

34. 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 1-31.

Citation Information

Cited By

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