Virtual scene interaction processing method and device, electronic equipment and storage medium

By displaying the skills prompt information for non-player characters to be released in the virtual game scene, the problem of low interaction efficiency is solved, and the player's decision-making ability and gaming experience are improved.

CN119097918APending Publication Date: 2024-12-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310683185.X
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 virtual game scene, the interaction between virtual objects is not efficient, which makes it difficult for players to predict the release of skills of non-player characters, reducing players' experience and interest in the game.

Method used

Display virtual scenes in the human-computer interaction interface. By displaying prompt information about skills to be released by non-player characters before they release skills, it is used as a reference for player decisions, and improves interaction efficiency and experience.

Benefits of technology

It enriches the human-computer interaction methods of virtual scenes, improves interaction efficiency, saves computing resources, reduces user operation difficulty, and improves the gaming experience.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment and a computer readable storage medium. The method comprises the steps that a virtual scene is displayed in a human-computer interaction interface, and the virtual scene comprises a non-player character and a player character which interact in a round mode; in response to a process of waiting to receive a skill triggering operation for the player character at present, displaying prompt information related to a skill to be released by a non-player character; and in response to a skill triggering operation for the player character, controlling the player character to release a skill selected by the skill triggering operation, the prompt information being used as reference information of the skill triggering operation. Through the method and the device, the man-machine interaction mode of the virtual scene can be enriched, and the man-machine interaction efficiency is improved.
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Description

Technical Field

[0001] The present application relates to computer technology, and in particular to a method, device, electronic device and storage medium for interactive processing of a virtual scene. Background Art

[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.

[0003] In the virtual scenes of the game, the battles between virtual objects are rich and varied, and the skills to be released by non-player characters are diverse and difficult for players to predict. Players blindly specify their own strategies, and the interaction between player characters and non-player characters is inefficient, which reduces the player's experience and interest in the game.

[0004] At present, there is no good solution to the problem of low interaction efficiency in virtual scenes in related technologies. Summary of the invention

[0005] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can enrich the human-computer interaction mode of the virtual scene and improve the efficiency of human-computer interaction.

[0006] The technical solution of the embodiment of the present application is implemented as follows:

[0007] The present invention provides a method for interactively processing a virtual scene, the method comprising:

[0008] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes: non-player characters and player characters interacting in a turn-based manner;

[0009] Currently in the process of waiting to receive a skill triggering operation for the player character, prompt information related to the skill to be released by the non-player character is displayed;

[0010] In response to a skill triggering operation on the player character, the player character is controlled to release the skill selected by the skill triggering operation, wherein the prompt information is used as reference information for the skill triggering operation.

[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, including:

[0012] A display module is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes: non-player characters and player characters interacting in a turn-based manner;

[0013] The display module is configured to currently be in the process of waiting to receive a skill triggering operation for the player character, and display prompt information related to the skill to be released by the non-player character;

[0014] The skill release module is configured to control the player character to release the skill selected by the skill trigger operation in response to the skill trigger operation for the player character, wherein the prompt information is used as reference information for the skill trigger operation.

[0015] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0016] A memory for storing computer executable instructions;

[0017] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the computer executable instructions stored in the memory.

[0018] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.

[0019] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, the interactive processing method of the virtual scene provided in the embodiment of the present application is implemented.

[0020] The embodiments of the present application have the following beneficial effects:

[0021] During the turn-based interaction process, prompt information related to the skills to be released by the non-player character is displayed before the player releases the skills, and the prompt information is used as reference information for the player character to release the skills, thereby enriching the human-computer interaction mode of the virtual scene, facilitating the player to decide the skills released by the player character, improving the interaction efficiency in the virtual scene, saving the computing resources required for the virtual scene, reducing the user's operation difficulty, and thus improving the user's experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] Figure 1A It is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0023] Figure 1B It is a schematic diagram of an application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0024] Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0025] FIG. 3A to FIG. 3D It is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0026] FIG. 4A to FIG. 4I is a schematic diagram of a human-computer interaction interface provided in an embodiment of the present application;

[0027] Figure 5 is a schematic diagram of an icon of a skill provided in an embodiment of the present application;

[0028] Figure 6 It is an optional flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0029] Figure 7 Schematic diagram of a behavior tree provided in an embodiment of the present application. DETAILED DESCRIPTION

[0030] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0031] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0032] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0033] It should be pointed out that the collection and processing of relevant data in this application (for example, historical interaction records of player characters) should be strictly in accordance with the requirements of relevant national laws and regulations when applied in instances, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.

[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0035] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0036] 1) Virtual scenes, which are different from the real world scenes output by devices, can form visual perception of virtual scenes with the naked eye or with the assistance of devices, such as two-dimensional images output by display screens, three-dimensional images output by stereoscopic display technologies such as stereo projection, virtual reality and augmented reality technologies; in addition, various possible hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception and motion perception. Virtual scenes can be game virtual scenes.

[0037] 2) In response, it is used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order of execution of the multiple operations executed.

[0038] 3) Virtual objects: objects that interact in virtual scenes, controlled by users or robot programs (e.g., robot programs based on artificial intelligence), objects that can be stationary, move, and perform various behaviors in virtual scenes, such as various characters in games, etc. For example: user-controlled virtual objects, virtual monsters, non-user-controlled objects (Non-Player Character, NPC).

[0039] 4) Player-Controlled Character (PCC): refers to the character controlled by the player in the game. The player character can be a virtual image used to represent the player in the virtual scene, such as a virtual person, virtual animal, cartoon character, etc. The player character has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.

[0040] 5) Non-Player Character (NPC): refers to a character in the game that is not controlled by the player. NPC is generally controlled by the computer's artificial intelligence and has its own behavior patterns. It can be divided into plot NPC, combat NPC and service NPC, etc. Sometimes there are NPCs with multiple functions. Among them, plot NPC and service NPC are usually not attackable targets, or they are attackable targets but do not actively attack. In addition, some NPCs will drop props, which can provide players with some game information or trigger plots.

[0041] 6) Behavior trees, a mathematical model of plan execution used in computer science, robotics, control systems, and video games. Behavior trees describe switching between a finite set of tasks in a modular way. The advantage of behavior trees is the ability to create very complex tasks composed of simple tasks without worrying about how the simple tasks are implemented.

[0042] 7) Round: In the game, one attack by both the enemy and the player is called a round. A round consists of two rounds, one of which is for the enemy to perform interactive actions, and the other is for the player to perform interactive actions.

[0043] 8) Player Versus Environment (PVE), a game mode in which players challenge NPC monsters and bosses controlled by the game program. PVE is sometimes called Player Vs Computer (PVC).

[0044] 9) Game skills are a game term that refers to active operations in the game that produce effects such as attack, defense, and assistance. The use of game skills consumes the virtual energy of the virtual character. The types of game skills include: attack, defense, assistance (providing gains to attribute parameters, such as acceleration), energy recovery, health recovery, etc.

[0045] 10) Resilience: The increase in attribute parameters in the game field is called resiliency. For example, the increase in health value can be called health value resiliency.

[0046] 11) Convolutional Neural Networks (CNN) is a type of feed forward neural network (FNN) that includes convolution calculations and has a deep structure. It is one of the representative algorithms of deep learning. Convolutional neural networks have the ability of representation learning and can perform shift-invariant classification on input images according to their hierarchical structure.

[0047] The embodiments of the present application provide a method for interactive processing of a virtual scene, an interactive processing device for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product, which can enrich the human-computer interaction mode of the virtual scene and improve the efficiency of human-computer interaction.

[0048] The following describes an exemplary application of an electronic device provided by an embodiment of the present application. The electronic device provided by an embodiment of the present application can be implemented as a laptop, a tablet computer, a desktop computer, a set-top box, a mobile device (for example, a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable gaming device), a vehicle terminal, a virtual reality (VR) device, an augmented reality (AR) device, and other types of user terminals), and can also be implemented as a server. Below, an exemplary application when the device is implemented as a terminal device or a server will be described.

[0049] In one implementation scenario, see Figure 1A , Figure 1A It is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided in the embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal device 400 to complete the relevant data calculation of the virtual scene, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminal devices 400 such as smart phones, tablet computers and virtual reality / augmented reality devices.

[0050] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0051] When forming a visual perception of a virtual scene, the terminal device 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0052] As an example, a client (such as a stand-alone game application) is running on the terminal device 400, and during the operation of the client, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as plains, streets, valleys, etc. for game characters to fight against each other; the first virtual object can be a game character controlled by a user, that is, the first virtual object is controlled by a real user, and will move in the virtual scene in response to the real user's operation of a controller (such as a touch screen, voice-controlled switch, keyboard, mouse, and joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene, and can also remain still, jump, and control the first virtual object to perform shooting operations, etc.

[0053] For example, the virtual scene may be a game virtual scene, the user may be a player, the player character may be a virtual object controlled by the player, and the non-player character may be a virtual object controlled by artificial intelligence. The above examples are used for explanation below.

[0054] For example, a virtual scene is displayed in the human-computer interaction interface 100 in the terminal device 400. When it is the player character's turn to release a skill, the human-computer interaction interface 100 of the terminal device 400 displays prompt information 401A related to the skills to be released by the non-player character in the next round. The player can use the prompt information as a reference to select skills and trigger the skills to enable the player character to interact with the non-player character.

[0055] In the right Figure 1BBefore explaining, we first introduce the game modes involved in the solution implemented in collaboration between the terminal device and the server. The solution implemented in collaboration between the terminal device and the server mainly involves two game modes, namely local game mode and cloud game mode. The local game mode refers to the terminal device and the server jointly running the game processing logic. The operation instructions entered by the player in the terminal device are partially processed by the terminal device running the game logic, and the other part is processed by the server running the game logic. In addition, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode refers to the game logic processing completely run by the server, and the cloud server renders the game scene data into an audio and video stream, and transmits it to the terminal device for display through the network. The terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.

[0056] In another implementation scenario, see Figure 1B , Figure 1B It is a schematic diagram of an application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application, which is applied to a terminal device 400 and a server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400.

[0057] Taking the visual perception of a virtual scene as an example, the server 200 calculates display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 relies on graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames with three-dimensional display effects can be projected on the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0058] As an example, a client (such as an online version of a game application) is running on the terminal device 400, and during the operation of the client, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as plains, streets, valleys, etc. for game characters to fight against each other; the first virtual object can be a game character controlled by a user, that is, the first virtual object is controlled by a real user, and will move in the virtual scene in response to the real user's operation of a controller (such as a touch screen, voice-controlled switch, keyboard, mouse, and joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene, and can also remain still, jump, and control the first virtual object to perform shooting operations, etc.

[0059] For example, the virtual scene can be a game virtual scene, the server 200 can be a server of a game platform, the user can be a player, the player character can be a virtual object controlled by the player, and the non-player character can be a virtual object controlled by artificial intelligence. The above examples are used for explanation below.

[0060] For example, the server 200 runs the game process. When it is the player character's turn to release a skill, the server 200 determines the skill to be released by the non-player character in the next round, generates prompt information related to the skill to be released by the non-player character in the next round, and sends the prompt information to the terminal device 400. The human-computer interaction interface 100 of the terminal device 400 displays prompt information 401A related to the skill to be released by the non-player character in the next round. The player can use the prompt information as a reference to select a skill and trigger the skill to enable the player character to interact with the non-player character.

[0061] In some embodiments, the terminal device 400 can implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0062] Taking a computer program as an application program as an example, in actual implementation, the terminal device 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, or a multiplayer survival game. The user uses the terminal device 400 to operate a virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0063] The embodiments of the present application can be implemented through database technology. In short, a database can be regarded as an electronic file cabinet where electronic files are stored. Users can add, query, update, delete, etc. data in the files. The so-called "database" is a collection of data that is stored together in a certain way, can be shared with multiple users, has as little redundancy as possible, and is independent of the application program.

[0064] A database management system (DBMS) is a computer software system designed for managing databases. It generally has basic functions such as storage, retrieval, security, and backup. Database management systems can be classified according to the database model they support, such as relational, XML (Extensible Markup Language); or according to the type of computer they support, such as server clusters, mobile phones; or according to the query language used, such as Structured Query Language (SQL), XQuery; or according to performance focus, such as maximum scale, maximum operating speed; or other classification methods. Regardless of the classification method used, some DBMS can cross categories, for example, supporting multiple query languages ​​at the same time.

[0065] The embodiments of the present application can also be implemented through cloud technology. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model application. It can form a resource pool, which is used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the high development and application of the Internet industry, as well as the promotion of search services, social networks, mobile commerce and open collaboration, each item may have its own hash code identification mark in the future, and all need to be transmitted to the background system for logical processing. Data of different levels will be processed separately, and all kinds of industry data require strong system backing support, which can only be achieved through cloud computing.

[0066] In some embodiments, Figure 1BThe server in the system may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The electronic device may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal device and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present invention.

[0067] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device may be Figure 1A or Figure 1B The terminal device 400 in. Figure 2 The terminal device 400 shown includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the terminal device 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 440 is not shown in FIG. Figure 2 Various buses are labeled as bus system 440 .

[0068] Processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0069] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0070] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0071] The memory 450 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0072] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0073] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0074] A network communication module 452, used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;

[0075] a presentation module 453 for enabling presentation of information via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripherals and displaying content and information);

[0076] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and translate the detected inputs or interactions.

[0077] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The interactive processing device 455 of the virtual scene stored in the memory 450 is shown, which can be software in the form of programs and plug-ins, including the following software modules: a display module 4551, a skill release module 4552, these modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0078] The following describes the interactive processing method of the virtual scene provided by the embodiment of the present application. As mentioned above, the electronic device that implements the interactive processing method of the virtual scene of the embodiment of the present application can be a terminal device, or a combination of a terminal device and a server. Therefore, the execution subject of each step will not be repeatedly described below.

[0079] See also Figure 3A , Figure 3A is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 3A The steps shown are explained.

[0080] In step 301, a virtual scene is displayed in a human-computer interaction interface.

[0081] Here, the virtual scene includes: non-player characters and player characters that interact in a turn-based manner.

[0082] For example, in the field of games, an interactive behavior initiated by the enemy and the player is called a round. A round consists of two rounds, one of which is performed by the enemy and the other by the player. Interactive behaviors can be attacks, defenses, competitions, greetings, and other behaviors. Non-player characters are virtual characters in a virtual scene that are controlled by a server or terminal device running the virtual scene, and player characters are virtual characters whose behaviors are decided by the player.

[0083] In some embodiments, reference Figure 3C , Figure 3C is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application; Figure 3A Before step 302, you can execute Figure 3C Steps 304 to 306 in the above step obtain the skills to be released by the non-player character.

[0084] In step 304, current environment information of the virtual scene is obtained.

[0085] Here, the current environment information includes at least one of the following: attribute parameters of the player character, the current round number, attribute parameters of the non-player character, and the terrain of the virtual scene.

[0086] For example, the types of the attribute parameters of the player character include health, energy, and player level. The current round number is the sum of the number of rounds that the non-player character and the player character have interacted with and 1. For example, if the player character performs interactive behaviors 4 times and the non-player character performs interactive behaviors 4 times, the current round number is 5, and the current round is the 5th round.

[0087] In step 305, the behavior tree of the non-player character is called based on the current environment information to determine the skills associated with the current environment information.

[0088] Here, each leaf node of the behavior tree corresponds to a different skill of the non-player character, and each selection node of the behavior tree is used to determine the leaf node corresponding to the current environment information. The behavior tree can also be implemented through the classification model of the neural network model.

[0089] refer to Figure 7 , Figure 7 701 is a schematic diagram of a behavior tree provided in an embodiment of the present application. Root node 701 starts to judge the skills of the non-player character based on the current environment information when the current round is the non-player character's round. When the current environment information satisfies that the health value of the non-player character is less than 50% of the total health value (select node 702), the associated skill is determined to be skill 1 (leaf node 705). When the current environment information satisfies that the energy value of the non-player character is less than 50% of the total energy value (select node 704), the associated skill is determined to be skill 2 (leaf node 706). When the current environment information satisfies that the health value of the non-player character is less than 50% of the total health value (select node 704), the associated skill is determined to be skill 3 (leaf node 707).

[0090] In step 306, the skills associated with the current environment information are used as skills to be released by the non-player character.

[0091] For example, the skills associated with the current environment information output by the behavior tree are used as skills to be released by the non-player character.

[0092] In the embodiment of the present application, the skills to be released by the non-player character are determined according to the current environmental information, and the combat strategy of the non-player character is dynamically formulated to enhance the realism of the interactive behavior, enrich the human-computer interaction mode of the virtual scene, and enhance the experience of the player in the process of interaction with the non-player character.

[0093] For example, in a virtual scene battle, there is mutual restraint between virtual skills. Skill types include: attack skills, defense skills, and status skills. Attack skills are used to attack the enemy, defense skills are used to defend against external attacks or status attribute reductions, and status skills are used to increase or retrieve attribute parameters, such as: increase your own health, energy, speed, defense, attack power and other parameters; reduce the enemy's speed and defense.

[0094] Among them, defense skills restrain attack skills, and the effect of defense skills is to completely offset or partially offset the damage of attack skills. For example: the attack skill of a non-player character can cause a 150 health reduction, but the player character uses a defense skill, so the attack skill of the non-player character only causes the player character's health to decrease by 50.

[0095] Attack skills restrain status skills. Attack skills can reduce the attribute parameters increased by status skills, or attack skills can cause more damage to characters using status skills than to characters using other skills. For example: Status skills are used to increase one's own health. If an attack skill is used to attack a character that has applied a status skill, the character's final health increase will be reduced.

[0096] Status skills restrain defense skills. Status skills can increase attribute parameters. After using status skills, the character can cause more damage to other characters' defense skills. For example: if a status skill is used to increase attack power, the character with increased attack power can cause higher damage to other characters using defense skills than the character whose attack power has not increased.

[0097] For example, assume that the first round and the second round belong to one round, and the first round precedes the second round. Assume that a battle ends when one of the two sides wins, and a battle includes multiple rounds, the player character releases skills in the first round, and the non-player character releases skills in the second round; or, the player character releases skills in the second round, and the non-player character releases skills in the first round.

[0098] In some embodiments, the order in which the player character and the non-player character release skills in each round can be determined by any of the following methods: obtaining attribute parameters representing speed of the player character and the non-player character (for example, agility value, speed value, etc.), and making the character with the larger attribute parameter representing speed the character that releases the skill first.

[0099] For example: if the agility value of the player character is lower than that of the non-player character, then at the beginning of the same round, a prompt message will be displayed, and the player will select the skill to be released by the player character. In the battle animation, the non-player character will release the skill first, and the player character will release the skill later. In each subsequent round, if the agility values ​​of the two do not change, the battle will be carried out in this skill release order.

[0100] Another example: if the agility value of the player character is lower than that of the non-player character, at the beginning of the same round, a prompt message is displayed, and the player selects the skill to be released by the player character. In the battle animation, the player character releases the skill first, and the non-player character releases the skill later. In each subsequent round, if the agility values ​​of the two do not change, the battle will be carried out in this skill release order.

[0101] In some embodiments, the order in which the player characters and non-player characters release their skills in each round may also be determined based on any of the following parameters: level, health, attack power, and defense power.

[0102] Continue to refer Figure 3A In step 302, in response to the current process of waiting to receive a skill triggering operation for the player character, prompt information related to the skill to be released by the non-player character is displayed.

[0103] For example, when the player selects a skill to be released for the player character, the skills to be released of the non-player character have been determined in advance, and prompt information of the skills to be released of the non-player character can be displayed so that the player can formulate his own interaction strategy.

[0104] In some embodiments, the prompting methods of the prompting information include: direct prompting, indirect prompting, positive prompting, reverse prompting and text prompting. Each prompting method is explained below.

[0105] In some embodiments, the type of prompt information is a direct prompt; a direct prompt directly displays an identifier representing a skill to be released by the non-player character.

[0106] Step 302 is implemented by: displaying first prompt information for indicating a skill to be released by the non-player character, wherein the first prompt information at least includes an identifier of the skill to be released, which may be an icon or a name.

[0107] refer to Figure 4A , Figure 4A It is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401A (first prompt message) is displayed near the non-player character 403A. The prompt message 401A is a prompt message in a direct prompting manner. The icon in the prompt message 401A is an icon of a skill to be released by the non-player character in the next round.

[0108] For example, after displaying the first prompt information indicating the skill to be released by the non-player character, in response to the triggering operation on the first prompt information, a prompt control is displayed, and detailed information of the skill to be released is displayed in the prompt control. The detailed information includes at least one of the following: the skill type of the skill to be released, the attribute parameter change caused by the skill to be released, the skill name, and the virtual energy consumed by the skill to be released.

[0109] For example, the triggering action can be any of the following actions: long press, click, or slide. Figure 4B , Figure 4B 405A). The player can determine the skill to be released in this round based on the detailed prompt information and trigger one of the skill controls 406A.

[0110] For example, the skill types in the virtual scene include: attack, defense, health recovery or energy recovery.

[0111] In the embodiment of the present application, by directly prompting the user with the skills to be released by the non-player character, it is convenient for the user to decide the skills to be released by the player character, thereby improving the player's experience in the game and improving the efficiency of human-computer interaction.

[0112] In some embodiments, the type of prompt information is a positive prompt; a positive prompt means showing a plurality of skills to the user, among which there must be skills to be released by the non-player character.

[0113] Step 302 is implemented in the following manner: displaying second prompt information including multiple skills, wherein the multiple skills include skills to be released by the non-player character and other skills possessed by the non-player character, and the second prompt information at least includes identifications of the multiple skills to be released.

[0114] refer to Figure 4C , Figure 4C 4 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401C (second prompt message) is displayed near the non-player character 403A. The prompt message 401C is a prompt message in a range prompt mode. The two icons in the prompt message 401A include: an icon of the skill to be released by the non-player character in the next round, and an icon of the skill held by the non-player character.

[0115] For example, after displaying the second prompt information including multiple skills, in response to a trigger operation for the second prompt information, a prompt control is displayed, and detailed information of the skills to be released is displayed in the prompt control; wherein the detailed information includes at least one of the following: skill type and skill name of the multiple skills to be released.

[0116] refer to Figure 4D , Figure 4D 406A is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; when a player clicks or long presses prompt information 401C, prompt control 404C is displayed, and detailed information of prompt information 401C is displayed in prompt control 404C, including: skill name (bite or roll), enlarged icon of skill. The player can determine the skill to be released in this round according to the detailed prompt information, and trigger one of skill controls 406A.

[0117] In the embodiment of the present application, by displaying multiple skills including skills to be released by non-player characters to the user, it is convenient for the user to decide the skills to be released by the player character. The player can guess the skills to be released by the non-player character by himself, which increases the player's fun in the game, can improve the player's retention rate for the game, improve the player's experience in the game, and improve the efficiency of human-computer interaction.

[0118] In some embodiments, the type of prompt information is a reverse prompt; a reverse prompt is to display skills that the non-player character will never release.

[0119] Step 302 is implemented by: displaying third prompt information including at least one skill, wherein the third prompt information is used to indicate a skill that the non-player character will not release, and the third prompt information includes a first icon of the at least one skill.

[0120] refer to Figure 4E , Figure 4E It is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401E (third prompt message) is displayed near the non-player character 403A. The prompt message 401E is a prompt message in a staggered prompt manner. The skill icon in the prompt message 401E is an icon of a skill that the non-player character will not release in this round.

[0121] For example, after displaying the third prompt information including at least one skill, in response to a trigger operation on the third prompt information, a prompt control is displayed, and a second icon and a skill name of the at least one skill are displayed in the prompt control, wherein the size of the second icon is larger than the first icon.

[0122] For example, the details of reverse prompts and direct prompts are different to help users identify the prompt type. Figure 4F , Figure 4F It is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; when the player triggers the prompt information 401E, the prompt control 404E is displayed, and the detailed information of the prompt information 401E is displayed in the prompt control 404E, including the large skill icon and the skill name (anti-reverse). The detailed information of the prompt information 401E is different from the detailed information of the direct prompt, and the player can judge the prompt method according to the format of the prompt information.

[0123] In some embodiments, the type of prompt information is an indirect prompt; an indirect prompt is a hint, providing the user with information such as relevant parameters of the skill to be released, rather than displaying the name or icon of the skill to be released, or other information that can uniquely represent the skill to be released.

[0124] Step 302 is implemented by: displaying fourth prompt information for characterizing the type of the skill to be released by the non-player character, wherein the fourth prompt information at least includes an identifier of the skill type of the skill to be released.

[0125] refer to Figure 4G , Figure 4GIt is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; a turn-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401G (the fourth prompt message) is displayed near the non-player character 403A. The prompt message 401G is a prompt message that implies a prompt method, and the prompt message 401G includes a skill type icon.

[0126] For easier understanding, the icons and names of skill types are explained below. Figure 5 , Figure 5 501, energy recovery skill 502, attack skill 503, energy consumed by skill 504 ( Figure 5 The example is two energy values), the skill belongs to 505 ( Figure 5 The energy consumed by the skill 504 and the skill category 505 are combined into prompt information in the prompt control 506, and the prompt information indicates: release a demonic skill of 2 energies. That is, the skill to be released by the non-player character 403A is a demonic skill that consumes two virtual energies, and the player can analyze the skill to be released by the non-player character according to the hint prompt.

[0127] refer to Figure 4H , Figure 4H 4 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; when a player triggers prompt information 401G, a prompt control 404G is displayed, and detailed information of prompt information 401G including an icon of a skill type is displayed in prompt control 404G, and the meaning of the prompt information is: release a demon-type 2 energy skill. The player can analyze the skills to be released by the non-player character according to the hint prompt.

[0128] In the embodiment of the present application, by displaying to the user the type icons of the skills to be released by the non-player characters, it is convenient for the user to decide the skills to be released by the player characters. The players can guess the skills to be released by the non-player characters by themselves, which increases the fun of the players in the game, can improve the player's retention rate for the game, improve the player's experience in the game, and improve the efficiency of human-computer interaction.

[0129] In some embodiments, the type of prompt information is a text prompt; step 302 is implemented by: displaying text prompt information for representing the skill to be released by the non-player character.

[0130] refer to Fig. 4I , Fig. 4I4 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application. A turn-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401I is displayed near the non-player character 403A. The prompt message 401I is a text prompt, and the content is "Feel the devil's wrath". The player analyzes the text prompt information to determine the skill to be released by the non-player character, and then determines the skill to be released by the player character based on the analysis result.

[0131] In the embodiment of the present application, by displaying prompt text including the skills to be released by non-player characters to the user, it is convenient for the user to decide the skills to be released by the player character, and the player can guess the skills to be released by the non-player character, which increases the fun of the player in the game, can improve the player's retention rate for the game, improve the player's experience in the game, and improve the efficiency of human-computer interaction. At the same time, the text prompt method makes the non-player characters more anthropomorphic and real, and enhances the realism of the virtual scene.

[0132] In some embodiments, reference Figure 3B , Figure 3B is a flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application; before displaying the text prompt information for representing the skills to be released by the non-player character, executing Figure 3B Steps 3021 to 3023 in .

[0133] In step 3021, the configuration information of the skill to be released by the non-player character is obtained.

[0134] For example, the type of configuration information includes at least one of the following: skill name, skill type, virtual energy consumed by the skill, and attribute parameter changes caused by the skill.

[0135] Skill types include: attack, defense, health recovery or energy recovery. The attribute parameter changes caused by skills can be for non-player characters themselves or for player characters. The attribute parameter changes for player characters include: health reduction, energy reduction, speed reduction, etc. The attribute parameter changes for non-player characters include: health increase, energy increase, speed increase, etc.

[0136] In step 3022, based on the configuration information of the skill to be released, the text information corresponding to each configuration information is queried from the skill text relationship table.

[0137] For example, the skill text relationship table is used to store the correspondence between different configuration information and pre-configured text information. The skill text relationship table can refer to the following table (3):

[0138] parameter text First parameter interval skills "Be careful" Second parameter interval skills "I'm going to kill you" First energy range skills "We need to save energy" Second energy range skills "I'm going to use my ultimate move" Water Skills "Do you have an umbrella?" Demonic Skills "Feel the devil's wrath" Health recovery skills "I need to reply" Energy recovery skills "It's time to take a break" Attack Skills "I'm going to crush you" Defensive Skills "Attack is ineffective"

[0139] Table (3)

[0140] For example, assume that the health reduction value caused by the attack skill is divided into a first parameter interval and a second parameter interval, wherein the health reduction value in the first parameter interval is smaller than that in the second parameter interval; and the energy value consumed by the skill is divided into a first energy interval and a second energy interval, wherein the energy consumption value in the first energy interval is smaller than that in the second energy interval.

[0141] For example, the configuration information of the skills to be released by the non-player character includes: water skills, the energy consumed is 4, which belongs to the second energy range, and the health value reduction caused is 100, which belongs to the second parameter range. Then, according to the configuration information of the skills to be released, the table (3) above is queried to obtain 4 text information.

[0142] In step 3023, the retrieved text information is combined into text prompt information of the skill to be released.

[0143] For example, a variety of different text information can be queried according to the configuration information corresponding to the skill, and at least one of them is selected for combination to obtain the displayed text prompt information. In some embodiments, the planner pre-assigns different priorities to each configuration information, and selects the text information of the configuration information with the highest priority as the text prompt information.

[0144] Continue to refer Figure 3A In step 303, in response to a skill triggering operation on the player character, the player character is controlled to release the skill selected by the skill triggering operation.

[0145] For example, the prompt information is used as reference information for skill triggering operations. For any of the prompt information above, the user can guess the skills to be released by the non-player character based on the prompt information, thereby improving the interaction efficiency between the user and the non-player character and enhancing the user's game fun.

[0146] In some embodiments, reference Figure 3D , Figure 3D is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application; Figure 3C After step 306 in Figure 3D Steps 307 to 308 in , and step 308 is performed before step 302.

[0147] In step 307, based on the personality type corresponding to the non-player character, the current prompt mode corresponding to the non-player character is searched from the mapping relationship table.

[0148] For example, the mapping relationship table stores the mapping relationship between different personality types and different prompting methods. In the mapping relationship table, the direct relationship between personality type and prompting method can be one-to-one or one-to-many. Refer to the following table (4):

[0149] character Types of prompts used taciturn No prompt, indirect prompt, text prompt timid No prompt, indirect prompt, text prompt Straightforward Direct prompt irritable Direct prompt cautious Positive prompts, indirect prompts cunning Reverse Tips friendly Direct prompts, text prompts Naughty Reverse prompt, forward prompt

[0150] Table (4)

[0151] Each character has at least one corresponding prompt method. When a non-player character has multiple corresponding prompt methods, one of the prompt methods can be randomly selected as the prompt method for the current round in each round, or the multiple prompt methods of the non-player character can be numbered and different prompt methods can be used in turn in each round. For example, a friendly non-player character uses direct prompts in odd rounds and text prompts in even rounds, and different prompt methods are used alternately and cyclically.

[0152] In step 308, based on the current prompt mode and the skill to be released, prompt information related to the skill to be released by the non-player character is generated.

[0153] In some embodiments, step 308 may be implemented by:

[0154] When the current prompt mode is a direct prompt, generating first prompt information for indicating a skill to be released by the non-player character;

[0155] When the current prompt mode is a positive prompt, generating second prompt information including a plurality of skills, wherein the plurality of skills include skills to be released by the non-player character and other skills possessed by the non-player character;

[0156] When the current prompt mode is a reverse prompt, generating third prompt information including at least one skill, wherein the third prompt information is used to indicate a skill that the non-player character will not release;

[0157] When the current prompt mode is an indirect prompt, generating fourth prompt information for characterizing the type of the skill to be released by the non-player character;

[0158] When the current prompt mode is a text prompt, text prompt information is generated to represent the skill to be released by the non-player character.

[0159] For example, the different types of prompt information in step 308 can refer to step 302 above, which will not be repeated here.

[0160] In the embodiment of the present application, by presetting different personalities and different prompting methods for non-player characters, the realism of the non-player characters is improved, and the fun of the user in the game is enhanced.

[0161] In some embodiments, before step 302, in response to the player character satisfying a first display condition, step 302 is performed; the first display condition includes any one of the following:

[0162] Condition 1: The difference between the attribute parameters of the non-player character and the attribute parameters of the player character is greater than the pre-configured difference. The type of attribute parameter includes at least one of the following: remaining health, remaining virtual energy, attack power, and character level, and virtual energy is the energy consumed by releasing skills. The pre-configured parameters can be pre-configured according to actual application scenarios, and the pre-configured differences corresponding to different types of attribute parameters can be different.

[0163] Condition 2: The player character's victory probability against the non-player character is less than the first win rate threshold.

[0164] For example, before the player character enters the round-based interaction, data of the interactions that the player character has performed on the current non-player character is obtained, and the ratio between the number of wins and the total number of round-based interactions is counted as the probability of victory. The first win rate threshold can be preconfigured according to the application scenario.

[0165] Condition 3: The historical victory probability of multiple player characters against non-player characters is less than the second victory rate threshold.

[0166] For example, assuming that the player character has never interacted with the current non-player character, the historical victory probabilities of multiple other player characters against the non-player character can be obtained as a reference, and if the historical victory probability is less than the second win rate threshold, a prompt is displayed. The historical victory probabilities of multiple player characters can be obtained in the following manner: obtain the historical total battle times and historical victory times of multiple player characters against the current non-player character, and use the ratio between the historical victory times and the historical total battle times as the historical victory probability.

[0167] In some embodiments, before step 302, in response to the virtual scene satisfying a second display condition, step 302 is performed; wherein the second display condition includes at least one of the following:

[0168] Condition 4: The terrain where the player character is located in the virtual scene is at a disadvantage compared to the non-player character. For example, the planner can pre-configure different relationships between terrain and characters for the player character and the non-player character, and if the terrain where the player character is located in the virtual scene is at a disadvantage compared to the non-player character, a prompt message is displayed.

[0169] Condition 5: The distance between the player character and the non-player character in the virtual scene is greater than the distance threshold. For example, in some games, the distance between the two sides affects the effect of the battle, such as simulated shooting games. The distance threshold can be pre-configured by the game planner, and when the distance between the player character and the non-player character in the virtual scene is greater than the distance threshold, a prompt message is displayed.

[0170] Condition 6: The virtual scene has a gain attribute for the attribute parameters of the non-player character. For example, the types of gain attributes include: health gain, defense gain, energy gain, speed gain, etc.

[0171] In the embodiment of the present application, prompt information is displayed when specific conditions are met, thereby avoiding wasting computing resources of the image processor by frequently displaying prompt information.

[0172] In the turn-based interaction process, the embodiment of the present application displays prompt information related to the skills to be released by the non-player character before the player releases the skills, and uses the prompt information as reference information for the player character to release the skills, which facilitates the player to decide the skills to be released by the player character, improves the interaction efficiency in the virtual scene, saves the computing resources required for the virtual scene, reduces the user's operation difficulty, and thus improves the user's experience.

[0173] Next, an exemplary application of the interactive processing method of the virtual scene according to the embodiment of the present application in an actual application scenario will be described.

[0174] In existing turn-based games, there is no advance warning of the behavior of non-player characters controlled by the computer. When players fight against the computer, they have no idea what skills the non-player characters will use next. When players formulate interactive strategies, they can only specify strategies in a closed manner, and cannot experience the fun of interaction. When players play for a long time, this experience will make players almost unaware of the battle against the computer. They cannot care, and will not care about the behavior of the computer, which greatly reduces the interactive behavior of the player fighting against the environment, which would otherwise occupy most of the game experience.

[0175] The related technology has the following problems:

[0176] 1. Players spend a large proportion of their time in the game fighting with non-player characters. The lack of combat-related prompts will cause players to quickly lose interest in the game and thus leave.

[0177] 2. It is difficult for players to predict the behavior of non-player characters and they have no way to defeat them. As a result, the game program cannot construct more challenging battles to avoid the player's chance of winning being too low. Battles with non-player characters become highly homogenized and lose their challenge.

[0178] 3. The player's sense of accomplishment in fighting against the computer is limited. He can only feel the sense of accomplishment brought by the improvement of numerical level, but cannot feel the sense of accomplishment brought by combat decision-making.

[0179] The interactive processing method of the virtual scene provided by the embodiment of the present application increases the interaction between the player and the non-player character by displaying prompt information related to the skills of the non-player character during the turn-based interaction process, making the non-player character more anthropomorphic and vivid. The player can obtain references from the prompt information and then use his own strategy to counter. The player's fun of fighting with the non-player character is increased, and the player's retention is increased. Providing prompt information to the player makes the battle design more complex. The player can read the prompt information and can more easily defeat these complex battles, thereby improving the player's gaming experience.

[0180] The following is a description of the interactive processing method of the virtual scene provided by the embodiment of the present application in conjunction with the accompanying drawings. Figure 6 , Figure 6 This is an optional flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application. The server and the terminal device are taken as the execution subjects, and the virtual scene is a virtual scene of an online game as an example for explanation.

[0181] In step S601, the AI ​​behavior tree deduce skills.

[0182] Step S601 is executed by the server.

[0183] For example, AI behavior trees are mathematical models of plan execution used in computer science, robotics, control systems, and video games. Behavior trees are used to configure the behavior of non-player characters in each round, predetermining the skills or behaviors that non-player characters will use in this round.

[0184] In step S602, it is determined whether the deduced data is skill data. When the result of step S602 is no, step S603 is executed to match the skill data in the configuration table according to the instruction data. When the result of step S602 is yes, step S604 is executed to read the pre-configured personality of the non-player character. After step S603, step S604 is also executed.

[0185] Assume that in each round, the player character releases skills first and the non-player character releases skills later. Before the player character releases skills, the server can calculate in advance based on the behavior tree the skills that the non-player character will use in this round. If a command or other behavior is used instead of a skill, the server calls the configuration table, which stores the correspondence between the behavior and the skill ID, converts the behavior of the non-player character in this round into a skill ID, and informs the client in the terminal device of the skill ID. The client calls the prompt information corresponding to the skill ID according to the skill ID, and displays it near the non-player character (for example, on the left or right side of the head), and displays the prompt information to the player in the form of a bubble box.

[0186] In step S605, a prompting method is selected according to the personality of the non-player character.

[0187] For example, prompts include: direct prompts, hint prompts (indirect prompts mentioned above), range prompts (positive prompts mentioned above), error prompts (negative prompts mentioned above), and text prompts. The prompts that the non-player character finally uses are determined based on the personality set by the planner for the non-player character. Different types of prompts are used according to different personalities pre-configured for the virtual monsters. The corresponding relationship between personality and prompt system is shown in Table (1) below.

[0188] character Types of prompts used taciturn No prompts, hints, or text prompts timid No prompts, hints, or text prompts Straightforward Direct prompt irritable Direct prompt cautious Range hints, hints cunning Error message friendly Direct prompts, text prompts Naughty Error prompts, range prompts

[0189] Table (1)

[0190] In some embodiments, each non-player character may have multiple personalities, and the server will randomly select one of all prompt types that match the personality composition as the prompt method used in this round.

[0191] When the prompt mode is direct prompt, execute step S606 to step S607.

[0192] In step S606, the skill id is sent to the client.

[0193] In step S607, the client reads the configuration table data.

[0194] After step S607, step S620 is executed, and the client displays icons, patterns, texts, and performance expressions according to the configuration table data.

[0195] In step S621, a click operation on the prompt information is received and detailed information is displayed.

[0196] refer to Figure 4A , Figure 4AIt is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401A is displayed near the non-player character 403A. The prompt message 401A is a prompt message in a direct prompting manner. The icon in the prompt message 401A is an icon of a skill to be released by the non-player character in the next round.

[0197] refer to Figure 4B , Figure 4B 406A is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; when a player clicks or long presses prompt information 401A, prompt control 404A is displayed, and detailed information of prompt information 401A is displayed in prompt control 404A, including: skill name (crazy bite), energy value consumed by the skill (4 energy values), skill type (physical damage), skill icon (icon 405A). The player can determine the skill released in this round based on the detailed prompt information and trigger one of the skill controls 406A.

[0198] When the prompt mode is a range prompt, execute steps S608 to S610.

[0199] In step S608, an additional skill id is selected.

[0200] In step S609, two skill IDs are sent to the client.

[0201] In step S610, the client reads the configuration table data.

[0202] After step S610, step S620 is executed, and the client displays icons, patterns, texts, and performance expressions according to the configuration table data.

[0203] In step S621, a click operation on the prompt information is received and detailed information is displayed.

[0204] refer to Figure 4C , Figure 4C 4 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401C is displayed near the non-player character 403A. The prompt message 401C is a prompt message in a range prompt mode. The two icons in the prompt message 401A include: an icon of a skill to be released by the non-player character in the next round, and an icon of a skill held by the non-player character.

[0205] refer to Figure 4D , Figure 4D406A is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; when a player clicks or long presses prompt information 401C, prompt control 404C is displayed, and detailed information of prompt information 401C is displayed in prompt control 404C, including: skill name (bite or roll), enlarged icon of skill. The player can determine the skill to be released in this round according to the detailed prompt information, and trigger one of skill controls 406A.

[0206] When the prompt mode is an error prompt, execute steps S611 to S613.

[0207] In step S611, select an ID of a non-deduction skill.

[0208] In step S612, the skill ID of the non-deduced skill is sent to the client.

[0209] In step S613, the client reads the configuration table data.

[0210] After step S613, step S620 is executed, and the client displays icons, patterns, texts, and performance expressions according to the configuration table data.

[0211] In step S621, a click operation on the prompt information is received and detailed information is displayed.

[0212] refer to Figure 4E , Figure 4E It is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; a round-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401E is displayed near the non-player character 403A. The prompt message 401E is a prompt message in a dislocated prompt manner. The skill icon in the prompt message 401E is an icon of a skill that the non-player character will not release in this round.

[0213] refer to Figure 4F , Figure 4F It is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application; when the player clicks or long presses the prompt information 401E, the prompt control 404E is displayed, and the detailed information of the prompt information 401E is displayed in the prompt control 404E, including the large skill icon and the skill name (anti-reverse). The detailed information of the prompt information 401E is different from the detailed information of the direct prompt, and the player can judge the prompt method according to the format of the prompt information.

[0214] When the prompt mode is a hint prompt, execute steps S614 to S616.

[0215] In step S614, the skill configuration data is searched in the configuration table.

[0216] In step S615, at least one configuration parameter is selected and sent to the client.

[0217] In step S616, the client reads the pattern matching the configuration parameters.

[0218] After step S616, step S620 is executed, and the client displays icons, patterns, texts, and performance expressions according to the configuration table data.

[0219] In step S621, a click operation on the prompt information is received and detailed information is displayed.

[0220] refer to Figure 4G , Figure 4G It is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; a turn-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401G is displayed near the non-player character 403A. The prompt message 401G is a prompt message that implies a prompt method, and the prompt message 401G includes a skill type icon.

[0221] refer to Figure 5 , Figure 5 501, energy recovery skill 502, attack skill 503, energy consumed by skill 504 ( Figure 5 The example is two energy values), the skill belongs to 505 ( Figure 5 The energy consumed by the skill 504 and the skill category 505 are combined into prompt information in the prompt control 506, and the prompt information indicates: release a demonic skill of 2 energies. That is, the skill to be released by the non-player character 403A is a demonic skill that consumes two virtual energies, and the player can analyze the skill to be released by the non-player character according to the hint prompt.

[0222] For example, the skill systems in a game are set by game planners.

[0223] refer to Figure 4H , Figure 4H 401G, the prompt control 404G is displayed, and the detailed information of the prompt information 401G including the icon of the skill type is displayed in the prompt control 404G, and the meaning of the prompt information is: release the demon system 2 energy skill. The player can analyze the skills to be released by the non-player character according to the hint prompt.

[0224] When the prompt mode is a text prompt, execute steps S617 to S619.

[0225] In step S617, the text and expression data are searched in the configuration table.

[0226] For example, the configuration table includes multiple types of attributes, such as: parameter changes caused by skills, energy consumed by skills, skill types, and skill categories. Skill types include: health recovery type, energy recovery type, attack skills, and defense skills. Skill categories are pre-configured by planners, such as: demon category, water category, etc.

[0227] The configuration table between parameters and text can refer to the following table (2)

[0228]

[0229] Table (2)

[0230] Among them, the energy value consumed by the skills in the second energy interval is higher than that in the first energy interval, and the parameter change caused by the skills in the second parameter interval is higher than that of the skills in the first parameter interval.

[0231] In step S618, text and emoticons are selected from the data that conforms to the configuration.

[0232] Assume that the skill to be released by the non-player character is a fire attack skill that causes a damage value of 60 (that is, it can cause a reduction of 60 health points) and consumes 6 energy. The damage value of 60 falls within the second parameter interval, and the energy consumption of 6 falls within the second energy interval. The following texts are extracted from the configuration table according to the parameters corresponding to the skills to be released: the text of the skill in the second parameter interval "I will kill you", the text of the skill in the second energy interval "I will use my ultimate move", and the text of the attack skill "I will crush you". The extracted texts are used as candidate texts, and one is randomly selected from the candidate texts as the prompt text for final display, and the selected text is sent to the client.

[0233] In step S619, the text and emoticon are sent to the client.

[0234] After step S607, step S610, step S613, step S616, and step S619, step S620 is executed, and the client displays icons, patterns, texts, and performance expressions according to the configuration table data.

[0235] In step S621, a click operation on the prompt information is received and detailed information is displayed.

[0236] refer to Fig. 4I , Fig. 4I4 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application. A turn-based battle is conducted between a player character 402A and a non-player character 403A. Before the player character 402A releases a skill, a prompt message 401I is displayed near the non-player character 403A. The prompt message 401I is a text prompt, and the content is "Feel the devil's wrath". The player analyzes the text prompt information to determine the skill to be released by the non-player character, and then determines the skill to be released by the player character based on the analysis result.

[0237] In the embodiment of the present application, by displaying prompt information, the following effects can be achieved:

[0238] 1. Increase the interaction between non-player characters and players through the prompt system, so that players can obtain more information during the interaction process, use the prompt information to defeat the combat strategy of non-player characters, and improve the efficiency of human-computer interaction.

[0239] 2. Increase the challenge and fun of fighting with non-player characters. Through the prompt system, players can understand the difficulty of the next round of battles and prepare for it. This can increase the challenge of battles while making them more interesting.

[0240] 3. Increase players' sense of accomplishment. After reading the prompt information, players can use it as a reference to make plans, which can greatly increase the probability of defeating non-player characters, greatly increase players' sense of accomplishment, and improve the player retention rate of the game.

[0241] The following is a description of an exemplary structure of a virtual scene interactive processing device 455 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules in the interaction processing device 455 of the virtual scene stored in the memory 450 may include: a display module 4551, configured to display the virtual scene in the human-computer interaction interface, wherein the virtual scene includes: non-player characters and player characters interacting in a turn-based manner; the display module 4551, configured to display prompt information related to the skills to be released by the non-player character in response to the process of currently waiting to receive a skill trigger operation for the player character; a skill release module 4552, configured to control the player character to release the skill selected by the skill trigger operation in response to the skill trigger operation for the player character, wherein the prompt information is used as reference information for the skill trigger operation.

[0242] In some embodiments, the type of prompt information is a direct prompt; the display module 4551 is configured to display a first prompt information for indicating a skill to be released by the non-player character, wherein the first prompt information at least includes an identifier of the skill to be released.

[0243] In some embodiments, the display module 4551 is configured to display a prompt control in response to a trigger operation on the first prompt information after displaying a first prompt information indicating a skill to be released by a non-player character, and display detailed information of the skill to be released in the prompt control; wherein the detailed information includes at least one of the following: the skill type of the skill to be released, the change in attribute parameters caused by the skill to be released, the skill name, and the virtual energy consumed by the skill to be released.

[0244] In some embodiments, the type of prompt information is a positive prompt; the display module 4551 is configured to display a second prompt information including multiple skills, wherein the multiple skills include skills to be released by the non-player character and other skills possessed, and the second prompt information includes at least the identification of multiple skills to be released.

[0245] In some embodiments, the display module 4551 is configured to display a prompt control in response to a trigger operation for the second prompt information after displaying the second prompt information including multiple skills, and display detailed information of the skills to be released in the prompt control; wherein the detailed information includes at least one of the following: skill type and skill name of the multiple skills to be released.

[0246] In some embodiments, the type of prompt information is a reverse prompt; the display module 4551 is configured to display a third prompt information including at least one skill, wherein the third prompt information is used to indicate skills that the non-player character will not release, and the third prompt information includes a first icon of at least one skill.

[0247] In some embodiments, the display module 4551 is configured to display a prompt control after displaying a third prompt information including at least one skill, in response to a trigger operation for the third prompt information, and display a second icon and a skill name of at least one skill in the prompt control; wherein the size of the second icon is larger than the first icon.

[0248] In some embodiments, the type of prompt information is an indirect prompt; the display module 4551 is configured to display fourth prompt information for characterizing the type of skill to be released by the non-player character, wherein the fourth prompt information at least includes an identifier of the skill type of the skill to be released.

[0249] In some embodiments, the type of prompt information is a text prompt; the display module 4551 is configured to display text prompt information used to represent the skills to be released by the non-player character.

[0250] In some embodiments, the skill release module 4552 is configured to obtain configuration information of the skill to be released by the non-player character before displaying text prompt information for representing the skill to be released by the non-player character, wherein the type of configuration information includes at least one of the following: skill name, skill type, virtual energy consumed by the skill, and attribute parameter changes caused by the skill; based on the configuration information of the skill to be released, query the text information corresponding to each configuration information from the skill text relationship table, wherein the skill text relationship table is used to store the correspondence between different configuration information and pre-configured text information; and combine the queried text information into text prompt information of the skill to be released.

[0251] In some embodiments, the skill release module 4552 is configured to obtain current environmental information of the virtual scene before displaying prompt information related to the skill to be released by the non-player character, wherein the current environmental information includes at least one of the following: attribute parameters of the player character, the current round number, attribute parameters of the non-player character, and the terrain of the virtual scene; based on the current environmental information, the behavior tree of the non-player character is called to determine the skill associated with the current environmental information, wherein each leaf node of the behavior tree corresponds to a different skill of the non-player character, and each selection node of the behavior tree is used to determine the leaf node corresponding to the current environmental information; and the skill associated with the current environmental information is used as the skill to be released by the non-player character.

[0252] In some embodiments, the skill release module 4552 is configured to query the current prompt mode corresponding to the non-player character from a mapping relationship table based on the personality type corresponding to the non-player character after taking the skill associated with the current environmental information as the skill to be released by the non-player character, wherein the mapping relationship table stores the mapping relationship between different personality types and different prompt modes; based on the current prompt mode and the skill to be released, generate prompt information related to the skill to be released by the non-player character.

[0253] In some embodiments, the display module 4551 is configured to generate a first prompt message indicating a skill to be released by the non-player character when the current prompt mode is a direct prompt; generate a second prompt message including multiple skills when the current prompt mode is a positive prompt, wherein the multiple skills include the skills to be released by the non-player character and other skills possessed by the non-player character; generate a third prompt message including at least one skill when the current prompt mode is a reverse prompt, wherein the third prompt message is used to indicate a skill that the non-player character will not release; generate a fourth prompt message for characterizing the type of skill to be released by the non-player character when the current prompt mode is an indirect prompt; and generate text prompt message for characterizing the skill to be released by the non-player character when the current prompt mode is a text prompt.

[0254] In some embodiments, the display module 4551 is configured to, before displaying the prompt information related to the skill to be released by the non-player character, the method further includes:

[0255] In response to the player character satisfying the first display condition, the step of displaying prompt information related to the skill to be released by the non-player character is entered; wherein the first display condition includes any one of the following:

[0256] The difference between the attribute parameters of the non-player character and the attribute parameters of the player character is greater than a preconfigured difference, wherein the type of the attribute parameter includes at least one of the following: remaining health, remaining virtual energy, attack power, and character level, and the virtual energy is the energy consumed by releasing skills; the player character's victory probability against the non-player character is less than a first victory rate threshold; and the historical victory probabilities of multiple player characters against the non-player character are less than a second victory rate threshold.

[0257] In some embodiments, the display module 4551 is configured to, before displaying the prompt information related to the skill to be released by the non-player character, proceed to the step of displaying the prompt information related to the skill to be released by the non-player character in response to the virtual scene satisfying the second display condition; wherein the second display condition includes at least one of the following:

[0258] The terrain where the player character is located in the virtual scene is at a disadvantage compared to the non-player character; the distance between the player character and the non-player character in the virtual scene is greater than a distance threshold; the virtual scene has a gain attribute for the attribute parameters of the non-player character.

[0259] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

[0260] The present application embodiment provides a computer-readable storage medium storing computer executable instructions, wherein the computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the present application embodiment, for example, Figure 3A The interactive processing method of the virtual scene is shown.

[0261] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0262] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0263] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0264] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0265] In summary, in the turn-based interaction process, the embodiment of the present application displays prompt information related to the skills to be released by the non-player character before the player releases the skills, and uses the prompt information as reference information for the player character to release the skills, which facilitates the player to decide the skills to be released by the player character, improves the interaction efficiency in the virtual scene, saves the computing resources required for the virtual scene, reduces the user's operation difficulty, and thus improves the user experience.

[0266] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes: non-player characters and player characters interacting in a turn-based manner; In response to the process of waiting to receive a skill triggering operation for the player character, displaying prompt information related to the skill to be released by the non-player character; In response to a skill triggering operation on the player character, the player character is controlled to release the skill selected by the skill triggering operation, wherein the prompt information is used as reference information for the skill triggering operation.

2. The method according to claim 1, characterized in that The type of the prompt information is direct prompt; The display of prompt information related to the skill to be released by the non-player character includes: The first prompt information for indicating the skill to be released by the non-player character is displayed, wherein the first prompt information at least includes an identifier of the skill to be released.

3. The method according to claim 2, characterized in that After displaying the first prompt information for indicating the skill to be released by the non-player character, the method further includes: In response to a triggering operation on the first prompt information, a prompt control is displayed, and detailed information of the skill to be released is displayed in the prompt control; The detailed information includes at least one of the following: the skill type of the skill to be released, the attribute parameter change caused by the skill to be released, the skill name, and the virtual energy consumed by the skill to be released.

4. The method according to claim 1, characterized in that: The type of the prompt information is a positive prompt; The display of prompt information related to the skill to be released by the non-player character includes: Displaying second prompt information including a plurality of skills, wherein the plurality of skills include skills to be released by the non-player character and other skills possessed by the non-player character, and the second prompt information at least includes identifiers of the plurality of skills to be released.

5. The method according to claim 4, characterized in that After displaying the second prompt information including the plurality of skills, the method further includes: In response to a triggering operation on the second prompt information, displaying a prompt control, and displaying detailed information of the skill to be released in the prompt control; The detailed information includes at least one of the following: skill types and skill names of the multiple skills to be released.

6. The method according to claim 1, characterized in that The type of the prompt information is a reverse prompt; The display of prompt information related to the skill to be released by the non-player character includes: Third prompt information including at least one skill is displayed, wherein the third prompt information is used to indicate a skill that the non-player character will not release, and the third prompt information includes a first icon of the at least one skill.

7. The method according to claim 6, characterized in that After displaying the third prompt information including at least one skill, the method further includes: In response to a triggering operation on the third prompt information, displaying a prompt control, and displaying a second icon and a skill name of the at least one skill in the prompt control; The size of the second icon is larger than that of the first icon.

8. The method according to claim 1, characterized in that The type of the prompt information is indirect prompt; The display of prompt information related to the skill to be released by the non-player character includes: Fourth prompt information for characterizing the type of the skill to be released by the non-player character is displayed, wherein the fourth prompt information at least includes an identifier of the skill type of the skill to be released.

9. The method according to claim 1, characterized in that: The type of the prompt information is a text prompt; The display of prompt information related to the skill to be released by the non-player character includes: Display text prompt information for representing the skill to be released by the non-player character.

10. The method according to claim 9, characterized in that Before displaying the text prompt information for representing the skill to be released by the non-player character, the method further includes: Acquire configuration information of the skill to be released by the non-player character, wherein the type of the configuration information includes at least one of the following: skill name, skill type, virtual energy consumed by the skill, and attribute parameter change caused by the skill; Based on the configuration information of the skill to be released, query the text information corresponding to each configuration information from the skill text relationship table, wherein the skill text relationship table is used to store the correspondence between different configuration information and pre-configured text information; The queried text information is combined into text prompt information of the skill to be released.

11. The method according to any one of claims 1 to 10, characterized in that: Before displaying the prompt information related to the skill to be released by the non-player character, the method further includes: Acquiring current environment information of the virtual scene, wherein the current environment information includes at least one of the following: attribute parameters of the player character, the current round number, attribute parameters of the non-player character, and the terrain of the virtual scene; Based on the current environment information, calling the behavior tree of the non-player character to determine a skill associated with the current environment information, wherein each leaf node of the behavior tree corresponds to a different skill of the non-player character, and each selection node of the behavior tree is used to determine the leaf node corresponding to the current environment information; The skill associated with the current environment information is used as the skill to be released by the non-player character.

12. The method according to claim 11, characterized in that After taking the skill associated with the current environment information as the skill to be released by the non-player character, the method further includes: Based on the personality type corresponding to the non-player character, querying the current prompt mode corresponding to the non-player character from a mapping relationship table, wherein the mapping relationship table stores mapping relationships between different personality types and different prompt modes; Based on the current prompt mode and the skill to be released, prompt information related to the skill to be released by the non-player character is generated.

13. The method according to claim 10, characterized in that The generating, based on the current prompt mode and the skill to be released, prompt information related to the skill to be released by the non-player character includes: When the current prompt mode is a direct prompt, generating first prompt information for indicating a skill to be released by the non-player character; When the current prompt mode is a positive prompt, generating second prompt information including a plurality of skills, wherein the plurality of skills include the skills to be released by the non-player character and other skills possessed by the non-player character; When the current prompt mode is a reverse prompt, generating third prompt information including at least one skill, wherein the third prompt information is used to indicate a skill that the non-player character will not release; When the current prompt mode is an indirect prompt, generating fourth prompt information for characterizing the type of the skill to be released by the non-player character; When the current prompt mode is a text prompt, text prompt information is generated for representing the skill to be released by the non-player character.

14. The method according to any one of claims 1 to 10, characterized in that: Before displaying the prompt information related to the skill to be released by the non-player character, the method further includes: In response to the player character satisfying the first display condition, entering the step of displaying prompt information related to the skill to be released by the non-player character; The first display condition includes any one of the following: The difference between the attribute parameter of the non-player character and the attribute parameter of the player character is greater than a preconfigured difference, wherein the type of the attribute parameter includes at least one of the following: remaining health, remaining virtual energy, attack power, and character level, and the virtual energy is the energy consumed by releasing a skill; The victory probability of the player character against the non-player character is less than a first win rate threshold; The historical victory probabilities of the plurality of player characters against the non-player characters are less than a second win rate threshold.

15. The method according to any one of claims 1 to 10, characterized in that Before displaying the prompt information related to the skill to be released by the non-player character, the method further includes: In response to the virtual scene satisfying the second display condition, entering the step of displaying prompt information related to the skill to be released by the non-player character; The second display condition includes at least one of the following: The terrain where the player character is located in the virtual scene is at a disadvantage compared to the non-player character; The distance between the player character and the non-player character in the virtual scene is greater than a distance threshold; The virtual scene has a gain attribute for the attribute parameter of the non-player character.

16. The method according to any one of claims 1 to 10, characterized in that The skill release order of the player character and the non-player character includes any one of the following: In the same round, the player character releases a skill before the non-player character; In the same round, the player character releases a skill after the non-player character.

17. A virtual scene interactive processing device, characterized in that: The device comprises: A display module is configured to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes: non-player characters and player characters interacting in a turn-based manner; The display module is configured to currently be in the process of waiting to receive a skill triggering operation for the player character, and display prompt information related to the skill to be released by the non-player character; The skill release module is configured to control the player character to release the skill selected by the skill trigger operation in response to the skill trigger operation for the player character, wherein the prompt information is used as reference information for the skill trigger operation.

18. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions; A processor, used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 16 when executing the computer executable instructions or computer programs stored in the memory.

19. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that: When the computer executable instructions or computer programs are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 16 is implemented.

20. A computer program product comprising computer executable instructions or a computer program, characterized in that When the computer executable instructions or computer program are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 16 is implemented.