Interaction method and device, medium and computing equipment

By obtaining dialogue data between virtual characters and non-player characters in the game, determining activity participation and demand matching, and recommending virtual props, the problem of lack of personalization of virtual prop push methods in the existing technology is solved, and users are enhanced Game experience.

CN119097927APending Publication Date: 2024-12-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411160010.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2024-12-10

AI Technical Summary

Technical Problem

The virtual prop push method in existing games lacks personalization and cannot provide differentiated interactive experiences according to user needs, resulting in poor user gaming experience.

Method used

The game data is obtained through dialogue operations between virtual characters and non-player characters in the game, and the activity participation and demand matching are determined. Virtual props are recommended based on these data, and prompt information is output to meet user needs.

Benefits of technology

It realizes the method of differentiating pushing virtual props according to user needs, improves the user's game interactive experience, and provides a more personalized virtual prop recommendation process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention provides an interaction method and device, a medium and computing equipment, and relates to the technical field of games. The interaction method comprises the steps that in response to dialogue operation between a virtual character and a first non-player character in a game, game data corresponding to the virtual character can be obtained, and the corresponding activity participation degree and demand matching degree can be determined according to the game data; and further according to the activity participation degree and the demand matching degree, determining whether a recommendation condition of the first virtual prop is met, and outputting corresponding prompt information under the condition that the recommendation condition is met. In this way, the demand of the user for the first virtual item can be identified based on the user game data, so that different interaction modes can be provided for users with different demand degrees in the pushing process, the user demand is better met, and the game interaction experience of the user is improved.
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Description

Technical Field

[0001] Embodiments of the present disclosure relate to the field of game technology, and more specifically, embodiments of the present disclosure relate to an interaction method, apparatus, medium, and computing device. Background Art

[0002] This section is intended to provide a background or context to the embodiments of the present disclosure. No description herein is admitted to be prior art by virtue of its inclusion in this section.

[0003] With the popularization of the Internet and smart terminals, the gaming industry has developed rapidly, and the number of game users has continued to grow. The recommendation of virtual props is an extremely important part of the game. The demand for virtual props is universal, but the demand for virtual props varies from user to user. For example, some users prefer some common props that are easy to obtain, while some users prefer some scarce props that are difficult to obtain (such as limited edition props, etc.).

[0004] At present, the way to push virtual props is relatively simple. Usually, the game developer designs the props and pushes them to users through advertising and other means. Although some props with high scarcity are suitable for limited supply to some users, they are pushed to all users without distinction. This prop push method cannot meet user needs, and users' game interaction experience is not good. Summary of the invention

[0005] The present disclosure provides an interaction method, apparatus, medium and computing device to solve the problem of poor user interaction experience during virtual prop push.

[0006] In a first aspect of the embodiments of the present disclosure, an interaction method is provided, comprising:

[0007] In response to a dialogue operation between the virtual character and the first non-player character in the virtual game scene, obtaining game data corresponding to the virtual character;

[0008] Determine the activity participation and demand matching of the virtual character based on the game data;

[0009] In response to determining that the virtual character has a first virtual item recommendation condition based on the activity participation and the demand matching degree, prompt information of the first virtual item is output, where the prompt information is used to prompt relevant information of the first virtual item.

[0010] In a second aspect of the embodiments of the present disclosure, an interaction device is provided, comprising:

[0011] A first acquisition module, configured to acquire game data corresponding to the virtual character in response to a dialogue operation between the virtual character and the first non-player character in the virtual game scene;

[0012] A first determination module is used to determine the activity participation and demand matching degree of the virtual character according to the game data;

[0013] The second determination module is used to respond to determining that the virtual character has the first virtual prop recommendation condition based on the activity participation and the demand matching degree, and output prompt information of the first virtual prop, where the prompt information is used to prompt relevant information of the first virtual prop.

[0014] In a third aspect of the embodiments of the present disclosure, a computer-readable storage medium is provided, in which computer-executable instructions are stored. When a processor executes the computer-executable instructions, the method as described in any one of the first aspects is implemented.

[0015] In a fourth aspect of the embodiments of the present disclosure, there is provided a computing device, comprising: at least one processor;

[0016] and a memory communicatively coupled to the at least one processor;

[0017] The memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor to enable the computing device to perform the method as described in any one of the first aspects.

[0018] In a fifth aspect of the embodiments of the present disclosure, a computer program product is provided, including a computer program, wherein when the computer program is executed by a processor, the method according to any one of the first aspects is implemented.

[0019] According to the interactive method, apparatus, medium and computing device of the embodiment of the present disclosure, in response to the dialogue operation between the virtual character and the first non-player character in the game, the game data corresponding to the virtual character can be obtained, and the corresponding activity participation and demand matching degree can be determined according to the game data. Further, according to the activity participation and demand matching degree, it can be determined whether the recommendation conditions of the first virtual props are met, and the corresponding prompt information is output when the recommendation conditions are met. In this way, the user's demand for the first virtual props can be identified based on the user's game data, so that different interaction methods can be provided for users with different demand levels during the push process, so as to better meet user needs and enhance the user's game interaction experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings. In the accompanying drawings, several embodiments of the present disclosure are shown in an exemplary and non-limiting manner, in which:

[0021] Figure 1A schematic diagram schematically shows an application scenario of the interaction method according to an embodiment of the present disclosure;

[0022] Figure 2 A schematic diagram of a flow chart of an interaction method according to an embodiment of the present disclosure is schematically shown;

[0023] Figure 3 A schematic diagram schematically shows a flow chart of a first virtual prop display method according to an embodiment of the present disclosure;

[0024] Figure 4 A schematic diagram of a process of determining a target display parameter according to an embodiment of the present disclosure is schematically shown;

[0025] Figure 5 A schematic diagram schematically shows a flow chart of a method for determining an interactive action according to an embodiment of the present disclosure;

[0026] Figure 6 A schematic diagram of a flow chart of a method for determining an interactive action according to another embodiment of the present disclosure is schematically shown;

[0027] Figure 7 The following schematically shows a flow chart of an interaction method according to another embodiment of the present disclosure;

[0028] Figure 8 A schematic diagram schematically shows a flow chart of an interaction method according to another embodiment of the present disclosure;

[0029] Fig. 9 A schematic diagram of an interaction process according to an embodiment of the present disclosure is schematically shown;

[0030] Fig.10 A schematic diagram schematically shows a storage medium according to an embodiment of the present disclosure;

[0031] Fig.11 The structure diagram of an interactive device according to an embodiment of the present disclosure is schematically shown;

[0032] Fig.12 A schematic diagram of a computing device according to an embodiment of the present disclosure is schematically shown.

[0033] In the drawings, the same or corresponding reference numerals represent the same or corresponding parts. DETAILED DESCRIPTION

[0034] The principles and spirit of the present disclosure will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and implement the present disclosure, and are not intended to limit the scope of the present disclosure in any way. On the contrary, these embodiments are provided to make the present disclosure more thorough and complete, and to fully convey the scope of the present disclosure to those skilled in the art.

[0035] Those skilled in the art will appreciate that the embodiments of the present disclosure may be implemented as a system, device, apparatus, method or computer program product. Therefore, the present disclosure may be specifically implemented in the following forms, namely: complete hardware, complete software (including firmware, resident software, microcode, etc.), or a combination of hardware and software.

[0036] According to an embodiment of the present disclosure, an interaction method, apparatus, medium and computing device are proposed.

[0037] It should be noted that the information involved in this disclosure (including but not limited to: information input by users, for example, information input by users into the input box), data (including but not limited to data used for analysis, stored data, displayed data, for example, context code, all codes of the current project, service pressure corresponding to operations on all codes of the current project, code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations on all codes of the current project, service pressure corresponding to the operations, code development status, etc. involved in this disclosure are all obtained with full authorization.

[0038] In addition, any number of elements in the drawings is for illustration and not limitation, and any naming is only for distinction and does not have any limiting meaning.

[0039] The principle and spirit of the present disclosure are explained in detail below with reference to several representative embodiments of the present disclosure. SUMMARY OF THE INVENTION

[0041] Nowadays, the game industry is developing rapidly, and the scale of game users is huge. Different game companies have been committed to attracting new users and maintaining the retention of old users. Whether it is to attract new users or maintain old users, virtual props in the game are an important part. Most users have a high demand for virtual props, and it is necessary to push props to users. However, there are many kinds of virtual props in the game. It is difficult to determine the props suitable for users and design a targeted purchase process. The game company can only provide users with a unified prop purchase process. Therefore, it is necessary to improve the purchase process of virtual props and improve the user's interactive experience.

[0042] The inventor has found through research that although the game developers have designed a large number of virtual props with rich varieties, the push process of virtual props is relatively simple, and the interactive process of different users obtaining props lacks differentiation, making it difficult for users to quickly obtain props that meet their needs, resulting in a poor interactive experience. In particular, some virtual props with limited supply have a relatively simple push method and cannot provide a better interactive experience according to user needs.

[0043] The inventor therefore thought that the activity participation and demand matching degree could be determined based on the game data corresponding to the user's virtual character in the game, so as to further determine the recommendation conditions of the virtual character for some virtual props, and output corresponding prompt information when the recommendation conditions are met, so as to make full use of user data to identify the user's demand degree for the first virtual prop, and determine the differentiation of different users according to the demand degree, so as to provide corresponding interaction methods and enhance the user's game interaction experience.

[0044] After introducing the basic principles of the present disclosure, various non-limiting embodiments of the present disclosure are described in detail below.

[0045] Application Scenario Overview

[0046] First reference Figure 1 , Figure 1 This is a schematic diagram of an application scenario provided by the present disclosure. Figure 1 As shown, the terminal 102 communicates with the server 101 through the network. The data storage system can store the data that the server 101 needs to process. The data storage system can be integrated on the server 101, or it can be placed on the cloud or other network servers. Among them, the terminal 102 can be, but is not limited to, various personal computers, laptops, smart phones, tablet computers, Internet of Things devices and portable wearable devices. The Internet of Things devices can be smart speakers, smart TVs, smart air conditioners, smart car-mounted devices, etc. Portable wearable devices can be smart watches, smart bracelets, head-mounted devices, etc. The server 101 can be implemented with an independent server or a server cluster consisting of multiple servers.

[0047] The server 101 may run a game server, the terminal 102 may run a game client, and the server 101 and the terminal 102 may communicate via a network. The user may view game data and manipulate the user's virtual character in the game to perform game actions via the game client on the terminal 102. The game server on the server 101 may obtain game data generated by the game client, and may also transmit data to the game client.

[0048] The application scenarios mentioned above are only some examples. Those skilled in the art may expand the application based on the interaction process, and the embodiments of the present disclosure do not impose any specific limitations on this.

[0049] Exemplary Methods

[0050] Combine the following Figure 1 For application scenarios, refer to Figures 2 to 9 To describe the interaction method according to the exemplary embodiment of the present disclosure. It should be noted that the above application scenarios are only shown to facilitate understanding of the spirit and principle of the present disclosure, and the embodiments of the present disclosure are not limited in this respect. On the contrary, the embodiments of the present disclosure can be applied to any applicable scenario.

[0051] Figure 2 FIG. 1 is a flow chart of an interactive method according to an embodiment of the present disclosure. Figure 2 As shown, the method may include:

[0052] Step S201, in response to a dialogue operation between a virtual character and a first non-player character in a virtual game scene, obtaining game data corresponding to the virtual character.

[0053] Among them, the virtual character can be a character controlled by a game user (also referred to as a "player") in the game. A non-player character (NPC) can refer to a character controlled by a game system or a game administrator, rather than a character controlled by a player. The first non-player character can have a dialogue with the virtual character controlled by the player in the game scene to provide information related to the game plot and / or virtual props through the dialogue.

[0054] The interactive method of the disclosed embodiment can be applied to a game server, which can exchange data with a game client. The interactive method of the disclosed embodiment can also be applied to a third-party server other than a game server, which can obtain game data by exchanging data with the game server. The third-party server can be an e-commerce platform or other server that can be used to sell virtual props in the game.

[0055] Optionally, when the user controls the virtual character in the game through the game client to have a conversation with the first non-player character, the game client can send the user identification information such as the user's ID (game number) or game nickname to the game server, and the game server can obtain the game data corresponding to the virtual character from the database according to the received identification information. The game data obtained by the game server may include basic user data such as the game level, equipment attributes and active time of the user's current game account, and may also include user historical operation data such as the number, type and acquisition method of virtual props owned by the user's current account, and the acquisition method may include participating in activity draws, exchanging resource values ​​and purchasing through game malls.

[0056] In some possible implementations, the first non-player character may be an NPC in the game that is associated with the preset virtual props in the game plot. For example, the first non-player character may be an NPC designed by the game party to provide limited edition virtual props to users, and the limited edition virtual props may include in-game mounts, etc.

[0057] Step S202, determining the activity participation and demand matching degree of the virtual character according to the game data.

[0058] Among them, activity participation can be used to represent the user's game activity. Demand matching can be used to represent the user's matching degree for a certain type of virtual props.

[0059] Optionally, after obtaining user basic data such as game level, equipment attribute value and active time corresponding to the virtual character and user historical operation data such as purchased props and historical consumption amount, the activity participation degree can be calculated based on at least one of these user basic data, and the demand matching degree can also be calculated based on the purchased props and corresponding consumption amount in the user historical operation data. The active time can be the online time of the user's game account.

[0060] In some possible implementations, various target parameters of the virtual character can be obtained based on the game data, and then the activity participation of the virtual character can be determined based on the various target parameters and corresponding weights. Among them, each target parameter includes at least the level, equipment attributes, and active time of the virtual character. For example, the game level, equipment attribute value, and active time are weighted and combined according to a preset weight coefficient, and the sum value obtained is the activity participation.

[0061] In some possible implementations, the demand matching degree can be determined in the following ways: according to the game data, obtain each historical operation data of the user and the second virtual props obtained by the user using each of the historical operation data; determine the scarcity and prop score corresponding to each second virtual prop; determine the score corresponding to the second virtual prop according to the scarcity, prop score and historical operation data corresponding to the second virtual prop; determine the demand matching degree of the virtual character according to the score corresponding to each second virtual prop. Among them, each second virtual prop belongs to the same type of virtual prop as the first virtual prop. For example, the similarity between the first virtual prop and the props purchased by the player can be obtained, and the historical consumption amount of the purchased props can be weightedly combined by using the similarity as the weight coefficient, and the sum obtained is the demand matching degree. The first virtual prop can be a limited edition mount launched by the game party for sale.

[0062] Exemplarily, the prop score corresponding to the first virtual prop and the prop score corresponding to the prop purchased by the user can be preset, the prop score can be a multidimensional vector, and the similarity between the first virtual prop and the prop purchased by the user can be obtained by calculating the cosine similarity between the prop scores.

[0063] For example, if the user has purchased virtual item A and virtual item B, the similarity between virtual item A and the first virtual item is k1, and the similarity between virtual item B and the first virtual item is k2, then the user's demand matching degree for the first virtual item is S=k1×D A +k2×D B , D A and D B Respectively represent the amount of money the user spends on virtual item A and virtual item B.

[0064] Step S203, in response to determining that the virtual character has a first virtual item recommendation condition based on the activity participation degree and the demand matching degree, outputting prompt information of the first virtual item.

[0065] The prompt information is used to prompt the relevant information of the first virtual prop.

[0066] Optionally, based on the activity participation and demand matching, it can be determined whether the virtual character has the recommendation conditions for the first virtual prop. If it has the recommendation conditions, prompt information can be displayed, which can provide the user with a purchase entrance related to the first virtual prop or an appointment activity participation entrance, etc.

[0067] If the interactive method is applied to a game server, prompt information of the first virtual item may be displayed to the user through the game client.

[0068] In some possible implementations, the method further includes: in response to the sum of the activity participation degree and the demand matching degree being greater than a preset threshold, determining that the user corresponding to the virtual character meets the first virtual prop recommendation condition.

[0069] Exemplarily, the recommendation condition of the first virtual item can be determined by calculating whether the activity participation and the demand matching degree meet the preset conditions. For example, if the activity participation degree is greater than the preset first threshold and the demand matching degree is greater than the preset second threshold, it is determined that the recommendation condition of the first virtual item is present. For another example, if the value after weighted combination of the activity participation degree and the demand matching degree according to the preset weight coefficient is greater than the preset third threshold, it is determined that the recommendation condition of the first virtual item is present. Similarly, it is also possible to determine whether the recommendation condition of the first virtual item is present by limiting the quantitative relationship between the activity participation degree, the demand matching degree and other thresholds, which will not be repeated here.

[0070] In the above embodiment, in response to the dialogue operation between the virtual character and the first non-player character in the game, the game data corresponding to the virtual character can be obtained, and the corresponding activity participation and demand matching degree can be determined according to the game data. Further, according to the activity participation and demand matching degree, it can be determined whether the recommendation conditions of the first virtual props are met, and the corresponding prompt information is output when the recommendation conditions are met. In this way, the user's demand for the first virtual props can be identified based on the user's game data, so that different interaction methods can be provided for users with different demand levels during the push process, so as to better meet user needs and enhance the user's game interaction experience.

[0071] In one embodiment, after outputting the prompt information of the first virtual item, the method further includes:

[0072] In response to the operation acting on the prompt information, the first virtual item, the recommended resource value of the first virtual item and / or the first dialogue text of the first virtual item are displayed in the virtual game scene.

[0073] The recommended resource value may be the game resources that the user needs to consume to obtain the first virtual item, such as the number of gold coins in the game or the accumulated contribution value of the user.

[0074] Optionally, if the prompt information is output through the game client, the user's selection operation for the prompt information can be obtained, and in response to the operation, the corresponding first virtual props, recommended resource values, and dialogue text, etc. are displayed in the virtual game scene. For example, the user can select a limited edition mount for sale based on the purchase entrance displayed by the game client. In response to the user's selection, the virtual image of the limited edition mount and the number of gold coins required to purchase the mount are displayed in the game scene. The dialogue text between the NPC and the virtual character controlled by the user can also be designed and displayed according to the preset purchase process.

[0075] In some possible implementations, the output prompt information may also include preset QR codes and / or website addresses, and the user may enter the purchase page of the first virtual item by scanning the QR code and / or visiting the website.

[0076] In some possible implementations, before displaying the first dialogue text of the first virtual prop in the virtual game scene, the method further includes: determining the first dialogue text of the first virtual prop according to the recommended resource value.

[0077] In one embodiment, Figure 3 As shown, in a virtual game scene, displaying a first virtual prop may include:

[0078] Step S301, obtaining behavior data of a virtual character.

[0079] Among them, behavioral data may include data in multiple dimensions such as current interaction data, historical interaction data, numerical attributes of character equipment, interaction time period, and device inclination angle.

[0080] The current interaction data may include the storyline gameplay branch result entered into by the dialogue between the first non-player character that triggers the current interaction and the virtual character controlled by the player and all branch selection data leading to the result.

[0081] The historical interaction data may include the storyline gameplay branch results and all branch selection data for the results entered by the historical dialogue between the NPC in the game and the virtual character controlled by the player. The historical interaction data may also include the historical purchase transaction data generated when the user participates in related activities. The related activities may be the same type of activities as the purchase of the first virtual prop. For example, if the first virtual prop is a limited-edition mount sold in the game, the purchase data of the limited-edition mount sales activities that the user has participated in may be obtained.

[0082] The numerical attributes of character equipment can include data such as user's active participation and demand matching.

[0083] The interaction period may include a start time and an end time of a conversation between the first non-player character currently interacting and the virtual character controlled by the player.

[0084] The device tilt angle may include the tilt angle of the user device when the currently interacting first non-player character and the virtual character controlled by the player are in dialogue, and the user device is a terminal device such as a mobile phone used by the user to control the virtual character to participate in the dialogue through the game client. The device tilt angle can be acquired by a tilt sensor associated with the device, and specifically may include values ​​of the X-axis, Y-axis, and Z-axis, and the X-axis, Y-axis, and Z-axis may be coordinate axes that are perpendicular to each other.

[0085] In some possible implementations, obtaining the behavior data of the virtual character may include:

[0086] A serial code associated with the virtual character is obtained; and game data of the virtual character associated with the serial code is determined as behavior data.

[0087] Specifically, the game server can generate a unique corresponding serial code for the user and associate the serial code with the virtual character during the process of the user controlling the interaction between the virtual character and the NPC. When the behavior data needs to be obtained, the corresponding behavior data can be extracted from the game server's database based on the serial code provided by the user.

[0088] Step S302: determining target display parameters of the first virtual prop according to the behavior data.

[0089] The target display parameter includes at least one of a target display position and an interactive action.

[0090] Optionally, the active locations of the virtual character controlled by the user can be obtained based on the behavior data, and the active locations can be set as the target display locations. For example, several active locations where the user stays the longest when playing online games in a week can be obtained, and these active locations can be set as the target display locations.

[0091] In some possible implementations, the target display parameters may also include display time. The active time periods of the user in historical interactions related to purchasing props may be obtained based on the behavioral data. The user's activity level in different time periods may be determined based on the obtained active time periods, and the time periods when the user is more active may be determined as display time.

[0092] In some possible implementations, the user's favorite anthropomorphic personality traits can be analyzed based on behavioral data, and interactive actions corresponding to different anthropomorphic personality traits can be pre-set, and then the corresponding interactive actions can be determined as target display parameters based on the user's favorite personality traits.

[0093] Step S303: Control the first virtual prop to display according to the target display parameters.

[0094] Optionally, the first virtual item can be controlled to be displayed according to the determined target display parameters. For example, the first virtual item can be controlled to appear at the user's active location according to the target display parameters, and the limited-edition mount can be controlled to interact with the user-controlled virtual character with interactive actions corresponding to the anthropomorphic personality traits that the user likes. For another example, the first virtual item can be displayed during the user's active period according to the display time.

[0095] In one embodiment, the target display parameters include interactive actions, such as Figure 4 As shown, determining the target display parameter of the first virtual prop according to the behavior data may include:

[0096] Step S401, obtaining a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data, and determining a selection result obtained by the user based on the second dialogue text.

[0097] The second non-player character may be an NPC that has had a historical dialogue with the virtual character in the game scene.

[0098] Optionally, if the virtual character controlled by the user triggers an interaction with the first non-player character based on a dialogue operation, the historical dialogue text between the virtual character and other NPCs can be obtained from the behavior data, and the result generated by the user's selection based on the historical dialogue text can be obtained.

[0099] Step S402: Determine an interactive action of the first virtual prop according to the second dialogue text and the selection result.

[0100] Optionally, based on the historical dialogue texts and selection results of the virtual character, personality traits that match the user can be determined, and these personality traits can be used to design interactive actions for the first virtual props such as limited edition mounts.

[0101] The personality traits that match the user mentioned in the embodiments of the present disclosure can be understood as the anthropomorphic personality traits (such as carefreeness, etc.) exhibited by the other party that the user likes or expects to interact with when the user controls the virtual character to interact with the NPC or mount in the game.

[0102] In some possible implementations, before using data such as dialogue text and selection results to determine interactive actions, the data may be cleaned, and the cleaning operations include removing noise, standardizing formats, and processing missing values.

[0103] In one embodiment, Figure 5 As shown, according to the second dialogue text and the selection result, determining the interactive action of the first virtual prop may specifically include the following steps:

[0104] S501, extracting emotional features from each second dialogue text, and determining behavioral features corresponding to each selection result.

[0105] Specifically, the second dialogue text may be subjected to semantic analysis, and semantic features related to emotions (such as excitement, anger, joy, etc.) may be extracted from the second dialogue text through processing methods such as sentiment analysis, keyword extraction, and semantic tagging. Behavioral analysis may also be performed on the results of user selections to determine behavioral features related to preset social dimensions. For example, the preset social dimensions include individual and collectivist tendencies, and a certain choice made by the user in the second dialogue text is an important factor affecting the judgment criteria of the social dimension. Then, the choice made by the user may be processed accordingly, so as to determine the value corresponding to the social dimension in the next step based on the processed data.

[0106] S502: Determine first values ​​of the user in multiple key social dimensions according to each emotion characteristic and each behavior characteristic, and determine an anthropomorphic personality characteristic of the first virtual prop according to each first value.

[0107] Among them, the key social dimensions can be determined from multiple preset social dimensions based on business rules such as the purchase process of virtual props. The social dimensions can include power distance, individual and collectivist tendencies, uncertainty avoidance, etc.

[0108] Specifically, the emotional features and the behavioral features corresponding to the emotional features can be mapped to the first numerical value on the key social dimension according to the preset mapping relationship, and the anthropomorphic personality features of the first virtual prop can be determined according to the relationship between the first numerical value and the preset anthropomorphic personality features. For example, a selection result of the user in the second dialogue text reflects the user's tendency in a key social dimension, and the user's numerical value in the key social dimension can be determined according to the emotional features extracted from the dialogue corresponding to the selection result, and the numerical value is higher when the emotional feature is excited, and the numerical value is lower when the emotional feature is angry.

[0109] In some possible implementations, the initial values ​​of the user on multiple key social dimensions may be modified according to each emotional feature and each behavioral feature to obtain the first value of the user on each key social dimension. The initial value may be predetermined. For example, the initial values ​​of the user on multiple key social dimensions may be determined in advance by questionnaire survey or analysis of user data.

[0110] In some possible implementations, if there are multiple selection results, a first value of the user on a key social dimension can be obtained based on each selection result. For a certain key social dimension, the first values ​​of each selection result on the dimension can be accumulated to obtain the accumulated sum as the comprehensive first value of the user on the dimension.

[0111] In some possible implementations, the user's various historical operation data can also be obtained based on the game data, and the category of the operation object corresponding to each historical operation data can be determined; according to the category of each operation object, the user's first value on each key social dimension is modified to obtain the user's second value on multiple key social dimensions; the anthropomorphic personality characteristics of the first virtual prop are determined according to each second value. In one example, the virtual props obtained by the user in the game can be classified, and according to the mapping relationship between different categories and key social dimensions, the resource value consumed by the user in each category is mapped to the corresponding key social dimension. For example, the resource value consumed by the user on the limited edition props can reflect the user's tendency on a certain key social dimension to a certain extent. According to the mapping relationship between the limited edition props and the dimension, the user's first value on the dimension can be modified according to the resource value consumed by the user on the limited edition props (such as the consumed resource value can be directly used to multiply the first value based on the preset weight).

[0112] Furthermore, the user's historical consumption data on third parties such as e-commerce platforms can also be obtained, and the first value or second value of the user in the key social dimension can be modified according to the obtained historical consumption data.

[0113] S503: Determine an interactive action of the first virtual prop according to the anthropomorphic personality characteristics.

[0114] Specifically, an interactive action corresponding to the anthropomorphic personality characteristics of the first virtual prop can be selected from the pre-designed interactive actions. For example, different categories of anthropomorphic personality characteristics (such as carefree, meticulous, etc.) can be pre-set, and interactive actions of different categories of anthropomorphic personality characteristics can be designed. After the anthropomorphic personality characteristics of the first virtual prop are determined, the interactive action of the personality characteristic category is selected as the interactive action of the first virtual prop.

[0115] In some possible implementations, the tilt angle when the user operates the virtual character based on the terminal device can also be obtained, and the expression intensity of the anthropomorphic personality characteristics can be determined according to the tilt angle, and then the interactive action of the first virtual prop can be determined according to the anthropomorphic personality characteristics and the expression intensity. After determining the anthropomorphic personality characteristics of the first virtual prop, the tilt angle and other data (such as the absolute value of the tilt angle) when the user controls the virtual character through a terminal device such as a mobile phone can be obtained, and the tilt angle data can be mapped to a numerical value representing the expression intensity of the anthropomorphic personality characteristics (for example, when the absolute value is less than the first tilt threshold, the expression intensity is 0.3), and then the final interactive action is determined according to the anthropomorphic personality characteristics and the expression intensity corresponding to the anthropomorphic personality characteristics. For example, the anthropomorphic personality characteristics are careless and the expression intensity is 0.8. When controlling the first virtual prop (such as a limited mount) to interact with the user, the interactive action corresponding to careless is displayed and the action amplitude can be 80% of the normal amplitude. For example, the anthropomorphic personality characteristics can correspond to multiple interactive actions according to the expression intensity, and a matching interactive action can be selected from multiple actions corresponding to the anthropomorphic personality characteristics according to the expression intensity.

[0116] In one embodiment, determining the first values ​​of the user in multiple key social dimensions according to each emotion feature and each behavior feature may include:

[0117] Acquire the dialogue texts corresponding to each second virtual prop that the user has historically obtained; and determine the first values ​​of multiple key social dimensions generated when the user obtains the second virtual props based on the emotional characteristics and behavioral characteristics corresponding to each dialogue text of the second virtual props.

[0118] Specifically, the conversation texts of the user when purchasing the second virtual props obtained by the user can be obtained, and the first values ​​of the user in multiple key social dimensions when obtaining the second virtual props can be determined by extracting the emotional features and behavioral features in the conversation texts.

[0119] In some possible implementations, determining the anthropomorphic personality characteristics of the first virtual prop according to each first value may include:

[0120] S5021: construct a feature vector corresponding to each second virtual prop according to each first numerical value corresponding to each second virtual prop.

[0121] S5022, mapping each feature vector on the target image to obtain result points of the feature vector on the target image.

[0122] S5023, clustering each result point to obtain multiple clusters of result points.

[0123] S5024: In response to the number of result points included in a cluster of result points being greater than a preset number, determining the personality characteristics corresponding to the cluster of result points as the anthropomorphic personality characteristics of the first virtual prop.

[0124] Specifically, the first numerical value corresponding to the second virtual prop can be used as a eigenvalue to construct a feature vector, and the feature vector corresponding to each second virtual prop can be mapped to a target image in a two-dimensional space to obtain a plurality of result points after mapping, and then the result points are clustered by a clustering algorithm such as K-means to determine whether the result points of each cluster after clustering are greater than a preset number. If so, the anthropomorphic personality characteristics of the first virtual prop can be determined based on the first numerical value corresponding to the cluster result point.

[0125] In one embodiment, determining the interactive action of the first virtual prop according to the anthropomorphic personality characteristics may include:

[0126] S5031, determine the current time period of the current time point.

[0127] S5032, obtaining the target activity intensity of the user in the current time period.

[0128] S5033, determining an interactive action of the first virtual prop according to the anthropomorphic personality characteristics and the target activity intensity.

[0129] Specifically, the activity intensity of the user in different time periods may be obtained, and the interactive action of the first virtual prop may be determined according to the activity intensity corresponding to the time period at the current time point. For example, an anthropomorphic personality feature may correspond to multiple interactive actions according to the activity intensity, and a matching interactive action may be selected from the multiple actions corresponding to the anthropomorphic personality feature according to the activity intensity.

[0130] In some possible implementations, obtaining the target activity intensity of the user in the current time period may include:

[0131] S50321, determining the user's interaction parameters within a plurality of preset time periods based on the game data, the interaction parameters including interaction behaviors, the number of interaction behaviors, and the duration of the interaction behaviors.

[0132] Each preset time period may be obtained by dividing a day, for example, the preset time period may include morning, afternoon and night.

[0133] S50322: Determine the activity intensity corresponding to each preset time period according to the interaction parameters of each preset time period.

[0134] In some possible implementations, the average inclination angle of the user operating the terminal device in each preset time period can be determined based on game data; the activity intensity corresponding to each preset time period can be determined based on the interaction parameters and the average inclination angle of each preset time period.

[0135] S50323: Determine the activity intensity corresponding to the preset time period matched by the current time period as the target activity intensity.

[0136] For example, if the current time period is morning, the user's activity intensity in the morning may be determined as the target activity intensity.

[0137] In some possible implementations, the target display parameters also include a target display position. After obtaining the target activity intensity of the user in the current time period, it also includes: determining the target display position of the first virtual prop in the virtual game scene according to the target activity intensity and the current time period.

[0138] In one embodiment, Figure 6 As shown, determining the interactive action of the first virtual item according to the second dialogue text and the selection result may include:

[0139] Step S601, determining a target interaction anchor point of the first virtual prop according to each second dialogue text and each selection result.

[0140] Among them, the target interaction anchor point is used to indicate the interaction action.

[0141] Specifically, an interaction model between the first virtual prop and the player can be established based on the conversation text in which the user participates and the user selection results, and the target interaction anchor point of the first virtual prop when interacting with the user can be determined through the interaction model. The interaction model can include multiple interaction anchor points, and the categories of interaction anchor points can include anthropomorphic personality characteristics, anthropomorphic active time, active location, non-verbal interaction anchor points, verbal interaction anchor points, prop pricing, sales strategy, etc. of the first virtual prop. According to the conversation text in which the user participates and the corresponding selection results, anchor points of categories such as anthropomorphic personality characteristics can be determined, and further based on these anchor points, target interaction anchor points (such as non-verbal interaction anchor points, etc.) related to the indicated interaction action can be determined.

[0142] There may be a preset relationship between different interaction anchors (e.g., anthropomorphic feature interaction anchors may affect non-verbal interaction anchors and / or language interaction anchors), and other target interaction anchors may be further determined based on the determined target interaction anchors. For example, if the interaction anchor of anthropomorphic personality traits has been determined to be carefree, and the non-verbal interaction anchor includes the action of greeting, then the greeting action in the non-verbal interaction anchor may be determined based on the anchor of carefree, so that the first virtual prop (e.g., mount) exhibits the characteristics of carefreeness when greeting the virtual character controlled by the user.

[0143] Step S602: determining an interactive action of the first virtual prop according to the target interaction anchor point.

[0144] The interactive action may include language interaction between the first virtual prop and the virtual character controlled by the user, and may also include non-language interaction such as gestures and movements displayed by the first virtual prop to the virtual character controlled by the user.

[0145] Specifically, a number of commonly used interaction sequences can be pre-defined according to business logic for matching (such as waving hands, shaking head, greeting, crying, laughing, being sad, etc.), and the corresponding interaction actions can be matched from the interaction sequence according to the target interaction anchor point of the first virtual prop.

[0146] In some possible implementations, determining the target interaction anchor point of the first virtual item according to each second dialogue text and each selection result may include:

[0147] S6011, obtaining each current second dialogue text and each current selection result between the virtual character and the first non-player character.

[0148] S6012, determining various key parameters according to the current second dialogue texts and the current selection results.

[0149] Among them, each key parameter includes at least the interaction path length and the emotion category.

[0150] Specifically, the number of selections for each selection result may be determined as the length of the interaction path according to the conversation text in which the user participates and the selection results, and the emotion category corresponding to each selection result may be determined.

[0151] S6013: construct a first feature vector of the current interactive behavior of the virtual character according to various key parameters.

[0152] Specifically, the interaction path length and the emotion category can be selected as two different vector dimensions, and the determined key parameters can be mapped to these two vector dimensions to obtain a two-dimensional vector corresponding to the current interaction behavior. For example, if the interaction path length is 5 and the emotion category is anger, the mapped feature vector can be [0.5, 0.2].

[0153] S6014: Determine, among the second feature vectors of the preset interaction behaviors, a second feature vector that matches the first feature vector.

[0154] Specifically, for the second feature vectors corresponding to the preset plurality of interactive behaviors, the similarity between each second feature vector and the first feature vector may be calculated, and the second feature vector corresponding to the maximum similarity value may be selected.

[0155] S6015: Determine a target interaction anchor point of the first virtual prop according to the interaction anchor point associated with the preset interaction behavior corresponding to the matched second feature vector.

[0156] In some possible implementations, determining the target interaction anchor point of the first virtual prop based on the interaction anchor point associated with the preset interaction behavior corresponding to the matched second feature vector may include: in response to the fact that there are multiple interaction anchor points associated with the preset interaction behavior corresponding to the matched second feature vector, obtaining the target activity intensity of the user in the current time period; and determining the target interaction anchor point of the first virtual prop among each interaction anchor point based on the target activity intensity.

[0157] In one embodiment, Figure 7 As shown, in the virtual game scene, before displaying the recommended resource value of the first virtual prop, it also includes:

[0158] Step S701, determining a prop recommendation strategy according to the demand matching degree, and obtaining a target resource value of a first virtual prop.

[0159] Specifically, the demand matching degree corresponding to the virtual character can be obtained, and the demand matching degree can be mapped to the corresponding prop recommendation strategy according to the preset business rules, and the target resource value of the first virtual prop can be obtained. For example, the obtained demand matching degree is high, and according to the preset business rules, the prop recommendation strategy is defined as positive, and under the effect of the prop recommendation strategy, more detailed information of the first virtual prop can be provided (such as the attribute introduction in different game scenes, etc.).

[0160] In some possible implementations, obtaining the target resource value of the first virtual prop may include: determining a language anchor point of the first virtual prop, and modifying the initial resource value of the first virtual prop according to the language anchor point to obtain the target resource value. Exemplarily, an initial resource value may be set for the first virtual prop in advance, the language anchor point of the first virtual prop may be determined according to the conversation text in which the user participates and the corresponding selection result, and the initial resource value may be modified based on the language anchor point.

[0161] Step S702: According to the prop recommendation strategy, the target resource value is modified to obtain the recommended resource value of the first virtual prop.

[0162] Exemplarily, the item recommendation strategy is proactive and can provide multiple replacement options based on the target resource value. For example, if the target resource value is 100 gold coins, if the user's demand match is high, according to the proactive item recommendation strategy, the recommended resource value can be set to 80 gold coins plus 20 contribution points, providing users with a variety of ways to obtain items.

[0163] In some possible implementations, the target resource value is modified according to the item recommendation strategy to obtain the recommended resource value of the first virtual item, which may include: obtaining the user's historical operation data; and modifying the target resource value according to the historical operation data and the item recommendation strategy. The historical operation data may include the amount of money spent by the user on a third-party service such as an e-commerce platform. For example, the user's operation record on the e-commerce platform may be obtained with the user's authorization, and the recommended resource value may be reduced or increased based on the user's consumption amount and the item recommendation strategy.

[0164] In some possible implementations, determining the language anchor point of the first virtual prop may include:

[0165] S7011, obtaining a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data of the virtual character, and determining a selection result obtained by the user based on the second dialogue text.

[0166] S7012, obtaining each emotion feature according to each second dialogue text and each selection result.

[0167] Specifically, NLP (Natural Language Processing) technology can be used to extract text features such as sentiment tendency and semantic category from the user's conversation text and selection results, and the user's emotional characteristics (such as happiness, anger, etc.) can be determined based on these text features.

[0168] S7013, mapping each emotion feature in the emotion circle model to obtain the current emotion direction.

[0169] Among them, the Circumplex Model of Affect is a theoretical model used to classify and describe emotional states.

[0170] Exemplarily, the emotional circle model in the present disclosure may include preset emotional directions such as satisfied, average, and dissatisfied.

[0171] S7014, determining a preset emotion direction that matches the current emotion direction among multiple preset emotion directions of the emotion circle model.

[0172] S7015: Determine the language anchor point associated with the matched preset emotion direction as the target language anchor point.

[0173] Specifically, the obtained emotional features can be mapped to multiple emotional dimensions according to the preset emotional circle model to obtain the current emotional direction, and the preset emotional direction with the highest similarity to the current emotional direction can be matched from multiple preset emotional directions, and the language anchor point pre-associated with the matched preset emotional direction can be used as the target language anchor point.

[0174] In some possible implementations, after matching the preset emotional direction with the highest similarity, a corresponding language response anchor point can be generated based on the language anchor point associated with the preset emotional direction and combined with the user's historical conversation text. The language response anchor point can be used to generate a reply to the user in other conversation texts in which the user participates.

[0175] For example, if the emotional feature obtained from the conversation text and selection result of the user is anger, the emotional feature is mapped to the emotional circle model to obtain the current emotional direction, and the similarity between the current emotional direction and each preset emotional direction is calculated, and the preset emotional direction with the highest similarity is dissatisfaction, then dissatisfaction is determined as the preset emotional direction that matches the current emotional direction, and the language anchor point associated with the emotional direction of dissatisfaction is determined as the target language anchor point. The language anchor point associated with dissatisfaction can be a preset speech strategy to mobilize the user's emotions to change the user's emotional direction.

[0176] In one embodiment, Figure 8 As shown, in the virtual game scene, before displaying the first virtual item, the recommended resource value of the first virtual item and / or the first dialogue text of the first virtual item, the following may also be included:

[0177] Step S801, obtaining behavior data of a virtual character.

[0178] Step S802, obtaining a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data, and determining a selection result obtained by the user based on the second dialogue text.

[0179] Step S803, inputting the second dialogue text and the selection result into the interaction model to obtain output information.

[0180] Step S804: determining the interactive action of the first virtual item, the recommended resource value of the virtual item, and the first dialogue text of the first virtual item according to the output information.

[0181] The behavior data may include data in multiple dimensions such as historical interaction data, numerical attributes of character equipment, interaction time period, and device inclination angle. The interaction model may be a pre-trained neural network model.

[0182] Specifically, the interaction model can be pre-trained based on the historical game data of the game server, and the second dialogue text and selection results determined based on the behavior data of the currently interacting virtual character are input into the interaction model, and the interactive action of the first virtual prop, the recommended resource value of the virtual prop, the first dialogue text of the first virtual prop and other related information are determined based on the output information of the interaction model.

[0183] In some possible implementations, the interaction model may include multiple interaction anchor points, which can be used to characterize the prop's anthropomorphic personality traits, non-verbal interaction traits, and language interaction traits, which can be used to guide the first virtual prop's interactive actions, recommended resource values, and other information.

[0184] In some possible implementations, in a virtual game scene, after displaying the first dialogue text of the first virtual prop, the method further includes: obtaining the interaction data generated by the virtual character based on the first dialogue text; and updating the interaction model according to the interaction data. The interaction data may include the user's input data based on the first dialogue text and the response data generated by the game for the input data. For example, the interaction data may include purchase behavior, interaction results, interaction branch processes, and purchase prices. The game server may update the interaction data to the interaction model, and re-execute the same interaction path that the user performed when purchasing the props, obtain the result after re-execution, provide feedback on the output of the model according to the results of the two executions, and modify the model based on the feedback.

[0185] In one embodiment, the interaction method of the present disclosure can also be applied to a third-party server such as an e-commerce platform. Next, the interaction method of the present disclosure will be described by taking the application of the interaction method to an e-commerce platform as an example.

[0186] The e-commerce platform can establish communication with the game server. If the user controls the virtual character to interact with the NPC in the game scene and triggers the push process of the first virtual prop, the game server can transparently transmit the user's game data to the e-commerce platform in the following two ways:

[0187] Method A, serial code transmission:

[0188] A1. The game server generates a unique serial code for the user during the interaction between the user and the NPC. A2. The serial code will contain the game data required for the subsequent process. A3. The game user fills in the serial code on the interactive page of the e-commerce platform by jumping inside or outside the site. A4. The e-commerce platform can obtain the behavioral data required for the subsequent process based on the serial code.

[0189] Method B, background interface transmission:

[0190] B1. During the interaction between the user and the NPC, the game server obtains the behavior data required for the subsequent process. B2. The game server sends the current user's game data to the relay interface. The transmitted information includes: the current user ID, user behavior data, the timestamp of the user interaction behavior, etc., which are sent to the relay server. B3. The relay server notifies the e-commerce platform server. B4. The e-commerce platform server automatically requests and obtains the required game data through the relay server interface when the user visits the activity page. Game data can include data in multiple dimensions, such as the current interaction data of the purchase process triggered by the user, the user's historical interaction data, the numerical attributes of the character's equipment, the interaction time period and the device inclination, etc.

[0191] In some possible implementations, after obtaining the user's game data, the e-commerce platform service end can establish an interaction model based on the first virtual prop and the user in combination with the user's game data and the user's consumption data on the e-commerce platform. The process of establishing the interaction model can refer to the relevant steps in the above embodiments. For example, the interaction model can include multiple interaction anchor points, and the categories of interaction anchor points can include anchor points such as anthropomorphic personality traits, anthropomorphic active time, active location, non-verbal interaction anchor points, language interaction anchor points, prop exchange resource value, prop recommendation strategy, etc. of the first virtual prop. Based on the user's game data and the user's consumption data on the e-commerce platform, at least one interaction anchor point can be trained according to the steps in any of the above method embodiments.

[0192] Fig. 9 is a schematic diagram of an interaction process in an embodiment of the present disclosure, such as Fig. 9 As shown, the interaction model records the key data items of the interaction anchors and the relationships between different anchors. For example, personality traits and performance intensity can affect non-verbal interaction anchors.

[0193] In some possible implementations, after the interactive model is built, if the user purchases the first virtual item through the e-commerce platform, the e-commerce platform server can expand the interactive model to form a complete interactive paradigm framework, and interact with the user in the interactive paradigm framework. For example, the e-commerce platform server can determine the anthropomorphic personality feature anchor point through the interactive model, and further determine the language interaction anchor point based on the anchor point, so that a reply text for the user can be generated based on the determined language interaction anchor point. For another example, the e-commerce platform server can determine the prop exchange resource value anchor point through the interactive model to generate a recommended resource value for the user, so that the user can perform the interactive process of obtaining the first virtual item based on the recommended resource value.

[0194] In some possible implementations, after completing the modeling of the interaction model, if the user purchases the first virtual prop through the game client, the e-commerce service platform can pass the interaction model to the game server, so that the game server can expand the interaction model to form a complete interaction paradigm framework and interact with the user in the interaction paradigm framework.

[0195] In some possible implementations, the expansion process of the interactive paradigm may include steps such as anchor point extraction, relationship identification, and corpus filling.

[0196] In the anchor point extraction process, the interaction anchor points defined in the model will be extracted from the model to form the core framework of the interaction paradigm. For example, the anthropomorphic personality traits that the props need to present can be an interaction anchor point.

[0197] In addition, for all interaction anchors, their relationships need to be further identified from the interaction model. For example, the anthropomorphic features of props will affect the props' non-verbal interaction anchors and verbal interaction anchors, and anchors such as active time and active location will affect the props' non-verbal interaction anchors (e.g., the props' interactive actions will be more active during active time).

[0198] After the relationship between the anchor points is identified, the corresponding information can be filled in based on the anchor points to form a complete interaction paradigm. For example, for anthropomorphic personality traits (careless) and non-verbal interactions (greeting), it is necessary to fill in the corpus and motion paths, so that in the next process, virtual props such as mounts can reflect the corresponding anthropomorphic personality traits (careless) when greeting. For example, for different active times and active locations, when users and NPCs interact with the purchase gameplay in the inactive state of the props, the props will show a relatively lazy greeting action, and during its active period, the props have a chance to show other rare actions. For example, for the price and speech strategy of prop sales, the complete speech strategy also needs to be filled in, and the filling content can be randomly selected from the corpus pre-defined by the business rules.

[0199] When the user triggers the prop push process, the game client can execute the preset script according to the definition of the above interaction paradigm, and the script can dynamically drive the behavior and dialogue of the virtual props in the game. For the user's client interface, the interaction results of the virtual props can be displayed in the interface, such as specific animation effects, dialog boxes, and game effects related to the interaction. Taking the mount as an example, the mount will show the corresponding anthropomorphic features and interact with the user according to the non-verbal interaction actions (such as posture) defined in the interaction paradigm. For the in-game dialogue content, according to the speech strategy defined in the interaction paradigm and the filler content selected from the corpus, when the user interacts with the props, the props will interact with the user verbally according to the anthropomorphic features, promote the plot and guide the user to purchase the props.

[0200] When the user completes the purchase process, the game server can provide feedback based on the defined interaction paradigm and the new data generated by the user during the purchase process, and can synchronize the feedback results to the e-commerce platform server, so that the game server and the e-commerce platform server can keep the interaction model updated synchronously. In this way, when the user initiates the purchase process on the e-commerce platform, the e-commerce platform server will provide the user with the same props push interaction experience as in the game based on the same model and interaction paradigm.

[0201] It is understandable that if the game server communicates with the e-commerce platform server, the establishment of the above-mentioned interaction model can also be completed by the game server, and the game server transmits the interaction model to the e-commerce platform server, so that both the game server and the e-commerce platform server can interact with the user based on the interaction paradigm defined by the interaction model.

[0202] In the above embodiment, by establishing data interaction and interaction model intercommunication between the game server and the e-commerce platform server, the same high-quality interaction experience can be provided to users on different platforms.

[0203] Exemplary Media

[0204] After introducing the method of the exemplary embodiment of the present disclosure, next, refer to Fig.10 A storage medium according to an exemplary embodiment of the present disclosure is described.

[0205] refer to Fig.10 As shown, the storage medium 100 stores a program product for implementing the above method according to an embodiment of the present disclosure, which can be a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto.

[0206] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0207] The readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, wherein the readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The readable signal medium may also be any readable medium other than a readable storage medium.

[0208] Program code for performing the disclosed operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, etc., and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, partially on a remote computing device, or entirely on a remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN).

[0209] Exemplary Devices

[0210] After introducing the medium of the exemplary embodiment of the present disclosure, next, reference is made to Fig.11 An interactive device according to an exemplary embodiment of the present disclosure is described, which is used to implement a method in any of the above method embodiments. Its implementation principle and technical effects are similar and will not be described in detail here.

[0211] like Fig.11 As shown, the interaction device 1100 may include:

[0212] The first acquisition module 1101 is used to acquire game data corresponding to the virtual character in response to a dialogue operation between the virtual character and the first non-player character in the virtual game scene.

[0213] The first determination module 1102 is used to determine the activity participation degree and demand matching degree of the virtual character according to the game data.

[0214] The second determination module 1103 is used to respond to determining that the virtual character has the first virtual prop recommendation condition based on the activity participation and the demand matching degree, and output prompt information of the first virtual prop, where the prompt information is used to prompt relevant information of the first virtual prop.

[0215] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0216] The display module is used to respond to the operation acting on the prompt information and display the first virtual prop, the recommended resource value of the first virtual prop and / or the first dialogue text of the first virtual prop in the virtual game scene.

[0217] In yet another embodiment of the present disclosure, the display module includes:

[0218] The first acquisition unit is used to acquire behavior data of the virtual character.

[0219] The parameter determination unit is used to determine the target display parameter of the first virtual prop according to the behavior data, and the target display parameter includes at least one of a target display position and an interactive action.

[0220] The control display unit is used to control the first virtual prop to be displayed according to the target display parameters.

[0221] In yet another embodiment of the present disclosure, the parameter determination unit includes:

[0222] The second acquisition unit is used to acquire a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data, and determine a selection result obtained by the user based on the second dialogue text.

[0223] The action determination unit is used to determine the interactive action of the first virtual prop according to the second dialogue text and the selection result.

[0224] In yet another embodiment of the present disclosure, the action determination unit includes:

[0225] The emotion extraction unit is used to extract emotion features from each second dialogue text and determine the behavior features corresponding to each selection result.

[0226] The first value determination unit is used to determine the first values ​​of the user in multiple key social dimensions according to various emotional characteristics and various behavioral characteristics, and determine the anthropomorphic personality characteristics of the first virtual prop according to each first value.

[0227] The first determining unit is used to determine the interactive action of the first virtual prop according to the anthropomorphic personality characteristics.

[0228] In yet another embodiment of the present disclosure, the first determining unit includes:

[0229] The third acquisition unit is used to acquire the tilt angle when the user operates the virtual character based on the terminal device.

[0230] The second determining unit is used to determine the expression intensity of the anthropomorphic personality characteristics according to the tilt angle.

[0231] The third determining unit is used to determine the interactive action of the first virtual prop according to the anthropomorphic character characteristics and the performance intensity.

[0232] In yet another embodiment of the present disclosure, the first value determination unit includes:

[0233] The fourth acquisition unit is used to acquire various historical operation data of the user according to the game data, and determine the category of the operation object corresponding to each historical operation data.

[0234] The first value modification unit is used to modify the first value of the user in each key social dimension according to the category of each operation object, so as to obtain the second values ​​of the user in multiple key social dimensions.

[0235] The fourth determining unit is used to determine the anthropomorphic personality characteristics of the first virtual prop according to each second value.

[0236] In yet another embodiment of the present disclosure, the first value determination unit further includes:

[0237] The initial value modification unit is used to modify the initial values ​​of the user in multiple key social dimensions according to various emotional characteristics and various behavioral characteristics to obtain the first value of the user in each key social dimension.

[0238] In yet another embodiment of the present disclosure, the first value determination unit further includes:

[0239] The fifth acquisition unit is used to acquire the dialogue text corresponding to each second virtual prop historically obtained by the user.

[0240] The fifth determination unit is used to determine the first values ​​of multiple key social dimensions generated when the user obtains the second virtual props according to the emotional characteristics and behavioral characteristics corresponding to each dialogue text of the second virtual props.

[0241] In yet another embodiment of the present disclosure, the fifth determining unit includes:

[0242] The feature vector construction unit is used to construct a feature vector corresponding to each second virtual prop according to each first numerical value corresponding to each second virtual prop.

[0243] The first mapping unit is used to map each feature vector on the target image to obtain result points of the feature vector on the target image.

[0244] The clustering unit is used to cluster each result point to obtain multiple clusters of result points.

[0245] The sixth determining unit is configured to determine, in response to the number of result points included in a cluster of result points being greater than a preset number, the character features corresponding to the cluster of result points as the anthropomorphic character features of the first virtual prop.

[0246] In yet another embodiment of the present disclosure, the first determining unit includes:

[0247] The seventh determining unit is used to determine the current time period in which the current time point is located.

[0248] The sixth acquisition unit is used to acquire the target activity intensity of the user in the current time period.

[0249] The eighth determination unit is used to determine the interactive action of the first virtual prop according to the anthropomorphic personality characteristics and the target activity intensity.

[0250] In yet another embodiment of the present disclosure, the sixth acquiring unit includes:

[0251] The ninth determination unit is used to determine the interaction parameters of the user in multiple preset time periods according to the game data, the interaction parameters including interaction behavior, the number of interaction behaviors and the duration of the interaction behavior, and each preset time period is obtained by dividing a day.

[0252] The tenth determining unit is used to determine the activity intensity corresponding to each preset time period according to the interaction parameter of each preset time period.

[0253] The eleventh determining unit is configured to determine the activity intensity corresponding to the preset time period matched by the current time period as the target activity intensity.

[0254] In yet another embodiment of the present disclosure, the tenth determining unit includes:

[0255] The twelfth determining unit is used to determine, based on the game data, an average inclination angle at which the user operates the terminal device in each preset time period.

[0256] The thirteenth determining unit is used to determine the activity intensity corresponding to each preset time period according to the interaction parameters and the average inclination angle of each preset time period.

[0257] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0258] The fourteenth determining unit is used to determine a target display position of the first virtual prop in the virtual game scene according to the target activity intensity and the current time period.

[0259] In yet another embodiment of the present disclosure, the action determination unit includes:

[0260] The fifteenth determination unit is used to determine a target interaction anchor point of the first virtual prop according to each second dialogue text and each selection result, where the target interaction anchor point is used to indicate an interaction action.

[0261] The sixteenth determining unit is used to determine the interactive action of the first virtual prop according to the target interaction anchor point.

[0262] In yet another embodiment of the present disclosure, the fifteenth determining unit includes:

[0263] The seventh acquisition unit is used to acquire each current second dialogue text and each current selection result between the virtual character and the first non-player character.

[0264] The seventeenth determination unit is used to determine various key parameters according to the current second dialogue texts and the current selection results, and the various key parameters at least include the interaction path length and the emotion category.

[0265] The interaction vector construction unit is used to construct a first feature vector of the current interaction behavior of the virtual character according to various key parameters.

[0266] An eighteenth determining unit is configured to determine, among the second feature vectors of each preset interactive behavior, a second feature vector that matches the first feature vector.

[0267] The nineteenth determining unit is used to determine a target interaction anchor point of the first virtual prop according to the interaction anchor point associated with the preset interaction behavior corresponding to the matched second feature vector.

[0268] In yet another embodiment of the present disclosure, the nineteenth determining unit includes:

[0269] The eighth acquisition unit is configured to acquire the target activity intensity of the user in the current time period in response to the fact that there are multiple interaction anchor points associated with the preset interaction behavior corresponding to the matched second feature vector.

[0270] The twentieth determination unit is used to determine a target interaction anchor point of the first virtual prop among the interaction anchor points according to the target activity intensity.

[0271] In yet another embodiment of the present disclosure, the first acquiring unit includes:

[0272] The ninth obtaining unit is used to obtain a serial code associated with the virtual character.

[0273] The twenty-first determining unit is used to determine the game data of the virtual character associated with the sequence code as behavior data.

[0274] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0275] The strategy determination module is used to determine the prop recommendation strategy according to the demand matching degree and obtain the target resource value of the first virtual prop.

[0276] The correction module is used to correct the target resource value according to the prop recommendation strategy to obtain the recommended resource value of the first virtual prop.

[0277] In yet another embodiment of the present disclosure, the policy determination module includes:

[0278] The twenty-second determining unit is used to determine a language anchor point of the first virtual prop.

[0279] The initial modification unit is used to modify the initial resource value of the first virtual prop according to the language anchor point to obtain a target resource value.

[0280] In yet another embodiment of the present disclosure, the twenty-second determining unit includes:

[0281] The tenth acquisition unit is used to acquire the second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data of the virtual character, and determine the selection result obtained by the user based on the second dialogue text.

[0282] The eleventh acquisition unit is used to acquire each emotion feature according to each second dialogue text and each selection result.

[0283] The emotion direction determination unit is used to map each emotion feature in the emotion circle model to obtain the current emotion direction.

[0284] The twenty-third determining unit is used to determine a preset emotion direction that matches the current emotion direction among multiple preset emotion directions of the emotion circle model.

[0285] The twenty-fourth determining unit is used to determine the language anchor point associated with the matched preset emotion direction as the target language anchor point.

[0286] In yet another embodiment of the present disclosure, the correction module includes:

[0287] The twelfth obtaining unit is used to obtain the historical operation data of the user.

[0288] The amount correction unit is used to correct the target resource value based on historical operation data and prop recommendation strategy.

[0289] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0290] The text determination module is used to determine the first dialogue text of the first virtual item according to the recommended resource value.

[0291] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0292] The thirteenth obtaining unit is used to obtain the behavior data of the virtual character.

[0293] The twenty-fifth determining unit is used to obtain a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data, and determine a selection result obtained by the user based on the second dialogue text.

[0294] The information input unit is used to input the second dialogue text and the selection result into the interaction model to obtain output information.

[0295] The twenty-sixth determining unit is used to determine the interactive action of the first virtual item, the recommended resource value of the virtual item, and the first dialogue text of the first virtual item according to the output information.

[0296] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0297] The fourteenth obtaining unit is used to obtain the interaction data generated by the virtual character based on the first dialogue text.

[0298] The model updating unit is used to update the interaction model according to the interaction data.

[0299] In yet another embodiment of the present disclosure, the first determining module 1102 includes:

[0300] The fifteenth acquisition unit is used to acquire various target parameters of the virtual character according to the game data, and each target parameter at least includes the level, equipment attributes and active time of the virtual character.

[0301] The twenty-seventh determining unit is used to determine the activity participation of the virtual character according to various target parameters and corresponding weights.

[0302] In yet another embodiment of the present disclosure, the first determining module 1102 includes:

[0303] The sixteenth acquisition unit is used to acquire, according to the game data, each historical operation data of the user and the second virtual props obtained by the user using each historical operation data, wherein each second virtual prop is a virtual prop of the same type as the first virtual prop.

[0304] The twenty-eighth determination unit is used to determine the scarcity and prop score corresponding to each second virtual prop.

[0305] The twenty-ninth determining unit is used to determine the score corresponding to the second virtual item according to the scarcity, item rating and historical operation data corresponding to the second virtual item.

[0306] The 30th determining unit is used to determine the demand matching degree of the virtual character according to the scores corresponding to each second virtual prop.

[0307] In yet another embodiment of the present disclosure, the interaction device 1100 further includes:

[0308] The thirty-first determining unit is configured to determine that a user corresponding to the virtual character meets the first virtual item recommendation condition in response to the sum of the activity participation degree and the demand matching degree being greater than a preset threshold.

[0309] Exemplary Computing Devices

[0310] After introducing the method, medium and apparatus of the exemplary embodiments of the present disclosure, next, reference is made to Fig.12 A computing device according to an exemplary embodiment of the present disclosure is described.

[0311] Fig.12 The computing device 120 shown is merely an example and should not bring any limitation to the functionality and scope of use of the embodiments of the present disclosure.

[0312] like Fig.12 As shown, the computing device 120 is in the form of a general computing device. The components of the computing device 120 may include, but are not limited to: at least one processing unit 1201, at least one storage unit 1202, and a bus 1203 connecting different system components (including the processing unit 1201 and the storage unit 1202). Among them, at least one storage unit 1202 stores computer-executable instructions; at least one processing unit 1201 includes a processor, and the processor executes the computer-executable instructions to implement the method described above.

[0313] The bus 1203 includes a data bus, a control bus, and an address bus.

[0314] The storage unit 1202 may include a readable medium in the form of a volatile memory, such as a random access memory (RAM) 12021 and / or a cache memory 12022 , and may further include a readable medium in the form of a non-volatile memory, such as a read-only memory (ROM) 12023 .

[0315] The storage unit 1202 may also include a program / utility 12025 having a set (at least one) of program modules 12024, such program modules 12024 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.

[0316] The computing device 120 may also communicate with one or more external devices 1204 (e.g., keyboards, pointing devices, etc.). Such communication may be performed via an input / output (I / O) interface 1205. In addition, the computing device 120 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 1206. Fig.12 As shown, the network adapter 1206 communicates with other modules of the computing device 120 via the bus 1203. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the computing device 120, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0317] It should be noted that, although several units / modules or sub-units / modules of the interactive device are mentioned in the above detailed description, such division is merely exemplary and not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more units / modules described above may be embodied in one unit / module. Conversely, the features and functions of one unit / module described above may be further divided into multiple units / modules for embodiment.

[0318] In addition, although the operations of the disclosed method are described in a specific order in the drawings, this does not require or imply that the operations must be performed in this specific order, or that all the operations shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps.

[0319] Although the spirit and principle of the present disclosure have been described with reference to several specific embodiments, it should be understood that the present disclosure is not limited to the disclosed specific embodiments, and the division of various aspects does not mean that the features in these aspects cannot be combined to benefit, and such division is only for the convenience of expression. The present disclosure is intended to cover various modifications and equivalent arrangements included in the spirit and scope of the attached claims.

Claims

1. An interactive method, It is characterized in that include: In response to a dialogue operation between a virtual character and a first non-player character in a virtual game scene, obtaining game data corresponding to the virtual character; Determining the activity participation and demand matching degree of the virtual character according to the game data; In response to determining that the virtual character has a first virtual item recommendation condition based on the activity participation and the demand matching degree, prompt information of the first virtual item is output, where the prompt information is used to prompt relevant information of the first virtual item.

2. The interactive method according to claim 1, It is characterized in that After outputting the prompt information of the first virtual item, the method further includes: In response to an operation acting on the prompt information, the first virtual item, a recommended resource value of the first virtual item and / or a first dialogue text of the first virtual item are displayed in the virtual game scene.

3. The interactive method according to claim 2, It is characterized in that The step of displaying the first virtual prop in the virtual game scene includes: Acquiring behavior data of the virtual character; Determine a target display parameter of the first virtual item according to the behavior data, wherein the target display parameter includes at least one of a target display position and an interactive action; The first virtual prop is controlled to be displayed according to the target display parameters.

4. The interactive method according to claim 3, It is characterized in that The target display parameter includes an interactive action, and determining the target display parameter of the first virtual item according to the behavior data includes: Acquire a second dialogue text between the virtual character and each second non-player character in the virtual game scene according to the behavior data, and determine a selection result obtained by the user based on the second dialogue text; Determine an interactive action of the first virtual prop according to the second dialogue text and the selection result.

5. The interactive method according to claim 4, It is characterized in that The step of determining the interactive action of the first virtual item according to the second dialogue text and the selection result includes: Extracting emotional features from each of the second dialogue texts, and determining behavioral features corresponding to each of the selection results; Determining first values ​​of the user in multiple key social dimensions according to each of the emotional characteristics and each of the behavioral characteristics, and determining anthropomorphic personality characteristics of the first virtual prop according to each of the first values; Determine an interactive action of the first virtual prop according to the anthropomorphic personality characteristics.

6. The interactive method according to claim 5, It is characterized in that The step of determining the interactive action of the first virtual prop according to the anthropomorphic personality characteristics includes: Acquire the tilt angle when the user operates the virtual character based on the terminal device; determining the expression intensity of the anthropomorphic personality traits according to the tilt angle; Determine an interactive action of the first virtual prop according to the anthropomorphic personality traits and the performance intensity.

7. The interactive method according to claim 5, It is characterized in that The determining of the anthropomorphic personality characteristics of the first virtual prop according to each of the first values ​​includes: Acquire each historical operation data of the user according to the game data, and determine the category of the operation object corresponding to each historical operation data; According to the category of each of the operation objects, modify the first value of the user in each of the key social dimensions to obtain second values ​​of the user in multiple key social dimensions; The anthropomorphic personality characteristics of the first virtual prop are determined according to each of the second values.

8. An interactive device, It is characterized in that include: A first acquisition module, configured to acquire game data corresponding to the virtual character in response to a dialogue operation between the virtual character and the first non-player character in the virtual game scene; A first determination module, configured to determine the activity participation degree and demand matching degree of the virtual character according to the game data; The second determination module is used to respond to determining that the virtual character has a first virtual prop recommendation condition based on the activity participation and the demand matching degree, and output prompt information of the first virtual prop, wherein the prompt information is used to prompt relevant information of the first virtual prop.

9. A computer-readable storage medium, It is characterized in that The computer-readable storage medium stores computer-executable instructions, and when a processor executes the computer-executable instructions, the method according to any one of claims 1 to 7 is implemented.

10. A computing device, It is characterized in that include: at least one processor; and a memory communicatively coupled to the at least one processor; The memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor to enable the computing device to perform the method as claimed in any one of claims 1 to 7.