Prop processing method and device for virtual scene, electronic equipment, computer readable storage medium and computer program product
By collecting player character props and automatically updating the virtual prop pool, the problems of low efficiency and insufficient diversity of non-player character props are solved, improving the authenticity of the game and player experience, and ensuring the fairness of the game.
Patent Information
- Application Number
- CN202411283472.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2025-01-03
AI Technical Summary
In the prior art, the virtual prop update efficiency of non-player characters in the game is inefficient and lacks diversity, resulting in a reduced game authenticity.
By collecting virtual props for player character equipment, the virtual prop pool is automatically updated, and the adapted prop collection is filtered for non-player characters in the virtual game, and configuring it to non-player characters to increase prop diversity and authenticity.
It improves the diversity and authenticity of non-player character props, reduces the workload of manual updates, improves the authenticity and player experience of the game, and ensures the fairness of the game.
Smart Images

Figure CN119236419A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of Internet technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for processing props in a virtual scene. Background Art
[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users (or players) or artificial intelligence (AI) according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0003] Taking shooting games as an example, the presence of non-player characters (such as game characters controlled by AI) can improve the playability and challenge of the game. The virtual props equipped by non-player characters (such as virtual weapons, virtual helmets, virtual armor, virtual backpacks, etc.) are usually randomly obtained from a virtual prop pool. In related technologies, the virtual prop pool is usually manually configured, and then the virtual props in the virtual prop pool are manually updated regularly. It can be seen that this method is not only inefficient, but also prone to errors. At the same time, since the types of props in the virtual prop pool are relatively fixed, it lacks diversity, which reduces the authenticity of the game. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for processing props in a virtual scene, which can reduce the workload of manually updating a virtual prop pool and improve efficiency on the one hand; on the other hand, the virtual props equipped by non-player characters can be made more diverse and realistic, thereby improving the authenticity of the game.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application provides a method for processing props in a virtual scene, including:
[0007] Collect virtual props equipped by player characters in the virtual scene, and add the collected virtual props to the virtual prop pool;
[0008] Combining the virtual props included in the virtual prop pool to obtain multiple sets of virtual props;
[0009] In response to the virtual game of the virtual scene being started, adding a non-player character to the virtual game, and selecting a target virtual prop set that is compatible with the non-player character from the multiple sets of virtual prop sets;
[0010] The virtual props included in the target virtual prop set are configured to the non-player character.
[0011] The embodiment of the present application provides a prop processing device for a virtual scene, comprising:
[0012] A collection module is used to collect virtual props equipped by player characters in a virtual scene;
[0013] An adding module is used to add the collected virtual props to the virtual prop pool;
[0014] A combination module, used for combining the virtual props included in the virtual prop pool to obtain multiple sets of virtual props;
[0015] The adding module is further configured to add a non-player character to the virtual game in response to the virtual game of the virtual scene being started;
[0016] A screening module, used for screening out a target virtual prop set that is compatible with the non-player character from the multiple sets of virtual prop sets;
[0017] A configuration module is used to configure the virtual props included in the target virtual prop set to the non-player character.
[0018] The present application embodiment provides another method for processing props in a virtual scene, including:
[0019] Displaying a virtual scene, wherein the virtual scene includes non-player characters;
[0020] In response to a trigger operation on the non-player character, a prop display interface is displayed, wherein the prop display interface includes virtual props equipped by the non-player character.
[0021] The present application embodiment provides another virtual scene prop processing device, including:
[0022] A display module, used for displaying a virtual scene, wherein the virtual scene includes non-player characters;
[0023] The display module is further configured to display a prop display interface in response to a trigger operation on the non-player character, wherein the prop display interface includes virtual props equipped by the non-player character.
[0024] An embodiment of the present application provides an electronic device, including:
[0025] A memory for storing executable instructions;
[0026] The processor is used to implement the prop processing method for the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.
[0027] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing a prop processing method for a virtual scene provided in an embodiment of the present application when executed by a processor.
[0028] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the prop processing method for the virtual scene provided in the embodiment of the present application when executed by a processor.
[0029] The embodiments of the present application have the following beneficial effects:
[0030] By collecting the virtual props equipped by the player characters in the virtual scene, and adding the collected virtual props to the virtual prop pool, the virtual prop pool can be automatically updated, and then the virtual props in the virtual prop pool are combined to obtain multiple sets of virtual props (i.e., virtual prop sets). In this way, when the virtual game of the virtual scene is started, an appropriate virtual prop set can be screened out for the non-player characters in the virtual game, and the virtual props included in the virtual prop set can be configured to the non-player characters, so that the virtual props equipped by the non-player characters are more diverse and real, thereby improving the authenticity of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0031] Figure 1 1 is a schematic diagram of the architecture of a prop processing system 100 for a virtual scene provided in an embodiment of the present application;
[0032] Figure 2A is a schematic diagram of the structure of the server 200 provided in an embodiment of the present application;
[0033] Figure 2B is a schematic diagram of the structure of a terminal device 400 provided in an embodiment of the present application;
[0034] Figure 3 It is a first flow chart of a method for processing props in a virtual scene provided in an embodiment of the present application;
[0035] Figure 4 It is a second flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application;
[0036] Figure 5 It is a third flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application;
[0037] Figure 6 It is a schematic diagram of the first process of the method for processing props in a virtual scene provided in an embodiment of the present application;
[0038] Figure 7 It is a schematic diagram of the second process of the method for processing props in a virtual scene provided in an embodiment of the present application;
[0039] Figure 8 It is a fourth flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application;
[0040] Fig. 9 This is a fifth flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application. DETAILED DESCRIPTION
[0041] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0042] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0043] It is understandable that in the embodiments of the present application, when user information and other related data (such as data of a game character controlled by a player) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of the relevant data must comply with relevant laws, regulations and standards.
[0044] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0045] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0046] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0047] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0048] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.
[0049] 2) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and the player can control the player character to move in the virtual scene.
[0050] 3) Player Character (PC): refers to a virtual object in a virtual scene that is directly controlled and operated by the player. The virtual object may be the image of various people and objects that can interact in the virtual scene, or an active object in the virtual scene. The active object may be a virtual person, a virtual animal, an animated character, etc., for example, a person or animal displayed in a virtual scene. For example, a player character may be a virtual image in a virtual scene that represents the player. The virtual image has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0051] 4) Non-Player Character (NPC): refers to virtual objects in the virtual scene that are controlled by AI rather than directly controlled by the player. Non-player characters are part of the virtual scene, providing interactive elements for players and participating in the development of the game's plot, but they themselves are not controlled by the player.
[0052] 5) Virtual props: refers to virtual items that exist in virtual scenes and have certain functions or attributes. Virtual props are usually designed by game designers to enrich game content, improve gameplay or promote game plots. Virtual props may include but are not limited to the following categories: equipment props (such as weapons, armor, accessories, etc., used to enhance the character's combat ability or defense ability), consumable props (such as medicines, food, materials, etc., which will be consumed after use, usually used for treatment, enhancing attributes or as mission items), mission props (specific items related to game tasks, which may require players to collect, deliver or use to complete specific tasks), functional props (items that provide specific functions, such as acceleration shoes, invisibility cloaks, teleportation scrolls, etc.). Virtual props are a key element in game design. They not only provide players with a rich gaming experience, but also play an important role in the game economy and social interaction.
[0053] 6) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the operation performed by the user on the game screen, it will report it to the game instance running on the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen changes according to the user's operation are presented on the page.
[0054] In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
[0055] Taking the first-person shooting (FPS) game as an example, the existence of non-player characters (such as game characters controlled by AI) can improve the playability and challenge of the game. The props equipped by non-player characters, such as weapons, helmets, armor, chest hangings, and backpacks, are usually randomly obtained from the prop pool. This design can ensure the uncertainty and diversity of each game, thereby increasing the fun of the game. However, as the player's game time increases, the player will find that the props equipped by the non-player characters have the problem of "fake at first glance", that is, the props equipped by the non-player characters are too fixed and single, lacking authenticity. In addition, the props equipped by the game characters directly controlled by the player (i.e., the player characters) will grow and change as the game progresses, and the props equipped by the non-player characters are difficult to keep up with this change in time, which will also reduce the authenticity of the game.
[0056] In response to the above problems, the technical solutions provided by the related art are mainly to manually configure the prop pool, configure the props in the prop pool for the non-player characters, and then manually update the props in the prop pool regularly. This method can ensure the update of the prop pool, so that players can feel that the props equipped by the non-player characters are changing. However, the disadvantages of this method are also obvious. First, because the types of props in the prop pool are relatively fixed and lack diversity, it is easy for players to find the props equipped by non-player characters in the game. Secondly, this method requires regular manual updates of the prop pool, which is not only labor-intensive but also prone to errors.
[0057] In view of this, the embodiments of the present application provide a prop processing method, device, electronic device, computer-readable storage medium and computer program product for a virtual scene, which can reduce the workload of manually updating the virtual prop pool and improve efficiency on the one hand; on the other hand, it can also make the virtual props equipped by non-player characters more diverse and real, thereby improving the authenticity of the game. The electronic device provided by the embodiments of the present application is described below. The electronic device provided by the embodiments of the present application can be implemented as a server, or as a terminal device, or implemented by a server and a terminal device in collaboration. The following is an example of a prop processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration by a server and a terminal device.
[0058] Before introducing the architecture of the prop processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The scheme for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely the local game mode and the cloud game mode, wherein the local game mode refers to the terminal device and the server jointly running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device for display via the network. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
[0059] The following describes the architecture of the prop processing system for the virtual scene provided in the embodiment of the present application.
[0060] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of a prop processing system 100 for a virtual scene provided in an embodiment of the present application. Figure 1 As shown, the prop processing system 100 of the virtual scene includes: a server 200 (such as a game background server), a network 300 and a terminal device 400, wherein the network 300 can be a local area network or a wide area network, or a combination of the two, and the terminal device 400 is a terminal device associated with the player, and a client 410 runs on the terminal device 400. The client 410 can be various types of game clients, such as shooting game clients, role-playing game clients, and battle royale game clients.
[0061] In some embodiments, the server 200 may collect virtual props equipped by player characters (i.e., game characters controlled by real players) in the virtual scene, and add the collected virtual props to the virtual prop pool. Then, the server 200 may combine the virtual props included in the virtual prop pool to obtain multiple sets of virtual props (i.e., virtual prop sets, each set includes multiple virtual props, such as main weapons, bullets, helmets, armor, backpacks, and medicines). Subsequently, when the server 200 detects that a virtual game of the virtual scene is started, a non-player character may be added to the virtual game, and a target virtual prop set that is compatible with the added non-player character may be selected from the multiple sets of virtual prop combinations. Finally, the server 200 may configure the virtual props included in the target virtual prop set to the non-player character. In this way, by collecting the props equipped by the game characters controlled by real players in the game, on the one hand, the workload of manually updating the virtual prop pool can be reduced, and the efficiency can be improved; on the other hand, the virtual props equipped by the non-player character can be made more diverse and real, and the authenticity of the game can be improved.
[0062] It should be noted that Figure 1 The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0063] In other embodiments, the terminal device or server can also implement the prop processing method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a shooting game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0064] Next, continue Figure 1 The structure of the server 200 shown in FIG. Figure 2A , Figure 2A is a schematic diagram of the structure of the server 200 provided in an embodiment of the present application, Figure 2A The server 200 shown includes: at least one processor 210, a memory 240, and at least one network interface 220. The various components in the server 200 are coupled together via a bus system 230. It is understood that the bus system 230 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 230 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 230 is not described in detail. Figure 2A Various buses are labeled as bus system 230 .
[0065] The processor 210 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0066] The memory 240 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 240 may optionally include one or more storage devices that are physically remote from the processor 210.
[0067] The memory 240 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 240 described in the embodiments of the present application is intended to include any suitable type of memory.
[0068] In some embodiments, memory 240 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0069] Operating system 241, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0070] A network communication module 242, used to reach other computing devices via one or more (wired or wireless) network interfaces 220, exemplary network interfaces 220 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);
[0071] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2A The prop processing device 243 of the virtual scene stored in the memory 240 is shown, which can be software in the form of programs and plug-ins, including the following software modules: acquisition module 2431, addition module 2432, combination module 2433, screening module 2434, configuration module 2435, comparison module 2436 and deletion module 2437. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in Figure 2A For the sake of convenience, all the above modules are shown at once, but it should not be regarded as that the prop processing device 243 of the virtual scene excludes the implementation of only including the acquisition module 2431, the addition module 2432, the combination module 2433, the screening module 2434 and the configuration module 2435. The functions of each module will be explained below.
[0072] Next, continue Figure 1 The structure of the terminal device 400 shown in FIG. Figure 2B , Figure 2B is a schematic diagram of the structure of a terminal device 400 provided in an embodiment of the present application, such as Figure 2B As shown, the terminal device 400 includes: at least one processor 420, a memory 460, and at least one network interface 430. The various components in the terminal device 400 are coupled together through a bus system 450. The memory 460 includes: an operating system 461, a network communication module 462, a presentation module 463, which is used to enable the presentation of information (for example, a user interface for operating peripheral devices and displaying content and information) via one or more output devices 441 associated with the user interface 440 (for example, a display screen, a speaker, etc.); an input processing module 464, which is used to detect one or more user inputs or interactions from one of the one or more input devices 442 and translate the detected inputs or interactions. In addition, the prop processing device 465 of the virtual scene stored in the memory 460, which can be software in the form of a program and a plug-in, includes the following software modules: a display module 4651, the function of which will be described below.
[0073] The following first describes in detail the prop processing method for the virtual scene provided by the embodiment of the present application from the server side.
[0074] For example, see Figure 3 , Figure 3 is a first flow chart of a method for processing props in a virtual scene provided in an embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0075] In step 101, virtual props equipped by player characters in a virtual scene are collected, and the collected virtual props are added to a virtual prop pool.
[0076] In some embodiments, the above-mentioned collection of virtual props equipped by player characters in the virtual scene can be achieved in the following ways: collecting virtual props equipped by player characters in the virtual scene once every set period of time (for example, 1 day); or when new virtual props are added to the virtual props (for example, when the game version is updated, new props are added to the game), collecting virtual props equipped by player characters in the virtual scene.
[0077] For example, taking shooting games as an example, the virtual props (such as weapons, backpacks, helmets, armor, and medicines, etc.) equipped by the game characters (i.e., player characters) controlled by real players in the game scene can be collected every day, and the collected virtual props can be added to the virtual prop pool; or, when it is detected that new virtual props are added to the game scene due to the update of the game version, the virtual props equipped by the game characters controlled by real players in the game scene can be collected, and the collected virtual props can be added to the virtual prop pool. The embodiment of the present application does not limit the collection frequency.
[0078] It should be noted that when the virtual game of the virtual scene includes multiple interaction modes (i.e., gameplay), the virtual props collected in different interaction modes can be added to different virtual prop pools (i.e., the number of virtual prop pools corresponds to the number of interaction modes), or the virtual props collected in different interaction modes can be added to the same virtual prop pool (i.e., there is only one virtual prop pool). The embodiments of the present application do not make specific limitations on this.
[0079] For example, taking a shooting game as an example, assuming that the shooting game includes three modes of play, namely, classic mode, attack and defense mode, and occupation mode, then three virtual prop pools corresponding to the three modes of play can be created, assuming that they are virtual prop pool 1, virtual prop pool 2, and virtual prop pool 3, and then the virtual props collected for the player character in the classic mode can be added to virtual prop pool 1, the virtual props collected for the player character in the attack and defense mode can be added to virtual prop pool 2, and the virtual props collected for the player character in the occupation mode can be added to virtual prop pool 3. Of course, the virtual props collected for the player character under different modes of play can also be added to the same virtual prop pool, that is, only one virtual prop pool can be created, and the virtual props collected under these three modes of play can be added to the same virtual prop pool, which is not specifically limited in the embodiments of the present application.
[0080] In step 102, the virtual props included in the virtual prop pool are combined to obtain multiple sets of virtual props.
[0081] Here, the virtual props included in different virtual prop sets may be at least partially different. That is, there are at least partial differences between multiple sets of virtual prop sets (or sets), that is, the virtual props included in different virtual prop sets are not completely the same, for example, at least one virtual prop is different.
[0082] In some embodiments, step 102 can be implemented in the following manner: classify the virtual props included in the virtual prop pool to obtain multiple categories; perform the following processing multiple times: select a virtual prop from each category (with or without replacement), and combine the selected multiple virtual props into a corresponding set of virtual props.
[0083] For example, taking shooting games as an example, the virtual props in the virtual prop pool can be classified according to the functions of the virtual props to obtain multiple categories, such as main weapons, bullets, helmets, armor, backpacks, pockets, and medicines. Among them, the main weapons can include AK-47, assault rifles, AW sniper rifles, MP5 submachine guns, Warrior submachine guns and other virtual firearms; bullets can include AK101 bullets, B201 bullets, AW301 bullets, MP401 bullets, Y501 bullets, K601 bullets and other virtual Bullets; helmets can include virtual helmets such as recruit helmets, security helmets, assault helmets, warrior helmets, and explosion-proof helmets; armor can include virtual armor such as recruit bulletproof vests, simple bulletproof vests, elite bulletproof vests, heavy bulletproof vests, and special bulletproof vests; backpacks can include virtual backpacks such as recruit backpacks, light backpacks, tactical backpacks, elite backpacks, assault backpacks, and field backpacks; pockets can include virtual pockets such as recruit pockets, tactical pockets, elite pockets, field pockets, and advanced pockets; medicines can include virtual medicines such as blood patches, bandages, and medical kits. Then, one virtual prop can be selected from each category, and multiple virtual props selected from multiple categories can be combined into a corresponding set of virtual props. For example, assuming that an assault rifle is selected from the main weapon, B201 bullets are selected from the bullets, a security helmet is selected from the helmet, a recruit bulletproof vest is selected from the armor, a recruit backpack is selected from the backpack, a recruit pocket is selected from the pocket, and a blood-replenishing patch is selected from the medicine, then the selected assault rifle, B201 bullet, security helmet, recruit bulletproof vest, recruit backpack, recruit pocket and blood-replenishing patch can be combined into a corresponding set of suits. In this way, the virtual props included in each suit are complete. After the virtual props in the suit are configured to the non-player characters, the non-player characters can have basic attack and defense capabilities, so that they can interact smoothly with the player characters in the game.
[0084] In some other embodiments, the above step 102 may also be implemented in the following manner: obtaining a preset combination rule; and combining the virtual props included in the virtual prop pool based on the combination rule to obtain multiple sets of virtual props.
[0085] For example, taking shooting games as an example, multiple virtual props equipped by player characters in the game scene can be analyzed to obtain corresponding combination rules. For example, the combination rule can be that each virtual prop set must include a firearm for attack, bullets that match the firearm, medicines for restoring the life or physical strength of the game character, a backpack for placing props, and armor and helmets for increasing defense, etc. Then, the virtual props in the virtual prop pool can be combined based on the combination rules to obtain multiple sets of virtual props. In this way, the virtual props in each set of virtual props can meet the basic requirements of non-player characters for attack and defense.
[0086] It should be noted that after the virtual props in the virtual prop pool are combined to obtain multiple sets of virtual props, the multiple sets of virtual props can also be deduplicated. For example, when there are two sets of virtual props that include exactly the same virtual props, only one of the sets of virtual props can be retained.
[0087] In some embodiments, multiple virtual props collected for the same player character can also be combined into a corresponding set of virtual props. In other words, multiple virtual props collected for the same player character can be combined into a set of virtual props. The embodiment of the present application does not specifically limit the combination method of virtual props in the virtual prop pool.
[0088] In other embodiments, see Figure 4 , Figure 4 is a second flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application. Figure 4 As shown, in the execution Figure 3 Before step 102 shown, you can also perform Figure 4 Steps 105 and 106 shown will be combined Figure 4 The steps shown are explained.
[0089] In step 105, the virtual props included in the virtual prop pool are compared with a preset list.
[0090] In some embodiments, taking shooting games as an example, in order to prevent non-player characters from bringing in particularly expensive or unreasonable virtual props to ensure the fairness of the game, the embodiments of the present application may also introduce an anti-theft mechanism. For example, a blacklist created in advance by a game planner may be obtained, wherein the blacklist includes some unreasonable or particularly expensive virtual props. Then, the virtual props in the virtual prop pool may be compared with the blacklist, that is, the virtual props in the virtual prop pool are verified through the blacklist to filter out unreasonable or particularly expensive virtual props (for example, including M4 heavy machine guns and A338 level 5 bullets, etc.) from the virtual prop pool.
[0091] In step 106 , in response to the presence of virtual props that hit the preset list in the virtual prop pool, the virtual props that hit the preset list are deleted from the virtual prop pool.
[0092] In some embodiments, following the above example, when it is detected that there are blacklisted virtual props in the virtual prop pool, the blacklisted virtual props can be deleted from the virtual prop pool. In this way, it can be avoided that subsequent non-player characters bring some unreasonable or particularly expensive virtual props into the game scene, thereby ensuring the fairness of the game.
[0093] In other embodiments, after constructing a virtual prop set in the virtual prop pool, the following processing may also be performed: detecting the number of virtual prop sets stored in the virtual prop pool; in response to the number of virtual prop sets included in the virtual prop pool being greater than a quantity threshold (e.g., 500), deleting virtual prop sets that have existed in the virtual prop pool for a period greater than a duration threshold (e.g., 72 hours).
[0094] For example, taking shooting games as an example, as time goes by, the number of virtual prop sets stored in the virtual prop pool will increase, resulting in more and more storage space being required. In view of this, the embodiment of the present application can detect the number of virtual prop sets stored in the virtual prop pool. For example, the number of virtual props stored in the virtual prop pool can be detected once every set time period (for example, 1 week). When it is detected that the number of virtual prop sets stored in the virtual prop pool is greater than 500, the virtual prop sets that have existed in the virtual prop pool for more than 72 hours can be deleted, that is, the expired virtual prop sets can be eliminated from the virtual prop pool. While reducing the required storage space, it can also ensure that the virtual props equipped by subsequent non-player characters are also the latest, thereby increasing the authenticity of the game.
[0095] In some embodiments, after combining multiple virtual props included in the virtual prop pool to obtain multiple groups of virtual prop collections (i.e., sets), the following processing can also be performed: the multiple groups of virtual prop collections are respectively divided into corresponding virtual prop collection pools (i.e., set pools), wherein the interaction modes associated with the virtual prop collections included in the same virtual prop collection pool can be the same, that is, multiple groups of virtual prop collections associated with the same interaction mode can be stored in the same virtual prop collection pool.
[0096] For example, taking shooting games as an example, after collecting the virtual props equipped by the player characters in the game scene and adding the collected virtual props to the virtual prop pool, the virtual props included in the virtual prop pool can be combined to obtain multiple virtual prop sets, wherein each virtual prop set can include virtual props such as main weapons (such as firearms), bullets, helmets, armor, backpacks, and medicines. Next, a corresponding number of suit pools may be created according to the gameplay of the shooting game (for example, including classic mode, attack and defense mode, and occupation mode, etc.). For example, assuming that the current shooting game includes three gameplays, namely classic mode, attack and defense mode, and occupation mode, three suit pools may be created accordingly, assuming that they are suit pool 1, suit pool 2, and suit pool 3, respectively. Subsequently, the virtual prop sets associated with the classic mode among the multiple virtual prop sets may be stored in suit pool 1, the virtual prop sets associated with the attack and defense mode among the multiple virtual prop sets may be stored in suit pool 2, and the virtual prop sets associated with the occupation mode among the multiple virtual prop sets may be stored in suit pool 3. In this way, by classifying and saving the multiple virtual prop sets, the subsequent search efficiency is improved.
[0097] In other embodiments, after combining multiple virtual props included in the virtual prop pool to obtain multiple groups of virtual prop collections, the following processing can also be performed: summing the attribute values of the multiple virtual props included in each group of virtual prop collections (such as the number of game coins required to purchase the virtual props) to obtain a sum result (such as the total value of each set, that is, the total number of game coins required to purchase all virtual props included in the set), determining the attribute value range (such as the value range) of the sum result, and storing the virtual prop collection in a virtual prop collection pool (such as a set pool) corresponding to the attribute value range. In this way, by classifying and storing multiple groups of virtual prop collections, the subsequent search efficiency is improved.
[0098] For example, taking shooting games as an example, multiple value ranges can be pre-set. For example, assuming that 5 value ranges can be pre-set, namely 10,000 game coins to 50,000 game coins, 50,000 game coins to 100,000 game coins, 100,000 game coins to 200,000 game coins, 200,000 game coins to 300,000 game coins, 300,000 game coins to 500,000 game coins, then 5 suit pools corresponding to these 5 value ranges can be created, assuming that they are suit pool 1, suit pool 2, suit pool 3, suit pool 4 and suit pool 5, among which the value range corresponding to suit pool 1 is 10,000 game coins to 50,000 game coins, the value range corresponding to suit pool 2 is 50,000 game coins to 100,000 game coins, the value range corresponding to suit pool 3 is 100,000 game coins to 200,000 game coins, and the value range corresponding to suit pool 4 is The value range is 20w game coins to 30w game coins, and the value range corresponding to the set pool 5 is 30w game coins to 50w game coins. After combining the multiple virtual props included in the virtual prop pool to obtain multiple sets of virtual prop sets, the following processing can be performed for each set of virtual prop sets: calculate the total number of game coins required to purchase all virtual props included in the virtual prop set. For example, assuming that the game coins required to purchase all virtual props included in the virtual prop set are 15w, that is, the total value of the set falls within the value range of 10w game coins to 20w game coins, the virtual prop set can be stored in the set pool 3. In this way, multiple sets of virtual prop sets are classified and stored according to the total value of the virtual prop sets, thereby improving the subsequent search efficiency.
[0099] In some embodiments, after combining multiple virtual props included in the virtual prop pool to obtain multiple sets of virtual props (i.e., sets), virtual prop sets associated with the same interaction mode (i.e., gameplay) and having similar total attribute values (e.g., the total value of the set or the total combat power value) can also be stored in the same virtual prop set pool (i.e., set pool). In this way, the corresponding set pool can be searched subsequently according to the gameplay ID and the value range ID, and a set of sets can be randomly selected from the set pool as the target set for the non-player character.
[0100] For example, taking a shooting game as an example, assuming that the shooting game includes two modes of play, namely the classic mode and the attack and defense mode, and assuming that three value ranges are pre-set, namely 10,000 game coins to 50,000 game coins, 50,000 game coins to 100,000 game coins, and 100,000 game coins to 200,000 game coins, then 6 suit pools can be pre-created, namely suit pool 1 to suit pool 6, wherein suit pool 1 to suit pool 3 correspond to the classic mode, suit pool 4 to suit pool 6 correspond to the attack and defense mode, and the value range corresponding to suit pool 1 and suit pool 4 is 10,000 game coins to 50,000 game coins, and the value range corresponding to suit pool 2 and suit pool 5 is 20,000 game coins to 20,000 game coins. The value range is 50,000 game coins to 100,000 game coins, and the value range corresponding to suit pool 3 and suit pool 6 is 100,000 game coins to 200,000 game coins. After combining the multiple virtual props included in the virtual prop pool to obtain multiple sets of virtual prop sets, the following processing can be performed on each set of virtual prop sets: determine the gameplay associated with the virtual prop set and the total value of the set. For example, assuming that the gameplay associated with the set is classic mode, and the total value of the set is 60,000 game coins, the set can be stored in suit pool 2. In this way, by classifying and storing multiple sets of virtual prop sets, the subsequent search efficiency is improved.
[0101] In step 103, in response to the virtual game of the virtual scene being started, a non-player character is added to the virtual game, and a target virtual prop set that is compatible with the non-player character is screened out from multiple sets of virtual prop sets.
[0102] In some embodiments, each set of virtual props may be pre-associated with a corresponding type of non-player character, and the above-mentioned method of filtering out a target virtual prop set that is compatible with the non-player character from multiple sets of virtual props may be implemented in the following manner: determining the type of the non-player character added in the virtual game; and based on the type of the non-player character, filtering out a target virtual prop set associated with the type from multiple sets of virtual props.
[0103] For example, taking a shooting game as an example, assuming that the multiple sets of virtual props are 5 sets of virtual props, namely virtual props set 1, virtual props set 2, virtual props set 3, virtual props set 4 and virtual props set 5, wherein virtual props set 1 may be associated with arm 1 (engineer) in the game (i.e., the virtual props in virtual props set 1 are applicable to engineers), virtual props set 2 may be associated with arm 2 (e.g., infantry) in the game (i.e., the virtual props in virtual props set 2 are applicable to infantry), virtual props set 3 may be associated with arm 3 (e.g., cavalry) in the game (i.e., the virtual props in virtual props set 3 are applicable to cavalry), virtual props set 4 may be associated with arm 5 (e.g., cavalry) in the game (i.e., the virtual props in virtual props set 4 are applicable to cavalry), and virtual props set 5 may be associated with arm 6 (e.g., cavalry) in the game (i.e., the virtual props in virtual props set 5 are applicable to cavalry). The virtual prop set 4 may be associated with a type of soldier 4 (e.g., artillery) in the game (i.e., the virtual props in the virtual prop set 4 are applicable to artillery), and the virtual prop set 5 may be associated with a type of soldier 5 (e.g., medic) in the game (i.e., the virtual props in the virtual prop set 5 are applicable to medics, for example, the virtual props in the virtual prop set 5 are biased towards the healing function). After detecting that the game match is started, a non-player character may be added to the game match, and the type of soldier to which the non-player character belongs (e.g., assuming it is cavalry) may be determined. Then, the virtual prop set 3 in the above five sets of virtual prop sets may be used as the target virtual prop set adapted to the currently added non-player character. In other words, the suit may be selected according to the type of soldier to which the added non-player character belongs, so as to increase the authenticity of the game.
[0104] In other embodiments, the above-mentioned screening out of a target virtual prop set adapted to the non-player character from multiple sets of virtual props may also be achieved in the following manner: determining the virtual props equipped by the player characters participating in the virtual game; determining the similarity between the virtual props equipped by the player characters and the virtual props respectively included in the multiple sets of virtual props; and using the virtual prop set corresponding to the maximum similarity as the target virtual prop set adapted to the non-player character.
[0105] For example, taking a shooting game as an example, after detecting that a game match has started, the virtual props equipped by the player character participating in the current game match (i.e., the game character controlled by a real player) can also be obtained, and then the similarity between the virtual props equipped by the player character and the virtual props included in multiple sets of virtual props sets (for example, assuming that there are 5 sets of virtual props sets, namely virtual props set 1 to virtual props set 5) can be calculated. For example, assuming that the similarity between the virtual props equipped by the player character and the virtual props included in virtual props set 1 is 90%, the similarity between the virtual props equipped by the player character and the virtual props included in virtual props set 2 is 87%, and the similarity between the virtual props equipped by the player character and the virtual props included in virtual props set 2 is 98%. The similarity between the virtual props included in virtual prop set 3 is 91%, the similarity between the virtual props equipped by the player characters and the virtual props included in virtual prop set 4 is 85%, and the similarity between the virtual props equipped by the player characters and the virtual props included in virtual prop set 5 is 95%. The virtual prop set corresponding to the maximum similarity (i.e., virtual prop set 5) can be used as the target virtual prop set adapted to the non-player characters added in the game. In this way, it can be ensured that the virtual props equipped by the player characters and the virtual props equipped by the non-player characters are similar, avoiding a large gap between the two that leads to an imbalance in the game, thereby ensuring the fairness of the game and improving the player's gaming experience.
[0106] In some embodiments, the above-mentioned screening out of a target virtual prop set adapted to the non-player character from multiple sets of virtual props may also be achieved in the following manner: performing statistics on the attribute values (such as value or combat power value, etc.) of the virtual props equipped by the player characters participating in the virtual game to obtain a first statistical result; performing statistics on the attribute values of the virtual props respectively included in the multiple sets of virtual props to obtain multiple second statistical results; determining a second statistical result among the multiple second statistical results whose difference with the first statistical result is less than a difference threshold; and using the virtual prop set corresponding to the second statistical result whose difference is less than the difference threshold as the target virtual prop set adapted to the non-player character.
[0107] For example, taking a shooting game as an example, when it is detected that a game match is started, the attribute values of the virtual props equipped by the player characters participating in the game match can be counted. For example, the value of the virtual props equipped by the player characters participating in the game match (for example, the number of game coins required to purchase the virtual props) can be counted to obtain a first statistical result (for example, the total value of multiple virtual props equipped by the player characters), and then the attribute values of the virtual props respectively included in multiple sets of virtual props (for example, assuming that there are 5 sets of virtual props, namely virtual props set 1 to virtual props set 5) can be counted to obtain multiple second statistical results. The calculation results, for example, the total value of the virtual props respectively included in the five sets of virtual props, can then be determined as the second statistical result whose difference with the first statistical result is less than the difference threshold, and the virtual prop set corresponding to the second statistical result whose difference is less than the difference threshold (for example, it is assumed to be virtual prop set 3) is used as the target virtual prop set adapted to the non-player characters added in the game. In this way, it can be ensured that the total value of the virtual props equipped by the non-player characters is close to the total value of the virtual props equipped by the player characters, avoiding a one-sided situation in the game, thereby ensuring the fairness of the game.
[0108] In other embodiments, continuing with the above example, when there are multiple player characters participating in the virtual game, the above-mentioned statistics on the attribute values of the virtual props equipped by the player characters participating in the virtual game can be achieved in the following way to obtain a first statistical result: the following processing is performed for each player character participating in the virtual game: multiple attribute values corresponding to the multiple virtual props equipped by the player characters are summed to obtain a summed result; the average value of the multiple summed results is determined, and the average value is used as the first statistical result.
[0109] For example, taking a shooting game as an example, assuming that there are three player characters participating in the current game, namely game character A controlled by player 1, game character B controlled by player 2, and game character C controlled by player 3, the values of multiple virtual props equipped by game character A, game character B, and game character C can be summed up respectively to obtain three summation results. For example, assuming that the total value of the multiple virtual props equipped by game character A is 100 gold coins, the total value of the multiple virtual props equipped by game character B is 130 gold coins, and the total value of the multiple virtual props equipped by game character C is 120 gold coins, the average value of the three summation results (i.e., 117 gold coins) can be calculated, and the average value is used as the first statistical result. In other words, the virtual props equipped by the non-player characters are the average level of the virtual props equipped by multiple player characters in the game.
[0110] In some embodiments, following the above example, each set of virtual props may also be pre-associated with a corresponding interaction mode. The above-mentioned use of the virtual prop set corresponding to the second statistical result with a difference less than a difference threshold as the target virtual prop set adapted for the non-player character may be achieved in the following manner: obtaining the interaction mode of the virtual game; using, among the virtual prop set corresponding to the second statistical result with a difference less than the difference threshold, the virtual prop set associated with the interaction mode of the currently opened virtual game as the target virtual prop set adapted for the non-player character.
[0111] For example, taking a shooting game as an example, a shooting game can have multiple gameplays (i.e., interactive modes), such as a biochemical mode, a blasting mode, and a team mode, etc. Taking multiple sets of virtual props as three sets of virtual props as an example, assuming that they are virtual props set 1, virtual props set 2, and virtual props set 3, wherein virtual props set 1 can be associated with the biochemical mode (i.e., the virtual props included in virtual props set 1 are applicable to the biochemical mode), virtual props set 2 can be associated with the blasting mode (i.e., the virtual props included in virtual props set 2 are applicable to the blasting mode), virtual props set 3 can be associated with the team mode (i.e., the virtual props included in virtual props set 3 are applicable to the team mode), and virtual props set 3 can be associated with the biochemical mode. Team mode), and assuming that the virtual prop sets corresponding to the second statistical result whose difference is less than the difference threshold are virtual prop set 2 and virtual prop set 3, the gameplay of the currently opened game can be further obtained. Assuming that the gameplay of the currently opened game is the blasting mode, the virtual prop set 2 can be used as the target virtual prop set adapted to the non-player characters added in the game, that is, the virtual props included in the virtual prop set 2 can be configured to the non-player characters. In this way, the virtual props equipped by the non-player characters are not only close to the total value of the virtual props equipped by the player characters, but also conform to the gameplay of the currently opened game, further improving the authenticity of the game.
[0112] In some embodiments, each set of virtual props may be pre-associated with a corresponding interaction mode, and the above-mentioned method of filtering out a target virtual prop set adapted to the non-player character from multiple sets of virtual props may be implemented in the following manner: obtaining the interaction mode of the virtual game; filtering out a virtual prop set associated with the currently enabled interaction mode of the virtual game from multiple sets of virtual props as the target virtual prop set adapted to the non-player character.
[0113] For example, taking shooting games as an example, shooting games can have multiple gameplays (i.e., interactive modes), such as biochemical mode, blasting mode, and team mode, etc. Taking multiple sets of virtual props as 3 sets of virtual props as an example, assuming that they are virtual props set 1, virtual props set 2, and virtual props set 3, among which virtual props set 1 can be associated with the biochemical mode (i.e., the virtual props included in virtual props set 1 are applicable to the biochemical mode), virtual props set 2 can be associated with the blasting mode (i.e., the virtual props included in virtual props set 2 are applicable to the blasting mode), and virtual props set 3 can be associated with the team mode. Mode associated (that is, the virtual props included in the virtual prop set 3 are suitable for the team mode). After detecting that the game match is started, the gameplay of the currently opened game match can be determined. For example, assuming that the gameplay of the currently opened game match is the biochemical mode, the virtual prop set 1 associated with the biochemical mode can be used as the target virtual prop set adapted to the non-player characters. In other words, the virtual props included in the virtual prop set 1 can be configured to the non-player characters added in the game match, that is, the virtual props equipped by the non-player characters are in line with the gameplay of the currently opened game match. In this way, the authenticity of the game can be further improved.
[0114] In other embodiments, following the above example, each group of virtual props collections may also be pre-associated with a corresponding type of non-player characters. The above-mentioned method of screening out the virtual props collection associated with the interactive mode of the currently opened virtual game from multiple groups of virtual props collections as the target virtual props collection adapted to the non-player characters may be implemented in the following manner: obtaining the types of the non-player characters participating in the currently opened virtual game; screening out the virtual props collection associated with both the interactive mode of the currently opened virtual game and the types of the non-player characters participating in the virtual game from multiple groups of virtual props collections as the target virtual props collection adapted to the non-player characters.
[0115] For example, continuing to take shooting games as an example, shooting games may include game characters of different arms, such as medics, engineers, and infantry, etc., then after detecting that a game match has started, in addition to determining the gameplay of the currently opened game match, the arm of the non-player character added in the game match can be further determined. For example, assuming that the non-player character added in the game match is a medic, the virtual prop set associated with both the gameplay of the game match and the medic can be used as the final target virtual prop set. That is to say, the virtual props equipped by the non-player character not only conform to the gameplay of the currently opened game match, but also conform to the arm to which the non-player character belongs, further enhancing the authenticity of the game.
[0116] In some embodiments, when multiple groups of virtual props collections are classified and stored in different virtual props collection pools (e.g., suit pools), for example, multiple groups of virtual props collections can be stored in different virtual props collection pools according to the types of associated interaction modes. After determining the interaction mode of the currently opened virtual game, the corresponding virtual props collection pool can be first determined according to the identifier of the interaction mode (e.g., ID), and then a group of virtual props collections can be randomly selected from the virtual props collection pool as the target virtual props collection adapted to the non-player character.
[0117] For example, taking a shooting game as an example, assuming that the shooting game includes three gameplays (i.e., interactive modes), namely, classic mode, attack and defense mode, and occupation mode, then in the process of constructing the suit pool, three suit pools can be constructed accordingly, assuming that they are suit pool 1, suit pool 2, and suit pool 3, wherein suit pool 1 can be used to store suits (i.e., virtual props collections) associated with the classic mode, suit pool 2 can be used to store suits associated with the attack and defense mode, and suit pool 3 can be used to store suits associated with the occupation mode. In this way, when it is detected that a game match is started, the gameplay of the currently opened game match can be obtained. For example, assuming that the gameplay of the currently opened game match is the attack and defense mode, a suit can be randomly selected from suit pool 2 as the target suit (i.e., the target virtual props collection) adapted to the non-player character added in the game match. In this way, by classifying and storing multiple suits separately, the efficiency of suit search can be improved and resource consumption can be reduced.
[0118] In other embodiments, when multiple groups of virtual props collections are stored in different virtual props collection pools according to total attribute values (such as total values), target virtual props collections adapted to non-player characters can also be screened out from the multiple groups of virtual props collections in the following manner: summing up the attribute values of multiple virtual props equipped by player characters participating in the virtual game to obtain a sum result (such as the total value of the suits equipped by the player characters), and then determining the corresponding virtual props collection pool based on the sum result, and randomly selecting a group of virtual props collections from the determined virtual props collection pool as the target virtual props collection adapted to the non-player characters.
[0119] For example, taking shooting games as an example, assuming that 5 suit pools are pre-created, namely suit pool 1, suit pool 2, suit pool 3, suit pool 4 and suit pool 5, among which the value range of suit pool 1 is 10,000 game coins to 50,000 game coins (that is, the total value of the suits stored in suit pool 1 is between 10,000 game coins and 50,000 game coins), the value range of suit pool 2 is 50,000 game coins to 100,000 game coins (that is, the total value of the suits stored in suit pool 2 is between 50,000 game coins and 100,000 game coins), and the value range of suit pool 3 is 100,000 game coins to 200,000 game coins. Coins (i.e., the total value of the suits stored in suit pool 3 is between 10w game coins and 20w game coins), the corresponding value range of suit pool 4 is between 20w game coins and 30w game coins (i.e., the total value of the suits stored in suit pool 4 is between 20w game coins and 30w game coins), and the corresponding value range of suit pool 5 is between 30w game coins and 50w game coins (i.e., the total value of the suits stored in suit pool 5 is between 30w game coins and 50w game coins), then after detecting that the game match is started, the total value of the suits brought in by the player characters participating in the game match can be calculated. It should be noted that when there are multiple player characters participating in the game match, the average value of the total value of the suits brought in by the multiple player characters participating in the game match can be calculated. For example, assuming that the total value of the suits brought in by player character 1 is 20w game coins, and the total value of the suits brought in by player character 2 is 10w game coins, the average value of the two (i.e., 15w game coins) can be calculated. Then, the value range of the average value (i.e., 100,000 game coins to 200,000 game coins) can be determined, and then a set of suits can be randomly selected from the suit pool corresponding to the value range (i.e., suit pool 3) as the target set adapted to the non-player character added in the game match, that is, the virtual props included in the randomly selected set can be configured to the non-player character. In this way, the total value of the virtual props equipped by the non-player character is close to the total value of the virtual props equipped by the player characters participating in the game match, thereby ensuring the fairness of the game and avoiding a one-sided situation.
[0120] In some embodiments, when multiple sets of virtual props are stored in different virtual props pools (e.g., suit pools) according to total attribute values (e.g., total values) and associated interaction modes, the above-mentioned method of screening out a target virtual prop set that is compatible with non-player characters from multiple sets of virtual props can be achieved in the following manner: determining the interaction mode of the currently opened virtual game; summing up the attribute values of multiple virtual props equipped by player characters participating in the virtual game to obtain a sum result; determining a corresponding target virtual prop set pool from multiple virtual props pools based on the interaction mode and the sum result; and randomly selecting a set of virtual props from the target virtual prop set pool as a target virtual prop set that is compatible with non-player characters.
[0121] For example, taking a shooting game as an example, assuming that the shooting game includes three modes of play (i.e., interactive modes), namely, classic mode, attack and defense mode, and occupation mode. At the same time, assuming that five value ranges are pre-set, that is, 15 suit pools are constructed in the process of constructing the suit pool, and they are assumed to be suit pool 1 to suit pool 15, respectively. Among them, suit pool 1 stores a plurality of suits with a gameplay mode of classic mode and a value range of 10,000 game coins to 50,000 game coins; suit pool 2 stores a plurality of suits with a gameplay mode of classic mode and a value range of 50,000 game coins to 100,000 game coins; suit pool 3 stores a plurality of suits with a gameplay mode of classic mode and a value range of 50,000 game coins to 100,000 game coins. Set Pool 4 stores multiple sets with a value range of 200,000 to 300,000 game coins for classic mode; Set Pool 5 stores multiple sets with a value range of 300,000 to 500,000 game coins for classic mode; Set Pool 6 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 7 stores multiple sets with a value range of 50,000 to 100,000 game coins for attack and defense mode; Set Pool 8 stores multiple sets with a value range of 300,000 to 500,000 game coins for classic mode; Set Pool 9 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 10 stores multiple sets with a value range of 50,000 to 100,000 game coins for attack and defense mode; Set Pool 11 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 12 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 13 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 14 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode; Set Pool 15 stores multiple sets with a value range of 10,000 to 50,000 game coins for attack and defense mode. The suit pool 9 stores multiple suits with a value range of 100,000 to 200,000 game coins when the gameplay is attack and defense mode; the suit pool 10 stores multiple suits with a value range of 30,000 to 500,000 game coins when the gameplay is attack and defense mode; the suit pool 11 stores multiple suits with a value range of 10,000 to 50,000 game coins when the gameplay is occupation mode; the suit pool 12 stores multiple suits with a value range of 50,000 to 100,000 game coins when the gameplay is occupation mode. The suit pool 13 stores a plurality of suits with a value ranging from 100,000 game coins to 200,000 game coins when the game mode is the occupation mode; the suit pool 14 stores a plurality of suits with a value ranging from 200,000 game coins to 300,000 game coins when the game mode is the occupation mode; the suit pool 15 stores a plurality of suits with a value ranging from 300,000 game coins to 500,000 game coins when the game mode is the occupation mode. After detecting that the game match is started, the playing mode of the currently started game match (for example, assuming it is the classic mode) can be determined, and the total value of the suits brought in by the player characters participating in the game match can also be calculated.
[0122] It should be noted that, when there are multiple player characters participating in the game, after calculating the total value of the suits brought in by each player character, the average of multiple total values can also be calculated, and then the corresponding suit pool can be determined from the above 15 suit pools according to the gameplay of the currently opened game and the average value. For example, assuming that the average value is 150,000 game coins, the suit pool corresponding to the classic mode and with a value range including 150,000 game coins (i.e., suit pool 3) can be used as the final screened suit pool, and finally a set of virtual props suits can be randomly selected from suit pool 3 as the target suit adapted to the non-player characters participating in the game. That is to say, the virtual props included in the suit selected from suit pool 3 can be configured to the non-player characters. In this way, on the one hand, by classifying and storing multiple sets of virtual props suits separately, the search efficiency is improved; on the other hand, the total value of the suits equipped by the non-player characters is close to the total value of the suits brought in by the player characters and conforms to the gameplay of the current game, which can further improve the authenticity of the game.
[0123] In other embodiments, the embodiments of the present application may also combine artificial intelligence technology to filter out a target virtual prop set that is compatible with a non-player character from multiple sets of virtual props. The above-mentioned filtering out a target virtual prop set that is compatible with a non-player character from multiple sets of virtual props may also be achieved in the following manner: based on the feature data of the non-player character (for example, including the type, skills, and status value, etc.), and the feature data of the virtual props respectively included in the multiple sets of virtual props (for example, including the functions, levels, etc.), a machine learning model is called to perform prediction to obtain the selection probabilities corresponding to the multiple sets of virtual props respectively; the virtual prop set corresponding to the maximum selection probability is used as the target virtual prop set that is compatible with the non-player character.
[0124] For example, taking the multiple sets of virtual props as three sets of virtual props as an example, assuming that they are virtual props set 1, virtual props set 2 and virtual props set 3 respectively, after adding the non-player character to the opened virtual game, the trained machine learning model can be called for prediction processing based on the feature data of the non-player character and the feature data of the virtual props respectively included in the three sets of virtual props sets to obtain the selection probabilities corresponding to the three sets of virtual props sets. For example, assuming that the selection probability corresponding to virtual props set 1 is 80%, the selection probability corresponding to virtual props set 2 is 87%, and the selection probability corresponding to virtual props set 3 is 95%, then virtual props set 3 can be used as the target virtual props set adapted to the non-player character, that is, the virtual props included in virtual props set 3 can be configured to the non-player character.
[0125] In other embodiments, continuing with the above example, before calling the machine learning model for prediction processing, the following processing can also be performed: obtain sample non-player characters and sample virtual props sets; based on the feature data of the sample non-player characters and the feature data of the virtual props included in the sample virtual props set, call the initialized machine learning model for prediction processing to obtain the probability of the sample virtual props set being selected; determine the error between the selection probability output by the initialized machine learning model and the pre-labeled selection probability; perform back propagation based on the error, and update the parameters of the machine learning model during the back propagation process.
[0126] The principle of the above back propagation is explained below. The training sample data is input into the input layer of the machine learning model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the machine learning model. Since the output result of the initialized machine learning model has an error with the actual result, the error between the output result and the actual value is calculated, and the error is back-propagated from the output layer to the hidden layer until it propagates to the input layer. In the process of back propagation, the value of the machine learning model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivative of the loss function to the model parameter is calculated layer by layer to generate the gradient of the loss function to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameter is inverted and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters; the above process is iterated continuously until convergence.
[0127] For example, the exemplary structure of the above machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (e.g., it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function). After obtaining the feature data of the sample non-player character and the feature data of the virtual props included in the sample virtual prop set, the feature data of the non-player character and the feature data of the virtual props included in the sample virtual prop set may be spliced, and the spliced feature data may be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer may be encoded by the encoding layer to obtain a hidden layer feature vector, and then the hidden layer feature vector may be fully connected by the fully connected layer, and finally the fully connected result output by the fully connected layer may be input into the output layer so that the output layer is activated, thereby obtaining the probability of the sample virtual prop set being selected. After obtaining the predicted probability of being selected, the predicted probability of being selected and the pre-annotated probability of being selected may be substituted into the loss function to obtain the corresponding difference, and back propagation may be performed based on the difference, so that the parameters of the machine learning model may be updated layer by layer during the back propagation process to obtain a trained machine learning model.
[0128] It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of machine learning model.
[0129] In step 104, the virtual props included in the target virtual prop set are configured to the non-player character.
[0130] In some embodiments, after selecting a target virtual prop set that is compatible with a non-player character from multiple groups of virtual prop sets, the virtual props included in the target virtual prop set can be configured to the non-player character. That is, the virtual props equipped by the non-player character added in the virtual game are the virtual props included in the target virtual prop set. In this way, the virtual props equipped by the non-player character can be made more diverse and realistic, thereby improving the authenticity of the game.
[0131] In other embodiments, the embodiments of the present application may also include a bottom-line guarantee mechanism. For example, when the acquisition of the target virtual prop set based on the above step 103 fails, the following processing may also be performed: obtaining the default virtual prop from a preset static configuration file; configuring the default virtual prop to a non-player character.
[0132] For example, taking shooting games as an example, when an exception occurs in a virtual prop set (such as a weapon set) stored in a virtual prop pool (such as a weapon pool), resulting in a failure in obtaining the target virtual prop set, the default weapon set can be obtained from a preset static configuration file. In this way, the game can start normally even if an exception occurs in the weapon pool, thereby enhancing fault tolerance.
[0133] In some embodiments, after executing Figure 3 After step 104 shown, the following processing may also be performed: obtaining interaction data between non-player characters and player characters participating in the virtual game; analyzing the interaction data to obtain abnormal virtual props in the target virtual prop set (e.g., virtual props with a usage frequency less than a frequency threshold, or virtual props that do not meet the needs of non-player characters, etc.); and replacing the abnormal virtual props in the target virtual prop set.
[0134] For example, taking a shooting game as an example, when it is detected that the game is over, the interaction data between the non-player characters participating in the game (such as game characters controlled by AI) and the player characters (i.e., game characters controlled by real players) can be analyzed to obtain abnormal virtual props in the virtual props equipped by the non-player characters, such as armor whose defense capability does not meet the requirements or weapons whose attack power does not meet the requirements, etc., and then the abnormal virtual props in the virtual props equipped by the non-player characters can be replaced. In this way, the virtual props equipped by the non-player characters can be more in line with the needs of the non-player characters, so as to further ensure the fairness of the game.
[0135] The following will continue to specifically describe the method for processing props in a virtual scene provided by an embodiment of the present application from the terminal device side.
[0136] For example, see Figure 5 , Figure 5 is a third flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application, which will be combined with Figure 5 The steps shown are explained.
[0137] It should be noted that Figure 5 The method shown can be executed by various forms of computer programs running on a terminal device and is not limited to a client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of a client below should not be regarded as a limitation on the embodiments of the present application.
[0138] In step 201, a virtual scene is displayed.
[0139] Here, the virtual scene may include non-player characters, such as game characters controlled by AI in a game match.
[0140] In some embodiments, taking shooting games as an example, in order to increase the playability and challenge of shooting games, game characters controlled by AI (i.e., non-player characters) can be added to the shooting games. For example, when it is detected that a game match is started, a non-player character can be added to the game match. In this way, the player can control the player character to interact with the non-player character in the game match.
[0141] In step 202, in response to a trigger operation on a non-player character, a prop display interface is displayed.
[0142] Here, the prop display interface may include virtual props equipped by non-player characters, wherein the virtual props may be configured to the non-player characters by the server according to the technical solution provided in the embodiment of the present application.
[0143] In some embodiments, when a player clicks on a non-player character displayed in a game scene, a prop display interface may be displayed in the game scene, and virtual props equipped by the non-player character may be displayed in the prop display interface. In this way, since the virtual props equipped by the non-player character are obtained by collecting virtual props equipped by the player character in the game scene, the virtual props equipped by the non-player character are more diverse and realistic, thereby enhancing the authenticity of the game.
[0144] The prop processing method for a virtual scene provided in an embodiment of the present application collects virtual props equipped by player characters in the virtual scene, and adds the collected virtual props to a virtual prop pool to automatically update the virtual prop pool, and then combines the virtual props in the virtual prop pool to obtain multiple sets of virtual props (i.e., virtual prop sets). In this way, when a virtual game of the virtual scene is started, an adapted virtual prop set can be screened out for non-player characters in the virtual game, and the virtual props included in the virtual prop set can be configured to the non-player characters, thereby making the virtual props equipped by the non-player characters more diverse and realistic, thereby improving the authenticity of the game.
[0145] Below, taking a shooting game as an example, an exemplary application of the embodiment of the present application in an actual application scenario is explained.
[0146] In FPS multiplayer online games, the presence of non-player characters (e.g., game characters controlled by AI) can improve the playability and challenge of the game. The virtual props (e.g., weapons, helmets, armor, chest mounts, and backpacks, etc.) equipped by non-player characters are usually randomly obtained from a virtual prop pool (referred to as the prop pool). This design can ensure the uncertainty and diversity of each game, thereby increasing the fun of the game. However, as the player's game time increases, the player will find that the virtual props (referred to as props) equipped by the non-player characters have the problem of "fake at first glance", that is, the props equipped by the non-player characters are too fixed and single, lacking authenticity. In addition, the props equipped by the player characters will grow and change as the game progresses, and it is difficult for the props equipped by the non-player characters to keep up with this change in time, which will also reduce the authenticity of the game.
[0147] In view of this, the embodiment of the present application provides a prop processing method for a virtual scene, which automatically updates the prop pool by collecting the props equipped by the player characters in the game scene, so that the props equipped by the non-player characters can be made more diverse and real, thereby improving the authenticity of the game. At the same time, due to the adoption of an automatic update strategy, the workload of manually updating the prop pool can be reduced, thereby improving efficiency. It should be noted that if the props equipped by the player characters are too complex or unreasonable, the props equipped by the non-player characters may also become complex and unreasonable. In order to solve this problem, the embodiment of the present application also introduces an anti-theft mechanism, for example, it can filter particularly valuable or unreasonable props in the prop pool to prevent non-player characters from bringing particularly valuable props into the game, thereby effectively preventing players from exploiting system loopholes and ensuring the fairness of the game.
[0148] The following is a detailed description of the method for processing props in a virtual scene provided in an embodiment of the present application.
[0149] In some embodiments, as shown in Table 1, a complete set of weapons includes at least the following seven slots of main weapons, bullets, helmets, armor, backpacks, pockets, and medicines, so that the non-player characters have the ability to attack and survive. In other words, the non-player characters can be equipped with a maximum of seven items, and the total value of all the items included in a weapon set is a specific value.
[0150] Table 1 Schematic diagram of weapon sets
[0151]
[0152]
[0153] In other embodiments, as shown in Table 2, the set value interval ID can be used to mark the value range to which the total value of the set (i.e., the sum of the values of all props in the set) belongs. If the total value of a set is less than 10,000 game coins, it cannot be selected into the set pool; if the total value of a set is greater than 1,000,000 game coins, it cannot be selected into the set pool. For sets with a total value greater than 10,000 game coins and less than 1,000,000 game coins, the total value of the set falls into a corresponding set value interval ID. For example, assuming that the total value of a set is 30,000 game coins and falls in the value range between 10,000 game coins and 50,000 game coins, the corresponding set value interval ID is 1001.
[0154] Table 2 Schematic diagram of the mapping relationship between package value interval ID and value range
[0155] Package value range ID Value Range 1001 [1w, 5w) 1002 [5w, 10w) 1003 [10w, 20w) 1004 [20w, 30w) 1005 [30w, 50w) 1006 [50w, 100w)
[0156] In some embodiments, in order to prevent non-player characters from bringing particularly expensive or unreasonable props into the game, the embodiment of the present application can also create a prop blacklist list as shown in Table 3, and verify the props in the prop pool through the prop blacklist list, which will be explained in detail below.
[0157] Table 3 Props blacklist list
[0158] Identification (ID) Name 10001000001 M4 Heavy Machine Gun 10001000002 A338 five-stage bomb
[0159] Next, continue to combine Figure 6 The process of building a suit pool is described.
[0160] In some embodiments, see Figure 6 , Figure 6 is a schematic diagram of the first process of the method for processing props in a virtual scene provided in an embodiment of the present application, such as Figure 6 As shown, in a certain gameplay (such as attack and defense mode), a complete set of props equipped by the game character controlled by a real player is collected, and the total value of the set is calculated, and then it can be classified and saved according to the value range ID and the gameplay ID. For example, all sets belonging to the same gameplay ID and the same value range ID can be added to the set pool, thereby forming a dynamic set pool. For example, the set pool can be stored in the form of a key (Key)-value (Value) pair, where the key can be the gameplay ID+value range ID, and the value can be a plurality of sets included in the set pool. In other words, the gameplay ID+value range ID can be used as the set pool ID, and the corresponding set pool can be determined according to the set pool ID, and then a suitable set can be selected for the non-player character from the set pool.
[0161] It should be noted that before adding a suit to the suit pool, a deduplication check can be performed to avoid adding the same suit to the suit pool. In addition, the suit can also be checked for legitimacy, such as checking whether the total value of the suit is within the preset upper and lower limits of the total value (if the total value of the suit is outside the upper and lower limits of the total value, the suit is discarded), checking the integrity of the suit (for example, checking whether there is only a gun but no bullets in the suit), and checking whether the number of suits in the suit pool exceeds a threshold (for example, 100). If the number of suits in the suit pool exceeds 100, no new suits will be added to the suit pool. After the suit is checked for legitimacy, a blacklist check can also be performed on the suit. If the props in the suit hit the blacklist, the suit is discarded.
[0162] For example, an anti-fraud mechanism can be introduced in the embodiment of the present application, that is, before adding a package to the package pool, the following verification process is performed:
[0163] 1. Completeness check of the suit: A complete suit must have at least one gun, bullets that match the gun, medicines that can restore health, a backpack for placing props, and a helmet and armor that provide defense, etc. In this way, after the props included in the suit are configured to the non-player character, the non-player character will have the ability to attack and basic defense capabilities.
[0164] 2. Item blacklist check: If a certain set contains items in the above item blacklist, this set will be discarded, that is, unreasonable or particularly expensive items will be filtered out. In this way, even if players find that the items equipped by non-player characters are brought in by copied player characters (that is, game characters controlled by real players), non-player characters will not be allowed to bring in particularly expensive items in the game, thereby preventing players from obtaining particularly expensive items through this mechanism.
[0165] Next, continue to combine Figure 7 The following describes the process of using the set pool.
[0166] In some embodiments, see Figure 7 , Figure 7 is a schematic diagram of the second process of the method for processing props in a virtual scene provided in an embodiment of the present application, such as Figure 7 As shown, after the player matching is completed, when preparing to select props for the non-player character, the average value of the total value of the suits brought by all the player characters in the current game can be calculated, and the corresponding suit pool can be obtained according to the suit value interval ID (referred to as value interval ID) and the gameplay ID corresponding to the average value, and a suit can be randomly selected from the suit pool to configure the non-player character. For example, the suit can be selected according to the type of soldiers to which the non-player character belongs, thereby increasing authenticity.
[0167] It should be noted that the embodiment of the present application also introduces a guaranteed mechanism. For example, when a storage anomaly causes a failure to obtain a suit pool, a statically configured suit pool can be used as a guaranteed replacement. In this way, even if a storage anomaly occurs, the game can start normally, which enhances fault tolerance. In addition, the embodiment of the present application also introduces an old suit elimination mechanism. If it is found that a suit in the suit pool is 72 hours old, the expired suit is eliminated while ensuring that there are still more than 500 suits in the suit pool that can be selected, that is, the suits that have existed for more than 72 hours are deleted from the suit pool to ensure that the props equipped by subsequent non-player characters are the latest, that is, the props equipped by the non-player characters can keep up with the changes of the player characters.
[0168] Next, continue to combine Figure 8 The process of constructing the suit pool is described in detail.
[0169] For example, see Figure 8 , Figure 8is a fourth flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application, which will be combined with Figure 8 The steps shown are explained.
[0170] It should be noted that Figure 8 The execution entity of steps 301 to 305 shown may be a game backend server.
[0171] In step 301, determine whether the package is legal, if so, execute step 302; if not, execute step 305.
[0172] In some embodiments, in a certain gameplay, after collecting a complete set of props equipped by a game character controlled by a real player, the collected set can be checked for legality, such as blacklist filtering and checking the integrity of the set. When it is determined that the collected set is legal, the value of all the props included in the set can be summed to obtain the total value of the set.
[0173] In step 302, the value range of the package is determined.
[0174] In some embodiments, after the total value of the package is obtained, the value range of the total value of the package can be determined, and the corresponding package value interval ID can be determined according to the determined value range.
[0175] In step 303, the corresponding package pool is determined according to the gameplay ID and the value range ID.
[0176] In some embodiments, after determining the package value range ID, the gameplay ID of the currently opened game can also be obtained, and the existing package pool can be pulled according to the value range ID and the gameplay ID, that is, the package pool corresponding to the value range ID and the gameplay ID in the pre-created multiple package pools.
[0177] In step 304, the suit is added to the suit pool.
[0178] In some embodiments, the collected suits (ie, new suits) may be added to the suit pool pulled in step 303. That is, suits belonging to the same gameplay ID and the same value range ID will be stored in the same suit pool.
[0179] In step 305, the process ends.
[0180] Next, continue to combine Fig. 9 The process of using the suit pool is explained in detail.
[0181] For example, see Fig. 9 , Fig. 9is a fifth flow chart of the method for processing props in a virtual scene provided in an embodiment of the present application, which will be combined with Fig. 9 The steps shown are explained.
[0182] It should be noted that Fig. 9 The execution entity of steps 401 to 406 shown may be a game backend server.
[0183] In step 401, the package pool ID used this time is calculated.
[0184] In some embodiments, when a game match is started, the average value of the total value of the suits brought in by all the player characters participating in the game match can be calculated. For example, assuming that the number of player characters currently participating in the game match is 5, the total value of the multiple props equipped by player character 1 is 10,000 game coins, the total value of the multiple props equipped by player character 2 is 15,000 game coins, the total value of the multiple props equipped by player character 3 is 12,000 game coins, the total value of the multiple props equipped by player character 4 is 20,000 game coins, and the total value of the multiple props equipped by player character 5 is 15,000 game coins. The average value of the total value of the suits brought in by these five player characters is 144,000. Then, the value range in which the average value is located can be determined, and the corresponding value interval ID (such as 1001 in Table 2) can be determined according to the value range. In addition, the gameplay ID of the currently opened game match can also be obtained, and the suit pool ID used this time can be obtained by splicing the value interval ID and the gameplay ID.
[0185] In step 402, the package pool is pulled according to the package pool ID.
[0186] In some embodiments, after obtaining the package pool ID (including the value interval ID and the gameplay ID), the corresponding package pool can be obtained from multiple pre-created package pools based on the package pool ID, wherein different package pools correspond to different package pool IDs.
[0187] In step 403, a set that has appeared 2 times or more is selected.
[0188] In step 404, it is determined whether the number of packages is greater than or equal to 10. If so, step 405 is executed; if not, step 406 is executed.
[0189] In step 405, N sets of suits are randomly selected from suits that have appeared 2 times or more.
[0190] In step 406, N sets of suits are randomly selected from the static configuration.
[0191] Here, N may be a positive integer greater than or equal to 1.
[0192] In some embodiments, after pulling the corresponding suit pool according to the suit pool ID, suits that have appeared 2 times or more can be screened out from the suit pool. When the number of suits that have appeared 2 times or more in the suit pool is greater than or equal to 10, N suits can be randomly selected from the suits that have appeared 2 times or more for non-player characters to use; when the number of suits that have appeared 2 times or more in the suit pool is less than 10, N suits are randomly selected from the guaranteed static configuration file for non-player characters to use.
[0193] In summary, the method for processing props in a virtual scene provided by the embodiment of the present application has the following beneficial effects:
[0194] The technical solution provided by the embodiment of the present application can make the props equipped by non-player characters (such as game characters controlled by AI) more diverse and realistic, thereby improving the player's gaming experience. At the same time, the embodiment of the present application reduces the workload of manually updating the prop pool and improves efficiency by collecting the props equipped by the player characters in the game; in addition, by introducing an anti-fraud mechanism, the fairness of the game is protected; through the automatic update strategy, the real-time nature of the prop pool is guaranteed, so that the props equipped by non-player characters can change with the props equipped by the player characters. In other words, the embodiment of the present application improves the authenticity of the game and the player's gaming experience by combining the collection of player character suits, the anti-fraud mechanism, the use of player character suits and the automatic update strategy, while also improving efficiency and reducing manual participation.
[0195] The following is a description of an exemplary structure of a virtual scene prop processing device 243 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2A As shown, the software modules in the prop processing device 243 of the virtual scene stored in the memory 240 may include: a collection module 2431, an adding module 2432, a combination module 2433, a screening module 2434 and a configuration module 2435.
[0196] The collection module 2431 is used to collect virtual props equipped by player characters in the virtual scene; the adding module 2432 is used to add the collected virtual props to the virtual prop pool; the combining module 2433 is used to combine the virtual props included in the virtual prop pool to obtain multiple sets of virtual props; the adding module 2432 is also used to add non-player characters to the virtual game in response to the start of a virtual game in the virtual scene; the screening module 2434 is used to screen out a target virtual prop set that is compatible with the non-player character from the multiple sets of virtual props; the configuring module 2435 is used to configure the virtual props included in the target virtual prop set to the non-player character.
[0197] In some embodiments, each set of virtual props is pre-associated with a corresponding type of non-player character; the screening module 2434 is further used to screen out a target virtual prop set associated with the type from multiple sets of virtual props based on the type of the non-player character.
[0198] In some embodiments, the screening module 2434 is also used to determine the virtual props equipped by the player characters participating in the virtual game; determine the similarity between the virtual props equipped by the player characters and the virtual props respectively included in multiple groups of virtual prop sets; and use the virtual prop set corresponding to the greatest similarity as the target virtual prop set adapted to the non-player characters.
[0199] In some embodiments, the screening module 2434 is further used to count the attribute values of virtual props equipped by player characters participating in the virtual game to obtain a first statistical result; count the attribute values of virtual props respectively included in multiple groups of virtual prop sets to obtain multiple second statistical results; determine a second statistical result among the multiple second statistical results whose difference with the first statistical result is less than a difference threshold; and use the virtual prop set corresponding to the second statistical result whose difference is less than the difference threshold as the target virtual prop set adapted to the non-player character.
[0200] In some embodiments, when there are multiple player characters participating in the virtual game, the screening module 2434 is also used to perform the following processing for each player character participating in the virtual game: summing up multiple attribute values corresponding to multiple virtual props equipped by the player characters to obtain a summed result; determining an average value of the multiple summed results, and using the average value as the first statistical result.
[0201] In some embodiments, each set of virtual props is pre-associated with a corresponding interaction mode; the screening module 2434 is also used to obtain the interaction mode of the virtual game; and the virtual props set associated with the interaction mode in the virtual props set corresponding to the second statistical result whose difference is less than the difference threshold is used as the target virtual props set adapted to the non-player character.
[0202] In some embodiments, each set of virtual props is pre-associated with a corresponding interaction mode; the screening module 2434 is also used to obtain the interaction mode of the virtual game; and to screen out the target virtual props set associated with the interaction mode from the multiple sets of virtual props.
[0203] In some embodiments, each set of virtual props is also pre-associated with a corresponding type of non-player character; the screening module 2434 is also used to obtain the type of the non-player character; and to screen out a target virtual prop set associated with both the interaction mode and type from multiple sets of virtual props.
[0204] In some embodiments, the screening module 2434 is further used to call a machine learning model for prediction based on the feature data of the non-player character and the feature data of the virtual props respectively included in the multiple sets of virtual props, to obtain the selection probabilities corresponding to the multiple sets of virtual props respectively; and use the virtual prop set corresponding to the maximum selection probability as the target virtual prop set adapted to the non-player character.
[0205] In some embodiments, the prop processing device 243 of the virtual scene also includes a comparison module 2436 and a deletion module 2437, wherein the comparison module 2436 is used to compare the virtual props included in the virtual prop pool with a preset list; the deletion module 2437 is used to delete the virtual props hitting the preset list from the virtual prop pool in response to the presence of virtual props hitting the preset list in the virtual prop pool.
[0206] In some embodiments, the deletion module 2437 is further configured to delete a virtual prop set that has existed in the virtual prop pool for a period longer than a duration threshold in response to the number of virtual prop sets included in the virtual prop pool being greater than a quantity threshold.
[0207] In some embodiments, when the acquisition of the target virtual props set fails, the configuration module 2435 is further used to obtain the default virtual props from the preset static configuration file; and configure the default virtual props to the non-player character.
[0208] In some embodiments, the combination module 2433 is further used to classify the virtual props included in the virtual prop pool to obtain multiple categories; perform the following processing multiple times: select a virtual prop from each category, and combine the selected multiple virtual props into a corresponding set of virtual props.
[0209] In some embodiments, the combination module 2433 is further used to obtain a preset combination rule; and combine the virtual props included in the virtual prop pool based on the combination rule to obtain multiple sets of virtual props.
[0210] In some embodiments, the collection module 2431 is also used to collect the virtual props equipped by the player character in the virtual scene once every set time period; or, when a new virtual prop is added to the virtual scene, the virtual props equipped by the player character in the virtual scene are collected.
[0211] In some embodiments, the configuration module 2435 is further used to obtain interaction data between non-player characters and player characters participating in the virtual game; analyze the interaction data to obtain abnormal virtual props in the target virtual prop set; and replace the abnormal virtual props.
[0212] The following is a description of an exemplary structure of a virtual scene prop processing device 465 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2B As shown, the software modules stored in the prop processing device 465 of the virtual scene in the memory 460 may include: a display module 4651.
[0213] Display module 4651 is used to display a virtual scene, wherein the virtual scene includes a non-player character; display module 4651 is also used to display a prop display interface in response to a trigger operation on the non-player character, wherein the prop display interface includes virtual props equipped by the non-player character.
[0214] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 , Figure 4 ,or Figure 5 The present invention should be understood by referring to the description of any one of the accompanying drawings.
[0215] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer readable storage medium. The processor of the computer device reads the computer executable instruction from the computer readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the prop processing method of the virtual scene described in the embodiment of the present application.
[0216] The present application embodiment provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the prop processing method of the virtual scene provided by the present application embodiment, for example, Figure 3 , Figure 4 ,or Figure 5 A method for processing props in a virtual scene is shown.
[0217] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0218] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0219] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0220] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for processing props in a virtual scene, characterized in that: The method comprises: Collect virtual props equipped by player characters in the virtual scene, and add the collected virtual props to the virtual prop pool; Combining the virtual props included in the virtual prop pool to obtain multiple sets of virtual props; In response to the virtual game of the virtual scene being started, adding a non-player character to the virtual game, and selecting a target virtual prop set that is compatible with the non-player character from the multiple sets of virtual prop sets; The virtual props included in the target virtual prop set are configured to the non-player character.
2. The method according to claim 1, characterized in that Each group of the virtual props set is pre-associated with a corresponding type of non-player character; the step of selecting a target virtual prop set that is compatible with the non-player character from the multiple groups of virtual props sets includes: Based on the type of the non-player character, a target virtual prop set associated with the type is screened out from the multiple sets of virtual prop sets.
3. The method according to claim 1, characterized in that The step of selecting a target virtual prop set that is compatible with the non-player character from the plurality of sets of virtual prop sets includes: Determining virtual props equipped by player characters participating in the virtual game; Determining the similarity between the virtual props equipped by the player character and the virtual props respectively included in the plurality of sets of virtual props; The virtual props set corresponding to the greatest similarity is used as a target virtual props set adapted to the non-player character.
4. The method according to claim 1, characterized in that: The step of selecting a target virtual prop set that is compatible with the non-player character from the plurality of sets of virtual prop sets includes: Counting the attribute values of virtual props equipped by the player characters participating in the virtual game to obtain a first statistical result; Performing statistics on the attribute values of the virtual props respectively included in the plurality of sets of virtual props to obtain a plurality of second statistical results; Determine a second statistical result among the plurality of second statistical results, the difference between which and the first statistical result is less than a difference threshold; The virtual props set corresponding to the second statistical result whose difference is less than the difference threshold is used as the target virtual props set adapted to the non-player character.
5. The method according to claim 4, characterized in that When there are multiple player characters participating in the virtual game, the attribute values of the virtual props equipped by the player characters participating in the virtual game are counted to obtain a first statistical result, including: The following processing is performed for each player character participating in the virtual game: Summing multiple attribute values respectively corresponding to multiple virtual props equipped by the player character to obtain a sum result; An average value of the plurality of summation results is determined, and the average value is used as a first statistical result.
6. The method according to claim 4, characterized in that Each set of the virtual props is pre-associated with a corresponding interaction mode; the virtual props set corresponding to the second statistical result with the difference value being less than the difference threshold is used as the target virtual props set adapted to the non-player character, including: Obtaining an interactive mode of the virtual game; The virtual prop set associated with the interaction mode in the virtual prop set corresponding to the second statistical result whose difference is less than the difference threshold is used as the target virtual prop set adapted to the non-player character.
7. The method according to claim 1, characterized in that Each group of the virtual props set is pre-associated with a corresponding interaction mode; the step of selecting a target virtual prop set that is compatible with the non-player character from the multiple groups of virtual props sets includes: Obtaining an interactive mode of the virtual game; A target virtual prop set associated with the interaction mode is screened out from the multiple sets of virtual prop sets.
8. The method according to claim 7, characterized in that Each set of virtual props is also pre-associated with a corresponding type of non-player character; the step of selecting a target virtual prop set that is compatible with the interaction mode from the multiple sets of virtual props includes: Get the type of the non-player character; A target virtual prop set associated with both the interaction mode and the type is screened out from the multiple sets of virtual prop sets.
9. The method according to claim 1, characterized in that: The step of selecting a target virtual prop set that is compatible with the non-player character from the plurality of sets of virtual prop sets includes: Based on the feature data of the non-player character and the feature data of the virtual props respectively included in the multiple sets of virtual props, calling a machine learning model to perform prediction, and obtaining the selection probabilities corresponding to the multiple sets of virtual props respectively; The virtual prop set corresponding to the maximum probability of being selected is used as a target virtual prop set adapted to the non-player character.
10. The method according to any one of claims 1 to 9, characterized in that: Before combining the virtual props included in the virtual prop pool, the method further includes: Comparing the virtual items included in the virtual item pool with a preset list; In response to the virtual props that hit the preset list existing in the virtual prop pool, the virtual props that hit the preset list are deleted from the virtual prop pool.
11. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: In response to the number of virtual prop sets included in the virtual prop pool being greater than a number threshold, deleting virtual prop sets in the virtual prop pool that have existed for a time period greater than a time period threshold.
12. The method according to any one of claims 1 to 9, characterized in that: When the acquisition of the target virtual prop set fails, the method further includes: Get the default virtual props from the preset static configuration file; The default virtual prop is configured to the non-player character.
13. The method according to any one of claims 1 to 9, characterized in that: The virtual props included in the virtual prop pool are combined to obtain multiple sets of virtual props, including: Classifying the virtual props included in the virtual prop pool to obtain multiple categories; The following process is performed multiple times: a virtual prop is selected from each of the categories, and the selected virtual props are combined into a corresponding set of virtual props.
14. The method according to any one of claims 1 to 9, characterized in that: The virtual props included in the virtual prop pool are combined to obtain multiple sets of virtual props, including: Get the preset combination rules; The virtual props included in the virtual prop pool are combined based on the combination rule to obtain multiple sets of virtual props.
15. The method according to any one of claims 1 to 9, characterized in that: The collecting of virtual props equipped by the player characters in the virtual scene includes: Collect the virtual props equipped by the player character in the virtual scene once every set time; or, When a new virtual prop is added to a virtual scene, the virtual props equipped by the player character in the virtual scene are collected.
16. The method according to any one of claims 1 to 9, characterized in that: After configuring the virtual props included in the target virtual prop set to the non-player character, the method further includes: Acquiring interaction data between the non-player character and the player character participating in the virtual game; Analyze the interactive data to obtain abnormal virtual props in the target virtual prop set; The virtual prop with the abnormality is replaced.
17. A method for processing props in a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes non-player characters; In response to a trigger operation on the non-player character, a prop display interface is displayed, wherein the prop display interface includes virtual props equipped by the non-player character, and the virtual props are configured to the non-player character according to any one of claims 1 to 16.
18. A prop processing device for a virtual scene, characterized in that: The device comprises: A collection module is used to collect virtual props equipped by player characters in a virtual scene; An adding module is used to add the collected virtual props to the virtual prop pool; A combination module, used for combining the virtual props included in the virtual prop pool to obtain multiple sets of virtual props; The adding module is further used for adding a non-player character to the virtual game in response to the virtual game of the virtual scene being started; A screening module, used for screening out a target virtual prop set that is compatible with the non-player character from the multiple sets of virtual prop sets; A configuration module is used to configure the virtual props included in the target virtual prop set to the non-player character.
19. A prop processing device for a virtual scene, characterized in that: The device comprises: A display module, used for displaying a virtual scene, wherein the virtual scene includes non-player characters; The display module is further configured to display a prop display interface in response to a trigger operation on the non-player character, wherein the prop display interface includes virtual props equipped by the non-player character, and the virtual props are configured to the non-player character according to the method according to any one of claims 1 to 16.
20. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor is used to implement the prop processing method for a virtual scene described in any one of claims 1 to 16 or claim 17 when executing the executable instructions stored in the memory.
21. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the prop processing method for a virtual scene described in any one of claims 1 to 16 or claim 17 is implemented.
22. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instructions are executed by a processor, the prop processing method for a virtual scene according to any one of claims 1 to 16 or claim 17 is implemented.
