Virtual object interaction method and device, equipment, medium and program product
By adjusting the position and game actions of associated virtual objects in the virtual scene, responding to the tactical mode selected by the player, assisting the master control of virtual objects in virtual games, solving the problem of low coordination between virtual objects in the existing technology. Improved the coordination and human-computer interaction efficiency.
Patent Information
- Application Number
- CN202310862620.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-12
- Publication Date
- 2025-01-14
AI Technical Summary
In the prior art, multiple associated virtual objects perform virtual games only according to preset game actions in virtual games, resulting in poor game coordination among teams, low human-computer interaction efficiency, and increased computer data overhead. .
By displaying the master virtual object and multiple associated virtual objects in the virtual scene, responding to the tactical mode selected by the player, adjusting the position and game actions of the associated virtual objects, assisting the master virtual object in virtual gameplay, and improving game coordination to improve gameplay degree and team ability.
It improves the game coordination and team capabilities between virtual objects, and improves the player's gaming experience and human-computer interaction efficiency.
Smart Images

Figure CN119303303A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of animation generation, and in particular to a method, device, equipment, medium and program product for interacting with virtual objects. Background Art
[0002] With the rapid development of computer technology and the diversification of terminals, electronic games are becoming more and more widely used. In electronic games, virtual scenes are usually displayed on terminals, and players can perform role activities in the virtual scenes by controlling the main virtual objects.
[0003] In the related art, a player can control a main virtual object to play a virtual game with a plurality of associated virtual objects not operated by the player and a virtual game object, wherein the plurality of associated virtual objects not operated by the player are pre-configured with different game actions, respectively, so that the plurality of associated virtual objects can perform different game actions during the virtual game.
[0004] However, in the related art, multiple associated virtual objects only perform virtual games according to preset game actions, which will lead to poor coordination between the entire team, low human-computer interaction efficiency, and increased computer data overhead. Summary of the invention
[0005] The embodiments of the present application provide a virtual object interaction method, device, equipment, medium and program product, which can improve the game coordination between virtual objects. The technical solution is as follows.
[0006] In one aspect, a method for interacting with a virtual object is provided, the method comprising:
[0007] Displaying a master virtual object, multiple associated virtual objects, and a game virtual object in a virtual scene, wherein the master virtual object is a virtual object controlled by a currently logged-in first account, and the multiple associated virtual objects are used to cooperate with the master virtual object to perform a virtual game with the game virtual object in a specified tactical mode;
[0008] In response to receiving a selection operation of the first tactical mode, displaying a first tactical layout result corresponding to the first tactical mode, the first tactical layout result being used to instruct the multiple associated virtual objects to position themselves according to the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual objects;
[0009] During a virtual game based on the first tactical mode, an assisting game animation is displayed in response to receiving an object assisting operation, wherein the assisting game animation is an animation in which a target associated object among the multiple associated virtual objects stops the reference game action and moves from a first position to a second position, and assists the master virtual object in performing a virtual game with the game virtual object at the second position.
[0010] In another aspect, a virtual object interaction device is provided, the device comprising:
[0011] A display module, used for displaying a master virtual object, a plurality of associated virtual objects and a game virtual object in a virtual scene, wherein the master virtual object is a virtual object controlled by a first account currently logged in, and the plurality of associated virtual objects are used for cooperating with the master virtual object to perform a virtual game with the game virtual object in a specified tactical mode;
[0012] A receiving module, used for receiving a selection operation of the first tactical mode;
[0013] The display module is further used to display a first tactical layout result corresponding to the first tactical mode, where the first tactical layout result is used to instruct the multiple associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual objects;
[0014] The display module is also used to display an assisting game animation in response to receiving an object assisting operation during a virtual game based on the first tactical mode, wherein the assisting game animation is an animation in which a target associated object among the multiple associated virtual objects stops the reference game action and moves from a first position to a second position, and assists the master virtual object in performing a virtual game with the game virtual object at the second position.
[0015] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement an interactive method of a virtual object as described in any of the above-mentioned embodiments of the present application.
[0016] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the virtual object interaction method as described in any of the above-mentioned embodiments of the present application.
[0017] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual object interaction method described in any of the above embodiments.
[0018] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0019] In the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when the selection operation of the first tactical mode is received, the multiple associated virtual objects are displayed to take positions according to the arrangement rules corresponding to the first tactical mode, and the reference game action corresponding to the first tactical mode is executed to cooperate with the main control virtual object and the game virtual object to play a virtual game. In the process of playing a virtual game based on the first tactical mode, when the game assistance operation is received, the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the game coordination between multiple virtual objects in the same team, improve the game ability of the entire team, and improve the efficiency of human-computer interaction on the basis of improving the game experience of players. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0022] Figure 2 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;
[0023] Figure 3 is a flow chart of a virtual object interaction method provided by an exemplary embodiment of the present application;
[0024] Figure 4is a flow chart of a virtual object interaction method provided by another exemplary embodiment of the present application;
[0025] Figure 5 is a schematic diagram of tactical mode selection provided by an exemplary embodiment of the present application;
[0026] Figure 6 It is a schematic diagram of a singles tactical mode provided by an exemplary embodiment of the present application;
[0027] Figure 7 It is a schematic diagram of a method for displaying an animation for assisting a game provided by an exemplary embodiment of the present application;
[0028] Figure 8 This is a schematic diagram of a high pick-and-roll tactic provided by an exemplary embodiment of the present application;
[0029] Fig. 9 is a schematic diagram of an inside double-team tactic provided by another exemplary embodiment of the present application;
[0030] Fig.10 This is a schematic diagram of an unlimited switching tactic provided by an exemplary embodiment of the present application;
[0031] Fig.11 is a schematic diagram of a two-three zone defense tactic of a virtual object provided by an exemplary embodiment of the present application;
[0032] Fig.12 is a schematic diagram of a two-three joint defense tactical game provided by another exemplary embodiment of the present application;
[0033] Fig.13 is a flow chart of a virtual object interaction method provided by another exemplary embodiment of the present application;
[0034] Fig.14 is a system architecture block diagram provided by another exemplary embodiment of the present application;
[0035] Fig.15 is a structural diagram of a method interaction device for a virtual object provided by another exemplary embodiment of the present application;
[0036] Fig.16 is a structural diagram of an interactive device for a virtual object provided by another exemplary embodiment of the present application;
[0037] Fig.17 It is a terminal structure block diagram provided by another exemplary embodiment of the present application. DETAILED DESCRIPTION
[0038] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below in conjunction with the accompanying drawings.
[0039] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, the same numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0040] First, a brief introduction is given to the terms involved in the embodiments of the present application.
[0041] Virtual environment: refers to the virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The following embodiments are described by taking the virtual environment as a two-dimensional virtual environment as an example, but are not limited to this.
[0042] Virtual objects: refers to movable objects in a virtual environment. The movable objects can be virtual chess pieces, virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual environment. Optionally, virtual objects are three-dimensional models created based on animation skeleton technology. Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.
[0043] First, the implementation environment of this application is introduced. Figure 1 A schematic diagram of an implementation environment provided by an exemplary embodiment of the present application is given. The implementation environment includes: a terminal 110 , a server 120 and a communication network 130 , wherein the terminal 110 and the server 120 are connected via the communication network 130 .
[0044] The terminal 110 has a target application 111 installed and running, wherein the target application 111 is an application supporting a two-dimensional virtual environment or a three-dimensional virtual environment. The target application 111 may be any one of a virtual reality application, a three-dimensional map program, an auto chess game, a strategy game, a puzzle game, a massively multiplayer online role-playing game (MMORPG), a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), a multiplayer gunfight survival game, and a sports competitive game. In an achievable manner, the target application 111 may be a stand-alone application, such as a stand-alone strategy game program, or a network-connected application.
[0045] Optionally, when the target application 111 is implemented as a stand-alone application, the terminal displays a virtual scene screen, which includes a master virtual object controlled by the terminal, and the virtual scene also includes multiple associated virtual objects and game virtual objects. When the terminal receives a selection operation for the first tactical mode, the terminal obtains the first rendering data corresponding to the first tactical mode stored in advance according to the selection operation, and renders the virtual scene screen according to the first rendering data, thereby displaying the first tactical layout result corresponding to the first tactical mode, wherein the first tactical layout result displays multiple associated virtual objects taking positions according to the arrangement rules of the first tactical mode, and performing the reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual object. In the process of performing a virtual game based on the first tactical mode, when the terminal receives an object assistance operation, the terminal obtains the second rendering data corresponding to the object assistance animation stored in advance according to the object assistance operation, and renders the virtual scene screen according to the second rendering data, thereby displaying an animation in which the target associated object among the multiple associated virtual objects stops the reference game action of the first tactical mode and moves from the first position to the second position, and assists the master virtual object and the game virtual object in performing a virtual game at the second position (it is worth noting that the above situation is not in Figure 1 .
[0046] Optionally, when the target application 111 is implemented as a network-connected application, Figure 1As shown, the current target application 111 is implemented as a sports competition game, and the current terminal 110 displays a virtual scene screen, which includes a master virtual object controlled by the first account logged in by the terminal 110, as well as multiple associated virtual objects and game virtual objects, wherein the multiple associated virtual objects are used to cooperate with the master virtual object and the game virtual object to perform a virtual game according to a specified tactical mode. When the terminal 110 receives the selection operation of the first tactical mode, a tactical layout request is generated and sent to the server 120, and the tactical layout request is used to request the server 120 to layout the positions and game actions of the multiple associated virtual objects.
[0047] When the server 120 receives the tactical layout request, it reads the first rendering data corresponding to the first tactical mode from the folder pre-storing the tactical mode according to the tactical layout request, and feeds the first rendering data as the tactical layout result back to the terminal 110. After receiving the tactical layout result, the terminal 110 renders the virtual scene screen according to the first rendering data in the tactical layout result, thereby displaying that multiple associated virtual objects in the first tactical mode are positioned under the corresponding arrangement rules, and respectively executes the reference game action corresponding to the first tactical mode and the animation of the game virtual objects performing virtual games.
[0048] During the virtual game based on the first tactical mode, when the terminal 110 receives an object assistance operation, an object assistance request is generated and sent to the server 120, wherein the object assistance request is used to request to determine a target associated object from multiple associated virtual objects to assist the main control virtual object in the virtual game.
[0049] When the server 120 receives the object assistance request, it first determines the target associated object for assisting the main virtual object from multiple associated virtual objects according to the first tactical mode, thereby generating second rendering data corresponding to the object assistance animation corresponding to the target associated object, and feeds back to the terminal 110 as the object assistance result.
[0050] After the terminal 110 receives the object assistance result feedback from the server 120, it renders the virtual scene screen according to the second rendering data in the object assistance result, thereby displaying an animation in which the target-associated object stops referring to the game action and moves from the first position to the second position, and assists the main control virtual object in performing a virtual game with the game virtual object at the second position.
[0051] The above-mentioned terminal 110 may be optional, and the terminal may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a smart TV, a smart car, and other terminal devices, which are not limited to the embodiments of the present application.
[0052] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Optionally, the server 120 undertakes the main computing work, and the terminal 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal 110 undertakes the main computing work; or, the server 120 and the terminal 110 adopt a distributed computing architecture for collaborative computing.
[0053] It is worth noting that the above-mentioned servers can be independent physical servers, or they can be server clusters or distributed systems composed of multiple physical servers. They can also be cloud servers that provide 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 delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0054] Among them, cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.
[0055] In some embodiments, the above server can also be implemented as a node in a blockchain system.
[0056] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards in the relevant regions.
[0057] Figure 2 The electronic device 200 includes an operating system 220 and an application 222 .
[0058] The operating system 220 is the underlying software that provides application programs 222 with secure access to the computer's hardware.
[0059] Application 222 is an application that supports a virtual environment. Optionally, application 222 is an application that supports a three-dimensional virtual environment. The application 222 can be any one of a virtual reality application, a three-dimensional map program, a massively multiplayer online role-playing game (MMORPG), a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online tactical competitive game (MOBA), a multiplayer gunfight survival game, a social game, a puzzle game, a strategy game, and a sports competitive game. The application 222 can be a stand-alone application, such as a stand-alone game program, or a network-connected application.
[0060] In combination with the above introduction, the interactive method of virtual objects provided by the present application is described. The method can be executed by a server or a terminal, or can be executed by a server and a terminal together. In the embodiment of the present application, the method is described by taking the method executed by a terminal as an example. Figure 3 As shown, the method includes the following steps.
[0061] Step 310: Display the main virtual object, multiple associated virtual objects and game virtual objects in the virtual scene.
[0062] The main control virtual object is a virtual object controlled by the currently logged in first account, and the multiple associated virtual objects are used to cooperate with the main control virtual object and the game virtual object to perform a virtual game in a specified tactical mode.
[0063] Illustratively, a target application is running in the terminal, and the target application can be implemented as any of the above application types. The terminal is logged into a first account during the running of the target application.
[0064] In some embodiments, during the process of running the target application on the terminal, a virtual scene corresponding to the virtual scene is displayed, and the virtual scene screen includes, in addition to the main virtual object controlled by the first account, a plurality of associated virtual objects and game virtual objects.
[0065] In an illustrative manner, the first account can control the master virtual object to move in the virtual scene, perform specified actions, interact with other virtual objects (including at least one of associated virtual objects or opponent virtual objects), complete specified tasks, etc. That is, the behavior of the master virtual object in the virtual scene is completely controlled by the first account.
[0066] Illustratively, the associated virtual object is a virtual object that has an associated relationship with the master virtual object, such as a teammate relationship, a subordinate relationship, etc. When the associated relationship is implemented as a teammate relationship, the associated virtual object can also be called a teammate virtual object of the master virtual object; when the associated relationship is implemented as a subordinate relationship, the associated virtual object can also be called a subordinate virtual object of the master virtual object.
[0067] Optionally, at least one of the multiple associated virtual objects can be controlled by the first account; or, the multiple associated virtual objects are non-player characters (NPC); or, at least one of the multiple associated virtual objects can be controlled by other accounts, without limitation.
[0068] Among them, when multiple associated virtual objects are NPCs, the actions of the associated virtual objects in the virtual scene are controlled by artificial intelligence (AI).
[0069] Optionally, the action generation method of the associated virtual object includes at least one of the following methods:
[0070] 1. Pre-set multiple action animations corresponding to the associated virtual objects, mark the execution status of the associated virtual objects on each action animation, generate an action folder, and when the state of the associated virtual object in the virtual scene meets the specified execution status in the action folder, read the action animation corresponding to the specified execution status and play it;
[0071] 2. Generate an action behavior tree corresponding to the associated virtual object. The action behavior tree includes multiple action branches of the associated virtual object. Each action branch is marked with an execution condition. When the state of the associated virtual object in the virtual scene meets the execution condition in the action behavior tree, read the action branch corresponding to the execution condition and execute the action corresponding to the action branch;
[0072] 3. For each associated virtual object, a set of actions is pre-set, and the action set includes multiple actions arranged in sequence. The associated virtual object sequentially executes multiple actions in the action set during its activity in the virtual scene;
[0073] 4. Pre-train an action model, input the real-time state of the associated virtual object in the virtual scene into the action model, output an action adapted to the real-time state, and make the associated virtual object perform the action.
[0074] It is worth noting that the above-mentioned action generation method for associating virtual objects is only an illustrative example and is not limited to this in the embodiments of the present application.
[0075] Illustratively, the virtual scene includes at least one game virtual object, which is used to perform a virtual game with the master virtual object and the associated virtual objects. In one example, when the virtual scene includes multiple game virtual objects, the number of game virtual objects is the same as the sum of the number of the master virtual object and the associated virtual objects.
[0076] In some embodiments, the tactical mode refers to a plurality of associated virtual objects standing in accordance with the arrangement rules, and then the plurality of associated virtual objects play a virtual game in their respective positions. In one example, taking the target application as a basketball competitive application as an example, the virtual scene is a virtual basketball court, the game virtual object and the associated virtual object and the master virtual object play a basketball game, and the plurality of associated virtual objects are teammate virtual objects of the master virtual object, and the master virtual object and the teammate virtual object are both called virtual players. When the tactical mode is implemented as a two-three joint defense mode, the virtual basketball court includes an upper line area and a lower line area, and the two virtual players in the upper line area stand at the two ends of the free throw line in the virtual basketball court, and the two virtual players outside the lower line area are located within the three-point line for defense, and a virtual player in the middle of the lower line area is located within the three-point line area for guarding the rebound. Among them, the master virtual object can freely select any position in the two-three joint defense mode by the first account, and the associated virtual objects cooperate with the master virtual object to stand according to the two-three joint defense mode.
[0077] Optionally, during the entire virtual game process, the associated virtual object and the master virtual object use a single tactical mode to play a virtual game with the game virtual object; or, the first account can switch between multiple different tactical modes, so that the associated virtual object and the master virtual object switch between multiple different tactical modes to play a virtual game with the game virtual object.
[0078] In one feasible case, the master virtual object is implemented as non-fixed, that is, the first account can select at least one from a plurality of associated virtual objects to control, and use it as the master virtual object.
[0079] Step 320 , in response to receiving a selection operation on the first tactical mode, displaying a first tactical layout result corresponding to the first tactical mode.
[0080] Among them, the first tactical layout result is used to instruct multiple associated virtual objects to take positions according to the arrangement rules of the first tactical mode, and execute reference game actions corresponding to the first tactical mode to perform virtual games with the game virtual objects.
[0081] Illustratively, after receiving a selection operation for the first tactical mode, the first tactical mode is used as the tactical mode used in the virtual game between the main control virtual object and the associated virtual object and the game virtual object.
[0082] Optionally, the selection operation of the first tactical mode includes at least one of the following methods:
[0083] 1. Displaying a tactical mode list in a virtual scene screen, the tactical mode list including a plurality of candidate tactical modes, and when receiving a trigger operation for a first tactical mode among the plurality of candidate tactical modes, the trigger operation is used as a selection operation for the first tactical mode;
[0084] 2. During the virtual game between the main control virtual object and the associated virtual objects and the opponent virtual objects, the server automatically determines a tactical mode that suits the current situation according to the current game situation, and automatically displays the tactical mode that suits the current situation in the virtual scene; when a confirmation operation on the tactical mode is received, the tactical mode is determined as the first tactical mode, and the confirmation operation is used as a selection operation for the first tactical mode.
[0085] It is worth noting that the above-mentioned operation method for selecting the first tactical mode is only an illustrative example, and the embodiment of the present application does not limit this.
[0086] Indicatively, different tactical modes correspond to different arrangement rules, that is, for different tactical modes, the positions of associated virtual objects and master virtual objects are also different. The position refers to the location of virtual objects (including master virtual objects and associated virtual objects) in the virtual scene.
[0087] It is worth noting that since the main virtual object / associated virtual object will move in the virtual scene during the virtual game, the position can also be implemented as the area where the main virtual object / associated virtual object moves in the virtual scene. For different tactical modes, the range of movement of the main virtual object / associated virtual object is also different. For example: for basketball competitive applications, when implemented as tactical mode a, the associated virtual object moves within the three-point line area, and when implemented as tactical mode b, the associated virtual object moves within the free throw line area.
[0088] Indicatively, different tactical modes correspond to different game actions. For example, for the defensive tactical mode, the game actions corresponding to the main control virtual object / associated virtual object include at least one of the action types such as defense, steal, and block. For the offensive tactical mode, the game actions corresponding to the main control virtual object / associated virtual object include at least one of the action types such as passing, hitting, passing, and shooting. Therefore, the game actions corresponding to the tactical mode are called reference game actions. The game actions corresponding to the tactical mode are pre-set actions.
[0089] In an optional case, different tactical modes include not only different arrangement rules, but also different types of game actions.
[0090] Illustratively, for the same tactical mode, the position and the reference game action have a corresponding relationship, for example: the virtual object standing inside the three-point line performs a dribbling action, and the virtual object standing inside the free throw line performs a dunk action. In another example, for the same tactical mode, the position and the reference game action may not have a corresponding relationship, for example: the virtual object at position a can randomly perform at least one of reference game action A, reference game action B, and reference game action C.
[0091] Optionally, in the same tactical mode, a single position corresponds to a single reference game action, or a single position corresponds to multiple different reference game actions, for example, a virtual object standing within the free throw line can perform a dunk action, a jump action, etc.
[0092] It is worth noting that the reference game actions involved in the present application refer to the game actions corresponding to the tactical mode during the design process, and the reference game actions are for a single associated virtual object, that is, the reference game actions corresponding to multiple associated virtual objects may be the same or different.
[0093] In one achievable case, when the first tactical mode is selected for virtual game play, the main control virtual object and multiple associated virtual objects are displayed to automatically position themselves according to the arrangement rules corresponding to the first tactical mode, and perform reference game actions corresponding to the first tactical mode at their respective positions to perform virtual game play with the game virtual objects. In this case, after the main control virtual object automatically positions itself according to the first tactical mode, the first account can control the execution of actions different from the reference game actions.
[0094] In another achievable situation, when the first tactical mode is selected for virtual game play, multiple associated virtual objects are displayed to automatically stand according to the arrangement rules corresponding to the first tactical mode, and perform reference game actions corresponding to the first tactical mode at their respective positions to play virtual game play with the game virtual objects. In addition, the master virtual object is controlled by the first account to move freely, and the first account is controlled to perform actions.
[0095] Optionally, the positions of the multiple associated virtual objects corresponding to the tactical mode and the reference game actions are determined in a manner including at least one of the following centralized determination methods:
[0096] 1. According to the tactical mode, the positions and reference game actions corresponding to the associated virtual objects are specified. For example, for tactical mode a, the multiple associated virtual objects include object a, object b, and object c. Object a is specified to be located in area 1 for attack, object b is specified to be located in area 2 for outflanking, and object c is specified to be located in area 3 for defense;
[0097] 2. After determining the tactical mode, according to the real-time positions of multiple associated virtual objects in the current virtual scene, each associated virtual object is automatically assigned to the position closest to its real-time position, and the corresponding reference game action is performed at the position. For example, if object 1 is currently located in area a and object 2 is located in area b, after receiving the selection operation of the first tactical mode, object 1 is moved to position A in area a and object 2 is moved to position B in area b;
[0098] 3. Each associated virtual object corresponds to different offensive and defensive capabilities. Each position in the tactical mode corresponds to offensive and defensive conditions. After the tactical mode is determined, the associated virtual object is assigned to the position that best matches its offensive and defensive capabilities based on the degree of fit between the offensive and defensive capabilities and offensive and defensive conditions of the associated virtual object. For example, object c is good at defense, and position a in tactical mode A is used for defense, so object c is assigned to position a to perform defensive actions.
[0099] It is worth noting that the above-mentioned method for determining the positions of multiple associated virtual objects and reference game actions is only an illustrative example and is not limited to this in the embodiments of the present application.
[0100] Step 330 , during the virtual game based on the first tactical mode, in response to receiving an object assistance operation, displaying an assisting game animation.
[0101] Among them, the assisting game animation is an animation in which a target associated object among multiple associated virtual objects stops referring to the game action and moves from a first position to a second position, and assists the main control virtual object and the game virtual object to perform a virtual game at the second position.
[0102] In some embodiments, during a virtual game based on a first tactical mode, a master virtual object is controlled by a first account to move and perform actions in a virtual scene, and multiple associated virtual objects automatically move and perform actions according to the first tactical mode.
[0103] Illustratively, the object assistance operation refers to determining that at least one target associated object from multiple associated virtual objects stops executing the initial action of the game and then executes a new action, which is used to assist the main control virtual object and the game virtual object in performing a virtual game.
[0104] Optionally, the operation mode of the object assistance operation includes at least one of the following operation types:
[0105] 1. An assist control is displayed in the virtual scene screen. When a trigger operation is received for the assist control, it is used as an object assist operation;
[0106] 2. Object identifiers corresponding to multiple associated virtual objects are displayed in the virtual scene screen. When a trigger operation on the object identifier of the target associated object is received, it is used as an object assist operation.
[0107] It is worth noting that the above-mentioned operation methods for object assistance operation are only illustrative examples and are not limited to this in the embodiments of the present application.
[0108] Among them, for the first case in the above operation mode, when the trigger operation of the assisting control is received, the target associated object for assisting the main virtual object is automatically determined, or the first account freely selects the target associated object for assisting the main virtual object.
[0109] Illustratively, assisting the master virtual object in a virtual game with the opponent virtual object means adjusting the position of the associated virtual object and the reference game action according to the assisting action of the object assisting operation, so that the adjusted position of the associated virtual object and the executed game action meet the assisting intention of the master virtual object.
[0110] In some embodiments, the object assistance operation corresponds to different assistance actions, for example, at least one of the following types: catching the ball (catching the ball passed by the main virtual object), pick-and-roll, steal, block, etc.
[0111] Schematically, the assist action corresponds to the tactical mode. For example, when the tactical mode is a high pick-and-roll, when an object assist operation is received, the assist action is to make the target associated object perform a pick-and-roll for the ball-carrying player. Therefore, in different tactical modes, when an object assist operation is received, the corresponding assist action is different.
[0112] Optionally, a single tactical mode corresponds to one assisting action, or a single tactical mode corresponds to multiple different assisting actions.
[0113] Illustratively, when an object assistance operation is received, a target associated object is determined from a plurality of associated virtual objects, thereby displaying an animation of the target associated object performing an assistance action corresponding to the tactical mode after the position of the target associated object moves.
[0114] Optionally, the assisting action performed by the target-associated object in assisting the main control virtual object complies with the tactical strategy of the first tactical mode; or, the assisting action performed by the target-associated object in assisting the main control virtual object does not comply with the tactical strategy of the first tactical mode. For example, the first tactical mode is a double-team tactical mode, but the target-associated object receives an object assisting operation to perform a steal action. Then, the assisting action performed by the target-associated object in assisting the main control virtual object does not comply with the tactical strategy of the first tactical mode.
[0115] Optionally, the method for determining the target associated object from the multiple associated virtual objects includes at least one of the following methods:
[0116] 1. Different associated virtual objects correspond to different attack and defense capabilities, and different tactical modes correspond to assisting actions with different attack and defense requirements. According to the attack and defense capabilities of the associated virtual objects and the degree of fit between the assisting and attack and defense requirements, the associated virtual objects that meet the attack and defense requirements are determined as the target associated objects;
[0117] 2. According to the distance between the associated virtual object and the master virtual object in the virtual scene, when there is an associated virtual object whose distance reaches a preset distance threshold, it is determined as the target associated object;
[0118] 3. According to the execution status of the reference game action of the associated virtual object in the virtual scene, including the three states of starting execution, executing, and ending execution, the associated virtual object in the ending execution state is used as the target associated object, thereby ensuring the continuity of the target associated object in executing the assisting action.
[0119] It is worth noting that the above-mentioned method for determining the target associated object is only an illustrative example and is not limited to this in the embodiments of the present application.
[0120] In summary, the interactive method of virtual objects provided by the embodiment of the present application, in the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when receiving the selection operation of the first tactical mode, the multiple associated virtual objects are displayed to stand under the arrangement rule corresponding to the first tactical mode, and the reference game action corresponding to the first tactical mode is executed to cooperate with the main control virtual object and the game virtual object to play a virtual game, and in the process of playing a virtual game based on the first tactical mode, when the game assistance operation is received, the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the game coordination between multiple virtual objects in the same team, improve the game ability of the entire team, and improve the efficiency of human-computer interaction on the basis of improving the game experience of players.
[0121] In some embodiments, the target associated object is determined according to the attack and defense capabilities of the associated virtual object. For example, please refer to Figure 4 , which shows a virtual object interaction method provided by an exemplary embodiment of the present application, that is, step 330 also includes steps 331 and 332, and step 320 also includes step 340, such as Figure 4 As shown, the method includes the following steps.
[0122] Step 320 , in response to receiving a selection operation on the first tactical mode, displaying a first tactical layout result corresponding to the first tactical mode.
[0123] Among them, the first tactical layout result is used to instruct multiple associated virtual objects to take positions according to the arrangement rules of the first tactical mode, and execute reference game actions corresponding to the first tactical mode to perform virtual games with the game virtual objects.
[0124] For illustration, please refer to Figure 5 , which shows a schematic diagram of tactical mode selection provided by an exemplary embodiment of the present application, such as Figure 5As shown, a virtual scene screen 500 is currently displayed, in which a main control virtual object 501, multiple associated virtual objects (white objects) and multiple game virtual objects (black objects) are displayed. A tactical selection control 510 is also displayed in the virtual scene screen 500. When a trigger operation is received on the tactical selection control 510, a tactical mode list 511 is displayed, and the tactical mode list 511 includes multiple candidate tactical modes. When a trigger operation is received on the first tactical mode 5111, a first tactical layout result 520 corresponding to the first tactical mode 5111 is displayed, and the display is switched from the tactical selection control 510 to the first tactical mode identifier 521.
[0125] Step 331 : during a virtual game based on a first tactical mode, when the main control virtual object meets the assistance condition, a first assistance control corresponding to the first tactical mode is displayed.
[0126] Among them, the first assisting control corresponds to the first assisting action, and the first assisting action corresponds to the first attack and defense requirement.
[0127] Illustratively, the assistance condition refers to the condition under which the currently associated virtual object can assist the controlling virtual object in a virtual game.
[0128] Optionally, the assistance condition includes at least one of the following condition types:
[0129] 1. The duration of the virtual game reaches the preset duration threshold;
[0130] 2. During the virtual game between the main control virtual object and the associated virtual object and the opponent virtual object, the game score difference between the two parties reaches a preset score difference threshold;
[0131] 3. The attribute value of the master virtual object reaches the preset attribute value threshold;
[0132] 4. During the virtual game, the first account controls the main virtual object to complete the designated task;
[0133] 5. The master virtual object and the associated virtual objects start a virtual game with the opponent virtual object.
[0134] It is worth noting that the above types of assistance conditions are merely illustrative examples and are not limited to this in the embodiments of the present application.
[0135] In some embodiments, the first assist control corresponds to the first tactical mode, that is, different tactical modes correspond to different types of assist controls.
[0136] Illustratively, the first assisting action corresponding to the first assisting control refers to determining a target associated object from a plurality of associated virtual objects and using the target associated object to assist the main control virtual object in performing a game action in a virtual game.
[0137] Optionally, different assist actions correspond to different assist requirements, for example, when the assist action is a three-point shot, the assist requirement is that the shooting accuracy of the associated virtual object reaches 75%, wherein the shooting accuracy of the associated virtual object is a preset object attribute, or the shooting accuracy of the associated virtual object is obtained by statistics of shooting results within a historical time range.
[0138] Below, taking the target application being a basketball competitive application as an example, various tactical modes are described in detail.
[0139] First, based on the requirements of offense and defense, two types of tactical modes can be classified: offensive tactical mode and defensive tactical mode. The offensive tactical mode is mainly aimed at the main control virtual object and the associated virtual objects belonging to the ball controlling party, so breaking through the opponent's virtual object to shoot and score. The defensive tactical mode is mainly aimed at the opponent's virtual object belonging to the ball controlling party, so the main control virtual object and the associated virtual objects need to defend the opponent's virtual object to hinder the opponent's virtual object from shooting and scoring.
[0140] Among them, the offensive tactical mode includes a singles tactical mode, an inside offensive tactical mode and a high pick-and-roll tactical mode, which are described in detail below. In this application, the game virtual object is the opponent's player, and the associated virtual object is the player of the own team for explanation.
[0141] First, start the singles tactical mode.
[0142] The tactic of opening up singles is to open up the playing space for the player with the ball among the players on the team, so that the player with the ball can play 1-on-1 singles with the opponent's players.
[0143] For illustration, please refer to Figure 6 , which shows a schematic diagram of a singles tactical mode provided by an exemplary embodiment of the present application, such as Figure 6As shown, a virtual scene screen 600 is currently displayed, and the virtual scene screen 600 includes a main control virtual object 601, a player of the own side (white) and a player of the other side (black). When executing a common offensive tactic (non-pull-out singles tactic), the players of the own side who defend on both sides of the arc top have the opportunity to assist the player with the ball in defending when the player with the ball breaks through. When the pull-out singles tactic is executed, a virtual scene screen 610 corresponding to the pull-out singles tactic is displayed. At this time, all players without the ball will move to the bottom corners on both sides of the virtual basketball court, leaving more area space in the upper line area of the virtual basketball court for the player with the ball to conduct a single attack, and at the same time, the route used by the player with the ball to break through is cleared to prevent the other team from defending. At this time, the virtual scene screen 610 corresponding to the pull-out singles tactic includes a pull-out singles tactic mode mark 611 and a pull-out singles assistance space 612.
[0144] Second, the inside offensive tactical mode.
[0145] The inside attack tactic refers to the tactic of passing the ball into the inside area of the virtual basketball court, or allowing the players in the inside area to play one-on-one with the opposing players.
[0146] For illustration, please refer to Figure 7 , which shows a schematic diagram of a method for displaying an assisted game animation provided by an exemplary embodiment of the present application, such as Figure 7 As shown, the virtual scene screen 700 is currently displayed in the inside attack mode, and an inside attack mode logo 710 is displayed in the virtual scene screen 700. When the main control virtual object meets the assistance conditions, the inside attack assistance control 720 (as the first assistance control) is displayed below the inside attack mode logo 710.
[0147] Third, the high-post pick-and-roll tactical mode.
[0148] The high pick-and-roll tactic refers to calling a player in the inside area of the virtual basketball court to perform a pick-and-roll for the player with the ball at a high position on the court, so that the player with the ball gets an open opportunity to shoot.
[0149] For illustration, please refer to Figure 8 , which shows a schematic diagram of a high pick-and-roll tactic provided by an exemplary embodiment of the present application, such as Figure 8 As shown, a virtual scene screen 800 in a high-position pick-and-roll tactical mode is currently displayed, and the virtual scene screen 800 includes a high-position pick-and-roll tactical identifier 810 corresponding to the high-position pick-and-roll tactic, and a high-position pick-and-roll control 820 (as a first auxiliary control).
[0150] The defensive tactical mode is described in detail below, wherein the defensive tactical mode includes an inside double-team tactical mode, an unlimited switching tactical mode, and a double-triple zone defense tactical mode.
[0151] Fourth, the inside double-team tactical mode.
[0152] The inside double-team tactic means that when the player with the ball (opposing player) enters the inside area of the virtual basketball court, the defensive players defending in the inside area (own players) and the defensive players defending the player with the ball (own players) jointly defend the player with the ball, forming a double-team situation.
[0153] For illustration, please refer to Fig. 9 , which shows a schematic diagram of an inside double-team tactic provided by an exemplary embodiment of the present application, such as Fig. 9 As shown, a schematic diagram 900 of an inside double-team tactic is currently displayed, which includes a main control virtual object 901, an associated virtual object 902 and an opponent virtual object 903, wherein the opponent virtual object 903 is a player holding the ball, and the associated virtual object 902 is a defensive player in the inside area for defense. When the opponent virtual object 903 moves toward the basket in the inside area, the first account controls the main control virtual object 901 to move toward the inside area, and forms a double-team situation with the associated virtual object 902 on the opponent virtual object 903.
[0154] Fifth, unlimited switching defense tactical mode.
[0155] The unlimited switching tactic means that when a player of your team fails to defend in time, other players of your team who are near that player will come forward to provide backup defense. At the same time, the original player of your team who was defending will defend the corresponding players of other players of your team (opposing players), forming a switching tactic.
[0156] For illustration, please refer to Fig.10 , which shows a schematic diagram of unlimited switching tactics provided by an exemplary embodiment of the present application, such as Fig.10 As shown, the currently displayed infinite switching tactical diagram 1000 includes an associated virtual object 1010 and an associated virtual object 1020, wherein the associated virtual object 1010 was originally used to defend the player with the ball, and after a missed defense, the associated virtual object 1020, which was originally used to defend the player without the ball, switches to become the defensive player defending the player with the ball, and the associated virtual object 1010 switches to become the defensive player without the ball.
[0157] Sixth, the double-three zone defense tactical mode.
[0158] Zone defense refers to zone defense, which no longer uses a man-to-man defense method, but instead uses a defense method in which one player defends one area.
[0159] For illustration, please refer to Fig.11 , which shows a schematic diagram of a two-three zone defense tactic provided by an exemplary embodiment of the present application, such as Fig.11As shown, a two-three zone defense tactical diagram 1100 is currently displayed, which includes an upper line area 1110 (area 1 and area 2) and a lower line area 1120 (area 3, area 4 and area 5), wherein two defensive players of the own team are arranged in the upper line area 1110, and three defensive players of the own team are arranged in the lower line area 1120.
[0160] For illustration, please refer to Fig.12 , which shows a schematic diagram of a two-three joint defense tactical game provided by an exemplary embodiment of the present application, such as Fig.12 As shown, a schematic diagram 1200 of a two-three zone defense tactic is currently displayed, which includes a plurality of own players (including a main control virtual object and a game virtual object) standing according to the two-three zone defense tactic. When an opponent player 1210 enters the defense area of the corresponding own player, the own player will defend him. When the player with the ball enters an area where two defense areas overlap, he will be double-teamed by the own players in the two defense areas.
[0161] Step 332: In response to receiving a trigger operation on the first assistance control, display an assistance game animation.
[0162] In a feasible case, a method for automatically selecting a target associated object is described in detail.
[0163] In some embodiments, in response to receiving a trigger operation on a first assist control, the offensive and defensive capabilities of multiple associated virtual objects in the virtual scene are obtained; in response to the offensive and defensive capabilities of the target associated object meeting the first offensive and defensive requirements, the target associated object is displayed to stop moving from the first position to the second position with reference to the game action, and an animation of performing the first assist action at the second position is performed.
[0164] In this embodiment, a basketball competitive application is taken as an example to illustrate that the same team includes virtual objects with different offensive and defensive capabilities (including associated virtual objects and master virtual objects), such as point guard, shooting guard, small forward, power forward and center, corresponding to different offensive and defensive capabilities respectively.
[0165] Taking the center as an example, the center player is mainly responsible for scoring in the free throw area. Taking the point guard as an example, the point guard is mainly used for dribbling on the court.
[0166] In this embodiment, after receiving a trigger operation on the first assist control, the attack and defense capabilities of the multiple associated virtual objects in the virtual scene are obtained, and the attack and defense capabilities of the multiple associated virtual objects are compared with the first attack and defense requirements. When there is at least one associated virtual object that meets the first attack and defense requirements, it is determined as the target associated object. For example, when the first attack and defense requirement is to conduct an inside attack, the associated virtual object corresponding to the small forward who is good at inside shooting and dribbling is used as the target associated object.
[0167] After the target-associated object is determined, an animation is displayed in which the target-associated object stops the currently executed reference game action, moves from the first position to the second position, and then performs the first assisting action at the second position.
[0168] like Figure 7 As shown, after receiving the trigger operation of the inside offense assist control 720, the small forward is determined as the target associated object 721, and the inside offense logo 722 is displayed at the specified position of the target associated object 721, thereby showing that the target associated object 721 actively makes a request after running into the inside area, so that the player with the ball passes the basketball to the target associated object 721 for subsequent back-to-the-basket plays, shots, etc.
[0169] There is another possible situation where the target association object is manually selected by the first account, which is described in detail below. bright.
[0170] In some embodiments, in response to receiving a trigger operation on a first assistance control, an associated object list is displayed, the associated object list including object identifiers corresponding to a plurality of associated virtual objects; in response to receiving a trigger operation on an object identifier corresponding to a target associated object, an assistance game animation corresponding to the target associated object is displayed.
[0171] In this embodiment, when a trigger operation is received on the first assisting control, a list of associated objects is displayed in the virtual scene screen, including multiple associated virtual objects that have an associated relationship with the main control virtual object. When a trigger operation is received on the object identifier of at least one of the associated virtual objects, at least one associated virtual object is determined as a target associated object, and the assisting game animation corresponding to the target associated object is displayed.
[0172] In some embodiments, the assistance success probability corresponding to the associated virtual object is displayed at a specified position of the object identifier of the associated virtual object. The assistance success probability refers to the predicted probability that the associated virtual object assists the main control virtual object in successfully playing a virtual game with the opponent virtual object.
[0173] In addition, in the associated object list, in addition to displaying the object identifier corresponding to the associated virtual object, the assistance success probability of the associated virtual object is also displayed at the specified position of the object identifier of the associated virtual object, wherein the assistance success probability is a pre-set probability that the associated virtual object can complete the first assistance action.
[0174] Step 340 , in response to receiving the tactical switching operation, displaying the plurality of associated virtual objects is switched from the first tactical layout result to the second tactical layout result.
[0175] The second tactical layout result corresponds to the second tactical mode, and the second tactical mode is different from the first tactical mode.
[0176] Illustratively, when a trigger operation for the second tactical mode is received in the tactical mode list, it is used as a tactical switching operation to indicate that the current tactical mode is switched from the first tactical mode to the second tactical mode.
[0177] Since the first tactical layout result corresponding to the first tactical mode and the second tactical layout result corresponding to the second tactical mode are different, the display of the multiple associated virtual objects is switched from the first tactical layout result to the second tactical layout result.
[0178] In some embodiments, the first assistance control is switched to display a second assistance control corresponding to the second tactical mode, the second assistance control corresponds to a second assistance action, and the second assistance action corresponds to a second attack and defense requirement.
[0179] In addition to making changes to the tactical layout results, the switching process of the auxiliary controls will also be displayed after the tactical switching operation. Since different tactical modes correspond to different auxiliary controls, the first auxiliary control will be switched to the second auxiliary control.
[0180] In some embodiments, selection operations for a first tactical mode and a third tactical mode are continuously received, and the third tactical mode corresponds to a target game condition; in the process of conducting a virtual game based on the first tactical mode, in response to the game situation meeting the target game condition, multiple associated virtual objects are displayed to automatically switch from the first tactical mode to the third tactical mode to conduct a virtual game with the game virtual objects.
[0181] In another achievable situation, when the selection operation of the first tactical mode and the third tactical mode is received continuously in the tactical mode list, the virtual game is first performed according to the first tactical mode, and if the game situation of the current virtual game meets the target game condition corresponding to the third tactical mode, the first tactical mode is automatically switched to the third tactical mode. For example: when the virtual game is currently performed in an inside attack mode, when the basketball holder becomes the opponent, and there is a leak in the defense of the own players, it is automatically switched to the unlimited switching defense mode for defense.
[0182] In summary, the interactive method of virtual objects provided by the embodiment of the present application, in the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when receiving the selection operation of the first tactical mode, the multiple associated virtual objects are displayed to stand under the arrangement rule corresponding to the first tactical mode, and the reference game action corresponding to the first tactical mode is executed to cooperate with the main control virtual object and the game virtual object to play a virtual game, and in the process of playing a virtual game based on the first tactical mode, when the game assistance operation is received, the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the game coordination between multiple virtual objects in the same team, improve the game ability of the entire team, and improve the efficiency of human-computer interaction on the basis of improving the game experience of players.
[0183] In this implementation, by setting corresponding attack and defense requirements for the corresponding assist controls according to the tactical mode, the probability of success of the determined target-related object in assisting the main control virtual object in the game is higher, which is more in line with the assistance form and improves the coordination between virtual objects in the team.
[0184] In this embodiment, by setting the attack and defense capabilities of the virtual object, and comparing them with the first attack and defense requirements corresponding to the first assistance control, the adaptability of the object assistance selection is improved, thereby improving the team cooperation and combat capability of the team.
[0185] In this embodiment, by setting the associated object list, the target associated object finally selected to assist the master virtual object can better meet the player's selection intention.
[0186] In this embodiment, the assistance success probability corresponding to each associated virtual object is displayed during the process of displaying the associated object list, which can assist the player in determining the target associated object for assistance and improve the information indication capability.
[0187] In this embodiment, through the tactical switching operation, based on the switching of the tactical mode, the tactical layout result is also switched accordingly, which can make the team combat more flexible in the process of conducting a virtual game in a virtual scene.
[0188] In this embodiment, through the tactical switching operation, on the basis of realizing the switching of the tactical mode, the auxiliary control is also switched, ensuring that each tactical mode can have a corresponding auxiliary control.
[0189] In this embodiment, when at least two tactical mode selection operations are received continuously, the two selected tactical modes are automatically switched according to the game situation of the virtual game, which improves the flexibility of team combat and the efficiency of human-computer interaction, and avoids multiple manual adjustments by players.
[0190] In some embodiments, assisting game animation is determined according to the tactical behavior tree. For example, please refer to Fig.13 , which shows a flowchart of a virtual object interaction method provided by an exemplary embodiment of the present application, that is, before step 320, steps 3201 to 3203 are also included, and step 320 also includes steps 32011 and 32014. Fig.13 As shown, the method includes the following steps.
[0191] Step 3201, obtaining the tactical strategy corresponding to the first tactical mode.
[0192] Among them, the tactical strategy includes multiple positions and reference game actions corresponding to the multiple positions, and the positions correspond to offensive and defensive conditions.
[0193] In schematic form, tactical strategy refers to the strategy corresponding to the position layout of virtual objects and the type of game actions performed during a virtual game using a tactical mode.
[0194] Therefore, the tactical strategy corresponding to the first tactical mode includes positions corresponding to a plurality of associated virtual objects, and at least one reference game action that the associated virtual object needs to perform at the position.
[0195] In some embodiments, the attack and defense conditions refer to the type of game actions performed by the associated virtual object at the position in the current tactical mode. For example, the attack and defense conditions of the associated virtual object at position a are to perform inside defense, so the associated virtual object needs to move in the inside area and defend the opponent's players.
[0196] In some embodiments, multiple associated virtual objects correspond to different offensive and defensive capabilities.
[0197] In this embodiment, the same team includes virtual objects with different offensive and defensive capabilities (including associated virtual objects and master virtual objects), for example: point guard, shooting guard, small forward, power forward and center, corresponding to different offensive and defensive capabilities respectively.
[0198] In some embodiments, action behavior trees corresponding to multiple associated virtual objects are obtained, and the action behavior trees corresponding to the associated virtual objects include multiple game action branches of the associated virtual objects in the virtual game process, and the multiple game action branches are marked with different weight values; the offensive and defensive capabilities corresponding to the associated virtual objects are determined according to the action type corresponding to the game action branch with the highest weight value.
[0199] In an illustrative manner, an independent action behavior tree is set for each associated virtual object, so that the associated virtual object can perform a virtual game in a virtual scene. The game action branches included in the action behavior tree correspond to the game actions performed by the associated virtual object during the virtual game in the virtual scene.
[0200] In this embodiment, in designing the action behavior tree corresponding to each associated virtual object, the weight values corresponding to the game action branches in the action behavior tree are different for different associated virtual objects. For example, for a power forward player, his ability to steal the ball is higher, so the weight value of the steal action branch is higher than the weight value of the pass action branch. When determining the offensive and defensive capabilities corresponding to each associated virtual object, it is determined according to the action type corresponding to the game action branch with the highest weight value. For example, if the action type is "shooting", its offensive and defensive capabilities can be determined as a shooting guard.
[0201] Step 3202, in response to the attack and defense capabilities corresponding to the ith associated virtual object meeting the attack and defense conditions corresponding to the nth position, determining the association relationship between the reference game action corresponding to the nth position and the ith associated virtual object.
[0202] Wherein, i and n are positive integers.
[0203] In the process of designing the tactical mode, taking the first tactical mode as an example, multiple positions are set, each position corresponds to at least one reference game action, and therefore, each position is matched with the associated virtual object according to the offensive and defensive capabilities respectively corresponding to the multiple associated virtual objects, thereby determining the first tactical layout result obtained by the multiple associated virtual objects according to the first tactical mode. Among them, the positions and associated virtual objects with an associated relationship are determined according to the offensive and defensive capabilities of the associated virtual objects and the adaptation relationship between the offensive and defensive conditions corresponding to the positions.
[0204] Step 3203: Generate a tactical behavior tree corresponding to the first tactical mode based on the association relationship between the multiple associated virtual objects and the multiple reference game actions.
[0205] Illustratively, when the association relationship between each position and the associated virtual object in the first tactical mode is determined, a tactical behavior tree corresponding to the first tactical mode is generated based on the reference game actions corresponding to the positions and the association relationship between each position and the associated virtual object.
[0206] Optionally, different tactical modes correspond to different tactical behavior trees.
[0207] It is worth noting that for the same tactical behavior tree, it includes the relationship between multiple positions and different associated virtual objects.
[0208] Step 32011, in response to receiving a selection operation for the first tactical mode, obtaining a tactical behavior tree corresponding to the first tactical mode.
[0209] Indicatively, after the tactical behavior trees corresponding to the multiple different tactical modes are pre-set, the tactical behavior trees corresponding to the multiple different tactical modes are stored in a designated storage file.
[0210] When a selection operation for the first tactical mode is received, a tactical behavior tree corresponding to the first tactical mode is read from a designated storage file according to the selection operation.
[0211] Step 32012, obtaining the action behavior trees corresponding to the multiple associated virtual objects.
[0212] Among them, the action behavior tree corresponding to the associated virtual object includes multiple game action branches of the associated virtual object in the virtual game process.
[0213] After reading the tactical behavior tree corresponding to the first tactical mode, the action behavior trees corresponding to the associated virtual objects in the preset virtual scene are obtained.
[0214] Step 32013, based on the association relationship between the mth associated virtual object and the reference game action corresponding to the pth position in the tactical behavior tree, obtain the target game action branch corresponding to the reference game action corresponding to the pth position in the action behavior tree corresponding to the mth associated virtual object.
[0215] Wherein, m and p are positive integers.
[0216] Illustratively, after obtaining the tactical behavior tree corresponding to the first tactical mode and the action behavior trees corresponding to multiple associated virtual objects, first, based on the association between the positions and the associated virtual objects in the tactical behavior tree, a reference game action corresponding to the p-th position having an association relationship with the m-th associated virtual object is determined, and then, based on the reference game action, a target game action branch corresponding to the reference game action in the action behavior tree corresponding to the m-th associated virtual object is determined.
[0217] Step 32014, based on the target game action branch, displays the mth associated virtual object at the pth position, and displays the animation of the game action corresponding to the target game action branch.
[0218] Illustratively, a reference game action performed by the mth associated virtual object in the first tactical mode is determined according to the tactical behavior tree, the mth associated virtual object is displayed at the pth position according to the target game branch, and an animation of the game action corresponding to the target game action branch is executed.
[0219] In summary, the interactive method of virtual objects provided by the embodiment of the present application, in the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when receiving the selection operation of the first tactical mode, the multiple associated virtual objects are displayed to stand in the arrangement rule corresponding to the first tactical mode, and the reference game action corresponding to the first tactical mode is executed to cooperate with the main control virtual object and the game virtual object to play a virtual game, and in the process of playing a virtual game based on the first tactical mode, when receiving the game assistance operation, the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the human-computer interaction efficiency on the basis of improving the player's game experience.
[0220] In this embodiment, a tactical behavior tree is generated according to the tactical strategy corresponding to the tactical mode and the attack and defense capabilities of each associated virtual object, so that the actions performed by the associated virtual objects in the same team can be coordinated.
[0221] In this embodiment, the attack and defense capabilities corresponding to the associated virtual object are determined according to the weight values corresponding to each game action branch, which can ensure that the associated virtual object has a higher probability of success when executing game actions with higher weight values, so that it meets the corresponding attack and defense capabilities, thereby ensuring the rationality of the virtual object design.
[0222] In this embodiment, after receiving the selection operation of the tactical mode, displaying the tactical layout result in combination with the tactical behavior tree and the action behavior tree can ensure the smoothness of the action of each associated virtual object and improve the rationality of the animation display.
[0223] Schematically, the system architecture of the virtual object interaction method is described by taking the application in basketball competition as an example. For schematic illustration, please refer to Fig.14 , which shows a system architecture block diagram provided by an exemplary embodiment of the present application, such as Fig.14 , the architecture includes the following contents.
[0224] The system architecture is divided into three layers: decision layer 1410, execution layer 1420 and action layer 1430. Their respective division of labor is as follows:
[0225] Decision layer 1410: The decision made by the decision layer is implemented by the AI tactical system. The AI tactical system is an independent tactical behavior tree system that stores tactical behavior trees corresponding to various tactical modes. It will determine and store the execution objects corresponding to various game actions based on the game situation in the virtual scene.
[0226] Execution layer 1420: The execution layer includes the execution logic of various game actions of multiple associated virtual objects during the virtual game process, in which multiple systems and modules are embedded.
[0227] AI action behavior tree: The action behavior tree is the most important system of the execution layer 1420. All execution logic is issued by the action behavior tree. The action behavior tree of each associated virtual object is independent of each other. When the action behavior tree detects that the current associated virtual object is the execution object corresponding to a certain game action, it will execute the logic of the corresponding game action branch and execute different game actions, including free kicks, defense and offense.
[0228] Tactical system: It consists of a position editor and a screening system, which can configure the coordinated positions of the overall off-ball offensive players, making it possible to realize tactical positions. The position editor can configure the running and game actions of virtual objects in the form of a timeline. The screening system will filter the position files according to the actual positions of the players on the field, detect the game status of the players, and output the target files. Among them, the target file is the position file corresponding to the current game status of the player. After the action behavior tree obtains the position file, it will execute the corresponding position action.
[0229] Avoidance system: The avoidance system consists of logical avoidance and action avoidance. The definition of avoidance is: when there are other teammates around the player or there is a ball player near the target point, the player needs to make way for the teammates. Logical avoidance: Through calculation, select the appropriate target position and input the action behavior tree, so that the action behavior tree drives the virtual object to execute the run and finally reach the target position. Action avoidance: The avoidance animation displayed when the associated virtual object collides with other players during the running process.
[0230] Configuration table: The configuration table controls the game behavior of the associated virtual objects through the difficulty table, behavior tendency table and template table, realizing AI difficulty control, player personalized behavior and templated behavior. Probability control is performed in the behavior tree through the matching behavior tree nodes. Among them, the difficulty table includes the difficulty corresponding to each game action, and the behavior tendency table is used to indicate the target game action that each associated virtual object tends to (that is, the probability of executing the target game action is higher).
[0231] Action layer 1430: After receiving the instructions from the action behavior tree, the action execution animation is displayed through the general module logic, action execution logic and off-ball running logic. The off-ball running animation system realizes running animations of different speeds, different angles and different directions, especially the start, end and connection of the action, making the player's running more realistic and smooth. The general module is a general module for basic behaviors such as shooting and breakthroughs. The corresponding instructions are input through the action behavior tree, and the game actions that are adapted to the instructions are selected. The collision system is when a player collides with another player in different behaviors, and will enter different collision animations with the opponent.
[0232] In summary, the interactive method of virtual objects provided by the embodiment of the present application, in the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when receiving the selection operation of the first tactical mode, the multiple associated virtual objects are displayed to stand under the arrangement rule corresponding to the first tactical mode, and the reference game action corresponding to the first tactical mode is executed to cooperate with the main control virtual object and the game virtual object to play a virtual game, and in the process of playing a virtual game based on the first tactical mode, when the game assistance operation is received, the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the game coordination between multiple virtual objects in the same team, improve the game ability of the entire team, and improve the efficiency of human-computer interaction on the basis of improving the game experience of players.
[0233] This application is a tactical implementation solution based on behavior trees. By presetting tactical layout data, adding tactical selection and assistance controls during the game, and designing the restraint relationship between tactics, it provides players with a gameplay experience that takes into account both operational skills and strategic decision-making.
[0234] Fig.15 is a structural block diagram of a virtual object interaction device provided by an exemplary embodiment of the present application, such as Fig.15 As shown, the device includes the following parts:
[0235] Display module 1510, used to display a master virtual object, multiple associated virtual objects and a game virtual object in a virtual scene, wherein the master virtual object is a virtual object controlled by the currently logged-in first account, and the multiple associated virtual objects are used to cooperate with the master virtual object to perform a virtual game with the game virtual object in a specified tactical mode;
[0236] A receiving module 1520 is used to receive a selection operation of the first tactical mode;
[0237] The display module is further used to display a first tactical layout result corresponding to the first tactical mode, where the first tactical layout result is used to instruct the multiple associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual objects;
[0238] The display module 1510 is also used to display an assisting game animation in response to receiving an object assisting operation during a virtual game based on the first tactical mode, wherein the assisting game animation is an animation in which a target associated object among the multiple associated virtual objects stops the reference game action and moves from a first position to a second position, and assists the master virtual object in performing a virtual game with the game virtual object at the second position.
[0239] In some embodiments, Fig.16 As shown, the display module 1510 includes:
[0240] Display unit 1511 is used to display a first assisting control corresponding to the first tactical mode when the main control virtual object meets the assisting condition during a virtual game based on the first tactical mode, the first assisting control corresponding to the first assisting action corresponding to the first attack and defense requirement; and display the assisting game animation in response to receiving a triggering operation on the first assisting control.
[0241] In some embodiments, the display unit 1511 is also used to obtain the offensive and defensive capabilities corresponding to the multiple associated virtual objects in the virtual scene in response to receiving a trigger operation on the first assist control; in response to the offensive and defensive capabilities of the target associated object meeting the first offensive and defensive requirements, display the target associated object stopping the reference game action, moving from the first position to the second position, and performing an animation of the first assist action at the second position.
[0242] In some embodiments, the display unit 1511 is also used to display an associated object list in response to receiving a trigger operation on the first assistance control, wherein the associated object list includes object identifiers corresponding to the multiple associated virtual objects respectively; in response to receiving a trigger operation on the object identifier corresponding to the target associated object, display the assistance game animation corresponding to the target associated object.
[0243] In some embodiments, the display unit 1511 is also used to display the assistance success probability corresponding to the associated virtual object at a specified position of the object identifier of the associated virtual object, and the assistance success probability refers to the predicted probability of the associated virtual object assisting the master virtual object in successfully playing a virtual game with the opponent virtual object.
[0244] In some embodiments, the display module 1510 is also used to display the multiple associated virtual objects switching from the first tactical layout result to the second tactical layout result in response to receiving a tactical switching operation, wherein the second tactical layout result corresponds to a second tactical mode, and the second tactical mode is different from the first tactical mode.
[0245] In some embodiments, the display module 1510 is further used to switch the display from the first assistance control to a second assistance control corresponding to the second tactical mode, the second assistance control corresponds to a second assistance action, and the second assistance action corresponds to a second attack and defense requirement.
[0246] In some embodiments, the plurality of associated virtual objects correspond to different offensive and defensive capabilities;
[0247] The device also includes:
[0248] An acquisition module 1530 is used to acquire a tactical strategy corresponding to the first tactical mode, wherein the tactical strategy includes a plurality of positions and reference game actions corresponding to the plurality of positions, and the positions correspond to attack and defense conditions;
[0249] A determination module 1540 is configured to determine, in response to the attack and defense capabilities corresponding to the i-th associated virtual object meeting the attack and defense conditions corresponding to the n-th position, an association relationship between a reference game action corresponding to the n-th position and the i-th associated virtual object, where i and n are positive integers;
[0250] The generating module 1550 is used to generate a tactical behavior tree corresponding to the first tactical mode based on the association relationship between the multiple associated virtual objects and the multiple reference game actions.
[0251] In some embodiments, the acquisition module 1530 is used to acquire action behavior trees corresponding to the multiple associated virtual objects respectively, wherein the action behavior trees corresponding to the associated virtual objects include multiple game action branches of the associated virtual objects in the virtual game process, and the multiple game action branches are marked with different weight values;
[0252] The determination module 1540 is used to determine the attack and defense capabilities corresponding to the associated virtual object according to the action type corresponding to the game action branch with the highest weight value.
[0253] In some embodiments, the acquisition module 1530 is used to, in response to receiving a selection operation on the first tactical mode, acquire a tactical behavior tree corresponding to the first tactical mode; acquire action behavior trees corresponding to the multiple associated virtual objects, wherein the action behavior trees corresponding to the associated virtual objects include multiple game action branches of the associated virtual objects in the virtual game process; based on the association relationship between the m-th associated virtual object and the reference game action corresponding to the p-th position in the tactical behavior tree, acquire a target game action branch corresponding to the reference game action corresponding to the p-th position in the action behavior tree corresponding to the m-th associated virtual object, where m and p are positive integers;
[0254] The display module 1510 is further used to display the mth associated virtual object at the pth position based on the target game action branch, and to display the animation of the game action corresponding to the target game action branch.
[0255] In some embodiments, the receiving module 1520 is further used to continuously receive selection operations of the first tactical mode and the third tactical mode, wherein the third tactical mode corresponds to a target game condition;
[0256] The display module 1510 is also used to display the multiple associated virtual objects automatically switching from the first tactical mode to the third tactical mode to perform a virtual game with the game virtual objects in response to the game situation meeting the target game conditions during the virtual game based on the first tactical mode.
[0257] In summary, the interactive device for virtual objects provided by the embodiment of the present application, in the process of displaying the main control virtual object, multiple associated virtual objects and the game virtual object, when receiving the selection operation of the first tactical mode, displays multiple associated virtual objects to stand under the arrangement rule corresponding to the first tactical mode, and executes the reference game action corresponding to the first tactical mode to cooperate with the main control virtual object and the game virtual object to play a virtual game, and in the process of playing a virtual game based on the first tactical mode, when receiving the game assistance operation, displays a screen in which the target associated object stops the reference game action and moves from the first position to the second position, and assists the main control virtual object in playing a virtual game. That is, in the process of multiple associated virtual objects cooperating with the main control virtual object and the game virtual object to play a virtual game according to the specified tactical mode, after receiving the object assistance operation, the target associated object among the multiple associated virtual objects will stop the reference game action in the first tactical mode to adjust the position, and assist the main control virtual object in playing a virtual game, which can improve the game coordination between multiple virtual objects in the same team, improve the game ability of the entire team, and improve the efficiency of human-computer interaction on the basis of improving the game experience of players.
[0258] It should be noted that the interactive device for virtual objects provided in the above embodiments is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for virtual objects provided in the above embodiments and the interactive method embodiment of virtual objects belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0259] Fig.17 The structure block diagram of a terminal 1700 provided by an exemplary embodiment of the present application is shown. The terminal 1700 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a laptop computer or a desktop computer. The terminal 1700 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0260] Typically, the terminal 1700 includes a processor 1701 and a memory 1702 .
[0261] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0262] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1702 is used to store at least one instruction, which is used to be executed by the processor 1701 to implement the control method based on virtual games provided in the method embodiment of the present application.
[0263] In some embodiments, the terminal 1700 also includes other components, which can be understood by those skilled in the art. Fig.17 The structure shown in the figure does not constitute a limitation on the terminal 1700, and the terminal 1700 may include more or less components than those shown in the figure, or combine certain components, or adopt a different component arrangement.
[0264] A person skilled in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the relevant hardware through a program, and the program can be stored in a computer-readable storage medium, which can be a computer-readable storage medium contained in the memory in the above embodiments; or a computer-readable storage medium that exists independently and is not assembled in the terminal. The computer-readable storage medium stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by the processor to implement the interactive method of the virtual object described in any of the above embodiments.
[0265] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0266] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0267] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual object interaction method, characterized in that: The method comprises: Displaying a master virtual object, multiple associated virtual objects, and a game virtual object in a virtual scene, wherein the master virtual object is a virtual object controlled by a currently logged-in first account, and the multiple associated virtual objects are used to cooperate with the master virtual object to perform a virtual game with the game virtual object in a specified tactical mode; In response to receiving a selection operation of the first tactical mode, displaying a first tactical layout result corresponding to the first tactical mode, the first tactical layout result being used to instruct the multiple associated virtual objects to position themselves according to the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual objects; During a virtual game based on the first tactical mode, an assisting game animation is displayed in response to receiving an object assisting operation, wherein the assisting game animation is an animation in which a target associated object among the multiple associated virtual objects stops the reference game action and moves from a first position to a second position, and assists the master virtual object in performing a virtual game with the game virtual object at the second position.
2. The method according to claim 1, characterized in that In the process of performing a virtual game based on the first tactical mode, in response to receiving an object assistance operation, displaying an assisting game animation includes: During the virtual game based on the first tactical mode, when the master virtual object meets the assistance condition, a first assistance control corresponding to the first tactical mode is displayed, the first assistance control corresponds to a first assistance action, and the first assistance action corresponds to a first attack and defense requirement; In response to receiving a trigger operation on the first assistance control, the assistance game animation is displayed.
3. The method according to claim 2, characterized in that In response to receiving a trigger operation on the first assistance control, displaying the assistance game animation includes: In response to receiving a trigger operation on the first assisting control, acquiring the attack and defense capabilities respectively corresponding to the plurality of associated virtual objects in the virtual scene; In response to the attack and defense capabilities of the target-associated object meeting the first attack and defense requirement, an animation is displayed in which the target-associated object stops the reference game action, moves from the first position to the second position, and performs the first assist action at the second position.
4. The method according to claim 2, characterized in that: In response to receiving a trigger operation on the first assistance control, displaying the assistance game animation includes: In response to receiving a trigger operation on the first assist control, displaying an associated object list, the associated object list including object identifiers corresponding to the plurality of associated virtual objects respectively; In response to receiving a trigger operation on an object identifier corresponding to the target-associated object, the assisting game animation corresponding to the target-associated object is displayed.
5. The method according to claim 4, characterized in that The method further comprises: The assistance success probability corresponding to the associated virtual object is displayed at a designated position of the object identifier of the associated virtual object, wherein the assistance success probability refers to the predicted probability of the associated virtual object assisting the master virtual object in successfully playing a virtual game with the opponent virtual object.
6. The method according to any one of claims 1 to 5, characterized in that: After displaying the first tactical layout result corresponding to the first tactical mode, the method further includes: In response to receiving a tactical switching operation, displaying the plurality of associated virtual objects is switched from the first tactical layout result to a second tactical layout result, wherein the second tactical layout result corresponds to a second tactical mode that is different from the first tactical mode.
7. The method according to claim 6, characterized in that The method further comprises: The first assist control is switched to display a second assist control corresponding to the second tactical mode, the second assist control corresponds to a second assist action, and the second assist action corresponds to a second attack and defense requirement.
8. The method according to any one of claims 1 to 5, characterized in that: The multiple associated virtual objects correspond to different attack and defense capabilities respectively; Before the step of displaying the first tactical layout result corresponding to the first tactical mode in response to receiving the selection operation of the first tactical mode, the method further includes: Acquire a tactical strategy corresponding to the first tactical mode, wherein the tactical strategy includes a plurality of positions and reference game actions corresponding to the plurality of positions, and the positions correspond to attack and defense conditions; In response to the attack and defense capabilities corresponding to the i-th associated virtual object meeting the attack and defense conditions corresponding to the n-th position, determining an association relationship between a reference game action corresponding to the n-th position and the i-th associated virtual object, where i and n are positive integers; Based on the association relationship between the multiple associated virtual objects and the multiple reference game actions, a tactical behavior tree corresponding to the first tactical mode is generated.
9. The method according to claim 8, characterized in that The method further comprises: Acquire action behavior trees corresponding to the multiple associated virtual objects respectively, wherein the action behavior trees corresponding to the associated virtual objects include multiple game action branches of the associated virtual objects in the virtual game process, and the multiple game action branches are marked with different weight values; The attack and defense capabilities corresponding to the associated virtual object are determined according to the action type corresponding to the game action branch with the highest weight value.
10. The method according to claim 8, characterized in that In response to receiving a selection operation on the first tactical mode, displaying a first tactical layout result corresponding to the first tactical mode includes: In response to receiving a selection operation on the first tactical mode, acquiring a tactical behavior tree corresponding to the first tactical mode; Acquire action behavior trees corresponding to the multiple associated virtual objects respectively, wherein the action behavior trees corresponding to the associated virtual objects include multiple game action branches of the associated virtual objects in the virtual game process; Based on the association relationship between the m-th associated virtual object and the reference game action corresponding to the p-th position in the tactical behavior tree, obtaining a target game action branch corresponding to the reference game action corresponding to the p-th position in the action behavior tree corresponding to the m-th associated virtual object, where m and p are positive integers; Based on the target game action branch, the m-th associated virtual object is displayed to be located at the p-th position, and an animation of the game action corresponding to the target game action branch is displayed.
11. The method according to any one of claims 1 to 5, characterized in that: The method further comprises: Continuously receiving selection operations of the first tactical mode and a third tactical mode, the third tactical mode corresponding to a target game condition; During a virtual game based on the first tactical mode, in response to a game situation meeting the target game condition, the plurality of associated virtual objects are displayed to automatically switch from the first tactical mode to the third tactical mode to perform a virtual game with the game virtual objects.
12. A virtual object interactive device, characterized in that: The device comprises: A display module, used for displaying a master virtual object, a plurality of associated virtual objects and a game virtual object in a virtual scene, wherein the master virtual object is a virtual object controlled by a first account currently logged in, and the plurality of associated virtual objects are used for cooperating with the master virtual object to perform a virtual game with the game virtual object in a specified tactical mode; A receiving module, used for receiving a selection operation of the first tactical mode; The display module is further used to display a first tactical layout result corresponding to the first tactical mode, where the first tactical layout result is used to instruct the multiple associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game with the game virtual objects; The display module is also used to display an assisting game animation in response to receiving an object assisting operation during a virtual game based on the first tactical mode, wherein the assisting game animation is an animation in which a target associated object among the multiple associated virtual objects stops the reference game action and moves from a first position to a second position, and assists the master virtual object in performing a virtual game with the game virtual object at the second position.
13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual object interaction method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the virtual object interaction method as described in any one of claims 1 to 11.
15. A computer program product, characterized in that It comprises computer instructions, which, when executed by a processor, implement the virtual object interaction method as described in any one of claims 1 to 11.