Interaction method, interaction device, electronic equipment and readable storage medium
By responding to user evaluation information in the game and adjusting the performance parameters of virtual characters, the boring problems caused by taunt attacks in battle games are solved, increasing game interaction and flexibility.
Patent Information
- Application Number
- CN202411455747.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2021-06-07
- Publication Date
- 2025-02-14
AI Technical Summary
In battle games, the winner sends taunt attacks to increase the winning speed, resulting in a boring game process and lack of interactivity.
An interactive method is provided to determine whether there is interference information that interferes with the other party by responding to the evaluation information sent by the user in the game, and adjust the game performance parameters of the virtual character according to the response effect.
It increases the interaction between the two sides in the game, improves the flexibility of the game battle process, and enables the user's evaluation information to produce a substantial response effect.
Smart Images

Figure CN119425080A_ABST
Abstract
Description
[0001] This application is a divisional application of the invention patent application with the application date of June 7, 2021, application number CN202110633657.1, and name “An interactive method, interactive device, electronic device and readable storage medium”. Technical Field
[0002] The present application relates to the field of game control technology, and in particular to an interactive method, an interactive device, an electronic device and a readable storage medium. Background Art
[0003] In recent years, as people's spare time has gradually become richer, more and more games have become familiar to people. More and more people choose to play games to kill their leisure time, and the types of games have gradually increased. In the process of fighting games, in order to increase the speed of winning and put psychological pressure on the enemy, the winner usually launches a taunting attack on the enemy, for example, sending taunting language or taunting expressions to the enemy. This kind of taunting attack will not have a substantial impact on the enemy in essence, but can only stimulate the enemy's emotions. Therefore, it will not affect the progress of the game, making the game process more boring. Summary of the invention
[0004] In view of this, the purpose of the present application is to provide an interactive method, an interactive device, an electronic device and a readable storage medium, which can enable the user's evaluation information to produce a corresponding response effect on the two opposing parties, thereby increasing the interactive methods between the two opposing parties in the game, and helping to improve the flexibility of the game battle process.
[0005] The present application embodiment provides an interactive method, which includes:
[0006] In response to evaluation information sent by a first user to a second user in a game, determining whether there is interference information that interferes with the second user in the evaluation information; if so, determining a response effect of the evaluation information on a first virtual character controlled by the first user and / or a second virtual character controlled by the second user;
[0007] According to the response effect, game performance parameters of the first virtual character and / or the second virtual character are adjusted respectively.
[0008] In a possible implementation manner, the evaluation information is characters input by the first user in a specific area of a graphical user interface, and / or the evaluation information is voice information input by the first user.
[0009] In a possible implementation manner, the first virtual character has a target skill corresponding to the interference information; and in response to evaluation information sent by the first user to the second user in the game, the method comprises:
[0010] In response to the skill release operation issued by the first user to the first virtual character for the target skill, the first virtual character is controlled to release the target skill to the second virtual character, and the release of the target skill causes the graphical user interface to display evaluation information including the interference information.
[0011] In a possible implementation manner, the interactive method further includes:
[0012] Controlling the first virtual character and / or the second virtual character to release an action corresponding to the response effect;
[0013] or,
[0014] Displaying prompt information corresponding to the evaluation information in a preset range of the first virtual character and / or the second virtual character;
[0015] or,
[0016] Displaying prompt information corresponding to the evaluation information in a designated area of the graphical user interface in the form of text or animation;
[0017] or,
[0018] Play the voice corresponding to the evaluation information.
[0019] In a possible implementation manner, the playing of the voice corresponding to the evaluation information includes:
[0020] Display speech playback controls in the graphical user interface;
[0021] In response to the second user's touch operation on the voice playback control, the voice corresponding to the evaluation information is played.
[0022] In a possible implementation manner, determining a response effect of the evaluation information on a first virtual character controlled by the first user and / or a second virtual character controlled by the second user includes:
[0023] Determine, based on the battle advantage of the first user at the current moment, a strategy for applying each candidate reward or punishment measure to the first virtual character and / or the second virtual character; wherein the strategy includes a probability and degree of applying each candidate reward or punishment measure;
[0024] According to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character is determined.
[0025] In a possible implementation, determining, according to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character includes:
[0026] Determining, from the candidate reward and punishment measures, a first reward and punishment measure to be applied to the first virtual character, and / or a second reward and punishment measure to be applied to the second virtual character, according to the application probability in the application strategy;
[0027] Based on the degree of application in the application strategy, determining a first application effect of the first reward and punishment measure on the first virtual character, and / or a second application effect of the second reward and punishment measure on the second virtual character;
[0028] The response effect is determined based on the first application effect and / or the second application effect.
[0029] In a possible implementation, before responding to the evaluation information sent by the first user to the second user, the interaction method further includes:
[0030] Determining identity words present in the evaluation information according to the identity recognition result of the evaluation information;
[0031] determining the target user corresponding to the identity vocabulary as the second user;
[0032] Determining, based on the identity recognition result of the evaluation information, an identity word that does not exist in the evaluation information;
[0033] The target user corresponding to other virtual characters in the graphical user interface except the first virtual character is determined as the second user.
[0034] In a possible implementation manner, the interference information that interferes with the second user and is present in the evaluation information is determined by the following steps:
[0035] determining, according to the information recognition result of the evaluation information, a target word present in the evaluation information;
[0036] The target vocabulary is determined as interference information that interferes with the second user.
[0037] The present application embodiment also provides another interactive method, which includes:
[0038] In response to evaluation information sent by the first user in the game, determining whether a target word exists in the evaluation information;
[0039] If the target vocabulary exists, the target virtual character is controlled to release a prompt animation corresponding to the evaluation information; the target virtual character is a first virtual character controlled by a first user, and / or a second virtual character controlled by a second user associated with the target vocabulary.
[0040] The embodiment of the present application further provides an interactive device, the interactive device comprising:
[0041] an effect determination module, configured to, in response to evaluation information sent by a first user to a second user in a game, determine whether there is interference information in the evaluation information that interferes with the second user; if so, determine a response effect of the evaluation information on a first virtual character controlled by the first user and / or a second virtual character controlled by the second user;
[0042] A parameter adjustment module is used to adjust the game performance parameters of the first virtual character and / or the second virtual character according to the response effect.
[0043] In a possible implementation manner, the evaluation information is characters input by the first user in a specific area of the graphical user interface, and / or the evaluation information is voice information input by the first user.
[0044] In a possible implementation, the first virtual character has a target skill corresponding to the interference information; when the effect determination module is used to respond to the evaluation information sent by the first user to the second user in the game, the effect determination module is used to:
[0045] In response to the skill release operation issued by the first user to the first virtual character for the target skill, the first virtual character is controlled to release the target skill to the second virtual character, and the release of the target skill causes the graphical user interface to display evaluation information including the interference information.
[0046] In a possible implementation, the interactive device further includes an information display module, and the information display module is used to:
[0047] Controlling the first virtual character and / or the second virtual character to release an action corresponding to the response effect;
[0048] or,
[0049] Displaying prompt information corresponding to the evaluation information in a preset range of the first virtual character and / or the second virtual character;
[0050] or,
[0051] Displaying prompt information corresponding to the evaluation information in a designated area of the graphical user interface in the form of text or animation;
[0052] or,
[0053] Play the voice corresponding to the evaluation information.
[0054] In a possible implementation, when the information display module is used to play the voice corresponding to the evaluation information, the information display module is used to:
[0055] Display speech playback controls in the graphical user interface;
[0056] In response to the second user's touch operation on the voice playback control, the voice corresponding to the evaluation information is played.
[0057] In a possible implementation, when the effect determination module is used to determine the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user, the effect determination module is used to:
[0058] Determine, based on the battle advantage of the first user at the current moment, a strategy for applying each candidate reward or punishment measure to the first virtual character and / or the second virtual character; wherein the strategy includes a probability and degree of applying each candidate reward or punishment measure;
[0059] According to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character is determined.
[0060] In a possible implementation, when the effect determination module is used to determine the response effect generated after applying the corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character according to the application strategy, the effect determination module is used to:
[0061] Determining, from the candidate reward and punishment measures, a first reward and punishment measure to be applied to the first virtual character, and / or a second reward and punishment measure to be applied to the second virtual character, according to the application probability in the application strategy;
[0062] Based on the degree of application in the application strategy, determining a first application effect of the first reward and punishment measure on the first virtual character, and / or a second application effect of the second reward and punishment measure on the second virtual character;
[0063] The response effect is determined based on the first application effect and / or the second application effect.
[0064] In a possible implementation, the interactive device further includes a user determination module, and the user determination module is used to:
[0065] Determining identity words present in the evaluation information according to the identity recognition result of the evaluation information;
[0066] determining the target user corresponding to the identity vocabulary as the second user;
[0067] Determining, based on the identity recognition result of the evaluation information, an identity word that does not exist in the evaluation information;
[0068] The target user corresponding to the other virtual characters in the graphical user interface except the first virtual character is determined as the second user.
[0069] In a possible implementation manner, the effect determination module is used to determine the interference information that interferes with the second user in the evaluation information by the following steps:
[0070] determining, according to the information recognition result of the evaluation information, a target word present in the evaluation information;
[0071] The target vocabulary is determined as interference information that interferes with the second user.
[0072] The present application also provides another interactive device, which includes:
[0073] a vocabulary determination module, configured to determine whether a target vocabulary exists in the evaluation information sent by the first user in the game in response to the evaluation information;
[0074] The dynamic display module is used to control the target virtual character to release the prompt animation corresponding to the evaluation information if the target vocabulary exists; the target virtual character is a first virtual character controlled by a first user, and / or a second virtual character controlled by a second user associated with the target vocabulary.
[0075] An embodiment of the present application also provides an electronic device, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the above-mentioned interactive method are performed.
[0076] An embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned interactive method are executed.
[0077] The embodiments of the present application provide an interactive method, an interactive device, an electronic device, and a readable storage medium. In response to the evaluation information sent by the first user to the second user in the game, when it is determined that there is interference information that interferes with the second user in the evaluation information, the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user is determined; and the game performance parameters of the first virtual character and / or the second virtual character are adjusted according to the determined response effect. In this way, during the game battle process, the evaluation information between users can also participate in the battle process, thereby increasing the interaction mode between the two parties in the game battle process, which helps to improve the flexibility of the game battle process.
[0078] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0079] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0080] Figure 1 A flowchart of an interactive method provided in an embodiment of the present application;
[0081] Figure 2 A flowchart of a method for determining a response effect provided in an embodiment of the present application;
[0082] Figure 3 A flowchart of a method for determining interference information provided in an embodiment of the present application;
[0083] Figure 4 One of the flowcharts of a second user determination method provided in an embodiment of the present application;
[0084] Figure 5 A second flow chart of a second user determination method provided in an embodiment of the present application;
[0085] Figure 6 A flowchart of another interactive method provided by an embodiment of the present application;
[0086] Figure 7 One of the structural schematic diagrams of an interactive device provided in an embodiment of the present application;
[0087] Figure 8A second structural diagram of an interactive device provided in an embodiment of the present application;
[0088] Fig. 9 A schematic diagram of the structure of another interactive device provided in an embodiment of the present application;
[0089] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0090] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.
[0091] Research has found that, at present, during the game battle process, the interaction methods of the two sides are usually divided into two types. The first is the interaction (such as fighting) between the virtual characters controlled by the two sides in the virtual game scene. Specifically, it can be the release of attack skills of the virtual character controlled by the other party through skill release buttons or preset combination buttons; the second is that during the interaction between the virtual characters controlled by the two sides, the two sides input evaluation information of the other party through input devices (such as keyboards or touch buttons on the screen), for example, using a mouse to select corresponding expressions, languages, etc. for evaluating the other party; or inputting text information for evaluating the other party through a keyboard; or inputting voice information for communicating with the other party through voice input devices such as microphones.
[0092] Compared with the first interactive method, the second interactive method is simpler in sending evaluation information such as text and language, but it is often ignored by players because after sending the evaluation information, players may not receive any reply. This will make players lose interest in the second interactive method and gradually give up the second interactive method.
[0093] Based on this, an embodiment of the present application provides an interactive method, which can respond to evaluation information sent by a first user to a second user. When there is interference information in the evaluation information that interferes with the second user, the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user is determined, so as to restrain the situation where the two parties send evaluation information without restraint. On the premise of increasing the interaction methods between the two parties, it can also achieve the effect of purifying the network environment.
[0094] The interactive method provided in the embodiment of the present application can be run in a terminal device used by a first user, a terminal device used by a second user, or a background server. The following is an example of the interactive method being run in a terminal device (hereinafter referred to as a terminal).
[0095] See also Figure 1 , Figure 1 A flowchart of an interactive method provided in an embodiment of the present application. Figure 1 As shown in , the interactive method provided by the embodiment of the present application includes:
[0096] S101, in response to evaluation information sent by a first user to a second user in a game, determining whether there is interference information that interferes with the second user in the evaluation information; if so, determining a response effect of the evaluation information on a first virtual character controlled by the first user and / or a second virtual character controlled by the second user;
[0097] S102: Adjust the game performance parameters of the first virtual character and / or the second virtual character respectively according to the response effect.
[0098] A graphical user interface refers to an interface that displays the game screen on the display screen of a terminal. A game scene refers to a virtual game space that carries a virtual character (or virtual character model) controlled by a user during the user's game. The virtual character can move, release skills, and perform other actions in the game scene according to the control of the operation instructions issued by the user to the terminal. The game scene may include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, etc. The content displayed by the graphical user interface of this application may include part or all of the game scene.
[0099] The game screen refers to a partial screen of the virtual world observed from a specified perspective (such as the eyes of the target virtual character model controlled by the user), and the partial screen is presented on the graphical user interface. The graphical user interface displays the game screen that can be seen by the eyes.
[0100] Game scenes refer to usage scenarios involved in the execution of games by users. In these usage scenarios, there may be virtual character models controlled by different users (such as other virtual character models and target virtual character models). Common game scenes include battle scenes, which refer to scenes in which at least two virtual character models can interact (such as duels). For example, a first user controls a first virtual character to attack a second virtual character controlled by a second user.
[0101] In the solution provided in the present application, responding to the evaluation information sent by the first user to the second user in the game may refer to responding to the evaluation information sent by the first user to the second user during the game battle process; here, the game battle process refers to the process of interaction between a virtual character controlled by any user and a virtual character controlled by other users, for example, during the execution of the game, the process of controlling one's own virtual character to search for the enemy's virtual character, and the process of attacking each other with the virtual character controlled by the enemy after discovering the enemy's virtual character; it should be noted here that the game in the present application does not include the process of the user selecting a virtual character.
[0102] Specifically, the first user can send the evaluation information to the second user by touching the evaluation information sending button with fingers, mice, etc.; or through the preset combination keys in the keyboard, for example, the ctrl key, alt key, a key, etc. in the keyboard. It should be noted that the preset keys can be manually set according to user needs.
[0103] Evaluation information refers to the information used by the first user to evaluate the second user or the second virtual character controlled by the second user during the running of the game, which may specifically be information such as expressions, pictures, text, and voice. It should be noted that the content contained in the evaluation information may contain positive evaluation content or negative evaluation content, and no specific limitation is made here.
[0104] Interference information refers to information that interferes with the user's psychology or operation. Usually, interference information will cause the user to make operational errors or mistakes. In serious cases, interference information may cause the disadvantaged party in the game to lose the round.
[0105] The response effect refers to the effect of the evaluation information sent by the first user to the second user on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user, for example, increasing the health of the first virtual character, reducing the attack power of the first virtual character, increasing the health of the second virtual character, etc.
[0106] Game performance parameters may be parameters involved in the battle process or the interaction process, such as the virtual character's health, attack power, defense power, spell damage value, skill CD time, etc.
[0107] In step S101, during the execution of the game, when evaluation information sent by the first user to the second user is received, in response to the evaluation information sent by the first user to the second user, it is determined whether there is interference information in the evaluation information sent by the first user that may cause interference to the second user.
[0108] If there is interference information, the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user is determined; it should be noted that the evaluation information can have a response effect on both the first virtual character and the second virtual character at the same time, or it can have a response effect on only one of them, for example, increasing the health of the second virtual character controlled by the second user, and reducing the attack power of the first virtual character controlled by the first user; or, increasing the defense of the second virtual character; or, increasing the spell damage value of the first virtual character, etc.
[0109] It should be noted that there are two input methods for inputting evaluation information. The first method is characters input by the first user through input devices such as a keyboard and a mouse in a specific area of a graphical user interface. The second method is voice information input by the first user through a voice input device such as a microphone and headphones.
[0110] Here, characters include all input information that can be converted into characters, such as text, language, pictures, and emoticons input by the first user; voice information is music, language, and other information input by the first user through any voice input device.
[0111] As an example, taking the evaluation information as a "snigging expression", the first user uses the mouse to issue an instruction to send the evaluation information to the second user. The first user selects a sneering expression to be sent to the second user from the expression selection bar, and issues an instruction to send the evaluation information by touching the send button displayed in the graphical user interface with the mouse. At this time, it can be identified that the evaluation information sent by the first user is a sneering expression. Since the sneering expression is sarcastic information, it can be determined that there is interference information in the evaluation information sent by the first user to the second user. Furthermore, it is determined that the response effect of the evaluation information of the sneering expression on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user.
[0112] As an example, taking the case where the evaluation information includes sarcastic language, and the first user inputs the sarcastic language through the keyboard and issues an instruction to send the evaluation information, the first user inputs the sarcastic language to be sent to the second user in the language input box displayed on the graphical user interface through the keyboard, and issues an instruction to send the evaluation information through the "Enter" button on the touch keyboard. At this time, it can be identified that there is sarcastic language in the evaluation information sent by the first user, and the sarcastic language in the evaluation information is further analyzed to determine the degree of sarcasm of the sarcastic language, and then, the response effect produced to the first virtual character controlled by the first user and / or the second virtual character controlled by the second user is determined according to the degree of sarcasm.
[0113] It should be noted that the degree of sarcasm refers to the degree of insult caused to the second user by the sarcastic language sent by the first user to the second user. Specifically, it can be obtained by counting the number of occurrences, frequency of occurrence, proportion, etc. of sarcastic words in the sarcastic language. Here, the sarcastic words can be obtained by pre-setting. When determining the number of occurrences of sarcastic words in the sarcastic language, it is only necessary to compare the participles in the sarcastic language with the pre-set sarcastic words.
[0114] As an example, suppose that the first user sends two evaluation messages to the second user, the first evaluation message includes 3 sarcastic words, and the second evaluation message includes 4 sarcastic words. When the number of words in the evaluation messages is the same, the second evaluation message is more sarcastic than the first evaluation message. When the number of words in the evaluation messages is different, the frequency of occurrence of the sarcastic words can be calculated according to the number of words in the evaluation messages and the number of words in the sarcastic words. For example, the second evaluation message includes 20 words and the number of words in the sarcastic words is 8. Then, the frequency of occurrence of the sarcastic words can be 8 / 20×100%=40%. It should be noted that in the embodiment of the present application, the frequency of occurrence of the sarcastic words in the evaluation information is determined by calculating the ratio between the number of words in the sarcastic words and the total number of words in the evaluation information. In other embodiments, other calculation methods can be used, for example, the proportion of the number of words in the evaluation information, etc.
[0115] In addition, when the evaluation information includes both words and expressions, the expressions can be converted into words and then the degree of sarcasm of the evaluation information can be calculated; alternatively, the degree of sarcasm of the expressions and the degree of sarcasm of the sarcastic words can be calculated separately, and then the degree of sarcasm of the evaluation information can be calculated by summing or averaging; alternatively, the words and expressions can be converted into characters and then the degree of sarcasm of the evaluation information can be calculated, and so on.
[0116] In step S102, according to the determined response effect, the game performance parameters of the first virtual character controlled by the first user and / or the game performance parameters of the second virtual character controlled by the second user are adjusted respectively.
[0117] Here, the game performance parameters may be parameters such as the virtual character's health, attack power, defense power, spell damage value, skill CD time, etc.
[0118] Specifically, the health of the first virtual character and / or the second virtual character can be increased or decreased according to the response effect; the attack power of the first virtual character and / or the second virtual character when attacking other virtual characters next time can be increased or decreased, etc.
[0119] The present application can, through steps S101 and S102, respond to evaluation information sent by a first user to a second user during a game, and when there is interference information that interferes with the second user in the evaluation information, determine the response effect of the evaluation information on the first virtual character and / or the second virtual character according to the degree of interference of the evaluation information on the second user; and adjust the game performance parameters of the first virtual character and / or the second virtual character respectively according to the response effect, thereby increasing the interaction mode between the first user and the second user during the game and improving the uncertainty of the game process.
[0120] See also Figure 2 , Figure 2 A flow chart of a response effect determination method provided in an embodiment of the present application. In the present application, in order to make the generated response effect more reasonable, the response effect corresponding to the evaluation information can be determined according to the first user's battle advantage. Specifically, step S101 also includes:
[0121] S1011, based on the battle advantage of the first user at the current moment, determining an application strategy for applying each candidate reward or punishment measure to the first virtual character and / or the second virtual character; wherein the application strategy includes an application probability and an application degree of each candidate reward or punishment measure;
[0122] S1012: Determine, according to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character.
[0123] In the present application, the degree of battle advantage refers to the probability of the first user winning the game when the first user generates evaluation information. If the first user's degree of battle advantage is more obvious when sending evaluation information to the second user, that is, the probability of the first user winning this round of battle is higher, then the probability of generating a gain response effect to the first user can be reduced; correspondingly, the probability of generating a loss response effect to the first user can be increased at this time.
[0124] On the contrary, if the first user's advantage in the battle is not obvious when sending evaluation information to the second user, that is, the probability of the first user losing this round of battle is high, then the probability of generating a gain response effect for the first user can be increased; correspondingly, the probability of generating a loss response effect for the first user can be reduced at this time.
[0125] In specific implementation, there may be one or more candidate reward and punishment measures applied to the first virtual character and / or the second virtual character. For example, the candidate reward and punishment measures may be increasing the health of the virtual character, reducing the health of the virtual character, increasing the attack power of the virtual character, and reducing the attack power of the virtual character, etc.
[0126] The application strategy includes the degree of application and the probability of application when applying candidate reward and punishment measures to the virtual character. In the specific implementation process, the probability and degree of application of each candidate reward and punishment measure can also be adjusted according to the first user's degree of combat advantage. Specifically, when the first user's degree of combat advantage is more obvious, the probability of increasing the blood volume of the first virtual character controlled by the first user can be reduced. At this time, relative to the second virtual character, even if the blood volume of the first virtual character is increased, the increase in blood volume is lower. For example, in this case, the blood volume of the virtual character is also increased, and the second virtual character increases 10 drops of blood each time, while the first virtual character can only increase 1 drop of blood each time. Correspondingly, the probability of reducing the blood volume of the first virtual character controlled by the first user can be increased, and the reduction in blood volume can be increased. For example, in this case, the blood volume of the virtual character is also reduced, and the second virtual character reduces 1 drop of blood each time, while the first virtual character reduces 10 drops of blood each time.
[0127] In step S1011, the battle advantage degree of the first user in winning the battle at the current moment is obtained, and according to the battle advantage degree of the first user, the application strategy of each candidate reward or punishment measure applied to the first virtual character is determined, including the application probability and application degree of each candidate reward or punishment measure applied to the first virtual character; at the same time, the application strategy of each candidate reward or punishment measure applied to the first virtual character can also be determined, including the application probability and application degree of each candidate reward or punishment measure applied to the second virtual character, including the application probability and application degree of each candidate reward or punishment measure applied to the second virtual character.
[0128] In step S1012, according to the respectively determined application strategies for the first virtual character and / or the second virtual character, the response effect after applying the corresponding candidate reward and punishment measures to the first virtual character and / or applying the corresponding candidate reward and punishment measures to the second virtual character is determined.
[0129] Specifically, through step S1012a to step S1012c, the response effect of the evaluation information on the first virtual character and / or the second virtual character is determined.
[0130] S1012a, determining, according to the application probability in the application strategy, from the candidate reward and punishment measures, a first reward and punishment measure to be applied to the first virtual character, and / or a second reward and punishment measure to be applied to the second virtual character;
[0131] S1012b, determining, based on the degree of application in the application strategy, a first application effect of the first reward and punishment measure on the first virtual character, and / or a second application effect of the second reward and punishment measure on the second virtual character;
[0132] S1012c. Determine the response effect based on the first application effect and / or the second application effect.
[0133] In the present application, since the first user who sends the evaluation information has two battle situations, one is that the first user has an obvious advantage in the battle, that is, the probability of the first user winning this round of battle is higher. At this time, the probability of applying the candidate reward and punishment measures of the gain type to the first user is lower than the probability of applying the candidate reward and punishment measures of the deduction type to the first user; on the contrary, at this time, the probability of applying the candidate reward and punishment measures of the gain type to the second user is higher than the probability of applying the candidate reward and punishment measures of the deduction type to the second user.
[0134] From the above content, it can be seen that when the degree of battle advantage indicates that the first user's probability of winning is greater than the first user's probability of failure, the probability of the first user obtaining gain-type reward and punishment measures is negatively correlated with the first user's probability of winning, and the probability of the first user obtaining loss-type reward and punishment measures is positively correlated with the first user's probability of winning; while for the second user, the probability of obtaining gain-type reward and punishment measures is positively correlated with the first user's probability of winning, and the probability of obtaining loss-type reward and punishment measures is negatively correlated with the first user's probability of winning.
[0135] Second, the first user's advantage in the battle is not obvious, that is, the probability of the first user losing this round of battle is higher. At this time, the probability of applying candidate reward and punishment measures of the gain type to the first user is higher than the probability of applying candidate reward and punishment measures of the deduction type to the first user; on the contrary, at this time, the probability of applying candidate reward and punishment measures of the gain type to the second user is lower than the probability of applying candidate reward and punishment measures of the deduction type to the second user.
[0136] From the above content, it can be seen that when the degree of battle advantage indicates that the first user's probability of winning is less than the first user's probability of failure, the probability of the first user obtaining gain-type reward and punishment measures is positively correlated with the first user's probability of failure, and the probability of the first user obtaining loss-type reward and punishment measures is negatively correlated with the first user's probability of failure; while for the second user, the probability of obtaining gain-type reward and punishment measures is negatively correlated with the first user's probability of failure, and the probability of obtaining loss-type reward and punishment measures is positively correlated with the first user's probability of failure.
[0137] In step S1012a, the first reward or punishment measure to be applied to the first virtual character can be determined based on the determined application probability of each candidate reward or punishment measure in the application measure to the first user; at the same time, the second reward or punishment measure to be applied to the second virtual character can be determined based on the determined application probability of each candidate reward or punishment measure in the application measure to the second user.
[0138] Here, the first reward and punishment measure applied to the first virtual character and the second reward and punishment measure applied to the second virtual character may be of the same type. For example, the first reward and punishment measure may be to increase the health of the virtual character, and the second reward and punishment measure may also be to increase the health of the virtual character.
[0139] However, when the first reward and punishment measure is of the same type as the second reward and punishment measure, there is a difference between the degree of application of the first reward and punishment measure to the first virtual character and the degree of application of the second reward and punishment measure to the second virtual character. For example, the second virtual character can increase 10 drops of blood each time, while the first virtual character can only increase 1 drop of blood each time.
[0140] In addition, the first reward and punishment measure and the second reward and punishment measure may be empty, that is, no reward and punishment measure is applied to the first virtual character and / or no reward and punishment measure is applied to the second virtual character.
[0141] In step S1012b, after determining the first reward or punishment measure to be applied to the first virtual character, the first application effect produced by applying the first reward or punishment measure to the first virtual character is determined based on the degree of application in the application strategy corresponding to the first reward or punishment measure; similarly, after determining the second reward or punishment measure to be applied to the second virtual character, the second application effect produced by applying the second reward or punishment measure to the second virtual character is determined based on the degree of application in the application strategy corresponding to the second reward or punishment measure.
[0142] In the specific implementation, take the example that the first reward and punishment measure is to reduce the blood volume of the virtual character, and the second reward and punishment measure is to increase the blood volume of the virtual character. When it is determined that the reward and punishment measure applied to the first virtual character is the first reward and punishment measure, and the reward and punishment measure applied to the second virtual character is the second reward and punishment measure, according to the indication of the degree of application in the application strategy corresponding to the first reward and punishment measure, the first application effect is determined to be reducing the first virtual character's blood by 10 drops; correspondingly, according to the indication of the degree of application in the application strategy corresponding to the second reward and punishment measure, the second application effect is determined to be increasing the second virtual character's blood by 20 drops.
[0143] In step S1012c, based on the determined first application effect and the second application effect, a response effect of the evaluation information on the first virtual character and / or the second virtual character is comprehensively determined.
[0144] See also Figure 3 , Figure 3 A flowchart of a method for determining interference information provided in an embodiment of the present application. In the present application, in order to make the evaluation information more accurately respond to the first virtual character and / or the second virtual character, when the evaluation information is received, the evaluation information is identified to determine whether there is interference information that interferes with the second user in the evaluation information. Specifically, step S101 also includes step S1013 and step S1014, and the interference information that interferes with the second user in the evaluation information is determined by step S1013 and step S1014:
[0145] S1013, determining target words in the evaluation information according to the information recognition result of the evaluation information;
[0146] S1014: Determine the target word as interference information that interferes with the second user.
[0147] In the present application, the target words may refer to insulting words, or words that cause harm to the operation or psychology of the second user. These target words often include information that ridicules the second user, such as a mocking expression.
[0148] In some special cases, the first user can achieve the effect of mocking the second user by choosing a normal expression. At these times, how to accurately determine the target words plays a particularly important role in determining the response effect of the subsequent evaluation information.
[0149] Here, when the evaluation information input by the first user is non-text information such as emoticons, the non-text information such as emoticons can be converted into characters, and then the target vocabulary can be recognized based on the characters.
[0150] When the evaluation information input by the first user is voice information, the voice information may be first converted into text information, and then the text information may be converted into characters, and then the target vocabulary may be recognized based on the characters.
[0151] In step S1013, the evaluation information may be identified, and the identification result may be compared with a preset target word or a character corresponding to the target word to determine whether the target word exists in the evaluation information; or a pre-trained model may be used to identify whether the target word exists in the evaluation information;
[0152] Alternatively, feedback from the second user may be accepted. For example, after the first user sends evaluation information to the second user, first, the evaluation information is initially identified to determine candidate words in the evaluation information that may be the target words; secondly, each candidate word is displayed in the second user's graphical user interface in a sliding and / or pop-up form, and at the same time, prompt information prompting the second user to select the target word is displayed, so that the second user can select the target word from the candidate words; if the second user selects the target word from the candidate words, it is determined that the target word exists in the evaluation information; if the second user does not select or gives up the selection, it is considered that the target word does not exist in the evaluation information.
[0153] Furthermore, if after comparison with a preset target vocabulary, it is determined that the target vocabulary exists in the evaluation information, or the model recognizes that the target vocabulary exists in the evaluation information, or if the second user selects the target vocabulary from the candidate vocabulary, the target vocabulary is determined to be interference, and it is determined that there is interference information in the evaluation information that interferes with the second user.
[0154] When the candidate words are displayed in the second user's graphical user interface, prompt information may also be displayed to prompt the second user that if the target word is selected, a response effect will be generated on the first user and / or the second user.
[0155] See also Figure 4 , Figure 5 , Figure 4 This is one of the flow charts of a second user determination method provided in an embodiment of the present application, Figure 5 The second flowchart of a second user determination method provided in an embodiment of the present application is shown in FIG. Figure 4 , Figure 5 As shown, when there are one or more second users other than the first user in the graphical user interface or in the game, the interaction method further includes steps S401 to S402, and steps S403 to S404:
[0156] S401, determining identity words present in the evaluation information according to the identity recognition result of the evaluation information;
[0157] S402: determining the target user corresponding to the identity word as the second user;
[0158] S403, determining an identity word that does not exist in the evaluation information according to the identity recognition result of the evaluation information;
[0159] S404: Determine the target user corresponding to other virtual characters in the graphical user interface except the first virtual character as the second user.
[0160] The identity vocabulary in this application may include a user name of a certain user; or the name of a virtual character controlled by a certain user; or it may be a relevant description of the virtual character, for example, mentioning the color of the virtual character's clothes, the virtual weapons held, etc.
[0161] When receiving the evaluation information sent by the first user, identity identification is performed on the evaluation information. Based on the identity identification result of the evaluation information, it is determined whether the evaluation information sent by the first user mentions the identity vocabulary of a certain user, for example, the user name of a certain user, or the character name of a virtual character controlled by a certain user.
[0162] If it is determined that the identity word exists in the evaluation information, the target user corresponding to the identity word is determined as the second user.
[0163] If it is determined that there is no identity word in the evaluation information, it means that the first user has not specified a user for evaluation. At this time, the target user corresponding to the virtual character other than the first virtual character in the graphical user interface can be determined as the second user.
[0164] Here, in addition to the first virtual character, one or more virtual characters may be displayed in the graphical user interface; when there is only one virtual character in addition to the first virtual character in the graphical user interface, the target user corresponding to the only virtual character is determined as the second user regardless of whether there is an identity word in the evaluation information; when multiple virtual characters are displayed in addition to the first virtual character in the graphical user interface, if there is an identity word in the evaluation information, the target user corresponding to the identity word is determined as the second user; if there is no identity word in the evaluation information, the target user corresponding to each other virtual character except the first virtual character is determined as the second user.
[0165] Furthermore, the first virtual character has a target skill corresponding to the interference information; in response to the evaluation information sent by the first user to the second user in the game, including: in response to the skill release operation for the target skill issued by the first user to the first virtual character, controlling the first virtual character to release the target skill to the second virtual character, the release of the target skill causes the graphical user interface to display the evaluation information containing the interference information.
[0166] In this step, in the game, the first user can issue a skill release operation instruction to the first virtual character to attack the second virtual character through the preset skill button and / or control. Here, the skills may include attack skills and taunt skills; attack skills refer to skills that cause direct damage to the second virtual character, for example, reducing the blood volume, attack power, etc. of the second virtual character; taunt skills refer to skills used to control the first virtual character to output specific virtual actions, specific expressions or specific dialogue content, so as to cause psychological damage to the second user controlling the second virtual character, for example, making provocative actions or arrogant expressions to the second virtual character, or the first virtual character saying taunting words to the second virtual character, etc.
[0167] When the first virtual character controlled by the first user has a target skill corresponding to interference information that interferes with the second user, in response to the first user issuing a skill release operation of the target skill to the first virtual character by touching the virtual button and / or control corresponding to the target skill, the first virtual character is controlled to release the target skill to the second virtual character. Here, due to the presence of interference information in the target skill, it can be determined that the first user has the intention to ridicule the second user; at this time, corresponding evaluation information containing the interference information is generated for the target skill, and the evaluation information containing the interference information is displayed in the graphical user interface.
[0168] Furthermore, in order to display the game screen to the user more vividly, after determining the response effect of the evaluation information, the interactive method further includes:
[0169] Controlling the first virtual character and / or the second virtual character to release an action corresponding to the response effect; or, displaying prompt information corresponding to the evaluation information within a preset range of the first virtual character and / or the second virtual character; or, displaying prompt information corresponding to the evaluation information in text or animation form in a designated area of a graphical user interface; or, playing a voice corresponding to the evaluation information.
[0170] In the first embodiment, after determining that the evaluation information has produced a corresponding response effect on the first user's control of the first virtual character and / or the second user's second virtual character, the first virtual character and / or the second virtual character can be controlled to release an action corresponding to the response effect. For example, the first virtual character and / or the second virtual character can be controlled to dance a preset dance, or the first virtual character can throw a striking object at the second virtual character, and after being hit by the striking object, the second virtual character can fall to the ground or retreat, etc., to indicate that the second virtual character has been hit.
[0171] In a second embodiment, the evaluation information is displayed in the form of corresponding prompt information within a preset range of the first virtual character and / or within a preset range of the second virtual character. In a specific implementation, when the first user sends evaluation information to the second user, prompt information corresponding to the evaluation information is generated, and a bubble dialog box is displayed within the preset range of the first virtual character controlled by the first user. The prompt information corresponding to the evaluation information is displayed in the bubble dialog box to prompt the second user that the first user has sent evaluation information to him / her at this time. Thereby, the second user can be prevented from shifting his / her gaze away from the original field of vision in order to view the first user's evaluation of him / her, thereby missing a good opportunity for a battle.
[0172] The preset range of the first virtual character can be a preset area with the first virtual character as the center and a preset length as the radius; the bubble dialog box is an area of any size displayed in the preset area for displaying prompt information corresponding to the evaluation information, and the size of the bubble dialog box can be adjusted according to actual conditions, for example, it can be adjusted according to the length of the prompt information, and can also be adjusted according to the display size of the prompt information font.
[0173] The evaluation information can also be displayed within a preset range of the second virtual character. In specific implementation, when the first user sends evaluation information to the second user, prompt information corresponding to the evaluation information is generated, and a bubble dialog box is displayed around the second virtual character controlled by the second user. The prompt information corresponding to the evaluation information and the information of the first user are displayed in the bubble dialog box to prompt the second user that the first user has sent evaluation information to him / her at this time. In this way, the second user can avoid shifting his / her gaze away from the original field of vision in order to view the first user's evaluation of him / her, thereby missing a good opportunity for a fight.
[0174] The preset range of the second virtual character can be a preset area with the second virtual character as the center and a preset length as the radius; the bubble dialog box is an area of any size displayed in the preset area for displaying prompt information corresponding to the evaluation information, and the size of the bubble dialog box can be adjusted according to actual conditions. The information of the first user can be the nickname of the first user, or the character name of the first virtual character, or it can also be a relevant description of the first virtual character, for example, mentioning the color of the clothes of the first virtual character, the virtual weapon held, etc.
[0175] In a third embodiment, a designated area specifically for displaying evaluation information can be pre-determined in the graphical user interface. When evaluation information sent by a first user to a second user is received, prompt information corresponding to the evaluation information will be displayed in the designated area in the form of text or animation, so that the second user can go to the designated area to view the prompt information corresponding to the evaluation information of the first user.
[0176] In specific implementation, the prompt information corresponding to the evaluation information can be displayed in the dialog display bar on the right side of the graphical user interface in the form of text. Specifically, the name of the first user, the time when the evaluation information is sent, and the prompt information corresponding to the evaluation information can be displayed in the dialog display bar. Below the dialog display bar, an information input bar and an expression selection button can also be set. When a user wants to send a message to other users, he can enter it in the information input bar and send it by pressing the send button.
[0177] The prompt information corresponding to the evaluation information can also be displayed in the form of animation in the dialogue display bar on the right side of the graphical user interface. For example, a virtual character is displayed in the dialogue display bar, and the virtual character "says" the prompt information corresponding to the evaluation information sent by the first user to the second user; here, "say" can be in the form of a bubble dialog box, and the details can refer to the above-mentioned method of displaying prompt information in the bubble dialog box, which will not be repeated here.
[0178] In the fourth embodiment, when the evaluation information is voice information input by the first user, the voice corresponding to the evaluation information is played directly; when the evaluation information is non-voice information, in order to enable the second user to understand the evaluation information without viewing it, the received evaluation information can be converted into voice, and then the evaluation information can be played to the second user in the form of voice.
[0179] Furthermore, in order to enable the second user to selectively receive the evaluation information of the first user, the playing of the voice corresponding to the evaluation information can be controlled by the following steps:
[0180] Step 1: Display the voice playback controls on the graphical user interface;
[0181] Step 2: In response to the second user's touch operation on the voice playback control, play the voice corresponding to the evaluation information.
[0182] In step 1, when the first user sends evaluation information for the second user, a language playback control is displayed in the graphical user interface to prompt the second user that the first user has sent evaluation information for him / her, and the second user can play the corresponding voice by touching the voice playback control. In specific implementation, a speaker-shaped button can be displayed above the head of the first virtual character and / or the second virtual character.
[0183] In step 2, if the second user touches the displayed voice playback control, in response to the second user's touch operation on the voice playback space, the voice corresponding to the evaluation information is played to the second user.
[0184] The touch operation in the present application may include any one of the following operations: a touch operation performed by clicking on a voice playback control displayed in a graphical user interface, a touch operation performed by a user while holding down a preset key, etc. The preset key may be a ctrl key, an alt key, an a key, etc. in a keyboard of the terminal, and the preset key may be manually set according to user needs.
[0185] An interactive method provided by an embodiment of the present application, in the process of a game battle, in response to the evaluation information sent by the first user to the second user, when it is determined that there is interference information that interferes with the second user in the evaluation information, the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user is determined; according to the determined response effect, the game performance parameters of the first virtual character and / or the second virtual character are adjusted. In this way, in the process of the game battle, the evaluation information between users can also participate in the battle process, thereby increasing the interaction mode between the two parties in the game battle process, which helps to improve the flexibility of the game battle process.
[0186] See also Figure 6 , Figure 6 A flowchart of another interactive method provided in an embodiment of the present application. Figure 6 As shown in , the interactive method provided by the embodiment of the present application includes:
[0187] S601, in response to evaluation information sent by a first user in a game, determining whether a target word exists in the evaluation information;
[0188] S602: If there is a target word, control the target virtual character to release a prompt animation corresponding to the evaluation information; the target virtual character is a first virtual character controlled by a first user, and / or a second virtual character controlled by a second user associated with the target word.
[0189] Normally, the evaluation information sent by the first user during the game battle is displayed in a fixed area, for example, on the right side of the graphical user interface, or on the bottom side of the graphical user interface, or hidden. When the user wants to view the comment information, he needs to touch the corresponding icon to display the evaluation information; however, no matter which display method is used, the user is required to move his eyes away from the battle area to the fixed area to view the evaluation information. This may cause the user to miss a good opportunity to attack the opponent, or make an incorrect operation.
[0190] Therefore, in order to prevent the user from moving his eyes away from the battle area, after receiving the evaluation information sent by the first user, the present application can control the target virtual character associated with the evaluation information to release the prompt animation corresponding to the evaluation information, so as to achieve the effect of prompting the corresponding user.
[0191] The target virtual character for playing the prompt animation may be the first virtual character controlled by the first user, or the second virtual character controlled by the second user associated with the target word in the evaluation information. Specifically, when the first user sends evaluation information for the second user, the first virtual character may be displayed as speaking to convey the evaluation information to the second user; or when the evaluation information contains target words such as "knock", the second virtual character of the second user who is "knocked" may perform actions such as falling or retreating to prompt the second user what evaluation information the first user has sent to him. Here, the prompt animation released by the first virtual character and / or the second virtual character may change with the target words.
[0192] In a specific implementation, during the game, when evaluation information sent by a first user is received, the evaluation information is identified in response to the evaluation information sent by the first user to determine whether there is a target word in the evaluation information that needs to be prompted to the second user associated with the evaluation information.
[0193] If it is determined that the target word exists in the evaluation information, the target virtual character is controlled to release a prompt animation, for example, the target virtual character is controlled to perform actions such as dancing, falling down, and retreating in the game.
[0194] In one implementation, when the evaluation information sent by the first user is received, the target virtual character may be determined according to the evaluation information through the following steps:
[0195] determining, according to the target recognition result of the evaluation information, role identity words present in the evaluation information;
[0196] Determine the target user corresponding to the role identity vocabulary as the second user;
[0197] A first virtual character controlled by the first user and a second virtual character controlled by the second user are determined as target virtual characters.
[0198] Here, for the first virtual character and the second virtual character, the release prompt animations can be the same or different; for example, the prompt animation corresponding to the first virtual character is throwing a striking object at the second virtual character; the prompt animation corresponding to the second virtual character is falling to the ground or retreating after being hit by the thrown object.
[0199] In this application, in order to make the prompt animation more vivid for the user, the prompt animation corresponding to the evaluation information can also be determined by the following steps:
[0200] extracting target vocabulary from the evaluation information;
[0201] Determining a first prompt animation corresponding to the first virtual character and / or a second prompt animation corresponding to the second virtual character under the target vocabulary;
[0202] The first prompt animation and / or the second prompt animation is determined as the prompt animation corresponding to the evaluation information.
[0203] An interactive method provided by an embodiment of the present application responds to the evaluation information sent by the first user in the game, determines whether there is a target word to be prompted in the evaluation information; if there is a target word, controls the target virtual character to release a prompt animation corresponding to the target word corresponding to the evaluation information, where the target virtual character that releases the prompt animation can be a first virtual character controlled by the first user, or a second virtual character controlled by a second user associated with the target word. In this way, during the game battle process, the evaluation information sent by the first user can be dynamically displayed, and further, the user can be prevented from viewing the evaluation information in a fixed display area of the evaluation information, thereby simplifying the complexity of the game operation and improving the flexibility of the game.
[0204] See also Figures 7 and 8 , Figure 7 This is one of the structural diagrams of an interactive device provided in an embodiment of the present application. Figure 8 This is a second structural diagram of an interactive device provided in an embodiment of the present application. Figure 7 As shown in , the interactive device 700 includes:
[0205] The effect determination module 710 is used to determine whether there is interference information that interferes with the second user in the evaluation information sent by the first user in the game; if there is a target word, determine the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user;
[0206] The parameter adjustment module 720 is used to adjust the game performance parameters of the first virtual character and / or the second virtual character according to the response effect.
[0207] Further, such as Figure 8 As shown, the interactive device 700 further includes an information display module 730, and the information display module 730 is used to:
[0208] Controlling the first virtual character and / or the second virtual character to release an action corresponding to the response effect;
[0209] or,
[0210] Displaying prompt information corresponding to the evaluation information in a preset range of the first virtual character and / or the second virtual character;
[0211] or,
[0212] Displaying prompt information corresponding to the evaluation information in a designated area of the graphical user interface in the form of text or animation;
[0213] or,
[0214] Play the voice corresponding to the evaluation information.
[0215] Further, such as Figure 8 As shown, the interactive device 700 further includes a user determination module 740, and the user determination module 740 is used to:
[0216] Determining identity words present in the evaluation information according to the identity recognition result of the evaluation information;
[0217] determining the target user corresponding to the identity vocabulary as the second user;
[0218] Determining, based on the identity recognition result of the evaluation information, an identity word that does not exist in the evaluation information;
[0219] The target user corresponding to other virtual characters in the graphical user interface except the first virtual character is determined as the second user.
[0220] Furthermore, the evaluation information is characters input by the first user in a specific area of a graphical user interface, and / or the evaluation information is voice information input by the first user.
[0221] Further, the first virtual character has a target skill corresponding to the interference information; when the effect determination module 710 is used to respond to the evaluation information sent by the first user to the second user in the game, the effect determination module 710 is used to:
[0222] In response to the skill release operation issued by the first user to the first virtual character for the target skill, the first virtual character is controlled to release the target skill to the second virtual character, and the release of the target skill causes the graphical user interface to display evaluation information including the interference information.
[0223] Furthermore, when the effect determination module 710 is used to determine the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user, the effect determination module 710 is used to:
[0224] Determine, based on the battle advantage of the first user at the current moment, a strategy for applying each candidate reward or punishment measure to the first virtual character and / or the second virtual character; wherein the strategy includes a probability and degree of applying each candidate reward or punishment measure;
[0225] According to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character is determined.
[0226] Furthermore, when the effect determination module 710 is used to determine the response effect generated after applying the corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character according to the application strategy, the effect determination module 710 is used to:
[0227] Determining, from the candidate reward and punishment measures, a first reward and punishment measure to be applied to the first virtual character, and / or a second reward and punishment measure to be applied to the second virtual character, according to the application probability in the application strategy;
[0228] Based on the degree of application in the application strategy, determining a first application effect of the first reward and punishment measure on the first virtual character, and / or a second application effect of the second reward and punishment measure on the second virtual character;
[0229] The response effect is determined based on the first application effect and / or the second application effect.
[0230] Furthermore, the effect determination module 710 is used to determine the interference information that interferes with the second user in the evaluation information through the following steps:
[0231] determining, according to the information recognition result of the evaluation information, a target word present in the evaluation information;
[0232] The target vocabulary is determined as interference information that interferes with the second user.
[0233] Furthermore, when the information display module 730 is used to play the voice corresponding to the evaluation information, the information display module 730 is used to:
[0234] Display speech playback controls in the graphical user interface;
[0235] In response to the second user's touch operation on the voice playback control, the voice corresponding to the evaluation information is played.
[0236] An interactive device provided by an embodiment of the present application responds to evaluation information sent by a first user to a second user in a game, and when it is determined that there is interference information that interferes with the second user in the evaluation information, the device determines the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user; and adjusts the game performance parameters of the first virtual character and / or the second virtual character according to the determined response effect. In this way, during the game battle process, the evaluation information between users can also participate in the battle process, thereby increasing the interaction mode between the two parties in the game battle process, which helps to improve the flexibility of the game battle process.
[0237] See also Fig. 9 , Fig. 9 This is a schematic diagram of the structure of another interactive device provided in an embodiment of the present application. The interactive device 900 includes:
[0238] The vocabulary determination module 910 is used to determine whether there is a target vocabulary in the evaluation information sent by the first user in the game;
[0239] The dynamic display module 920 is used to control the target virtual character to release the prompt animation corresponding to the evaluation information if the target vocabulary exists; the target virtual character is the first virtual character controlled by the first user, and / or the second virtual character controlled by the second user associated with the target vocabulary.
[0240] Furthermore, the interactive device 900 further includes a role determination module, and the role determination module is used to:
[0241] determining, according to the target recognition result of the evaluation information, role identity words present in the evaluation information;
[0242] Determine the target user corresponding to the role identity vocabulary as the second user;
[0243] A first virtual character controlled by the first user and a second virtual character controlled by the second user are determined as target virtual characters.
[0244] Furthermore, the interactive device 900 further includes an animation determination module, and the animation determination module is used to:
[0245] extracting target vocabulary from the evaluation information;
[0246] Determining a first prompt animation corresponding to the first virtual character and / or a second prompt animation corresponding to the second virtual character under the target vocabulary;
[0247] The first prompt animation and / or the second prompt animation is determined as the prompt animation corresponding to the evaluation information.
[0248] Another interactive device provided by an embodiment of the present application responds to the evaluation information sent by the first user in the game, determines whether there is a target word to be prompted in the evaluation information; if there is a target word, controls the target virtual character to release the evaluation information prompt animation, where the target virtual character that releases the prompt animation can be the first virtual character controlled by the first user, or the second virtual character controlled by the second user associated with the target word. In this way, during the game battle process, the evaluation information sent by the first user can be dynamically displayed, and then, the user can be prevented from viewing the evaluation information in the fixed display area of the evaluation information, which simplifies the complexity of the game operation and improves the flexibility of the game.
[0249] See also Fig.10 , Fig.10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Fig.10 As shown in , the electronic device 1000 includes a processor 1010 , a memory 1020 and a bus 1030 .
[0250] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device 1000 is running, the processor 1010 communicates with the memory 1020 via the bus 1030. When the machine-readable instructions are executed by the processor 1010, the above-mentioned Figures 1 to 6 The specific implementation of the steps of the interactive method in the method embodiment shown can be found in the method embodiment, and will not be repeated here.
[0251] The present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figures 1 to 6 The specific implementation of the steps of the interactive method in the method embodiment shown can be found in the method embodiment, and will not be repeated here.
[0252] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0253] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0254] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0255] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0256] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0257] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. An interactive method, characterized in that: The interactive methods include: In response to evaluation information sent by a first user to a second user in a game, determining whether there is interference information that interferes with the second user in the evaluation information; if so, determining a response effect of the evaluation information on a first virtual character controlled by the first user and / or a second virtual character controlled by the second user; wherein the evaluation information is triggered and sent according to characters input by the first user, or voice information input by the first user, or a target skill corresponding to the interference information released by the first user controlling the first virtual character; According to the response effect, game performance parameters of the first virtual character and / or the second virtual character are adjusted respectively.
2. The interactive method according to claim 1, characterized in that: When the evaluation information is sent based on characters input by the first user, the evaluation information is characters input by the first user in a specific area of the graphical user interface; When the evaluation information is triggered to be sent according to the voice information input by the first user, the evaluation information is the voice information input by the first user.
3. The interactive method according to claim 1, characterized in that: The first virtual character has a target skill corresponding to the interference information; when the evaluation information is triggered and sent according to the target skill corresponding to the interference information released by the first user controlling the first virtual character, in response to the evaluation information sent by the first user to the second user in the game, it includes: In response to the skill release operation issued by the first user to the first virtual character for the target skill, the first virtual character is controlled to release the target skill to the second virtual character, and the release of the target skill causes the graphical user interface to display evaluation information including the interference information.
4. The interactive method according to claim 1, characterized in that: The interactive method also includes: Controlling the first virtual character and / or the second virtual character to release an action corresponding to the response effect; or, Displaying prompt information corresponding to the evaluation information in a preset range of the first virtual character and / or the second virtual character; or, Displaying prompt information corresponding to the evaluation information in a designated area of the graphical user interface in the form of text or animation; or, Play the voice corresponding to the evaluation information.
5. The interactive method according to claim 4, characterized in that: The voice corresponding to the playback evaluation information includes: Display speech playback controls in the graphical user interface; In response to the second user's touch operation on the voice playback control, the voice corresponding to the evaluation information is played.
6. The interactive method according to claim 1, characterized in that: The determining of the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user includes: Determine, based on the battle advantage of the first user at the current moment, a strategy for applying each candidate reward or punishment measure to the first virtual character and / or the second virtual character; wherein the strategy includes a probability and degree of applying each candidate reward or punishment measure; According to the application strategy, a response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character is determined.
7. The interactive method according to claim 6, characterized in that: Determining the response effect produced after applying corresponding candidate reward and punishment measures to the first virtual character and / or the second virtual character according to the application strategy includes: Determining, from the candidate reward and punishment measures, a first reward and punishment measure to be applied to the first virtual character, and / or a second reward and punishment measure to be applied to the second virtual character, according to the application probability in the application strategy; Based on the degree of application in the application strategy, determining a first application effect of the first reward and punishment measure on the first virtual character, and / or a second application effect of the second reward and punishment measure on the second virtual character; The response effect is determined based on the first application effect and / or the second application effect.
8. The interactive method according to claim 1, characterized in that: When the evaluation information is triggered to be sent according to characters input by the first user or voice information input by the first user, the interference information that interferes with the second user in the evaluation information is determined by the following steps: determining, according to the information recognition result of the evaluation information, a target word present in the evaluation information; The target vocabulary is determined as interference information that interferes with the second user.
9. An interactive device, characterized in that: The interactive device comprises: An effect determination module is used to respond to the evaluation information sent by the first user to the second user in the game, determine whether there is interference information that interferes with the second user in the evaluation information; if so, determine the response effect of the evaluation information on the first virtual character controlled by the first user and / or the second virtual character controlled by the second user; wherein the evaluation information is triggered and sent according to the characters input by the first user, or the voice information input by the first user, or the target skill corresponding to the interference information released by the first user controlling the first virtual character; A parameter adjustment module is used to adjust the game performance parameters of the first virtual character and / or the second virtual character according to the response effect.
10. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and the machine-readable instructions are executed by the processor to execute the steps of the interactive method as described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the interactive method according to any one of claims 1 to 8 are executed.