Task object selection method and device, equipment and medium

By providing a method of selecting task objects in role-playing games, players are allowed to collectively select task objects, which solves the problems of waste of computing resources and insufficient player participation, and achieves more efficient resource utilization and a stronger sense of player participation.

CN119455377APending Publication Date: 2025-02-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202311013919.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-10
Publication Date
2025-02-18

AI Technical Summary

Technical Problem

In role-playing games, players are dissatisfied with the task objects set by the task, resulting in skipping tasks, causing waste of computing resources, and lack of player participation.

Method used

Provide a method for selecting task objects. Through the display user interface, players can collectively select candidate task objects in the task, determine target task objects, and thus improve resource utilization and player participation.

Benefits of technology

The method of determining the target task object based on players' collective selection is realized, which improves resource utilization and enhances players' sense of participation and interest in tasks.

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Abstract

The invention discloses a task object selection method and device, equipment and a medium, and relates to the field of man-machine interaction. The method comprises the following steps: displaying a first user interface, wherein the first user interface comprises a task entry; in response to a trigger operation on the task entry, displaying a second user interface, the second user interface comprising at least two candidate task objects; in response to a selection operation on one of the at least two candidate task objects, generating a selection result of the first account on the at least two candidate task objects; and displaying a task picture taking a target task object as a task target on the second user interface, the target task object being one of the at least two candidate task objects, and the target task object being determined based on a selection result of each account of a team where the first account is located. According to the method, the task objects can be selected on the basis of collective willingness of players.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment and medium for selecting a task object. Background Art

[0002] In a role-playing game (RPG), the player is responsible for playing one or more characters in a virtual world, and acts according to the rules set by the virtual world to develop the character played by the player, for example, completing some tasks to get rewards.

[0003] In the related art, multiple players form a team to complete a task together. Each task has a fixed task object, and players receive corresponding rewards after completing the task. However, in this way, if a player does not like the task object set for a task, he will skip the task, resulting in a waste of computing resources corresponding to the task.

[0004] Therefore, how to avoid wasting computing resources and make players feel more involved in game tasks is a problem that needs to be solved. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment and medium for selecting task objects, which can select candidate task objects in a task based on the collective will of the players, thereby providing a new way to implement tasks, providing different modes for players, and using limited resources to support more styles of players, thereby improving resource utilization. The technical solution is as follows:

[0006] In one aspect, a method for selecting a task object is provided, the method comprising:

[0007] Displaying a first user interface, wherein the first user interface includes a task entry;

[0008] In response to a triggering operation on the task entry, displaying a second user interface, wherein the second user interface includes at least two candidate task objects;

[0009] In response to a selection operation on one of the at least two candidate task objects, generating a selection result of the at least two candidate task objects by the first account;

[0010] A task screen with a target task object as the task target is displayed on the second user interface, where the target task object is one of the at least two candidate task objects, and the target task object is determined based on the selection results of each account of the team to which the first account belongs.

[0011] In another aspect, a device for selecting a task object is provided, the device comprising:

[0012] A display module, configured to display a first user interface, wherein the first user interface includes a task entry;

[0013] The display module is used to display a second user interface in response to a triggering operation on the task entry, wherein the second user interface includes at least two candidate task objects;

[0014] A generating module, configured to generate, in response to a selection operation on one of the at least two candidate task objects, a selection result of the at least two candidate task objects by the first account;

[0015] The display module is used to display a task screen with a target task object as the task target on the second user interface, where the target task object is one of the at least two candidate task objects, and the target task object is determined among the at least two candidate task objects based on the selection results of each account of the team to which the first account belongs.

[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for selecting a task object as described above.

[0017] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the method for selecting a task object as described above.

[0018] On the other hand, an embodiment of the present application provides a computer program product or a computer program, in which at least one program segment is stored, and the at least one program segment is loaded and executed by a processor to implement the method for selecting a task object as described above.

[0019] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0020] By displaying a second user interface including candidate task objects, the target task object is determined based on the common selection of the player's team, thereby implementing a method of determining the target task object based on the collective selection of the players. This can provide players with different modes, use limited resources to support players of more styles, and improve resource utilization.

[0021] In addition, players can choose the task objects they support or want to challenge, which enhances the players' sense of participation and fun in the tasks and improves the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0023] Figure 1 is an interface schematic diagram of a first user interface provided by an exemplary embodiment of the present application;

[0024] Figure 2 is a schematic diagram of an interface of a task entry provided by an exemplary embodiment of the present application;

[0025] Figure 3 is a schematic diagram of a second user interface provided by an exemplary embodiment of the present application;

[0026] Figure 4 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0027] Figure 5 is a flow chart of a method for selecting a task object provided by an exemplary embodiment of the present application;

[0028] Figure 6 is a flow chart of a method for selecting a task object provided by an exemplary embodiment of the present application;

[0029] Figure 7 is a flowchart of a method for displaying a first user interface provided by an exemplary embodiment of the present application;

[0030] Figure 8 is a flowchart of a method for displaying a first user interface provided by an exemplary embodiment of the present application;

[0031] Fig. 9 is a device block diagram of a device for selecting a task object provided by an exemplary embodiment of the present application;

[0032] Fig.10 is a block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0033] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0034] First, the nouns involved in the embodiments of the present application are introduced:

[0035] Virtual environment: is a virtual environment displayed (or provided) when an application is running on a terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources that can be used by at least two virtual characters.

[0036] Virtual character: refers to an movable object in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and a cartoon character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional stereo model, and each virtual character has its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application. In some embodiments of the present application, a virtual character refers to a virtual character that can be controlled by a user in a virtual environment, and a virtual character that cannot be controlled by a user (such as a soldier, a wild monster, a non-player character (NPC)) can become an auxiliary virtual character.

[0037] Mission target: The target that needs to be defeated in the mission. Also called Boss or Leader.

[0038] Roguelike games: a subtype of role-playing games (RPGs), characterized by randomly generated maps, turn-based game mechanics, the need to restart the game after death, and the random generation of props and character abilities. Roguelike games usually place game characters in a randomly generated virtual environment, where players need to explore the map, fight enemies, collect items and resources, and eventually reach their destination and defeat the final boss (i.e., the quest object). In a Roguelike game, every move needs to be carefully considered, because once the character dies, the game will restart, and the map and character attributes will be regenerated, so each game is unique.

[0039] Multiplayer online tactical competition: refers to different virtual teams belonging to at least two hostile camps occupying their own map areas on the map provided by the virtual environment, and competing with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing the virtual character of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing certain resources, and exceeding the score of the opponent within a specified time. Tactical competition can be carried out in rounds, and the maps of each round of tactical competition can be the same or different. Each virtual team includes one or more virtual characters, such as 1, 3 or 5.

[0040] Virtual environment screen: A screen that uses a third-person bird's-eye view to observe a three-dimensional virtual environment. Optionally, the bird's-eye view is at a 45-degree angle. It should be noted that a virtual camera is generally provided in the game scene, and the game scene content captured by the virtual camera is the virtual environment screen presented by the user interface. In a 3D game with a third-person perspective, the virtual camera can capture the game scene content including virtual characters, and display the virtual characters on the virtual environment screen. For example, in some games without virtual characters, the movement and rotation of the virtual camera can also be directly controlled to update the game screen presented by the user interface.

[0041] Skills: A character ability possessed by a virtual character in a three-dimensional virtual environment, which can have an effect on virtual characters of other camps. The skill can be an offensive skill, a defensive skill, a skill with a specific target, a group attack skill, a skill that can produce a knockback effect on virtual characters of other camps, or a skill that can produce a deceleration effect on virtual characters of other camps, and this application does not limit this.

[0042] Figure 1A schematic diagram of a method for selecting a task object provided by an exemplary embodiment of the present application is shown. On the first user interface 11, information such as the name of the current season 12, the task entrance 13 of the opened task, and the task entrance 14 of the unopened task are displayed. Among them, the task is an activity that the player controls the virtual character to complete, so as to obtain the growth or reward of the virtual character; the task can also be called a level, a copy, a game, a duel, etc. On each task entrance, the virtual images of the two candidate task objects participating in the duel in the task, the duel bar of the two candidate task objects, and the attribute label are displayed; wherein the duel bar is used to indicate the historical support rate of the two candidate task objects, and the attribute label is used to display the attribute improvement made for the leader with a low historical support rate. Taking the task entrance 13 of the opened task as an example, the two candidate task objects participating in the duel in the task, the duel bar 15 of the two candidate task objects, and the attribute label 16 for the candidate task object with a low historical support rate are displayed thereon; the attribute label 16 "difficulty + 10%" indicates that the difficulty of the task with the candidate task pair as the target task object will be increased by 10%. For the entrances to unopened missions, the virtual images of the two bosses displayed on them are displayed as silhouettes to maintain mystery.

[0043] Figure 2 A schematic diagram of a method for selecting a task object provided by an exemplary embodiment of the present application is shown. Figure 2 The display mode of the task entrance is shown. For the entrance 21 of the unselected open task, the virtual images 22 of the two candidate task objects participating in the duel in the task are displayed, the attribute label 23 (for example, "difficulty +10%") of the attribute improvement of the candidate task object is displayed on the candidate task object with the lower support rate among the two candidate task objects, and the duel bar 24 for displaying the historical support rate of the two candidate task objects; for the task entrance 25 of the selected open task, its background is highlighted. For the task entrance 26 of the unselected unopened task, the silhouettes 28 of the virtual images of the two candidate task objects participating in the duel in the task and the opening date 29 of the task are displayed; for the task entrance 27 of the selected unopened task, its background is highlighted.

[0044] When the user enters the task by triggering the task entry on the first user interface, the second user interface 30 is displayed, such as Figure 3 Two selection circles are displayed on the second user interface 30, with character 1 31 (i.e., a candidate task object) displayed in selection circle 34, and character 2 32 (i.e., another candidate task object) displayed in selection circle 35. The player character 33 controlled by the user can enter any selection circle, indicating support for or desire to challenge the character in the selection circle.

[0045] In a possible implementation, ten users form a team. After the ten users each select the candidate task object they support, the candidate task object selected by more than half of the users is used as the candidate task object supported by the team, and the character with a low support rate is used as the target task object to be faced by the team. For example, if more than five users select character 1 (candidate task object) to be supported, the team will face character 2 (target task object); for another example, if the number of users supporting character 1 and character 2 is the same, the character to be faced by the team is randomly selected.

[0046] Figure 4 The following is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110 , a server 120 , and a second terminal 130 .

[0047] The first terminal 110 is installed and runs a client 111 that supports a virtual environment, and the client 111 can be a Roguelike game program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client can be any one of a strategy game (Simulation Game, SLG) game, a Roguelike game, and a multiplayer online tactical competition (Multiplayer Online Battle Arena, MOBA) game. In this embodiment, the client is a Roguelike game as an example. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual character in the virtual environment to carry out activities, and the first virtual character can be called the main control virtual character of the first user 112. The activities of the first virtual character include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual character, such as a simulation character or an animation character.

[0048] The second terminal 130 is installed and runs a client 131 that supports a virtual environment, and the client 131 can be a Roguelike game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of an SLG game, a Roguelike game, and a MOBA game. In this embodiment, the client is an example of a Roguelike game. The second terminal 130 is a terminal used by the second user 113. The second user 113 uses the second terminal 130 to control the second virtual character in the virtual environment to carry out activities, and the second virtual character can be called the main control virtual character of the second user 113. The activities of the second virtual character include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual character, such as a simulation character or an animation character.

[0049] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.

[0050] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or IOS). The first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.

[0051] Figure 4 Only two terminals are shown, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to the developer, and a development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0052] The first terminal 110 , the second terminal 130 , and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0053] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for clients that support a three-dimensional virtual environment (clients of Roguelike games). Optionally, the server 120 undertakes the main computing work and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal for collaborative computing.

[0054] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the user account's avatar, the user account's nickname, the user account's combat power index, and the service area where the user account is located; the battle service module 124 is used to provide a battle environment for users to fight; and the user-oriented I / O interface 125 is used to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network.

[0055] Figure 5 A flowchart of a method for selecting a task object provided by an exemplary embodiment of the present application is shown. Figure 4 The method is executed by any terminal in the system, or by a client running on any terminal, where the first account is logged in. The method comprises the following steps:

[0056] Step 220: Displaying a first user interface;

[0057] The first user interface includes a task entry. Optionally, the first user interface may display one or more task entry. The task entry is an entry control for entering the task interface; that is, by triggering the task entry, you can jump to the task interface (such as the second user interface described later). Optionally, the task entry displays a virtual image of the candidate task object involved in the task.

[0058] Optionally, the first user interface also includes at least two candidate task objects, which correspond to tasks, that is, different tasks may correspond to at least two different candidate task objects, and the candidate task objects are optional objects that serve as task targets; that is, the user needs to choose from at least two candidate task objects to select the target task object.

[0059] Optionally, historical support rates of at least two candidate task objects are obtained; and at least two candidate task objects and a comparison bar are displayed on the first user interface, where the comparison bar is used to indicate the historical support rates of the at least two candidate task objects.

[0060] The historical support rate refers to the support rate for the candidate task object determined based on the historical data of the players who have played the task before the first user interface is displayed; for example, the historical data of all the players who have played the task before the first user interface is displayed is obtained; for another example, the historical data of the players who have played the task within three months before the first user interface is displayed is obtained. Among them, the candidate task object that the player chooses to support in a task is counted as one support for the candidate task object.

[0061] Obtain the number of supports each candidate task object has obtained; convert the number of supports obtained by at least two candidate task objects into a percentage, which is the historical support rate, that is, the numerator of the historical support rate is the number of supports each candidate task object has obtained, and the denominator of the historical support rate is the sum of the number of supports obtained by all candidate task objects.

[0062] Optionally, an attribute label is also displayed on the first user interface, and the attribute label is used to indicate the attribute improvement for the candidate task object with a lower historical support rate, and the value of the attribute improvement is related to the historical support rate of at least two candidate task objects. That is, for the candidate task object with a lower support rate, in order to improve its support rate, its attribute value is improved. That is, for the candidate task object with a lower support rate, by improving its attribute value, it is made more advantageous in the duel (for example, obtaining skill improvement, obtaining vitality enhancement, etc.), so that subsequent players are more inclined to support the candidate task object when selecting the candidate task object, so as to achieve the purpose of improving its support rate.

[0063] It should be noted that the attribute improvement displayed on the first user interface is determined based on the historical support rate of the candidate task object before the first user interface is displayed. As more players subsequently select candidate task objects in the task, the support rate of the candidate task object will change, and the value of the attribute improvement will also change; that is, the value of the attribute improvement is dynamically adjusted according to the support rate.

[0064] The way to improve the attributes of the candidate task object with a lower historical support rate includes enhancing its vitality value, increasing its skill value, increasing its task difficulty (i.e., the difficulty of defeating the candidate task object), etc. That is, the attribute label displayed on the first user interface includes at least one of the following:

[0065] · displaying an attribute label with a first value indicating an increased difficulty of the task on the first user interface;

[0066] · displaying, on the first user interface, an attribute label indicating an increase in health with a second numerical value;

[0067] Displaying an attribute label of the skill effect enhancement having a third value on the first user interface.

[0068] The first value, the second value and the third value are determined based on the historical support rates between the candidate task objects.

[0069] In a possible implementation, the value of the attribute enhancement is determined based on the difference in historical support rates of at least two candidate task objects; that is, the greater the difference in historical support rates between the candidate task objects, the greater the attribute enhancement for the candidate task object with a lower historical support rate. By enhancing the attributes of the candidate task object with a lower support rate, it will have a greater advantage in the task, so that more players will tend to choose the candidate task object, so that each candidate task object in the task can be fully supported or challenged, and the existing resources in the game are used more efficiently.

[0070] In one possible implementation, when there are two candidate task objects, the difference between the historical support rates of the two candidate task objects is determined as the value of the attribute improvement of the candidate task object with the lower historical support rate; for example, when the historical support rates of the two candidate task objects are 45% and 55% respectively, the performance of the candidate task object with the lower historical support rate is improved by 10% (for example, the vitality value is increased by 10%).

[0071] In another possible implementation, when there are more than two candidate task objects, the difference in historical support rate between the candidate task object with a lower historical support rate and the candidate task object with the highest historical support rate is determined as the attribute improvement value of the candidate task object with a lower historical support rate. For example, taking three candidate task objects as an example, whose historical support rates are 25%, 35%, and 40%, respectively, the attribute improvement value of the candidate task object with the lowest historical support rate is 15%, and the attribute improvement value of the candidate task object with the second lowest historical support rate is 5%.

[0072] Optionally, the tasks include unopened tasks and opened tasks. For an opened task, virtual images of at least two candidate task objects in the task are displayed on its task entrance; for an unopened task, virtual image silhouettes of at least two candidate task objects in the task are displayed on its task entrance.

[0073] Optionally, the opening status of each task is obtained. The entrance to the first task is displayed on the first user interface, and the virtual images and duel bars of at least two candidate task objects in the first task are displayed on the entrance to the first task; and / or, the entrance to the second task is displayed on the first user interface, and the silhouettes of the virtual images of at least two candidate task objects in the second task are displayed on the entrance to the second task; wherein the first task is an opened task, and the second task is an unopened task.

[0074] Step 240: In response to the triggering operation on the task entry, displaying a second user interface;

[0075] The second user interface includes at least two candidate task objects. The at least two candidate task objects are displayed on the second user interface, waiting for selection by the first account and the team to which the first account belongs. Optionally, phantoms of the at least two candidate task objects are displayed on the second user interface to indicate that the at least two candidate task objects are in a waiting state.

[0076] Optionally, the second user interface also includes a first player character controlled by the first account.

[0077] Optionally, both the player character and the candidate task object are displayed in the virtual world in three-dimensional form.

[0078] Exemplarily, in response to a trigger operation on a task entry, the second user interface displays the same number of selection circles as the candidate task objects, each selection circle corresponding to a candidate task object. The selection circles are used for the player character controlled by the player to select the candidate task object. For example, the player entering a selection circle represents the selection of the candidate task object in the selection circle as the party that the player supports or wants to challenge.

[0079] In some possible implementations, a player entering a selection circle represents support for the candidate task objects in the selection circle. For example, selection circle A corresponds to candidate virtual character A, and selection circle B corresponds to candidate virtual character B. Then, a player entering selection circle A represents support for candidate virtual character A and challenging virtual character B.

[0080] In other possible implementations, the player entering the selection circle represents the desire to challenge the candidate task objects in the selection circle. For example, selection circle A corresponds to candidate virtual character A, and selection circle B corresponds to candidate virtual character B. Then the player entering selection circle A represents the desire to challenge candidate virtual character A.

[0081] Step 260: In response to a selection operation on one of the at least two candidate task objects, generating a selection result of the first account on the at least two candidate task objects;

[0082] Exemplarily, the first player character controlled by the first account enters the selection circle of a selected candidate task object, and the selected candidate task object is used as the selection result of the first account on at least two candidate task objects. That is, the first player character corresponding to the first account enters the selection circle of a candidate task object, indicating that the first account chooses to support or challenge the candidate task object in the selection circle.

[0083] Optionally, the first player character controlled by the first account may enter the selection circle of the first candidate task object by at least one of a click operation, a double-click operation, a voice operation, a pressure touch operation, an eye control, and a body sensing control. This application does not impose any restrictions on this.

[0084] Optionally, the selection circle where the first player character is located is displayed as a selected state, and the selection circle in the selected state is at least one of the following: a selection circle with a highlighted color, a selection circle with bold appearance lines, a selection circle with a shadow, a selection circle displaying an animation, a sound effect of playing candidate task objects in the selection circle, a selection circle with a highlighted color, a selection circle with bold lines, and a selection circle with a shadow.

[0085] Optionally, after the first player character in the team where the first account is located enters any selection circle, a countdown prompt is displayed on the second user interface, and the countdown prompt is used to indicate the remaining time for selecting a candidate task object. For example, a 15-second countdown is set, and the countdown starts when any player character in the team where the first account is located enters the selection circle. After the countdown stops, the number of player characters in the selection circle is counted.

[0086] Step 280: Displaying a task screen with the target task object as the task target on the second user interface.

[0087] The target task object is one of at least two candidate task objects, and the target task object is determined based on the selection results of each account in the team to which the first account belongs. For example, when a player character enters a selection circle to represent a desire to challenge a candidate task target in the selection circle, the candidate task object in the selection circle with the largest number of player characters entering (i.e., the largest number of people who want to challenge the candidate task target in the selection circle) is used as the target task object; for another example, when a player character enters a selection circle to represent a desire to support a candidate task target in the selection circle, the candidate task object in the selection circle with the smallest number of player characters entering (i.e., the least supported) is used as the target task object.

[0088] That is, the target task object is determined in one of the following ways:

[0089] The target task object is the candidate task object in the first selection circle, which is the selection circle with the largest number of player characters entering;

[0090] The target task object is the candidate task object in the second selection circle, and the second selection circle is the selection circle with the least number of player characters entering;

[0091] When the number of player characters entering each selection circle is the same, the target task object is determined from the candidate task objects by random selection.

[0092] Exemplarily, after the target task object is determined, a task screen with the target task object as the task target, ie, the task screen of this task, is displayed on the second user interface.

[0093] The attribute value displayed on the first user interface in step 220 is determined based on the historical support rate before the first user interface is displayed. Since the first account and its team select candidate task objects in step 260, the support rate of each candidate task object will change. Therefore, the value of the attribute improvement for the candidate task object with a lower support rate in this task (i.e., the task to be completed by the first account and its team in this step) will also change. Therefore, after determining the target task object, it is necessary to update the attribute value of the target task object based on the selection of the team to which the first account belongs and the historical support rate. That is, based on the selection of the team to which the first account belongs and the historical support rate, the attribute value of the target task object in this task is determined.

[0094] In summary, the method provided in the embodiment of the present application allows players to select candidate task objects in the task, and determines the target task object based on the selection results of the player's team, so that the collective behavior of the players can affect the task, thereby providing players with different modes, using limited resources to support players of more styles, and improving resource utilization.

[0095] In addition, this method dynamically adjusts the attribute values ​​of candidate task objects based on their support rates, and guides players to select candidate task objects with low support rates by strengthening the attributes of candidate task objects with low support rates, so that players can fully experience each candidate task object, thereby improving the efficiency of human-computer interaction.

[0096] Figure 6 A flowchart of a method for selecting a task object provided by an exemplary embodiment of the present application is shown. Figure 4The method is performed by any terminal in the system, or by a client running on any terminal, and the first account is logged in to the client. The method takes two candidate task targets as an example. The method includes the following steps:

[0097] Step 320: Displaying a first user interface;

[0098] The first user interface includes a task entry. Optionally, the task entry displayed in the first user interface may be one or more. Figure 1 The first user interface shown displays multiple task entrances, including a task entrance 13 for opened tasks and a task entrance 14 for unopened tasks.

[0099] Optionally, the first user interface also includes two candidate task objects, which correspond to tasks, that is, different tasks may correspond to two different candidate task objects, and the candidate task objects are optional objects that serve as task targets; that is, the user needs to choose from the two candidate task objects to select the target task object.

[0100] Optionally, a virtual image of a candidate task object is displayed on the task entry of the first user interface. In a possible implementation, for an open task, a virtual image of a candidate task object is displayed, for example Figure 2 For unopened tasks, a silhouette of the virtual image of the candidate task object is displayed. Figure 2 A silhouette of a virtual image of a candidate task object in FIG28 .

[0101] Optionally, a duel bar is also displayed on the first user interface, and the duel bar is used to indicate the historical support rate of two candidate task objects in the task. The historical support rate refers to the support rate for the candidate task object determined based on the historical data of all players who have played the task before the first user interface is displayed; for example, the total number of supports obtained by each candidate task object before the first user interface is displayed is obtained; the number of supports obtained by the two candidate task objects is converted into a percentage, which is the historical support rate.

[0102] Optionally, an attribute label is also displayed on the first user interface, and the attribute label is used to indicate the attribute improvement for the candidate task object with a lower historical support rate, and the value of the attribute improvement is related to the historical support rates of the two candidate task objects. That is, for the candidate task object with a lower support rate, in order to improve its support rate, its attribute value is improved. For example, based on the difference in the historical support rates of at least two candidate task objects, the value of the attribute improvement is determined, that is, the greater the difference in the historical support rates between the candidate task objects, the more the attribute improvement for the candidate task object with a lower historical support rate.

[0103] The way to improve the attributes of the candidate task object with a lower historical support rate includes enhancing its vitality value, increasing its skill value, increasing its task difficulty (i.e., the difficulty of defeating the candidate task object), etc. That is, the attribute label displayed on the first user interface includes at least one of the following:

[0104] · displaying an attribute label with a first value indicating an increased difficulty of the task on the first user interface;

[0105] · displaying, on the first user interface, an attribute label indicating an increase in health with a second numerical value;

[0106] Displaying an attribute label of the skill effect enhancement having a third value on the first user interface.

[0107] The first value, the second value and the third value are determined based on the historical support rates between the candidate task objects.

[0108] Figure 7 A flowchart of a method for displaying a first user interface provided by an exemplary embodiment of the present application is shown, corresponding to step 320, the method includes the following steps:

[0109] Step 3201: A user enters a first user interface; for example, the user enters the first user interface from another user interface by triggering a jump control, and the first client displays the first user interface.

[0110] Step 3202, determine whether it is a duel season; if the server where the first account is located is not in the duel season, execute step 3203; if the server where the first account is located is in the duel season, execute step 3204.

[0111] Step 3203, the first user interface does not display the two candidate task objects, the duel bar and the attribute label; this step is executed when the server where the first account is located is not in the duel season; that is, when it is not in the duel season, the task has a fixed task object and the player cannot select it. Therefore, the first user interface does not display the two candidate task objects, the duel bar and the attribute label.

[0112] Step 3204, the first user interface displays two candidate task objects, a duel bar and an attribute label; this step is executed when the server where the first account is located is in a duel season; that is, when in a duel season, players can select task objects through the collective decision of their team, and therefore, the first user interface displays two candidate task objects, a duel bar and an attribute label.

[0113] Step 3205, determine whether the task is open; the first client obtains the opening status of each task from the server. If the task selected by the first account is open, execute step 3207; if the task selected by the first account is not open, execute step 3206.

[0114] Step 3206, displaying the silhouettes of the virtual images of the two candidate task objects; if the task selected by the first account is not open, this step is performed, that is, the silhouettes of the virtual images of the two candidate task objects are displayed. Optionally, the silhouettes of the virtual images of the two candidate task objects are displayed at the task entrance of the unopened task.

[0115] Step 3207, obtain historical support rates and determine the value of the attribute improvement; the first client obtains the historical support rates of the two candidate task objects from the server, and determines the difference between the historical support rates of the two as the value of the attribute improvement for the candidate task object with the lower historical support rate. Based on the historical support rates, a duel bar is displayed on the first interface, and an attribute label including the value of the attribute improvement is displayed.

[0116] Step 340: In response to the triggering operation on the task entry, display the second user interface;

[0117] The second user interface includes two candidate task objects. The two candidate task objects are displayed on the second user interface, waiting for selection by the first account and the team the first account belongs to. Optionally, phantoms of the two candidate task objects are displayed on the second user interface to indicate that the two candidate task objects are in a waiting state.

[0118] Exemplarily, in response to a trigger operation on a task entry, two selection circles are displayed on the second user interface, each of which corresponds to a candidate task object. The selection circle is used for the player character controlled by the player to select the candidate task object. For example, the player entering a selection circle represents the selection of the candidate task object in the selection circle as the party that the player supports or wants to challenge.

[0119] For example Figure 3 As shown in , two selection circles are displayed on the second user interface 30, namely, selection circle 31 and selection circle 32. Selection circle 31 corresponds to role 1 (candidate task object 1), and selection circle 32 corresponds to role 2 (candidate task object 2).

[0120] Step 360: Control the first player character manipulated by the first account to enter a selection circle of a selected candidate task object, and use the selected candidate task object as a selection result of the first account on at least two candidate task objects;

[0121] Exemplarily, the first player character controlled by the first account enters a selection circle of a candidate task object that the first account wants to select, and the selected candidate task object is used as the selection result of the first account on at least two candidate task objects. That is, the first player character corresponding to the first account enters a selection circle of a candidate task object, indicating that the first account chooses to support or challenge the candidate task object in the selection circle.

[0122] Optionally, the first account may control the first player character to enter the selection circle of the first candidate task object by at least one of a click operation, a double-click operation, a voice operation, a pressure touch operation, an eye control, and a body sensing control. This application does not impose any restrictions on this.

[0123] Optionally, the selection circle where the first player character is located is displayed as a selected state, and the selection circle in the selected state is at least one of the following: a selection circle with a highlighted color, a selection circle with bold appearance lines, a selection circle with a shadow, a selection circle displaying an animation, a sound effect of playing candidate task objects in the selection circle, a selection circle with a highlighted color, a selection circle with bold lines, and a selection circle with a shadow.

[0124] Optionally, after the first player character in the team where the first account is located enters any selection circle, a countdown prompt is displayed on the second user interface, and the countdown prompt is used to indicate the remaining time for selecting a candidate task object. For example, a 10-second countdown is set, and the countdown starts when any player character in the team where the first account is located enters the selection circle. After the countdown stops, the number of player characters in the selection circle is counted.

[0125] Step 380: Displaying a task screen with the target task object as the task target on the second user interface.

[0126] The target task object is one of the two candidate task objects, and the target task object is determined based on the selection results of each account in the team where the first account belongs. For example, when the player character enters the selection circle, it means that the player character wants to challenge the candidate task target in the selection circle, the candidate task object in the selection circle with the largest number of player characters entering is used as the target task object; for another example, when the player character enters the selection circle, it means that the player character wants to support the candidate task target in the selection circle, the candidate task object in the selection circle with the smallest number of player characters entering is used as the target task object.

[0127] That is, the target task object is determined in one of the following ways:

[0128] The target task object is the candidate task object in the first selection circle, which is the selection circle with the largest number of player characters entering;

[0129] The target task object is the candidate task object in the second selection circle, and the second selection circle is the selection circle with the least number of player characters entering;

[0130] When the number of player characters entering each selection circle is the same, the target task object is determined from the candidate task objects by random selection.

[0131] Exemplarily, after the target task object is determined, a task screen with the target task object as the task target is displayed on the second user interface.

[0132] Since the team to which the first account belongs has selected the candidate task objects, the support rate of each candidate task object will change, and the value of the attribute improvement of the candidate task object with a lower support rate will also change. Therefore, after the target task object is determined, it is necessary to update the attribute value of the target task object based on the selection of the team to which the first account belongs and the historical support rate. That is, based on the selection of the team to which the first account belongs and the historical support rate, the attribute value of the target task object in this task is determined.

[0133] Regarding the calculation method of the change in the support rate of the candidate task object, in one possible implementation, the selection made by each account in the team to which the first account belongs is calculated separately. For example, if six accounts in the team to which the first account belongs choose candidate task object 1 and four accounts choose candidate task object 2, the number of support times for candidate task object 1 increases by six times, and the number of support times for candidate task object 2 increases by four times, and the support rate is recalculated based on this. In another possible implementation, the selection results of the team to which the first account belongs are calculated uniformly according to the entire team. For example, if six accounts in the team to which the first account belongs choose candidate task object 1 and four accounts choose candidate task object 2, the team to which the first account belongs is regarded as having all chosen candidate task object 1, that is, the number of support times for candidate task object 1 increases by ten times.

[0134] Figure 8 A flowchart of a method for selecting a task object provided by an exemplary embodiment of the present application is shown, corresponding to steps 340 to 380. The steps take entering a selection circle as an example to represent supporting a candidate task object in the selection circle. The method includes the following steps:

[0135] Step 3401: The user enters the second user interface; for example, the user enters the second user interface by triggering a task entry on the first user interface, and the first client displays the second user interface.

[0136] Step 3402, generate selection circle A and selection circle B on the second user interface; display selection circles for different scenes on the second user interface according to the task, each selection circle corresponds to a candidate task object, for example, leader A (candidate task object A) is displayed in selection circle A, and leader B (candidate task object B) is displayed in selection circle B.

[0137] Step 3403, the player character enters the selection circle; the embodiment of the present application takes entering the selection circle as an example to represent support for the leader in the selection circle, and each player character of the team where the first account is located enters the selection circle respectively to indicate the leader they support.

[0138] Step 3404, the second user interface displays a countdown; the server starts counting down after the first player character in the team where the first account is located enters the selection circle, and the second user interface displays at the same time; for example, a 10-second countdown starts after the first player character in the team where the first account is located enters the selection circle, and the player character can no longer enter the selection circle after the countdown ends.

[0139] Step 3405, compare the number of people in selection circle A and selection circle B; the number of people in a selection circle represents the number of people who support the leader in that selection circle; compare the number of people in the two selection circles, and when the number of people in selection circle A is greater than the number of people in selection circle B, execute steps 3406 to 3408; when the number of people in selection circle A is less than the number of people in selection circle B, execute steps 3412 to 3414; when the number of people in the two selection circles is equal, execute steps 3409 to 3411.

[0140] It should be noted that when a player character enters a selection circle, it means that he supports the leader in that selection circle, that is, he wants to challenge the leader in another selection circle; for example, when a player character enters selection circle A, it means that he supports leader A and wants to challenge leader B; for another example, when more than half of the player characters in the team enter selection circle A, it means that the team supports leader A and wants to challenge leader B. Therefore, the team challenges leader B (that is, leader B is subsequently displayed on the second user interface), and the team’s task is to defeat leader B. After defeating leader B, they can get corresponding rewards.

[0141] Step 3406, the second user interface displays leader B; when the number of people in selection circle A is greater than the number of people in selection circle B, execute this step and set leader B with fewer supporters as the target task object, and the task goal is to defeat leader B.

[0142] Step 3407, adjust the attribute value of leader B according to the support rate; because the support rates of leaders A and B have changed after the team to which the first account belongs has made a choice, the value of the attribute improvement will also change accordingly; the first client obtains the current support rate of leaders A and B from the server (that is, the historical support rate and the choice made by the team to which the first account belongs) and determines the value of the attribute improvement for leader B based on the difference between the current support rates of the two.

[0143] Step 3408, the support rate of leader A increases; according to the choice of the team to which the first account belongs, the support rates of leader A and leader B are adjusted and recorded in the server, wherein the support rate of leader A increases.

[0144] Step 3409, randomly displaying leader A or leader B; since leader A and leader B have the same number of supporters, it is determined randomly whether to display leader A or leader B as the target task object to be defeated.

[0145] Step 3410, adjust the displayed leader's attribute values ​​according to the support rate; since the support rates of leader A and leader B changed after the team to which the first account belongs made a choice, the attribute improvement values ​​will also change accordingly; the first client obtains the current support rates of leader A and leader B from the server (i.e., the historical support rates combined with the choice made by the team to which the first account belongs), and determines the attribute improvement values ​​of the leader displayed in step 3409 based on the difference between the current support rates of the two.

[0146] Step 3411, the support rate of the leader not displayed increases; according to the selection of the team to which the first account belongs, the support rates of leader A and leader B are adjusted and recorded in the server, wherein the support rate of the leader not displayed on the second user interface increases.

[0147] Step 3412, the second user interface displays leader A; when the number of people in selection circle B is greater than the number of people in selection circle A, execute this step and set leader A with fewer supporters as the target task object, and the task goal is to defeat leader A.

[0148] Step 3413, adjust the attribute value of leader A according to the support rate; since the support rates of leaders A and B have changed after the team to which the first account belongs has made a choice, the value of the attribute improvement will also change accordingly; the first client obtains the current support rate of leaders A and B (that is, the support rate determined by combining the historical support rate and the choice made by the team to which the first account belongs in this task), and determines the value of the attribute improvement for leader A in this task based on the difference between the current support rates of the two.

[0149] Step 3414: The support rate of leader B increases; according to the choice of the team to which the first account belongs, the support rates of leader A and leader B are adjusted and recorded in the server, wherein the support rate of leader B increases. That is, for subsequent players, the historical support rate of leader B increases.

[0150] The second user interface displays a task screen with the target task object (leader A or leader B determined according to the above steps) as the task target, that is, the player character of the team of the first account competes with the target task object to obtain the reward corresponding to defeating the target task object.

[0151] In summary, the method provided in the embodiment of the present application allows players to select candidate task objects in the task, and determines the target task object based on the selection results of the player's team, so that the collective behavior of the players can affect the task, thereby providing players with different modes, using limited resources to support players of more styles, and improving resource utilization.

[0152] In addition, players can choose the leader they want to support or challenge based on numerical requirements and personal preferences, which gives them a higher degree of freedom and sense of participation.

[0153] In addition, this method dynamically adjusts the attribute values ​​of candidate task objects based on their support rates, and guides players to select candidate task objects with low support rates by strengthening the attributes of candidate task objects with low support rates, so that players can fully experience each candidate task object, thereby improving the efficiency of human-computer interaction.

[0154] In addition to dynamically adjusting the value of the attribute improvement according to the support rate in the above embodiment, a progress bar can also be displayed on the interface to display the progress of each task in real time, and each task can dynamically adjust the task difficulty or the value of the task object according to each other's task progress; or, the number of task clearances is displayed on the first user interface, and each task dynamically adjusts the task difficulty or the attribute value of the task object or modifies the clearance reward according to the number of players who have passed the level, etc. This application does not limit the method of dynamically adjusting the attribute value of the task object.

[0155] The following is an embodiment of the device of the present application. For details not described in detail in the embodiment of the device, reference may be made to the above method embodiment.

[0156] Fig. 9 : is a block diagram of a task object selection device provided by an exemplary embodiment of the present application. The device includes:

[0157] A display module 420, configured to display a first user interface, wherein the first user interface includes a task entry;

[0158] The display module 420 is used to display a second user interface in response to a triggering operation on the task entry, wherein the second user interface includes at least two candidate task objects;

[0159] A generating module 440 is configured to generate a selection result of the at least two candidate task objects by the first account in response to a selection operation on one of the at least two candidate task objects;

[0160] The display module 420 is used to display a task screen with a target task object as the task target on the second user interface, where the target task object is one of the at least two candidate task objects, and the target task object is determined among the at least two candidate task objects based on the selection results of each account of the team to which the first account belongs.

[0161] In an optional embodiment, the display module 420 is used to display the same number of selection circles as the candidate task objects on the second user interface in response to a triggering operation on the task entry, and each selection circle corresponds to a candidate task object; the generation module 440 is used to control the first player character controlled by the first account to enter the selection circle of a selected candidate task object, and use the selected candidate task object as the selection result of the first account for the at least two candidate task objects.

[0162] In an optional embodiment, the target task object is determined by one of the following methods: the target task object is a candidate task object in a first selection circle, and the first selection circle is the selection circle with the largest number of player characters entering; the target task object is a candidate task object in a second selection circle, and the second selection circle is the selection circle with the least number of player characters entering; when the number of player characters entering each of the selection circles is the same, the target task object is determined from the candidate task objects by random selection.

[0163] In an optional embodiment, the display module 420 is used to display a countdown prompt on the second user interface after the first player character in the team to which the first account belongs enters any of the selection circles; wherein the countdown prompt is used to indicate the remaining time for selecting the candidate task object.

[0164] In an optional embodiment, the display module 420 is used to obtain the historical support rates of the at least two candidate task objects; and display the at least two candidate task objects and a duel bar on the first user interface, wherein the duel bar is used to indicate the historical support rates of the at least two candidate task objects.

[0165] In an optional embodiment, the display module 420 is used to display an attribute label on the first user interface, and the attribute label is used to indicate the attribute improvement for the candidate task object with a lower historical support rate, and the value of the attribute improvement is related to the historical support rate of the at least two candidate task objects.

[0166] In an optional embodiment, the display module 420 is used to display an attribute label with a first value indicating increased task difficulty on the first user interface; to display an attribute label with a second value indicating increased health value on the first user interface; and to display an attribute label with a third value indicating enhanced skill effect on the first user interface.

[0167] In an optional embodiment, the apparatus further includes a determination module 460, and the determination module 460 is used to determine the value of the attribute improvement based on the difference in historical support rates of the at least two candidate task objects.

[0168] In an optional embodiment, the display module 420 is used to display an entrance to the first task on the first user interface, and virtual images and duel bars of at least two candidate task objects in the first task are displayed on the entrance to the first task; wherein the first task is an open task.

[0169] In an optional embodiment, the display module 420 is used to display an entrance to a second task on the first user interface, and silhouettes of virtual images of at least two candidate task objects in the second task are displayed on the entrance to the second task; wherein the second task is an unopened task.

[0170] In an optional embodiment, the determination module 460 is used to determine the attribute value of the target task object in this task based on the selection of the team to which the first account belongs and the historical support rate.

[0171] It should be noted that the task object selection device provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the task object selection device provided in the above embodiment and the task object selection method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0172] The present application also provides a terminal, which includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the task object selection method provided by each of the above method embodiments. It should be noted that the terminal can be as follows Fig.10 The terminal provided.

[0173] Fig.10 The structure block diagram of a terminal 900 provided by an exemplary embodiment of the present application is shown. The terminal 900 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4), a laptop computer or a desktop computer. The terminal 900 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0174] Typically, the terminal 900 includes a processor 901 and a memory 902 .

[0175] The processor 901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 901 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0176] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction, which is used to be executed by the processor 901 to implement the method for selecting a task object provided in the method embodiment of the present application.

[0177] In some embodiments, the terminal 900 may also optionally include: a peripheral device interface 903 and at least one peripheral device. The processor 901, the memory 902 and the peripheral device interface 903 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 903 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 904, a display screen 905, a camera assembly 906, an audio circuit 907, a position assembly 908 and a power supply 909.

[0178] The peripheral device interface 903 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0179] The radio frequency circuit 904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 904 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 904 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 904 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0180] The display screen 905 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos and any combination thereof. When the display screen 905 is a touch display screen, the display screen 905 also has the ability to collect touch signals on the surface or above the surface of the display screen 905. The touch signal can be input to the processor 901 as a control signal for processing. At this time, the display screen 905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 905 can be one, and the front panel of the terminal 900 is set; in other embodiments, the display screen 905 can be at least two, which are respectively set on different surfaces of the terminal 900 or are folded; in some other embodiments, the display screen 905 can be a flexible display screen, which is set on the curved surface or folded surface of the terminal 900. Even, the display screen 905 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 905 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode) and the like.

[0181] The camera assembly 906 is used to capture images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 906 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0182] The audio circuit 907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 901 for processing, or input them into the radio frequency circuit 904 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 900. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 901 or the radio frequency circuit 904 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 907 may also include a headphone jack.

[0183] The location component 908 is used to locate the current geographical location of the terminal 900 to implement navigation or LBS (Location Based Service). The location component 908 can be a location component based on the GPS (Global Positioning System), Beidou system or Galileo system.

[0184] The power supply 909 is used to power various components in the terminal 900. The power supply 909 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 909 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0185] In some embodiments, the terminal 900 further includes one or more sensors 910 . The one or more sensors 910 include, but are not limited to: an acceleration sensor 911 , a gyroscope sensor 912 , a pressure sensor 913 , an optical sensor 915 , and a proximity sensor 916 .

[0186] The acceleration sensor 911 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 900. For example, the acceleration sensor 911 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 901 can control the display screen 905 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 911. The acceleration sensor 911 can also be used to collect motion data of games or users.

[0187] The gyro sensor 912 can detect the body direction and rotation angle of the terminal 900, and the gyro sensor 912 can cooperate with the acceleration sensor 911 to collect the user's 3D actions on the terminal 900. The processor 901 can implement the following functions based on the data collected by the gyro sensor 912: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0188] The pressure sensor 913 can be set on the side frame of the terminal 900 and / or the lower layer of the display screen 905. When the pressure sensor 913 is set on the side frame of the terminal 900, it can detect the user's holding signal of the terminal 900, and the processor 901 performs left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 913. When the pressure sensor 913 is set on the lower layer of the display screen 905, the processor 901 controls the operability controls on the UI interface according to the user's pressure operation on the display screen 905. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0189] The optical sensor 915 is used to collect the ambient light intensity. In one embodiment, the processor 901 can control the display brightness of the display screen 905 according to the ambient light intensity collected by the optical sensor 915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 905 is increased; when the ambient light intensity is low, the display brightness of the display screen 905 is reduced. In another embodiment, the processor 901 can also dynamically adjust the shooting parameters of the camera component 906 according to the ambient light intensity collected by the optical sensor 915.

[0190] The proximity sensor 916, also called a distance sensor, is usually arranged on the front panel of the terminal 900. The proximity sensor 916 is used to collect the distance between the user and the front of the terminal 900. In one embodiment, when the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually decreasing, the processor 901 controls the display screen 905 to switch from the screen-on state to the screen-off state; when the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually increasing, the processor 901 controls the display screen 905 to switch from the screen-off state to the screen-on state.

[0191] Those skilled in the art will understand that Fig.10 The structure shown in the figure does not constitute a limitation on the terminal 900, and the terminal 900 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.

[0192] The memory also includes one or more programs, which are stored in the memory and include a method for selecting a task object provided in an embodiment of the present application.

[0193] The present application provides a computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by the processor to implement the task object selection method provided by the above-mentioned various method embodiments.

[0194] The present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for selecting a task object provided in the above optional implementation.

[0195] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0196] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0197] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

[0198] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

Claims

1. A method for selecting a task object, characterized in that: The method is executed by a client logged in with a first account, and the method includes: Displaying a first user interface, wherein the first user interface includes a task entry; In response to a triggering operation on the task entry, displaying a second user interface, wherein the second user interface includes at least two candidate task objects; In response to a selection operation on one of the at least two candidate task objects, generating a selection result of the at least two candidate task objects by the first account; A task screen with a target task object as a task target is displayed on the second user interface, where the target task object is one of the at least two candidate task objects, and the target task object is determined based on selection results of each account in the team to which the first account belongs.

2. The method according to claim 1, characterized in that: The displaying of the second user interface in response to the triggering operation on the task entry includes: In response to a triggering operation on the task entry, displaying selection circles on the second user interface, the same number as the candidate task objects, each of the selection circles corresponding to a candidate task object; The generating, in response to the selection operation of one of the at least two candidate task objects, a selection result of the at least two candidate task objects by the first account includes: The first player character controlled by the first account is controlled to enter a selection circle of a selected candidate task object, and the selected candidate task object is used as a selection result of the first account on the at least two candidate task objects.

3. The method according to claim 2, characterized in that The target task object is determined by one of the following methods: The target task object is a candidate task object in a first selection circle, and the first selection circle is a selection circle with the largest number of player characters entering; The target task object is a candidate task object in a second selection circle, and the second selection circle is a selection circle with the least number of player characters entering; When the number of player characters entering each of the selection circles is the same, the target task object is determined from the candidate task objects by random selection.

4. The method according to claim 2, characterized in that: The method further comprises: After the first player character in the team to which the first account belongs enters any of the selection circles, a countdown prompt is displayed on the second user interface; The countdown prompt is used to indicate the remaining time for selecting the candidate task object.

5. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: Obtaining historical support rates of the at least two candidate task objects; The at least two candidate task objects and a comparison bar are displayed on the first user interface, where the comparison bar is used to indicate historical support rates of the at least two candidate task objects.

6. The method according to claim 5, characterized in that The method further comprises: An attribute label is displayed on the first user interface, wherein the attribute label is used to indicate an attribute improvement for the candidate task object with a lower historical support rate, and a value of the attribute improvement is related to the historical support rates of the at least two candidate task objects.

7. The method according to claim 6, characterized in that The displaying of the attribute label on the first user interface includes at least one of the following: Displaying an attribute label with a first value indicating an increased difficulty of the task on the first user interface; displaying, on the first user interface, an attribute label indicating an increase in health value having a second numerical value; An attribute label of the skill effect enhancement having a third value is displayed on the first user interface.

8. The method according to claim 6, characterized in that The method further comprises: The value of the attribute improvement is determined based on the difference in historical support rates of the at least two candidate task objects.

9. The method according to claim 5, characterized in that The displaying of the at least two candidate task objects and the duel bar on the first user interface includes: Displaying an entrance to a first task on the first user interface, wherein virtual images and a duel bar of at least two candidate task objects in the first task are displayed on the entrance to the first task; Among them, the first task is an open task.

10. The method according to claim 5, characterized in that The method further comprises: Displaying an entrance to a second task on the first user interface, wherein silhouettes of virtual images of at least two candidate task objects in the second task are displayed on the entrance to the second task; The second task is an unopened task.

11. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: Based on the selection of the team to which the first account belongs and the historical support rate, the attribute value of the target task object in this task is determined.

12. A device for selecting a task object, characterized in that: The device comprises: A display module, configured to display a first user interface, wherein the first user interface includes a task entry; The display module is used to display a second user interface in response to a triggering operation on the task entry, wherein the second user interface includes at least two candidate task objects; A generating module, configured to generate, in response to a selection operation on one of the at least two candidate task objects, a selection result of the at least two candidate task objects by the first account; The display module is used to display a task screen with a target task object as the task target on the second user interface, where the target task object is one of the at least two candidate task objects, and the target task object is determined among the at least two candidate task objects based on the selection results of each account of the team to which the first account belongs.

13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for selecting a task object as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The readable storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for selecting a task object as described in any one of claims 1 to 11.

15. A computer program product or a computer program, characterized in that The computer program product stores at least one program, and the at least one program is loaded and executed by a processor to implement the method for selecting a task object according to any one of claims 1 to 11.