Interactive processing method and device for virtual scene

By introducing a fusion mechanism between player characters and virtual pets in the game, the problem of single interaction mode in the existing technology is solved, and a richer and dynamic game interactive experience is achieved.

CN119633366APending Publication Date: 2025-03-18HANGZHOU PAWPRINT INTERACTIVE ENTERTAINMENT TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202411557697.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-04
Publication Date
2025-03-18

AI Technical Summary

Technical Problem

In the existing game technology, the interaction between player characters and virtual pets is too single, and there is a lack of in-depth interaction, which affects the player's immersion during the interaction process.

Method used

It provides an interactive processing method for virtual scenes. By displaying the virtual scene in the human-computer interaction interface, responding to the fusion trigger operation of the player character, combining the player character with the virtual pet into a new virtual pet, and allowing the new virtual pet to release the skills of the original virtual pet to interact.

Benefits of technology

Through diverse interaction methods and dynamic character changes, players' gaming experience is enhanced and interaction adaptability and diversity are increased.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an interactive processing method and device for a virtual scene. The method comprises the steps that a virtual scene is displayed in a human-computer interaction interface, and the virtual scene comprises a first player character; responding to a combination triggering operation aiming at the first player character and at least one first virtual pet of the first player character, or responding to the fact that the first player character and at least one first virtual pet of the first player character meet an automatic combination condition; the first player character and at least one first virtual pet are combined into a second virtual pet, and the first player character is a player character controlled through a human-computer interaction interface; and in response to an interaction triggering operation for the second virtual pet, controlling the second virtual pet to release the skill of the first virtual pet. By means of the method and device, diversified interaction modes can be provided, and the game experience feeling of players is improved.
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Description

Technical Field

[0001] The present application relates to computer technology, and in particular to a method and device for interactive processing of a virtual scene. Background Art

[0002] In the field of game technology, in order to optimize the user's interactive experience, many game developers will create a virtual environment that is both realistic and interesting, allowing the player character to have a rich and diverse interactive experience with the virtual pet. In the related technology, the interaction method between the player character and the virtual pet is too simple, lacking in-depth interaction with the virtual pet, thus affecting the player character's sense of immersion in the interactive process. Summary of the invention

[0003] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can provide a variety of interactive modes and enhance the player's gaming experience.

[0004] The technical solution of the embodiment of the present application is implemented as follows:

[0005] The present application provides a method for interactive processing of a virtual scene, the method comprising:

[0006] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a first player character;

[0007] In response to a combination triggering operation for the first player character and at least one first virtual pet of the first player character, or the first player character and at least one first virtual pet of the first player character satisfy an automatic combination condition, combining the first player character and the at least one first virtual pet into a second virtual pet, wherein the first player character is a player character controlled by the human-computer interaction interface;

[0008] In response to an interactive trigger operation for the second virtual pet, the second virtual pet is controlled to release a skill of the first virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0009] In the above solution, in response to a transformation trigger operation for the first player character, or in response to the first player character satisfying an automatic transformation condition, the first player character is transformed into a fifth virtual pet, wherein the fifth virtual pet has the same or similar appearance to the first virtual pet;

[0010] In response to an interactive trigger operation for the fifth virtual pet, the fifth virtual pet is controlled to release a skill of the first virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0011] In the above solution, before the trigger operation of combining the first player character and the at least one first virtual pet of the first player character is responded, the virtual scene also includes at least one first virtual pet of the first player character, and in the case where the first player character has multiple first virtual pets, the method further includes:

[0012] Perform at least one of the following:

[0013] displaying a second pet list, wherein the second pet list includes the plurality of first virtual pets belonging to the first player character, and in response to a selection operation on the second pet list, switching the first virtual pet following the first player character in the virtual scene to the selected first virtual pet;

[0014] In response to a switching operation, a first virtual pet currently following the first player character is switched to another first virtual pet of the first virtual player, wherein the another first virtual pet is a first virtual pet with the highest screening parameters among the plurality of first virtual pets, and the screening parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, a degree of matching with the current environment of the first player character and the interactive target, and an attribute value of the skill of the first virtual pet.

[0015] In the above solution, at least one first virtual pet of the first player character and the second virtual pet have any one of the following relationships in terms of form:

[0016] The size of at least one first virtual pet of the first player character is smaller than the size of the second virtual pet, wherein the magnification of the size of the second virtual pet relative to the first virtual pet represents the magnification of the skill of the second virtual pet using the first virtual pet relative to the skill of the first virtual pet;

[0017] The skin of the second virtual pet is consistent with the skin of the first virtual pet;

[0018] The skin of the second virtual pet is obtained by merging the skins of the first player character and the first virtual pet, and the face of the second virtual pet is obtained by merging the faces of the first player character and the first virtual pet;

[0019] When the first player character is combined with a plurality of the first virtual pets, the face and skin of the second virtual pet dynamically change in accordance with the first virtual pet to which the currently used skill belongs.

[0020] In the above solution, controlling the second virtual pet to release the skill of the first virtual pet includes:

[0021] When the first player character and the plurality of the first virtual pets are combined to obtain the second virtual pet, a skill combination is released, wherein the skill combination includes at least one skill belonging to each of the first virtual pets, and the skill combination is determined in any one of the following ways:

[0022] Combining the representative skills of each of the first virtual pets to obtain;

[0023] The features of the plurality of candidate skill combinations of the plurality of the first virtual pets are used to call a second machine learning model to calculate the use probability of each of the candidate skill combinations, and the candidate skill combination with the maximum use probability is selected; wherein the second machine learning model is trained in the following manner:

[0024] Based on the features of multiple skill combination samples, the second machine learning model is called to perform prediction to obtain the predicted probability of each skill combination sample, and back propagation is performed based on the difference between the predicted probability of each skill combination and the actual selected result label to update the parameters of the first machine learning model.

[0025] In the above solution, controlling the second virtual pet to release the skill of the first virtual pet includes:

[0026] When the first player character and one of the first virtual pets merge to obtain the second virtual pet, any one of the following processes is performed:

[0027] displaying a skill list of the first virtual pet, and in response to a selection operation on the skill list, controlling the second virtual pet to release a selected skill;

[0028] In response to a triggering operation for a specific skill of the first virtual pet, the second virtual pet is controlled to release the selected skill.

[0029] In the above scheme, the attribute value of the skill of the first virtual pet released by the second virtual pet is the same as the attribute value of controlling the first virtual pet to release the same skill, or has the same gain coefficient, wherein the gain coefficient is preset by the server or set by the first player account.

[0030] The present application provides a virtual scene interactive processing device, the device comprising:

[0031] A scene display module, used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a first player character;

[0032] a fusion processing module, configured to, in response to a fusion trigger operation for the first player character and at least one first virtual pet of the first player character, or the first player character and at least one first virtual pet of the first player character satisfy an automatic fusion condition, fuse the first player character and the at least one first virtual pet into a second virtual pet, wherein the first player character is a player character controlled by the human-computer interaction interface;

[0033] A control processing operation is used to control the second virtual pet to release a skill of the first virtual pet in response to an interactive trigger operation for the second virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0034] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0035] A memory for storing computer executable instructions or computer programs;

[0036] The processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the computer executable instructions or computer programs stored in the memory.

[0037] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.

[0038] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, the interactive processing method of the virtual scene provided in the embodiment of the present application is implemented.

[0039] The embodiments of the present application have the following beneficial effects:

[0040] By triggering a combination operation on a first player character and at least a first virtual pet, or when the first player character and at least the first virtual pet meet an automatic combination condition, the first player character and at least the first virtual pet are combined into a second virtual pet. Through the combination mechanism, a dynamic conversion from a player character to a combined form is achieved, thereby increasing the diversity and dynamism of character changes. By triggering an interaction operation on the second virtual pet, the second virtual pet is controlled to release the skills of the first virtual pet to interact with other player characters or non-player characters in the virtual environment, so that the player can adjust the skill use strategy for different enemies or environments, and release different skill combinations by combining with different virtual pets, thereby increasing the adaptability and diversity of interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] Figure 1 1 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application;

[0042] Figure 2 is a schematic diagram of the structure of the terminal 400 provided in an embodiment of the present application;

[0043] Figure 3A It is a first flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0044] Figure 3B It is a second flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0045] Figure 3C It is a third flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0046] Figure 3D It is a fourth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0047] Figure 3E It is a fifth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0048] Figure 3F It is a sixth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0049] Figure 4A is a first schematic diagram of a virtual scene provided in an embodiment of the present application;

[0050] Figure 4B is a second schematic diagram of a virtual scene provided in an embodiment of the present application;

[0051] Figure 4C is a third schematic diagram of a virtual scene provided in an embodiment of the present application;

[0052] Figure 4D is a fourth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0053] Figure 5A is a fifth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0054] Figure 5B is a sixth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0055] Figure 5C is a seventh schematic diagram of a virtual scene provided in an embodiment of the present application;

[0056] Figure 5D is an eighth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0057] Figure 5E is a ninth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0058] Fig. 5F is a tenth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0059] Fig. 6A is the eleventh schematic diagram of a virtual scene provided in an embodiment of the present application;

[0060] Figure 6B is a twelfth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0061] Figure 6C is the thirteenth schematic diagram of a virtual scene provided in an embodiment of the present application;

[0062] Fig.6D This is the fourteenth schematic diagram of the virtual scene provided in the embodiment of the present application.

[0063] It should be pointed out that the above-mentioned "first" and "second" are only used to distinguish different solutions, and do not represent the degree of superiority or inferiority of the solutions or the priority in the implementation process. DETAILED DESCRIPTION

[0064] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.

[0065] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0066] In the following description, the terms "first / second / third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first / second / third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0067] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.

[0068] Unless otherwise specified, at least one mentioned below refers to one or more situations, and "plurality" may refer to two or more situations.

[0069] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0070] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.

[0071] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.

[0072] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0073] 2) Human-computer interaction interface: an interface used to provide human-computer interaction functions. For example, graphical user interface (GUI) display, such as augmented reality (AR) interface, virtual reality (VR) interface, voice user interface (VUI), interactive projection interface (using projection technology to display information on a plane), eye movement detection interface (an interface controlled by detecting the user's line of sight), holographic interface (a three-dimensional hologram formed by projecting images through holographic projection technology, and stereoscopic images can be seen without wearing special glasses), multimodal interface (an interface that combines multiple interaction methods, such as touch, vision, hearing, etc.), brain-machine interface (BMI) interface, etc.

[0074] 3) Virtual scene: It is the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. Players can control the player character to move in the virtual scene. For example, in a game scene, the virtual scene can be the scene of a game match.

[0075] 4) Player character: A virtual character directly controlled by a player in an online game, electronic game or other virtual scene, used to interact with other player characters or non-player characters in the virtual scene.

[0076] 5) Virtual pet: refers to a character designed in a video game or online game that simulates a real pet. For example, it can be a digital pet that is raised, trained and interacted with by the player, or a virtual pet that collaborates with the player character to complete preset tasks.

[0077] 6) Historical summoning frequency: refers to the frequency or number of times the player character summons the virtual pet to the virtual scene within a preset historical time period. For example, within a month starting from the current moment, the player character summons virtual pet A to the virtual scene 5 times, then the historical summoning frequency of virtual pet A is 5 times per month.

[0078] In the related art, the interaction mode between the player character and the virtual pet is too simple, lacking in deep physical interaction or emotional interaction with the virtual pet, thus affecting the immersion of the player character during the interaction process.

[0079] Based on the above analysis, the applicant found that the interactive processing method of the virtual scene in the related art cannot provide a variety of interactive methods, resulting in a poor gaming experience for players. To address the above problems, the embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium and computer program product for a virtual scene, which can provide a variety of interactive methods and enhance the gaming experience of players.

[0080] The following describes an exemplary application of the electronic device provided by the embodiment of the present application. The electronic device provided by the embodiment of the present application can be implemented as various types of terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart TV, and a vehicle-mounted terminal, and can also be implemented as a server. The following describes an exemplary application when the electronic device is implemented as a terminal.

[0081] See also Figure 1 , Figure 1 It is a schematic diagram of the architecture of the interactive processing system 100 for a virtual scene provided in an embodiment of the present application. To implement an interactive processing application that supports a virtual scene, a terminal 400 (a human-computer interaction interface 411 is shown as an example) is connected to a server 200 via a network 300. The network 300 may be a wide area network or a local area network, or a combination of the two.

[0082] The terminal 400 is used to display a virtual scene on a human-computer interaction interface 411. When a combination trigger operation is detected for a first player character and at least one first virtual pet in the virtual scene, or when the first player character and at least one first virtual pet of the first player character meet an automatic combination condition, the first player character and the at least one first virtual pet are combined into a second virtual pet; when an interaction trigger operation is detected for the second virtual pet, the second virtual pet is controlled to release the skills of the first virtual pet to interact with other player characters or non-player characters in the virtual scene.

[0083] See also Figure 2 , Figure 2 is a schematic diagram of the structure of the terminal 400 provided in an embodiment of the present application, Figure 2 The terminal 400 shown includes: at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 440 is not shown in FIG. Figure 2 Various buses are labeled as bus system 440 .

[0084] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0085] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0086] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 410.

[0087] The memory 450 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0088] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.

[0089] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0090] A network communication module 452, used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.;

[0091] a presentation module 453 for enabling presentation of information via one or more output devices 431 (e.g., display screen, speaker, etc.) associated with the user interface 430 (e.g., a user interface for operating peripherals and displaying content and information);

[0092] The input processing module 454 is used to detect one or more user inputs or interactions from one of the one or more input devices 432 and translate the detected inputs or interactions.

[0093] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The interactive processing device 455 of the virtual scene stored in the memory 450 is shown, which can be software in the form of programs and plug-ins, including the following software modules: a scene display module 4551, a combination processing module 4552 and a control processing module. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. The functions of each module will be explained below.

[0094] In some embodiments, the terminal or server can implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.

[0095] The interactive processing method of the virtual scene provided in the embodiment of the present application will be explained in combination with the exemplary application and implementation of the terminal provided in the embodiment of the present application.

[0096] See also Figure 3A , Figure 3A This is a first flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, taking the terminal as the execution subject as an example, Figure 3A Steps 101 to 103 are shown for explanation.

[0097] In step 101, a virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes a first player character.

[0098] In some embodiments, a virtual scene may be displayed in the human-computer interaction interface of the terminal, and a first player character may be displayed in the virtual scene. The first player character may be a player character controlled by the terminal user. Figure 1 The human-computer interaction interface 411 of the terminal 400 shown displays a virtual scene, and the first player character and the skill information of the first player character are displayed in the virtual scene.

[0099] As an example, see Figure 4A , Figure 4A is a first schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4A As shown, a first player character 401 is displayed in the virtual scene of the human-computer interaction interface.

[0100] In step 102, in response to a combination triggering operation for a first player character and at least one first virtual pet of the first player character, or in response to the first player character and at least one first virtual pet of the first player character satisfying an automatic combination condition, the first player character and the at least one first virtual pet are combined into a second virtual pet, wherein the first player character is a player character controlled by a human-computer interaction interface.

[0101] In some embodiments, in response to a combination triggering operation for a first player character and at least one first virtual pet of the first player character, the first player character and the at least one first virtual pet are combined into a second virtual pet, wherein the first player character is a player character controlled through a human-computer interaction interface.

[0102] In some embodiments, in response to a first player character and at least one first virtual pet of the first player character satisfying an automatic merging condition, the first player character and the at least one first virtual pet are merged into a second virtual pet, wherein the first player character is a player character controlled through a human-computer interaction interface.

[0103] Here, the number of first virtual pets combined with the first player character to form the second virtual pet may be one or more, and may be set by the player in the setting interface during the game, or may be uniformly set by the game developer in the game system before the game starts. At least one first virtual pet may be a virtual pet that is not displayed in the current virtual scene, or may be a virtual pet that follows the first player character and is displayed in the current virtual scene.

[0104] In some embodiments, the automatic fusion condition includes any one of the following conditions:

[0105] Condition 1: The degree of matching between at least one first virtual pet and the current environment and interaction target of the first player character is greater than the degree of matching between the first player character and the current environment and interaction target.

[0106] For example, if it is difficult for the first player character to complete the target task or achieve the interaction goal in the current environment relying on its own skills, while based on the skills of at least one first virtual pet, it is less difficult to complete the target task or achieve the interaction goal in the current environment, then it is deemed that the degree of match between the at least one first virtual pet and the current environment and the interaction goal of the first player character is greater than the degree of match between the first player character and the current environment and the interaction goal.

[0107] Condition 2: at least one first virtual pet is a first preconfigured object of the interactive target, wherein the first preconfigured object is a virtual pet that automatically merges with the first player character when the distance between the first player character and the interactive target is less than a distance threshold.

[0108] In some embodiments, at least one first virtual object for the interactive target can be determined based on the distance between the first player character and the interactive target. For example, when the distance between the first player character and the interactive target is 5 meters and the distance threshold is 10 meters, the automatic fusion of at least one first virtual pet and the first player character will be triggered.

[0109] Condition three: at least one first virtual pet is a second preconfigured object in the current environment of the first player character, and the second preconfigured object is a virtual pet that automatically merges with the first player character when the first player character is in the current environment.

[0110] In some embodiments, at least one first virtual pet may be determined according to the environment that the first player character is currently in. For example, if the first player character is currently in a turbulent river and needs to cross the river, a virtual pet with ice properties may be preconfigured so that the first player character can control the virtual pet to freeze the water surface into ice, thereby facilitating the first player character to cross the river.

[0111] Condition 4: The preset interaction result with the interaction target cannot be achieved based on the skills of the first player character itself, and the preset interaction result with the interaction target can be achieved based on the skills of at least one first virtual pet.

[0112] Here, the preset interaction result can be defeating the opponent in a confrontation scenario, or completing a specific task in a collaboration scenario.

[0113] In some embodiments, see Figure 3B , Figure 3B1 is a second flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application. In the above step 102, "in response to the combination triggering operation for the first player character and at least one first virtual pet of the first player character, the first player character and the at least one first virtual pet are combined into a second virtual pet" can be performed by executing Figure 3B Steps 1021 to 1023 are implemented as described in detail below.

[0114] In step 1021, a first pet list is displayed, wherein the first pet list includes at least one first virtual pet belonging to the first player character and skill information of the first virtual pet.

[0115] In some embodiments, a first pet list control may be displayed in the human-computer interaction interface, and the first pet list may be displayed in response to a trigger operation on the first pet list control. Here, at least one first virtual pet in the first pet list may be presented in the form of a name, an avatar, etc. The skill information of the first virtual pet includes an introduction to each skill of the first virtual pet to assist the first player character in selecting a suitable first virtual pet.

[0116] As an example, see Figure 4A ,exist Figure 4A The human-computer interaction interface displays a first pet list control 402 and a skill combination 403 of a player character 401, wherein the skill combination displays the defense, recovery, and common attack skills of the player character 401. In response to the trigger operation on the first pet list control 402, the display Figure 4B The human-computer interaction interface shown. Figure 4B This is a second schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 4B A player character 401, a skill combination 403 of the player character 401 and a first pet list 404 are shown, wherein four virtual pets are displayed in the first pet list 404, and each virtual pet has a corresponding number and an avatar.

[0117] In some embodiments, when there are multiple first virtual pets in the first pet list, the multiple first virtual pets are sorted according to at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, the degree of matching with at least one of the current environment and interaction target of the first player character, and the attribute value of the skill of the first virtual pet.

[0118] Here, the multiple first virtual pets are sorted according to at least one of the above characteristic parameters, and can be sorted according to a single characteristic parameter (in ascending or descending order); or, can be sorted according to the result obtained by weighted summation of the parameter values ​​of multiple characteristic parameters, wherein the weight of each characteristic parameter can be an average weight, or a personalized weight set by the player according to the needs, or a weight determined according to the attention mechanism. The historical summoning frequency refers to the frequency or number of times the first player character summons the virtual pet to the virtual scene within a preset historical time period. For example, within a month with the current moment as the end moment, the player character summons virtual pet A to the virtual scene 5 times, then the historical summoning frequency of virtual pet A is 5 times a month. The attribute values ​​of the skills of the first virtual pet can be attack ability, defense ability, speed, physical strength, magic value, etc.

[0119] In some embodiments, the degree of match between the first virtual pet and at least one of the current environment and interaction target of the first player character is determined based on the following method: in a confrontation scenario, the probability of the first virtual pet and the first player character defeating the interaction target in the current confrontation environment is determined, and the greater the probability, the greater the degree of match; in a collaboration scenario, the probability of the first virtual pet and the first player character collaborating with the interaction target in the virtual scene (to achieve the task goal) is determined, and the greater the probability, the greater the degree of match.

[0120] In the embodiment of the present application, when there are multiple first virtual pets in the first pet list, the multiple first virtual pets are sorted according to a variety of different characteristic parameters, and sorted according to the player's historical summoning frequency and combination frequency, which can help players quickly find their most commonly used pets, thereby improving operation efficiency and game experience; sorting according to the player's current environment and interactive goals can make it easier for players to choose the pet that best suits the current situation, increasing the strategy and immersion of the game; by considering the skill attribute value of the pet and the degree of matching with the player's character, the game can intelligently recommend pets according to the player's needs and game strategy, so that the player does not have to screen one by one among many pets. In short, the above sorting mechanism can help players make decisions quickly, so that players can choose the best pet combination to fight or complete tasks according to the sorting results, increase the tactical depth of the game, and when the game environment changes, players can adjust the pet configuration in time to adapt to new challenges. Sorting virtual pets in this way can improve the player's operation efficiency, enrich game strategies, increase the fun and playability of the game, and also help the data analysis and balance adjustment of the game.

[0121] In some embodiments, the above-mentioned matching degree is obtained by calling the first machine learning model for prediction based on the characteristics of the first player character, the characteristics of the current environment of the first player character, and the characteristics of the interaction target, wherein the first machine learning model is trained in the following manner: based on the characteristics of the sample player character, the characteristics of the current environment of the sample player character, and the characteristics of the interaction target of the sample player character, the first machine learning model is called to calculate the predicted matching degree, and the difference between the predicted matching degree and the actual interaction result label is back-propagated to update the parameters of the first machine learning model.

[0122] Here, the characteristics of the first player character may be the attribute values ​​of various skills (e.g., attack capability, defense capability, speed, physical strength, magic value, etc.) possessed by the first player character itself. The characteristics of the environment currently in which the first player character is located may include the environment type (enclosed type, open type) and the environment area; the characteristics of the interactive target may be the attribute values ​​(e.g., attack capability, defense capability, speed, physical strength, magic value), quantity and position of the interactive target.

[0123] In some embodiments, the degree of matching can be predicted by the terminal or server by calling the first machine learning model based on the characteristics of the first player character, the characteristics of the current environment of the first player character, and the characteristics of the interactive target. The above-mentioned first machine learning model can be trained in the following way: based on the characteristics of the sample player character, the characteristics of the current environment of the sample player character, and the characteristics of the interactive target of the sample player character, the initialized first machine learning model is called to calculate the predicted degree of matching, the difference between the predicted degree of matching and the actual interactive result label (match is 1, mismatch is 0), the loss value is determined by using the loss function, and then the back propagation algorithm is used to perform back propagation based on the loss value to update the parameters of the initialized first machine learning model.

[0124] As an example, the first machine learning model may be a fully connected neural network (Multilayer Perceptron, MLP), a convolutional neural network (Convolutional Neural Network, CNN), a recurrent neural network (Recurrent Neural Network, RNN), a variational autoencoder (Variational Autoencoder, VAE), a Transformer, a long short-term memory network (Long Short-Term Memory, LSTM) and a proximal policy optimization (Proximal Policy Optimization, PPO), etc. The loss function used to determine the loss value may be a loss function such as a mean squared error (MSE), a root mean squared error (RMSE), a mean absolute error (MAE), a cross-entropy loss (Cross-Entropy Loss), etc.

[0125] The embodiment of the present application calls the first machine learning model to predict the degree of match between the first virtual pet and at least one of the current environment and interaction goals of the first player character, and can provide players with more personalized pet recommendations based on the player's behavior patterns, preferences and historical data, which helps players quickly find the virtual pet that best suits the current game situation, enhances the dynamics and adaptability of the game, makes the gaming experience more coherent, and improves the gaming experience and satisfaction.

[0126] In step 1022, in response to a selection operation on the first pet list, at least one first virtual pet selected is highlighted.

[0127] In some embodiments, in response to a selection operation on the first pet list, while highlighting at least one selected first virtual pet, prompt information can also be displayed to prompt virtual pets with the same or similar skills as the first virtual pet, or to prompt virtual pets that often (i.e., the appearance frequency is higher than the frequency threshold) merge with the selected first virtual pet and the first player character.

[0128] As an example, see Figure 4B In response to the player clicking the third virtual pet in the first pet list 404, the display Figure 4C The human-computer interaction interface is shown. Figure 4C is a third schematic diagram of a virtual scene provided in an embodiment of the present application, such as Figure 4C As shown, the third virtual pet in the first pet list 404 is displayed in bold, and a prompt message 405 is displayed at the same time.

[0129] In step 1023, in response to a combination triggering operation for the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are combined into a second virtual pet.

[0130] In some embodiments, the combination triggering operation for the first player character and the selected at least one first virtual pet may be in various forms, such as a triggering operation for a combination control in a human-computer interaction interface, or a combination operation in the form of voice control, somatosensory control, etc.

[0131] As an example, see Figure 4C , Figure 4C The human-computer interaction interface displays a combined control 406, and in response to a trigger operation on the combined control 406, displays Figure 4D The human-computer interaction interface is shown. Figure 4D is a fourth schematic diagram of a virtual scene provided in an embodiment of the present application, such as Figure 4D As shown in the human-computer interaction interface above, the third virtual pet 407 in the first pet list 404 is displayed, and a fusion state control 408 is displayed at the same time. At this time, the fusion state displayed in the fusion state control 408 is the start of fusion. During the fusion process, the first player character and the virtual pet 407 gradually merge, as shown in FIG. Figure 4D As shown in the human-computer interaction interface in the middle, at this time, the combination state displayed in the combination state control 408 is in combination. Figure 4D The human-computer interaction interface below, as shown in the figure, displays the second virtual pet 409 after the first player character 401 and the virtual pet 407 are combined. At this time, the combination state displayed in the combination state control 408 is exit combination, indicating that the combination is completed. At the same time, the attribute values ​​of the second virtual pet 409 are displayed, and the skills in the skill combination 403 are updated to the skills of the second virtual pet 409.

[0132] In some embodiments, the above step 102 of "in response to a combination trigger operation for the first player character and at least one first virtual pet of the first player character, combining the first player character and the at least one first virtual pet into a second virtual pet" can also be implemented by performing the following processing: a skill list control is displayed in the human-computer interaction interface, and in response to a trigger operation for the skill list control, the skill list is displayed; in response to a selection operation for any skill in the skill list, the first virtual pet with the corresponding skill is displayed; in response to a selection operation for the first virtual pet with the corresponding skill, the selected at least one first virtual pet is highlighted; in response to a combination trigger operation for the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are combined into a second virtual pet.

[0133] In the above step 102 of the embodiment of the present application, the solution of "in response to the combination trigger operation for the first player character and at least one first virtual pet of the first player character, combining the first player character and the at least one first virtual pet into a second virtual pet" can be used in the case where the virtual scene does not include a virtual pet, and can also be used in the case where the virtual scene includes a virtual pet but it is not a virtual pet that needs to be combined. By performing the above processing, the virtual pet can be quickly called out for combination, that is, there is no need to call the virtual pet out to the virtual scene first, and then combine the player character with the virtual pet, which can improve the player's operating efficiency during the game and enhance the game experience.

[0134] Here, the number of first virtual pets following the first player character at the same time may be one or more, and the number of first virtual pets following may be preset by the game developer in the game background system, or may be set by the first player character.

[0135] In some embodiments, before executing the above 102 "responding to a combination triggering operation for a first player character and at least one first virtual pet of the first player character", when the virtual scene also includes at least one first virtual pet of the first player character, and when the first player character has multiple first virtual pets, at least one of the following processes may be performed: displaying a second pet list, wherein the second pet list includes multiple first virtual pets belonging to the first player character (represented in the form of names, avatars, etc.), and in response to a selection operation on the second pet list, switching the first virtual pet following the first player character in the virtual scene to the selected first virtual pet; in response to the switching operation, switching a first virtual pet currently following the first player character to another first virtual pet of the first virtual player, wherein the other first virtual pet is the first virtual pet with the highest screening parameters of the multiple first virtual pets, and the screening parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency (i.e., the frequency or number of times the first player character summons the pet to the virtual scene), historical combination frequency, the degree of matching with the current environment and interactive target of the first player character, and the attribute value of the skill of the first virtual pet (for example, attack ability, defense ability, speed, physical strength, magic value, etc.).

[0136] In some embodiments, in the above step 102 of "in response to the first player character and at least one first virtual pet of the first player character satisfying the automatic combination condition, combining the first player character and the at least one first virtual pet into a second virtual pet", the automatic synthesis function of combining the first player character and the at least one first virtual pet into a second virtual pet according to the automatic combination condition can be implemented by setting in the game setting system. For example, a switch control is provided in the game setting interface for the player character to choose whether to start the automatic synthesis function.

[0137] In some embodiments, when the virtual scene currently includes at least one first virtual pet, the first player character and the at least one first virtual pet currently included in the virtual scene can be combined into a second virtual pet. In this case, the "combining the first player character and the at least one first virtual pet into a second virtual pet" in the above step 102 can be implemented by performing the following processing: when the virtual scene currently includes only one first virtual pet of the first player character, the first player character and the only first virtual pet currently included in the virtual scene are combined into a second virtual pet.

[0138] As an example, see Figure 5A , Figure 5A is a fifth schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5A The human-computer interaction interface shown above displays a first player character 501, a first virtual pet 502, a skill combination 503, and a combination control 504. In response to a trigger operation on the combination control 504, the first player character 501 and the first virtual pet 502 are combined, such as Figure 5A As shown in the human-computer interaction interface below, the combined second virtual pet 505 is displayed, and the attribute value 506 of the second virtual pet 505 and the disassembly control 507 are also displayed.

[0139] In some embodiments, in the case where the virtual scene currently includes multiple first virtual pets of the first player character, the "combining the first player character and at least one first virtual pet into a second virtual pet" in the above step 102 can be achieved by performing the following processing: in response to a selection operation for multiple first virtual pets, combining the first player character and at least one selected first virtual pet into a second virtual pet (that is, the first virtual pet can be manually selected by the player).

[0140] As an example, see Figure 5B , Figure 5B is a sixth schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5BThe human-computer interaction interface shown above displays a first player character 511, a first virtual pet 512, a skill combination 513, a combination control 514, a first virtual pet 515, and a first virtual pet 516. In response to a click operation on the first virtual pet 512, the first virtual pet 512 is selected as a target virtual pet; in response to a trigger operation on the combination control 514, the first player character 511 and the first virtual pet 512 are combined, as shown in FIG. Figure 5B As shown in the human-computer interaction interface below, the combined second virtual pet 517 is displayed, and the attribute value 518 of the second virtual pet 517 and the disassembly control 519 are also displayed.

[0141] In other embodiments, when the number of first virtual pets of the first player character is multiple, the "combining the first player character and at least one first virtual pet into a second virtual pet" in the above step 102 can also be achieved by performing the following processing: in response to an automatic combination trigger operation (for example, a trigger operation for an automatic combination control, a trigger operation in the form of voice, somatosensory, etc.), the first player character is combined with at least one first virtual pet selected from multiple first virtual pets into a second virtual pet (that is, the first virtual pet can be automatically selected), wherein the selected first virtual pet is obtained by filtering based on descending sorting of filtering parameters, and the filtering parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency, historical combination frequency, degree of matching with the current environment and interactive target of the first player character, and attribute values ​​of the skills of the first virtual pet (for example, attack ability, defense ability, speed, physical strength, magic value, etc.).

[0142] As an example, the automatic fusion trigger operation can be a trigger operation of the automatic fusion control in the human-computer interaction interface; it can also be receiving the player's voice command through a microphone or other audio input device, and then performing voice recognition on the received voice command, converting the received voice signal into text information, or directly identifying the player's command intention, and triggering the automatic fusion of the first player character and the first virtual pet according to the parsed voice command; it can also be receiving the player's somatosensory operation through a camera or other video input device, parsing the somatosensory operation, and triggering the automatic fusion of the first player character and the first virtual pet according to the parsed somatosensory instruction.

[0143] In the embodiment of the present application, in the case of a first virtual pet including a first player character in a virtual scene, a fusion operation is directly performed, and the fusion operation is more direct and simple, which reduces the learning cost of the player. The player can quickly combine to deal with an emergency without having to choose between multiple virtual pets. In the case of multiple first player characters in a virtual scene, it supports triggering the combination of the first player character and the first virtual pet by the player's manual selection and the system's automatic selection, so that the player can select a suitable virtual pet for fusion according to different game environments and interactive goals, and experience different fusion effects. Such dynamic changes can increase the fun and exploration of the game. When the player cannot make an immediate decision or needs to respond quickly, the system can automatically select the pet for fusion according to the preset screening parameters, which simplifies the operation process; the pets selected by descending sorting are usually the pets that the player uses most frequently or is most adapted to the current environment, which helps to optimize the player's choice; based on the player's historical behavior and preferences, screening provides a more personalized game experience. In short, the design of this fusion mechanism increases the strategy and dynamics of the game, while also providing an automated and personalized game experience, thereby improving the player's overall game experience.

[0144] In some embodiments, at least one first virtual pet of the first player character and the second virtual pet have any of the following relationships in morphology: the size of at least one first virtual pet of the first player character is smaller than that of the second virtual pet, wherein the magnification of the size of the second virtual pet relative to the first virtual pet represents the magnification of the skill of the second virtual pet using the first virtual pet relative to the skill of the first virtual pet; the skin of the second virtual pet is consistent with the skin of the first virtual pet; the skin of the second virtual pet is obtained by merging the skin of the first player character and the first virtual pet, and the face of the second virtual pet is obtained by merging the faces of the first player character and the first virtual pet, so that the face of the second virtual pet has the facial features of the first player character and the first virtual pet, so that other players can recognize that the second virtual pet corresponds to the first player character, and the first player character can recognize which pet is currently combined with; when the first player character is combined with multiple first virtual pets, the face and skin of the second virtual pet dynamically change with the first virtual pet to which the skill currently used belongs, so that the face of the second virtual pet has the facial features of the first player character, thereby being recognizable.

[0145] As an example, the size of the second virtual pet is 5 times the size of the first virtual pet. When the first virtual pet releases the displacement skill, it can move 2 meters. Then, when the second virtual pet uses the skill of the first virtual pet, it can move 10 meters. In the case where the first player character is combined with multiple first virtual pets, if the face and skin of the first virtual pet A have the characteristics of a monkey, and the face and skin of the first virtual pet B have the characteristics of a fish, then when the first player character uses the skill of the first virtual pet A in the forest, the face and skin of the second virtual pet also have the characteristics of a monkey; when the first player character uses the skill of the first virtual pet B in the water, the face and skin of the second virtual pet also have the characteristics of a fish.

[0146] The embodiment of the present application distinguishes the second virtual pet from the first virtual pet in appearance after merging, and the size of the second virtual pet is enlarged to match its skill magnification, which provides intuitive visual feedback to the player, making the improvement of the pet's skills more reasonable visually; the skin of the second virtual pet is consistent with the skin of the first virtual pet, maintaining the continuity and personalization of the character's appearance. By integrating the skin and face of the first player character and the first virtual pet, a second virtual pet with a unique personality is created. The face and skin of the second virtual pet change dynamically according to the first virtual pet to which the currently used skill belongs, which increases the diversity and variability of the game's appearance; as the player switches different skills, the appearance of the second virtual pet also changes, making it easier for the player to recognize and remember the effects of different skills, enhancing the interactivity and personalization of the game, and providing the player with a richer and deeper gaming experience.

[0147] In some embodiments, after executing the above step 102 "combining the first player character and at least one first virtual pet into a second virtual pet", the following processing can be performed: in response to satisfying the combination update condition, the second virtual pet is switched to a third virtual pet, wherein the third virtual pet is obtained by combining the first player character with at least one fourth virtual pet of the first player character.

[0148] Here, in the case where there are multiple fourth virtual pets and multiple first virtual pets for combination, the multiple first virtual pets for combination are at least partially different from the multiple fourth virtual pets for combination. For example, the second virtual pet that has a low degree of match with the current environment and interaction target (below the matching threshold) can be replaced.

[0149] As an example, see Figure 5C , Figure 5C is a seventh schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5CAs shown in the human-computer interaction interface above, a second virtual pet 521, a pet list 522, a skill combination 523, an attribute value 524 of the second virtual pet 521, and a disassembly control 525 are displayed, wherein the pet list 522 displays four fourth virtual pets, and the skill combination 523 displays the skills of the second virtual pet 521. In response to the trigger operation for the second virtual pet in the pet list 522, the following is displayed: Figure 5C In the human-computer interaction interface below, the second virtual pet 521 is switched to the third virtual pet 526, wherein the third virtual pet 526 is obtained by combining the player character and the second virtual pet in the pet list 522, and the attribute value 527 of the third virtual pet 526 is displayed at the same time. At this time, the skills of the third virtual pet 526 are displayed in the skill combination 523.

[0150] Here, the above-mentioned combination update condition includes any one of the following: receiving a combination update operation, wherein the combination update operation indicates that the first player character is combined with at least one fourth virtual pet to replace the combination of the first player character and the at least one virtual pet; the degree of matching between the at least one fourth virtual pet (the skill or fighting method) and the environment and the interaction target is greater than the degree of matching between the at least one first virtual pet (the skill or fighting method) and the environment and the interaction target. That is, the first player character automatically combines with the virtual pet that best matches the virtual environment and the current interaction target to ensure the interaction effect.

[0151] In some embodiments, the automatic update fusion mode can be set in the game setting system. For example, the automatic update fusion mode start control can be set in the game setting interface of the human-computer interaction interface. In response to the triggering operation of the start control of the automatic update fusion mode, the automatic update fusion mode is turned on. At this time, in response to meeting the fusion update conditions, the player does not need to connect, and the player character can automatically merge with the appropriate virtual pet, thereby improving the operation efficiency and intelligence.

[0152] In some embodiments, in response to an interactive trigger operation on the third virtual pet, the third virtual pet is controlled to release a skill of a fourth virtual pet, wherein the interactive target of the skill of the fourth virtual pet includes at least one of the following: a virtual environment, a non-player character in the virtual environment, and a second player character.

[0153] Continue to see Figure 3A , and the description continues with step 102 above.

[0154] In step 103, in response to an interactive trigger operation for the second virtual pet, the second virtual pet is controlled to release a skill of the first virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0155] In some embodiments, the attribute value of the skill of the first virtual pet released by the second virtual pet is the same as the attribute value of the skill controlled by the first virtual pet, or has the same gain coefficient, wherein the gain coefficient is preset by the server or set by the first player account. For example, it can be dynamically set by the first player account during the game, or it can be set before the game.

[0156] In some embodiments, the above step 103 of “controlling the second virtual pet to release the skills of the first virtual pet” can be implemented by performing the following processing: when the first player character and multiple first virtual pets are combined to obtain the second virtual pet, releasing a skill combination, wherein the skill combination includes at least one skill belonging to each first virtual pet, and the skill combination is determined by any of the following methods:

[0157] Method 1: Combine the representative skills of each first virtual pet to obtain a skill combination.

[0158] Here, the representative skill of the first virtual pet may be preset in the game setting system, or may be set by the first player character in the setting interface.

[0159] Method 2: Use the features of multiple candidate skill combinations of multiple first virtual pets to call the second machine learning model to calculate the usage probability of each candidate skill combination, and select the candidate skill combination with the maximum usage probability; wherein the second machine learning model is trained in the following way: call the second machine learning model for prediction based on the features of multiple skill combination samples to obtain the predicted probability of each skill combination sample, use the loss function based on the difference between the predicted probability of each skill combination and the actual selection result label (selected is 1, not used is 0) to determine the loss value, and use the back propagation algorithm to perform back propagation based on the loss value to update the parameters of the first machine learning model.

[0160] Here, the characteristics of the candidate skill combination may be attribute values ​​of the skills (such as attacking ability, defending ability, speed, physical strength, magic value, etc.), cooling time, etc.

[0161] As an example, the second machine learning model can be a fully connected neural network, a convolutional neural network, a recurrent neural network, a variational autoencoder, a Transformer, a long short-term memory network, and a proximal policy optimization, etc. The loss function used to determine the loss value can be a loss function such as mean square error, root mean square error, mean absolute error, cross entropy loss, etc.

[0162] As an example, see Fig. 5F , Fig. 5F This is the tenth schematic diagram of the virtual scene provided in the embodiment of the present application. Fig. 5F The human-computer interaction interface above displays a first player character 551, a first virtual pet 552, a first virtual pet 553, a first virtual pet 554, a one-touch combination control 555, and a skill combination 556. In response to a trigger operation on the one-touch combination control 555, the first player character 551, the first virtual pet 552, the first virtual pet 553, and the first virtual pet 554 are combined into a second virtual pet. Fig. 5F The human-computer interaction interface below displays the second virtual pet 557 after merging, and also displays the attribute value 558 and disintegration control 559 of the second virtual pet 557. At this time, the skill combination 553 displays various skills of the second virtual pet 557, including the skill combination of the second virtual pet 557. In response to the trigger operation for the skill combination, the second virtual pet 557 can be controlled to release the skill combination.

[0163] In some embodiments, when the first player character merges with a first virtual pet to obtain a second virtual pet, the above step 103 of "controlling the second virtual pet to release the skills of the first virtual pet" can be implemented by performing any of the following processes: displaying the skill list of the first virtual pet, and in response to a selection operation on the skill list, controlling the second virtual pet to release the selected skill; in response to a trigger operation on a specific skill of the first virtual pet, controlling the second virtual pet to release the selected skill.

[0164] As an example, the triggering operation for a specific skill of the first virtual pet may be a triggering operation of a shortcut key of a terminal device (such as a mouse or keyboard), or may be a triggering operation of releasing the skill through gesture shortcuts, voice commands, somatosensory operations, etc.

[0165] As an example, see Figure 5B The skill combination 513 displays the skills of the first virtual pet. In response to the triggering operation of the "displacement" skill in the skill combination 513, the second virtual pet 517 can be controlled to release the "displacement" skill.

[0166] In some embodiments, after executing the above step 103 of "controlling the second virtual pet to release the skills of the first virtual pet", the following processing can be performed: in response to satisfying the disintegration condition, the second virtual object is decomposed into the first player character and at least one first virtual object, wherein the disintegration condition includes any one of the following: receiving a disintegration trigger operation for the second virtual pet; the combination time of the first player character and at least one first virtual pet reaches a preset time; the second virtual pet completes a predetermined task.

[0167] As an example, see Figure 5B In response to a trigger operation on the disassembly control 519 , the second virtual pet 517 can be decomposed into the first player character 511 and the first virtual pet 512 .

[0168] In some embodiments, see Figure 3C , Figure 3C 1 is a third flow chart of the interactive processing method of the virtual scene provided by the embodiment of the present application. The second virtual pet obtained by combining the first player character and at least one first virtual pet is the first image. Before executing the above step 103 of "controlling the second virtual pet to release the skills of the first virtual pet", it is possible to execute Figure 3C From step 201 to step 203, the first image of the second virtual pet is switched to the second image, as described in detail below.

[0169] In step 201, an image editing interface is displayed, wherein an image entry for configuring an image of a second virtual pet is displayed in the image editing interface.

[0170] In some embodiments, after the first player character and at least one first virtual pet are combined to obtain a second virtual pet in the first image, an image editing interface can be displayed, and an image entry for configuring the image of the second virtual pet can be displayed in the image editing interface.

[0171] In step 202, in response to an image configuration operation triggered based on an image entry, the image of the second virtual pet is configured as a second image.

[0172] In some embodiments, the image configuration operation triggered by the image entrance can be implemented in the following ways: in response to the triggering operation of the image entrance, a candidate image list is displayed, and in response to the selection operation on the candidate image list, the image configuration of the second virtual pet is implemented; or, in response to the triggering operation of the image entrance, an image configuration menu is displayed, and in response to the configuration operation on the image tag in the image configuration menu, the image configuration of the second virtual pet is implemented.

[0173] In some embodiments, see Figure 3D , Figure 3Dis a fourth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application. The above step 202 can be performed by executing Figure 3D Steps 2021 to 2022 are implemented as described in detail below.

[0174] In step 2021, in response to a trigger operation on an image entry, an image selection interface is displayed, and at least one candidate image is displayed in the image selection interface.

[0175] As an example, see Figure 5D , Figure 5D 8 is a schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5D As shown in the human-computer interaction interface above, a second virtual pet 531, a candidate image list 532, a skill combination 533, an attribute value 534 of the second virtual pet 531 and a disassembly control 535 are displayed. At this time, the second virtual pet 531 adopts the first image.

[0176] In step 2022, in response to a selection operation on a second image among the at least one candidate image, the image of the second virtual pet is configured as the second image.

[0177] As an example, see Figure 5D , in response to Figure 5D The triggering operation of the candidate image list 532 in the upper human-computer interaction interface is displayed as follows Figure 5D The human-computer interaction interface in the middle Figure 5D The middle human-computer interaction interface displays a candidate image menu 536, which displays four virtual pet images. In response to the selection operation of the fourth virtual pet in the candidate image menu 536, Figure 5D The human-computer interaction interface below displays a second virtual pet 531 with a second image.

[0178] In other embodiments, see Figure 3E , Figure 3E is a fifth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application. The above step 202 can also be performed by executing Figure 3E Steps 2023 to 2024 are implemented as described in detail below.

[0179] In step 2023, in response to the triggering operation on the image entrance, the image configuration interface is displayed, and at least one image tag is displayed in the image configuration interface.

[0180] As an example, see Figure 5E , Figure 5E is a ninth schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 5EAs shown in the human-computer interaction interface above, the second virtual pet 541, the image configuration entry 542, the skill combination 543, the attribute value 544 of the second virtual pet 541 and the disassembly control 545 are displayed. At this time, the second virtual pet 541 adopts the first image. In response to the trigger operation on the image configuration entry 542, the following is displayed: Figure 5E The human-computer interaction interface in the middle Figure 5E The label menu 546 is displayed in the middle human-computer interaction interface, and the height, body shape (such as fatness or thinness), skin color and other custom configurations of the second virtual object 541 can be performed.

[0181] In step 2024, in response to a selection operation on the target image tag, the image of the second virtual pet is configured as a second image generated based on the target image tag.

[0182] As an example, see Figure 5E , when the configuration is complete, in Figure 5E The human-computer interaction interface below displays a second virtual pet 541 with a second image.

[0183] Continue to see Figure 3C , and the description continues with step 202 above.

[0184] In step 203, in response to the determination operation on the second image, the second image is used as the image adopted by the second virtual pet.

[0185] Here, the first image is an image of the first virtual pet, and the first image is different from the second image.

[0186] The embodiment of the present application supports players to customize the appearance of the second virtual pet through the image editing interface, which increases the personalized experience of the game. Players can choose colors, accessories, appearance, etc. according to their preferences to create a unique pet image; by allowing players to customize the image of the pet, the game encourages players to invest more time and energy, enhances the player's sense of participation and emotional connection with the game character; the image editing function can attract the player's attention, increase the repeatability and diversity of the game, and can significantly improve the user experience and attractiveness of the game, while providing new market opportunities and technical challenges for game developers.

[0187] In some embodiments, see Figure 3F , Figure 3F 6 is a schematic diagram of a sixth flow chart of a method for interactive processing of a virtual scene provided in an embodiment of the present application. For the first player character, Figure 3F The processing from step 301 to step 302 is described in detail below.

[0188] In step 301, in response to a transformation triggering operation for a first player character, or the first player character meets an automatic transformation condition, the first player character is transformed into a fifth virtual pet, wherein the fifth virtual pet has the same or similar appearance to the first virtual pet.

[0189] In some embodiments, the transformation triggering operation for the first player character may be in response to a triggering operation on a transformation control in the human-computer interaction interface, thereby triggering the transformation of the first player character.

[0190] As an example, the automatic transformation conditions may be the following: when the player completes a specific task or series of tasks, as a game reward, the player can transform into a fifth virtual pet to provide new skills or abilities; when the player enters a specific game environment or area, such as entering a magic forest, an underwater world or an alien planet, the player character automatically transforms into the fifth virtual pet to adapt to the new environment or unlock special abilities; when the player character meets specific conditions, such as collecting enough resources, possessing specific items or achieving specific achievements, the player character automatically transforms into the fifth virtual pet; when the player character reaches a certain level, the character may automatically transform into the fifth virtual pet as a reward for level increase and ability enhancement.

[0191] The embodiment of the present application can transform the player character into a virtual pet. The design of automatic transformation conditions can increase the interactivity of the game and the player's investment in the game. It can also serve as a mechanism of game design to guide players to explore the game world and complete tasks.

[0192] In step 302, in response to an interactive trigger operation for the fifth virtual pet, the fifth virtual pet is controlled to release a skill of the first virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0193] In summary, the embodiments of the present application combine the first player character and at least the first virtual pet into a second virtual pet by triggering a combination operation on the first player character and at least the first virtual pet, or when the first player character and at least the first virtual pet meet the automatic combination conditions, the first player character and at least the first virtual pet are combined into a second virtual pet. Through the combination mechanism, a dynamic conversion from the player character to the combined form is achieved, thereby increasing the diversity and dynamism of the character changes; through the interaction trigger operation on the second virtual pet, the second virtual pet is controlled to release the skills of the first virtual pet to interact with other player characters or non-player characters in the virtual environment, so that the player can adjust the skill usage strategy for different enemies or environments, and release different skill combinations by combining with different virtual pets, thereby increasing the adaptability and diversity of the interaction.

[0194] The following describes an exemplary application of the embodiments of the present application in a gaming scenario.

[0195] In the game scene, the interaction between the player character and the virtual pet can enhance the player's gaming experience during the interaction. In the related art, the interaction between the player character and the virtual pet is usually the following: the virtual pet appears according to the player character, and the player can assign tasks to the virtual pet, such as finding items, exploring maps, fighting, etc. The virtual pet will complete the task according to the instructions and cooperate with the player to complete the task goal; or, the player character can transform into the image of the virtual pet to interact in the virtual scene. However, this game interaction method is too simple, and there is a lack of deep physical or emotional interaction between the player character and the virtual pet, which affects the player's immersion in the game process.

[0196] The interactive processing method of the virtual scene provided in the embodiment of the present application provides a new game interaction mode, which can enable the player character to directly become a virtual pet through some method (not limited to transformation / fusion), and can control the virtual pet, and directly use the skills of the virtual pet to interact with other player characters or non-player characters in the virtual environment.

[0197] For example, a player character can bring four virtual pets to form a team to adventure in the virtual world, and only one virtual pet can follow the player character on the field at the same time. In response to receiving the player character's transformation or fusion instruction with the virtual pet, the player character will enter the virtual mental space of the virtual pet, and the image of the player character will change from a human to the virtual pet currently in battle. In other words, after the player character and the virtual pet are combined, the player character controls the pet by entering the virtual mental space of the virtual pet.

[0198] Here, the virtual mental space of each virtual pet can be specifically designed according to the characteristics of the virtual pet, including the skill controls of the virtual pet and the controls for controlling the movement of the virtual pet. For example, for a virtual pet with jumping ability, jumping controls are displayed; for a virtual pet with flying ability, flying-related controls are displayed.

[0199] As an example, after the player character and the virtual pet are combined, a specific filter effect can be added to the human-computer interaction interface before the combination, so that the display effect of the human-computer interaction interface displayed after the combination is inconsistent with that before the combination, so as to indicate that the player character has entered the virtual mental space of the virtual pet. In other words, in response to the combination trigger operation of the player character and the virtual pet, the virtual mental space of the virtual pet can be displayed.

[0200] Here, the specific filter effect can be any of the following: blurring the edges of the human-computer interaction interface; changing the picture color of the current human-computer interaction interface, such as increasing the saturation, contrast or adopting a specific hue; increasing the dynamic effects of light and shadow, such as halo, shadow or glow; setting the human-computer interaction interface to translucent or fully transparent; adding specific sound effects and background music, such as soft, dreamy melodies or subtle electronic sound effects.

[0201] When the player character merges with multiple virtual pets, the mental space of the merged virtual pet can be a composite version of the virtual mental spaces of the multiple virtual pets. For example, in the skill combination of the merged virtual pet, the relevant skill controls of the virtual mental space of each virtual pet can be displayed in a partitioned manner.

[0202] As an example, in response to the player character's combination operation with three virtual pets, the combined virtual pets are displayed, and the three virtual pets are virtual pet 1, virtual pet 2, and virtual pet 3. Then, in the skill combination of the virtual pets after the combination, area 1 is the relevant control of the virtual mental space of virtual pet 1, area 2 is the relevant control of the virtual mental space of virtual pet 2, and area 3 is the relevant control of the virtual mental space of virtual pet 3.

[0203] In the combined mode, the player character can directly control the virtual pet to fight in real time in the current virtual scene. For example, the player character can control the current virtual pet to move, jump, attack, release skills and other operations in real time. The attack launched by releasing skills will cause various effects on other units in the virtual scene (such as player characters or non-player characters), such as damage and control. At the same time, the skills of virtual pets will also have various attributes, and different attributes will have different effects on the environment. For example, skills with ice attributes can create ice on the water surface, skills with fire attributes can burn vines, and skills with electric attributes can charge devices. Players can switch the pet in any team to the currently controlled virtual pet at any time by switching commands, and switching to different virtual pets can give the player character different operating experiences and combat capabilities.

[0204] As an example, see Fig. 6A , Fig. 6A 11 is a schematic diagram of a virtual scene provided in the embodiment of the present application. Fig. 6A As shown, in Fig. 6A The interface of FIG. 600 shows a player character 601, a virtual pet 602, a pet list 603, a skill component 604, and a combination control 605. The virtual pet 602 is the third virtual pet in the pet list 603, and the skill component 604 displays the original skills of the player character. In response to the player's triggering operation on the combination control 605, the display Figure 6BThe human-computer interaction interface is shown.

[0205] See also Figure 6B , Figure 6B 12 is a twelfth schematic diagram of a virtual scene provided in an embodiment of the present application. Figure 6B As shown, in Figure 6B The human-computer interaction interface displays a virtual pet 606 , a pet attribute bar 607 , and a disintegration control 608 after the player character 601 and the virtual pet 602 are combined. At this time, the skill component 604 displays the skills of the virtual pet 602 .

[0206] When the player character and the virtual pet are combined to obtain a combined virtual pet, in response to the player's switching operation, the current virtual pet can be switched to any virtual pet in the pet list, and different pets have different operating experiences and combat capabilities.

[0207] As an example, see Figure 6C , Figure 6C is the thirteenth schematic diagram of the virtual scene provided by the embodiment of the present application. In response to the player's triggering operation on the second virtual pet in the pet list 603, at this time, the virtual pet in the human-computer interaction interface is Figure 6B The virtual pet 606 in the pet list 603 is switched to a virtual pet 609, wherein the virtual pet 609 has the same image as the second virtual pet in the pet list 603. At this time, the skills of the virtual pet 609 are displayed in the skill component 604.

[0208] After the player character transforms into a virtual pet through transformation or fusion, the player character can directly control the virtual pet to fight in real time. For example, the player character can directly control the current virtual pet to move, jump, attack, release skills, etc. in real time. The attack launched by releasing skills will cause various effects on other units (such as player characters or non-player characters) in the virtual scene, such as damage, control, etc.

[0209] As an example, see Fig.6D , Fig.6D The player character can directly control the current virtual pet 609 to release skills to the virtual object 610 in the current environment, and display the damage value caused to the virtual object 610 in the human-computer interaction interface.

[0210] The following is a specific description of the implementation process of the interactive method of the virtual scene provided by the embodiment of the present application. First, the player and the pet on the field are displayed in the game interface, and the pet list is displayed, and the pet on the field is identified in the pet list; in response to the player's triggering operation on the "combination" control, the terminal captures the click event through the event listener, calls the game server API corresponding to the "combination" component, obtains the combination effect of the player character on the field and the virtual pet, including the skill attributes and current position of the virtual pet, and performs scene rendering to generate a combination interface, and switches the current interface display state to the combination state.

[0211] Secondly, the player character is combined with the character currently on the field, and the combined pet, as well as the pet's skills and combat value, are displayed. Here, the pet's position and combat value status can be updated through geometric calculations and spatial data transmission. Then, in response to the player's selection operation of the virtual pet in the pet list, or in response to the player character's triggering operation of the preset shortcut key, the virtual pet on the field is switched. In response to detecting the player's switching operation, the corresponding interface is called to send the switching instruction to the server, and the virtual pet to be switched is rendered in real time on the game interface. Finally, when the player character and the virtual pet are in a combined state, the corresponding virtual pet's skills and combat value are displayed in the human-computer interaction interface.

[0212] The interactive method of the virtual scene provided by the embodiment of the present application can bring rich gameplay and a high degree of freedom to the game, and can also improve the player's participation and the fun of the game. The following beneficial technical effects are specifically achieved: the player character is directly transformed into a virtual pet by some means (not limited to transformation / combination), and the virtual pet can be manipulated, and the skills of the virtual pet are directly used to interact with other player characters or non-player characters in the virtual environment, aiming to provide players with a richer interactive experience. The player character can choose different virtual pets to transform or combine, thereby increasing the diversity of the player character and the strategy of the game; a richer combat method and skill combination are provided, and the player can flexibly switch the pet according to the combat environment and the enemy type, and adopt different tactical responses. The player can switch between the pet form and the normal form to reasonably manage resources (such as physical strength, magic points, etc.), and use the pet skills to restore resources when necessary.

[0213] The following is a description of an exemplary structure of the virtual scene interactive processing device 455 provided in the embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the virtual scene interactive processing device 455 of the memory 450 may include:

[0214] The scene display module 4551 is used to display a virtual scene in the human-computer interaction interface, wherein the virtual scene includes a first player character.

[0215] The fusion processing module 4552 is used to respond to a fusion trigger operation for a first player character and at least one first virtual pet of the first player character, or the first player character and at least one first virtual pet of the first player character meet the automatic fusion condition, and combine the first player character and at least one first virtual pet into a second virtual pet, wherein the first player character is a player character controlled by a human-computer interaction interface.

[0216] The control processing module 4553 is used to control the second virtual pet to release the skills of the first virtual pet in response to the interactive trigger operation for the second virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0217] In some embodiments, the fusion processing module 4552 is also used to display a first pet list, wherein the first pet list includes at least one first virtual pet belonging to the first player character and skill information of the first virtual pet; in response to a selection operation on the first pet list, highlighting the selected at least one first virtual pet; in response to a fusion trigger operation on the first player character and the selected at least one first virtual pet, fusion of the first player character and the selected at least one first virtual pet into a second virtual pet.

[0218] In some embodiments, when there are multiple first virtual pets in the first pet list, the multiple first virtual pets are sorted according to at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, the degree of matching with at least one of the current environment and interaction target of the first player character, and the attribute value of the skill of the first virtual pet.

[0219] In some embodiments, the degree of matching is obtained by calling a first machine learning model for prediction based on the characteristics of the first player character, the characteristics of the current environment of the first player character, and the characteristics of the interaction target. The first machine learning model is trained in the following manner: based on the characteristics of the sample player character, the characteristics of the current environment of the sample player character, and the characteristics of the interaction target of the sample player character, the first machine learning model is called to calculate the predicted degree of matching, and the difference between the predicted degree of matching and the actual interaction result label is back-propagated to update the parameters of the first machine learning model.

[0220] In some embodiments, the fusion processing module 4552 is further used to combine the first player character with the first virtual pet currently included in the virtual scene into a second virtual pet when the virtual scene currently includes only one first virtual pet of the first player character; to combine the first player character with at least one selected first virtual pet into a second virtual pet in response to a selection operation on the multiple first virtual pets when the virtual scene currently includes multiple first virtual pets of the first player character; and to combine the first player character with at least one first virtual pet selected from the multiple first virtual pets into a second virtual pet in response to an automatic fusion trigger operation when the number of the first player character's first virtual pets is multiple, wherein the selected first virtual pet is obtained by filtering based on descending sorting of filtering parameters, and the filtering parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, degree of matching with the current environment and interactive target of the first player character, and attribute value of the skill of the first virtual pet.

[0221] In some embodiments, the automatic fusion conditions include any one of the following: the degree of match between at least one first virtual pet and the current environment and interaction target of the first player character is greater than the degree of match between the first player character and the current environment and interaction target; at least one first virtual pet is a first preconfigured object of the interaction target, wherein the first preconfigured object is a virtual pet that automatically merges with the first player character when the distance between the first player character and the interaction target is less than a distance threshold; at least one first virtual pet is a second preconfigured object of the current environment of the first player character, wherein the second preconfigured object is a virtual pet that automatically merges with the first player character when the first player character is in the current environment; the preset interaction result with the interaction target cannot be achieved based on the skills of the first player character itself, and the preset interaction result with the interaction target can be achieved based on the skills of at least one first virtual pet.

[0222] In some embodiments, the fusion processing module 4552 is further used to switch the second virtual pet to a third virtual pet in response to satisfying a fusion update condition, wherein the third virtual pet is obtained by fusion of the first player character and at least one fourth virtual pet of the first player character; wherein the fusion update condition includes any one of the following: receiving a fusion update operation, wherein the fusion update operation indicates to fuse the first player character with the at least one fourth virtual pet; the degree of match between the at least one fourth virtual pet and the environment and the interaction target is greater than the degree of match between the at least one first virtual pet and the environment and the interaction target.

[0223] In some embodiments, the control processing module 4553 is also used to control the third virtual pet to release the skills of the fourth virtual pet in response to the interactive trigger operation for the third virtual pet, wherein the interactive target of the skill of the fourth virtual pet includes at least one of the following: a virtual environment, a non-player character in the virtual environment, and a second player character.

[0224] In some embodiments, the control processing module 4553 is also used to decompose the second virtual object into the first player character and at least one first virtual object in response to satisfying a disintegration condition, wherein the disintegration condition includes any one of the following: receiving a disintegration trigger operation for the second virtual pet; the combination time of the first player character and at least one first virtual pet reaches a preset time; the second virtual pet completes a predetermined task.

[0225] In some embodiments, the control processing module 4553 is further used to respond to a transformation trigger operation for the first player character, or the first player character meets the automatic transformation condition, to transform the first player character into a fifth virtual pet, wherein the fifth virtual pet has the same or similar appearance as the first virtual pet; in response to an interaction trigger operation for the fifth virtual pet, control the fifth virtual pet to release the skills of the first virtual pet, wherein the interaction target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

[0226] In some embodiments, the fusion processing module 4552 is also used to perform at least one of the following processing before responding to a fusion trigger operation for the first player character and at least one first virtual pet of the first player character, when the virtual scene also includes at least one first virtual pet of the first player character and the first player character has multiple first virtual pets: displaying a second pet list, wherein the second pet list includes multiple first virtual pets belonging to the first player character, and in response to a selection operation on the second pet list, switching the first virtual pet following the first player character in the virtual scene to the selected first virtual pet; in response to the switching operation, switching a first virtual pet currently following the first player character to another first virtual pet of the first virtual player, wherein the other first virtual pet is the first virtual pet with the highest screening parameters among the multiple first virtual pets, and the screening parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, degree of matching with the current environment and interaction target of the first player character, and attribute value of the skill of the first virtual pet.

[0227] In some embodiments, the control processing module 4553 is also used to release a skill combination when the first player character combines with multiple first virtual pets to obtain a second virtual pet, wherein the skill combination includes at least one skill belonging to each first virtual pet, and the skill combination is determined in the following manner: the representative skills of each first virtual pet are combined; the features of multiple candidate skill combinations of multiple first virtual pets are used to call the second machine learning model to calculate the usage probability of each candidate skill combination, and select the candidate skill combination with the maximum usage probability; wherein the second machine learning model is trained in the following manner: the second machine learning model is called based on the features of multiple skill combination samples to perform prediction, and the predicted probability of each skill combination sample is obtained, and back propagation is performed based on the difference between the predicted probability of each skill combination and the actual selection result label to update the parameters of the first machine learning model.

[0228] In some embodiments, the control processing module 4553 is also used to perform any one of the following processes when the first player character merges with a first virtual pet to obtain a second virtual pet: displaying the skill list of the first virtual pet, and in response to a selection operation on the skill list, controlling the second virtual pet to release the selected skill; in response to a trigger operation on a specific skill of the first virtual pet, controlling the second virtual pet to release the selected skill.

[0229] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

[0230] The present application embodiment provides a computer-readable storage medium, in which computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the interactive processing method of the virtual scene provided by the present application embodiment, for example, Figure 3A The interactive processing method of the virtual scene is shown.

[0231] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.

[0232] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.

[0233] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0234] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

[0235] In summary, the embodiments of the present application combine the first player character and at least the first virtual pet into a second virtual pet by triggering a combination operation on the first player character and at least the first virtual pet, or when the first player character and at least the first virtual pet meet the automatic combination conditions, the first player character and at least the first virtual pet are combined into a second virtual pet. Through the combination mechanism, a dynamic conversion from the player character to the combined form is achieved, thereby increasing the diversity and dynamism of the character changes; through the interaction trigger operation on the second virtual pet, the second virtual pet is controlled to release the skills of the first virtual pet to interact with other player characters or non-player characters in the virtual environment, so that the player can adjust the skill usage strategy for different enemies or environments, and release different skill combinations by combining with different virtual pets, thereby increasing the adaptability and diversity of the interaction.

[0236] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a first player character; In response to a combination triggering operation for the first player character and at least one first virtual pet of the first player character, or in response to the first player character and at least one first virtual pet of the first player character satisfying an automatic combination condition, combining the first player character and the at least one first virtual pet into a second virtual pet, wherein the first player character is a player character controlled by the human-computer interaction interface; In response to an interactive trigger operation for the second virtual pet, the second virtual pet is controlled to release a skill of the first virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.

2. The method according to claim 1, characterized in that In response to a combination triggering operation for a first player character and at least one first virtual pet of the first player character, combining the first player character and the at least one first virtual pet into a second virtual pet comprises: Displaying a first pet list, wherein the first pet list includes at least one first virtual pet belonging to the first player character and skill information of the first virtual pet; In response to a selection operation on the first pet list, highlighting the selected at least one first virtual pet; In response to a combination triggering operation for the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are combined into a second virtual pet.

3. The method according to claim 2, characterized in that When there are multiple first virtual pets in the first pet list, the multiple first virtual pets are sorted according to at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, the degree of matching with the current environment of the first player character and at least one of the interactive targets, and the attribute value of the skill of the first virtual pet.

4. The method according to claim 3, characterized in that The degree of matching is obtained by calling a first machine learning model for prediction based on the characteristics of the first player character, the characteristics of the current environment of the first player character, and the characteristics of the interaction target, wherein the first machine learning model is trained in the following manner: based on the characteristics of a sample player character, the characteristics of the current environment of the sample player character, and the characteristics of the interaction target of the sample player character, the first machine learning model is called to calculate the predicted degree of matching, and the difference between the predicted degree of matching and the actual interaction result label is back-propagated to update the parameters of the first machine learning model.

5. The method according to claim 1, characterized in that: The step of combining the first player character and the at least one first virtual pet into a second virtual pet includes: In a case where the virtual scene currently includes only one first virtual pet of the first player character, combining the first player character and the first virtual pet currently included in the virtual scene into a second virtual pet; In a case where the virtual scene currently includes a plurality of first virtual pets of the first player character, in response to a selection operation on the plurality of first virtual pets, combining the first player character with at least one selected first virtual pet into a second virtual pet; In the case that the first player character has a plurality of the first virtual pets, in response to an automatic fusion trigger operation, the first player character is combined with at least one first virtual pet selected from the plurality of the first virtual pets into a second virtual pet, wherein the selected first virtual pet is obtained by filtering based on descending sorting of filtering parameters, and the filtering parameters are determined based on at least one of the following characteristic parameters: historical summoning frequency, historical fusion frequency, a degree of matching with the current environment of the first player character and the interactive target, and an attribute value of a skill of the first virtual pet.

6. The method according to claim 1, characterized in that The automatic combination condition includes any one of the following: The degree of matching between the at least one first virtual pet and the current environment of the first player character and the interactive target is greater than the degree of matching between the first player character and the current environment and the interactive target; The at least one first virtual pet is a first preconfigured object of the interactive target, wherein the first preconfigured object is a virtual pet that automatically merges with the first player character when the distance between the first player character and the interactive target is less than a distance threshold; The at least one first virtual pet is a second preconfigured object in the environment currently located by the first player character, and the second preconfigured object is a virtual pet that automatically merges with the first player character when the first player character is in the current environment; The preset interaction result with the interaction target cannot be achieved based on the skill of the first player character itself, and the preset interaction result with the interaction target can be achieved based on the skill of the at least one first virtual pet.

7. The method according to claim 1, characterized in that After combining the first player character and the at least one first virtual pet into a second virtual pet, the method further includes: In response to satisfying a combination update condition, switching the second virtual pet to a third virtual pet, wherein the third virtual pet is obtained by combining the first player character with at least one fourth virtual pet of the first player character; The combined update condition includes any one of the following: receiving a combination update operation, wherein the combination update operation indicates combining the first player character with the at least one fourth virtual pet; The degree of matching between the at least one fourth virtual pet and the environment and the interactive target is greater than the degree of matching between the at least one first virtual pet and the environment and the interactive target.

8. The method according to claim 7, characterized in that The method further comprises: In response to an interactive trigger operation for the third virtual pet, the third virtual pet is controlled to release a skill of the fourth virtual pet, wherein the interactive target of the skill of the fourth virtual pet includes at least one of the following: the virtual environment, a non-player character in the virtual environment, and the second player character.

9. The method according to claim 1, characterized in that: After controlling the second virtual pet to release the skill of the first virtual pet, the method further includes: In response to satisfying a disassembly condition, the second virtual object is decomposed into the first player character and the at least one first virtual object, wherein the disassembly condition includes any one of the following: receiving a disassembly trigger operation for the second virtual pet; The duration of the combination of the first player character and the at least one first virtual pet reaches a preset duration; The second virtual pet completes a predetermined task.

10. An interactive processing device for a virtual scene, characterized in that: The device comprises: A scene display module, used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a first player character; a fusion processing module, configured to, in response to a fusion trigger operation for the first player character and at least one first virtual pet of the first player character, or in response to the first player character and at least one first virtual pet of the first player character satisfying an automatic fusion condition, fuse the first player character and the at least one first virtual pet into a second virtual pet, wherein the first player character is a player character controlled by the human-computer interaction interface; A control processing operation is used to control the second virtual pet to release a skill of the first virtual pet in response to an interactive trigger operation for the second virtual pet, wherein the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, a second player character in the virtual scene, and the second player character is different from the first player character.