Virtual scene interaction processing method, device and equipment, computer readable storage medium and computer program product
By introducing virtual vehicles into virtual scenes, expanding the movement range of virtual objects, and activate and chase target virtual objects, the problem of single interaction methods in the existing technology is solved, and a richer interactive experience and fun is achieved.
Patent Information
- Application Number
- CN202411670105.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-03-18
AI Technical Summary
In the prior art, the interaction between players and players is relatively single, lacks diversity, and it is difficult to meet the interaction needs of players.
By introducing virtual vehicles into virtual scenes, the movement range of virtual objects can be expanded, so that they can activate and chase target virtual objects, achieving richer interaction methods.
It improves the diversity and fun of interaction in virtual scenes, and enhances the interactive experience and retention rate of players.
Smart Images

Figure CN119633378A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to human-computer interaction technology, and in particular to a method, device, equipment, storage medium and program product for interactive processing of a virtual scene. Background Art
[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in the virtual scene of games, it can simulate the real battle process between virtual objects.
[0003] In the process of players controlling virtual objects to interact in a virtual scene, in related technologies, it is often an interaction between players, such as a first player account controlling a first virtual object to fight against a second virtual object controlled by a second player account, and the interaction method is relatively simple. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can improve the diversity of interaction.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application provides a method for interactive processing of a virtual scene, including:
[0007] Displaying a first virtual object carrying a virtual vehicle in an interface of a virtual scene;
[0008] In response to a movement control operation, controlling the first virtual object to move with the assistance of the virtual vehicle, wherein a movement range of the first virtual object carrying the virtual vehicle is greater than a movement range of the first virtual object not carrying the virtual vehicle;
[0009] During the movement of the first virtual object, in response to a target virtual object within the movement range of the first virtual object satisfying an activation condition, activating the target virtual object and controlling the target virtual object to chase the second virtual object;
[0010] In response to the target virtual object chasing the second virtual object, the target virtual object is controlled to release a virtual skill to the second virtual object, and a state of the second virtual object is changed.
[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
[0012] An object display module, used to display a first virtual object carrying a virtual vehicle in an interface of a virtual scene;
[0013] a movement control module, configured to control the first virtual object to move with the assistance of the virtual vehicle in response to a movement control operation, wherein a movement range of the first virtual object carrying the virtual vehicle is greater than a movement range of the first virtual object not carrying the virtual vehicle;
[0014] A first processing module, configured to activate the target virtual object in response to a target virtual object within a moving range of the first virtual object satisfying an activation condition during the movement of the first virtual object, and control the target virtual object to chase a second virtual object;
[0015] The second processing module is used for controlling the target virtual object to release a virtual skill to the second virtual object and change a state of the second virtual object in response to the target virtual object chasing the second virtual object.
[0016] In the above scheme, the activation condition includes any one of the following: the distance between the target virtual object and the first virtual object is lower than a first distance threshold; a touch operation of the first virtual object on the target virtual object is received; a first placement operation on a target item combination is received, and the target item combination is obtained by combining multiple virtual items in a preset combination method and is used to activate the target virtual object; a second placement operation on a virtual activation prop is received, and the second placement operation indicates that the virtual activation prop is placed at an associated position of the target virtual object; a third placement operation on a virtual activation mechanism is received, and the third placement operation indicates that the virtual activation item is placed on the virtual activation mechanism, or indicates that the virtual activation mechanism is placed at an associated position of the target virtual object; a connection operation on a virtual connection item is received, and the connection operation indicates that the virtual connection item is connected to the target virtual object.
[0017] In the above scheme, the movement control module is also used to control the first virtual object to touch the ground and move with the assistance of the virtual vehicle in response to the movement control operation, and to control the first virtual object to detach from the virtual vehicle and perform a jumping action along a preset jumping trajectory with the assistance of the virtual vehicle when the jumping condition is met; in response to the completion of the jumping action, control the first virtual object to land on the virtual vehicle and continue to touch the ground and move; wherein the jumping condition includes any one of the following: receiving a trigger operation for the jump control, the first virtual object touches the ground and moves to the target area, and the matching degree between the target area and the jumping action exceeds a matching degree threshold.
[0018] In the above scheme, the movement control module is also used to control the virtual vehicle to move with a preset action during the process of the first virtual object performing the jumping action, and to control the virtual vehicle to move to the target position when the first virtual object lands; wherein the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, and the second distance threshold is the maximum distance for controlling the first virtual object to smoothly return from the landing position to the virtual vehicle at the target position.
[0019] In the above scheme, the first processing module is also used to control the at least two target virtual objects to pursue the same second virtual object in response to the number of the target virtual objects being at least two; correspondingly, the second processing module is also used to control each target virtual object to release a corresponding virtual skill to the second virtual object and change the state of the target type of the second virtual object in response to each target virtual object chasing the second virtual object, and the target type corresponds to the virtual skill released by the target virtual object; wherein, in the case where the virtual skill released by each target virtual object is used to change the same type of state of the second virtual object, the total amount of change in the state of the target type of the second virtual object by the at least two target virtual objects is the same as the sum of the change components of the state of the target type of the second virtual object by each target virtual object, or has a gain coefficient.
[0020] In the above scheme, the first processing module is further used to determine the matching degree between the target virtual object and each of the second virtual objects in response to the number of the second virtual objects being at least two; and control the target virtual object to chase the second virtual object with the highest matching degree.
[0021] In the above scheme, the first processing module is also used to obtain parameter features that affect the matching degree between the target virtual object and the second virtual object, and the parameter features include a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature includes at least one of the following: position, pursuit speed, virtual skills, and change in the state of the pursuit target; the second feature includes at least one of the following: position, moving speed, and state value; based on the parameter features, prediction is performed through a machine learning model to obtain the matching degree between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of the training samples and the matching degree of the training sample annotations, and the parameter features include the features of the sample virtual object and the features of the sample virtual object.
[0022] In the above scheme, the first processing module is further used to control each of the second virtual objects to be in a selectable state in response to the number of the second virtual objects being at least two; and to control the target virtual object to chase the selected second virtual object in response to a selection operation.
[0023] In the above scheme, the first processing module is also used to control a first part of the at least two target virtual objects to pursue a first part of the at least two second virtual objects, and control a second part of the at least two target virtual objects to pursue a second part of the at least two second virtual objects in response to the number of the target virtual objects and the number of the second virtual objects being at least two; wherein the matching degree between the first part of the virtual objects and the first part of the virtual objects is higher than a first matching degree threshold, and the matching degree between the second part of the virtual objects and the second part of the virtual objects is higher than a second matching degree threshold.
[0024] In the above scheme, the first processing module is also used to control the target virtual object to move toward the location of the second virtual object; when there is an obstacle between the target virtual object and the second virtual object, control the target virtual object to change its moving direction to bypass the obstacle, and continue to move toward the location of the second virtual object after the target virtual object bypasses the obstacle.
[0025] In the above scheme, before controlling the target virtual object to release the virtual skill to the second virtual object, the second processing module is also used to determine that the target virtual object pursues the second virtual object in response to a collision between the target virtual object and the second virtual object; or, in response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, determine that the target virtual object pursues the second virtual object.
[0026] In the above scheme, the second processing module is also used to change the state of the second virtual object in response to the second virtual object and the first virtual object being in an adversarial relationship, wherein the state after the change is worse than the state before the change; and change the state of the second virtual object in response to the second virtual object and the first virtual object being in a mutual assistance relationship, wherein the state after the change is better than the state before the change.
[0027] In the above scheme, the second processing module is also used to control the virtual skill released by the target virtual object to act on the third virtual object and change the state of the third virtual object in response to the existence of a third virtual object within the effective range of the virtual skill during the process of the target virtual object releasing the virtual skill to the second virtual object.
[0028] In the above scheme, after the state of the second virtual object is changed, the device also includes: a third processing module, which is used to control the target virtual object to disintegrate into at least one new virtual object in response to the change amount of the state of the second virtual object exceeding the change amount threshold; wherein the change amount of the state of the new virtual object with respect to the pursuit target does not exceed the change amount of the state of the target virtual object with respect to the same pursuit target.
[0029] In the above scheme, before activating the target virtual object, the device also includes: an object display module, which is used to display multiple virtual objects in the virtual scene, the target virtual object is at least one of the multiple virtual objects, and the multiple virtual objects meet any one of the following conditions: there are at least two virtual objects of different sizes among the multiple virtual objects, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the size of the virtual object; there are at least two different types of virtual objects among the multiple virtual objects, and the type of the state of the virtual object changing the pursuit target is related to the type of the virtual object; each of the multiple virtual objects is scattered at different positions in the virtual scene, the difficulty of the virtual object satisfying the activation condition is related to the position of the virtual object, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the difficulty of satisfying the activation condition; there are at least two virtual objects of different effective durations among the multiple virtual objects; and the multiple virtual objects are periodically displayed in the virtual scene.
[0030] In the above scheme, the device also includes: a fourth processing module, used to control the first virtual object to obtain the gain of the target type in response to satisfying the gain condition; wherein the gain condition includes at least one of the following: the number of activated virtual objects reaches a first number threshold, the number of virtual objects pursued reaches a second number threshold, and the change in the state of the pursued virtual object exceeds a change threshold; the target type includes at least one of the following: the movement speed of the first virtual object with the assistance of the virtual vehicle, the movement range of the first virtual object carrying the virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
[0031] An embodiment of the present application provides an electronic device, including:
[0032] A memory for storing computer executable instructions or computer programs;
[0033] 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.
[0034] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.
[0035] 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.
[0036] The embodiments of the present application have the following beneficial effects:
[0037] In the embodiment of the present application, the player controls the first virtual object to move with the assistance of the virtual vehicle. During the movement of the first virtual object, when the target virtual object within the moving range of the first virtual object meets the activation condition, the target virtual object can be activated, and the target virtual object can be controlled to chase the second virtual object. When the target virtual object chases the second virtual object, the target virtual object is controlled to release the virtual skill to the second virtual object and change the state of the second virtual object. In this way, when the first virtual object cannot activate the target virtual object because it does not carry a virtual vehicle (such as the target virtual object is at a higher position that the first virtual object cannot touch), since the moving range of the first virtual object carrying the virtual vehicle is greater than the moving range of the first virtual object not carrying the virtual vehicle, this increases the possibility that the target virtual object exists in the moving range of the first virtual object, thereby increasing the probability that the target virtual object is activated. In addition, when the target virtual object is activated, since the target virtual object can chase the second virtual object in the virtual scene and release the virtual skill to the second virtual object to change the state of the second virtual object, an interactive method between the target virtual object and the second virtual object is provided, which enriches the diversity and fun of the interaction in the virtual scene, and is conducive to improving the retention rate of players for virtual scene products. BRIEF DESCRIPTION OF THE DRAWINGS
[0038] 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;
[0039] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;
[0040] Figure 3 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;
[0041] Figure 4 is a schematic diagram of displaying a virtual object provided in an embodiment of the present application;
[0042] Figure 5is a schematic diagram of the movement of a virtual object provided in an embodiment of the present application;
[0043] Figure 6 is a schematic diagram of a jump of a virtual object provided in an embodiment of the present application;
[0044] Figure 7 is a schematic diagram of a virtual object chasing a target provided by an embodiment of the present application;
[0045] Figure 8 is a schematic diagram of a virtual object releasing a virtual skill provided by an embodiment of the present application;
[0046] Fig. 9 is a schematic diagram of a virtual object chasing a target provided by an embodiment of the present application;
[0047] Fig.10 It is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application. DETAILED DESCRIPTION
[0048] 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.
[0049] It is understandable that in the embodiments of the present application, when user information and other related data (such as user trigger operations, team attributes or role characteristics, etc.) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards.
[0050] 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.
[0051] In the following description, the terms "first\second..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0052] 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.
[0053] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0054] 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.
[0055] 1) Client: an application running in the terminal to provide various services, such as a video player client, a game client, etc.
[0056] 2) In response, it is 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 of execution of the multiple operations executed.
[0057] 3) A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
[0058] 4) Virtual objects, images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene, which can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. A virtual object can be a virtual image in the virtual scene that represents a user. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0059] In practical applications, virtual objects can be divided into player characters and non-player characters according to whether the virtual objects are controlled by users (or players). Player characters are game characters controlled by users (or players), and non-player characters are game characters not controlled by users (or players), such as animal-type non-player characters (NPC, Non-Player Character) (such as elves or pets). Player characters and non-player characters can interact in virtual scenes.
[0060] 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 improve the diversity of interactive methods. The exemplary application of the electronic device provided by the embodiments of the present application is described below. The electronic device provided by the embodiments of the present application can be implemented as various types of user terminals such as laptop computers, tablet computers, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices), smart phones, smart speakers, smart watches, smart TVs, vehicle-mounted terminals, augmented reality (AR, Augmented Reality) devices and virtual reality (VR, Virtual Reality) devices, and can also be implemented as servers. Below, an exemplary application when the device is implemented as a terminal will be described.
[0061] See also Figure 1 , Figure 1 It is a schematic diagram of the architecture of the interactive processing system 100 of the virtual scene provided in an embodiment of the present application. To support an exemplary application, the terminal (terminal 400-1 and terminal 400-2 are shown as examples) is connected to the server 200 via the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0062] In some embodiments, a client is set on the terminal, such as a video playback client, an instant messaging client, a game client, a live broadcast client, etc. The server 200 is a background server corresponding to the client, which can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms. The terminal and the server can be directly or indirectly connected by wired or wireless communication, which is not limited in the embodiments of the present application.
[0063] In actual application, the terminal displays a first virtual object carrying a virtual vehicle in the interface of the virtual scene; in response to the movement control operation, the first virtual object is controlled to move with the assistance of the virtual vehicle, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle; during the movement of the first virtual object, the server 200 detects whether the target virtual object within the moving range of the first virtual object meets the activation condition, and returns the detection result to the terminal; when the detection result indicates that the target virtual object within the moving range of the first virtual object meets the activation condition, the terminal activates the target virtual object and controls the target virtual object to chase the second virtual object; in response to the target virtual object chasing the second virtual object, the target virtual object is controlled to release the virtual skill to the second virtual object, and the state of the second virtual object is changed.
[0064] See also Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, taking the electronic device 500 as Figure 1 For example, the terminal in Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .
[0065] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0066] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. Among them, the non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiment of the present application is intended to include any suitable type of memory. The memory 550 optionally includes one or more storage devices that are physically far away from the processor 510.
[0067] In some embodiments, the memory 550 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.
[0068] The operating system 551 includes 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 businesses and processing hardware-based tasks; a network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520. Exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB), etc.
[0069] In some embodiments, the interactive processing device for the virtual scene provided in the embodiments of the present application can be implemented in software. The interactive processing device for the virtual scene provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes. Figure 2 An interactive processing device 555 of a virtual scene stored in a memory 550 is shown, which may be software in the form of a program or plug-in, and includes a series of modules, including an object display module 5551, a movement control module 5552, a first processing module 5553, and a second processing module 5554. These modules are logical, and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.
[0070] In other embodiments, the device provided in the embodiments of the present application can be implemented in hardware. As an example, the device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive processing method of the virtual scene provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (Application Specific Integrated Circuit, ASIC), digital signal processors (Digital Signal Processor, DSP), programmable logic devices (Programmable Logic Device, PLD), complex programmable logic devices (Complex Programmable Logic Device, CPLD), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other electronic components.
[0071] 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 instant messaging APP, live broadcast 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 the 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.
[0072] As mentioned above, the interactive processing method of the virtual scene provided in the embodiment of the present application can be implemented by various types of electronic devices, for example, Figure 1 The terminal and the server 200 in the embodiment can be executed by either one of them separately, or by Figure 1 The terminal and server 200 in the embodiment cooperate to execute. Figure 1 The interactive processing method of the virtual scene provided in the embodiment of the present application is described as an example. Figure 3 , Figure 3 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0073] Step 101: The terminal displays a first virtual object carrying a virtual vehicle in an interface of a virtual scene.
[0074] In actual applications, a client that supports virtual scenes is installed on the terminal (for example, when the virtual scene is a game, the corresponding client can be a game APP). When the user opens the client installed on the terminal and the terminal runs the client, the interface of the virtual scene can be displayed in the client, and the first virtual object controlled by the target account (that is, the account corresponding to the current terminal) can be displayed in the interface of the virtual scene. The target account can control the first virtual object to perform various interactions in the virtual scene, such as controlling the first virtual object to move in the virtual scene, pick up virtual props, release virtual skills, etc.
[0075] Among them, the first virtual object can be equipped with a variety of virtual props, such as functional props with certain specific functions (such as acceleration, increasing attack power, restoring health, providing special abilities, etc.), such virtual props include virtual weapons that provide attack power (such as swords, bows, guns, etc.), virtual protective gear that reduces the damage to the player (such as armor, shields, etc.), virtual accessories that provide special gains (such as rings, amulets, etc.), virtual items that provide special functions (such as maps, compasses, etc.), and virtual vehicles that provide mobility and assist the first virtual object in moving, etc., virtual vehicles include but are not limited to: virtual skateboards, virtual pulleys, virtual surfboards, virtual spaceships, virtual paragliding, etc.
[0076] In addition, the interface of the virtual scene can also display multiple virtual objects for the first virtual object to interact with. These virtual objects have certain virtual skills. The activated virtual objects can assist the first virtual object to interact in the virtual scene. The virtual objects have various shapes, such as spheres, cubes or other irregular shapes.
[0077] In some embodiments, before activating a target virtual object (which is any one or more of a plurality of virtual objects in a virtual scene), the plurality of virtual objects satisfy any one of the following (i.e., the plurality of virtual objects are displayed in any one of the following ways): there are at least two virtual objects of different sizes among the plurality of virtual objects, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the size of the virtual object; there are at least two different types of virtual objects among the plurality of virtual objects, and the type of change in the state of the virtual object with respect to the pursuit target is related to the type of the virtual object; the plurality of virtual objects are scattered at different positions in the virtual scene, the difficulty of the virtual object satisfying an activation condition is related to the position of the virtual object, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the difficulty of satisfying the activation condition; there are at least two virtual objects of different effective durations among the plurality of virtual objects; and the plurality of virtual objects are periodically displayed in the virtual scene.
[0078] For example, participate Figure 4 , Figure 4 This is a schematic diagram of the display of virtual objects provided in an embodiment of the present application. Taking the virtual object as a virtual sphere and the virtual vehicle as a virtual skateboard as an example, multiple virtual spheres 401 at different positions and with different sizes, and a first virtual object 403 carrying a virtual skateboard 402 are displayed in the interface of the virtual scene. The player can control the first virtual object 403 carrying the virtual skateboard 402 to move in the virtual scene and activate the virtual sphere during the movement.
[0079] In actual applications, the terminal may periodically refresh and display multiple virtual objects in the interface of the virtual scene. Due to the differences in the size, position, etc. of different virtual objects, the difficulty of satisfying the activation condition for different virtual objects is different, that is, the difficulty of the first virtual object activating different virtual objects is different. Generally, after the first virtual object activates the virtual object that is more difficult to activate, the auxiliary effect brought by the activated virtual object to the first virtual object is greater. For example, taking the auxiliary effect brought by the activated virtual object to the first virtual object as changing the state of the pursuit target (such as the second virtual object), the change amount of the state of the virtual object for the pursuit target is positively correlated with the difficulty of satisfying the activation condition. For example, the height of virtual object 1 in the virtual scene is higher than the height of virtual object 2, the first virtual object can activate virtual object 2 without carrying a virtual vehicle, and the first virtual object can activate virtual object 1 with the assistance of a virtual skateboard. When the difficulty of activating virtual object 1 is greater than the difficulty of activating virtual object 2, the change amount of the state of the second virtual object when virtual object 1 pursues the second virtual object is greater than the change amount of the state of the second virtual object when virtual object 2 pursues the second virtual object.
[0080] Different virtual objects may have different sizes. The size of a virtual object is positively correlated with the energy of the virtual skill possessed by the virtual object. Generally, the larger the virtual object is, the greater the state change of the target when the virtual skill is released to pursue the target after being activated. In addition, different virtual objects may have the same or different effective durations. After the virtual object is displayed in the virtual scene, a countdown for the virtual object is displayed. Before the countdown reaches zero, the virtual object can be activated. After the countdown reaches zero, the virtual object disappears and a new virtual object is refreshed.
[0081] Different virtual objects may also have different types. The types of virtual objects are mostly determined based on the types of virtual skills they possess. An activated virtual object of a certain type is used to change at least one corresponding state of the pursuit target. For example, virtual object 1 has a virtual skill of changing the health of the pursuit target, and virtual object 2 has a virtual skill of changing the moving speed of the pursuit target. If virtual object 1 is activated and the activated virtual object 1 pursues a second virtual object, the health of the second virtual object is changed. If virtual object 2 is activated and the activated virtual object 2 pursues the second virtual object, the moving speed of the second virtual object is changed.
[0082] Through the above method, multiple virtual objects of different sizes, positions, types, and effective durations can be displayed in the interface of the virtual scene, and the positions of the virtual objects in the virtual scene can be changed at any time. This can not only enrich the diversity of virtual objects in the virtual scene, but also improve the randomness and fun of players' interaction with virtual objects.
[0083] Step 102: In response to a movement control operation, control the first virtual object to move with the assistance of a virtual vehicle, wherein a movement range of the first virtual object carrying the virtual vehicle is greater than a movement range of the first virtual object not carrying the virtual vehicle.
[0084] In actual applications, when controlling the movement of the first virtual object, the terminal can control the first virtual object to ride on the virtual vehicle and move with the assistance of the virtual vehicle. Usually, the virtual vehicle has a positive feedback movement capability, and the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle. This means that the first virtual object can activate more virtual objects with the assistance of the virtual vehicle, especially virtual objects that are difficult to activate without the assistance of the virtual vehicle.
[0085] Taking the virtual vehicle as a virtual skateboard as an example, with the assistance of the virtual skateboard, the first virtual object moves faster, moves farther within the target time period, or moves higher (i.e., a jumping action is performed with the assistance of the virtual skateboard) after riding the virtual skateboard compared to before riding the virtual skateboard. Since there are various virtual objects distributed in the virtual scene, this is conducive to expanding the range of virtual objects that can be activated by the first virtual object.
[0086] See also Figure 5 , Figure 5 It is a schematic diagram of the movement of a virtual object provided in an embodiment of the present application. Taking the virtual vehicle as a virtual skateboard and the virtual object as a virtual sphere as an example, a first virtual object 501 rides on a virtual skateboard 502 to move in a virtual scene. With the assistance of the virtual skateboard 502, a prompt message 503 is displayed to indicate that the movement range of the first virtual object 501 is improved compared to the movement range when not riding the virtual skateboard 502 (that is, the ball picking range or the range of activating the virtual sphere is improved, such as an increase of 300%).
[0087] In some embodiments, the terminal may respond to a mobile control operation to control the first virtual object to move with the assistance of a virtual vehicle in the following manner: in response to a mobile control operation, when a jumping condition is met, the first virtual object is controlled to detach from the virtual vehicle and perform a jumping action along a preset jumping trajectory with the assistance of the virtual vehicle; in response to the completion of the jumping action, the first virtual object is controlled to land on the virtual vehicle and continue to move on the ground; wherein the jumping condition includes any one of the following: receiving a trigger operation for a jump control, the first virtual object touches the ground and moves to a target area, and the degree of matching between the target area and the jumping action exceeds a matching threshold.
[0088] In actual applications, when controlling the movement of the first virtual object, the first virtual object may be controlled to move by touching the ground or jumping with the assistance of a virtual vehicle. For example, the virtual vehicle is a virtual skateboard. Figure 6 , Figure 6 601 is a schematic diagram of the jump of a virtual object provided in an embodiment of the present application. The first virtual object stepping on a virtual skateboard 601 can be controlled to touch the ground and move with the assistance of the sliding of a virtual skateboard 602 (that is, the virtual skateboard is in contact with the ground, and the first virtual object has not left the virtual skateboard). When the jumping conditions are met, the first virtual object 601 can be controlled to perform a jumping action with the assistance of the virtual skateboard 602. For example, in the take-off stage, the front foot of the first virtual object is controlled to step on the front end of the virtual skateboard, and the back foot pushes the ground backward and downward on the ground to obtain upward momentum; in the off-ground stage, the first virtual object is controlled to push the ground hard, then quickly lift the back foot and leave the ground, and the front foot also leaves the virtual skateboard immediately, so that the whole body is off the ground; in the air stage, the first virtual object is controlled to maintain body balance and adjust body posture according to the type of jump, and there may be rotation or other movements; in the landing stage, the first virtual object is controlled to prepare for landing at the highest point of the jump, and the position of the virtual skateboard and the body is adjusted to ensure a smooth landing back on the virtual skateboard.
[0089] Among them, there may be multiple jumping conditions. For example, when the player triggers the jumping control, the jumping condition is considered to be met, and the first virtual object is controlled to perform a jumping action. For example, when the first virtual object moves to the target area, the characteristics of the target area (such as whether there are obstacles, such as hillsides, railings, etc.) are matched with the characteristics of multiple candidate actions (such as jumping actions, squatting actions, splits, etc.) to obtain the matching degree between the target area and each candidate action, and when the matching degree between the target area and the jumping action exceeds the matching degree threshold, it is determined that the jumping condition is met, and the first virtual object is automatically controlled to perform a jumping action to cross the target area.
[0090] In some embodiments, during the process of the first virtual object performing a jumping action, the terminal may also control the virtual vehicle to move with a preset action, and when the first virtual object lands, control the virtual vehicle to move to the target position; wherein the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, and the second distance threshold is the maximum distance for controlling the first virtual object to smoothly return from the landing position to the virtual vehicle at the target position.
[0091] In practical applications, taking the virtual vehicle as a virtual skateboard as an example, when controlling the first virtual object to perform a jumping action, the first virtual object can be controlled to detach from the virtual skateboard to perform the jumping action, and the first virtual object can also be controlled to step on the virtual skateboard (that is, the first virtual object does not detach from the virtual skateboard) to perform the jumping action. In the case where the first virtual object detaches from the virtual skateboard to perform the jumping action, in the process of controlling the first virtual object to perform the jumping action, the virtual vehicle can be controlled to move with a preset action (which can be a touch-and-slide or a jump move, etc.), so that when the first virtual object lands, the virtual skateboard is controlled to move to the landing position or target position of the first virtual object, wherein the distance between the target position and the landing position of the first virtual object is lower than the second distance threshold (which is the maximum distance that the first virtual object can smoothly return from the landing position to the virtual vehicle at the target position), so that the first virtual object can be controlled to smoothly fall back on the virtual skateboard, or, even if it does not fall back on the virtual skateboard accurately, the first virtual object can be controlled to smoothly return to the virtual skateboard from the landing position under the action of inertia.
[0092] In the above manner, with the assistance of the virtual vehicle, the movement range of the first virtual object is expanded, and the number of virtual objects within the movement range of the first virtual object increases, thereby expanding the range of the first virtual object to activate the virtual sphere.
[0093] Step 103: During the movement of the first virtual object, in response to a target virtual object within the movement range of the first virtual object satisfying an activation condition, activating the target virtual object, and controlling the target virtual object to chase the second virtual object.
[0094] In actual applications, during the movement of the first virtual object, the movement range of the first virtual object may be a circular area with the first virtual object as the center and the target distance as the radius. Of course, the movement range may also be an area of other shapes. The embodiment of the present application does not limit the shape of the movement range of the first virtual object. It is understandable that as the first virtual object moves, the movement range of the first virtual object also changes with the movement of the first virtual object.
[0095] In some embodiments, the activation condition includes any one of the following: the distance between the target virtual object and the first virtual object is lower than a first distance threshold; a touch operation of the first virtual object on the target virtual object is received; a first placement operation on the target item combination is received, the target item combination is obtained by combining multiple virtual items in a preset combination method, and is used to activate the target virtual object; a second placement operation on the virtual activation prop is received, the second placement operation indicates that the virtual activation prop is placed at the associated position of the target virtual object; a third placement operation on the virtual activation mechanism is received, the third placement operation indicates that the virtual activation item is placed on the virtual activation mechanism, or indicates that the virtual activation mechanism is placed at the associated position of the target virtual object; a connection operation on the virtual connection item is received, and the connection operation indicates that the virtual connection item is connected to the target virtual object.
[0096] In actual applications, during the movement of the first virtual object, the movement range of the first virtual object may be a circular area with the first virtual object as the center and the target distance as the radius. Of course, the movement range may also be an area of other shapes. The embodiment of the present application does not limit the shape of the movement range of the first virtual object. It is understandable that as the movement of the first virtual object proceeds, the movement range of the first virtual object also changes with the movement of the first virtual object.
[0097] The target virtual object is any one or more virtual objects in the moving range of the first virtual object. In some embodiments, the activation operation for the target virtual sphere may be an activation operation automatically triggered by the terminal. For example, assuming that the moving range of the first virtual object with the assistance of the virtual vehicle has the ability to automatically activate virtual objects in the moving range, when the distance between the target virtual object and the first virtual object is lower than the first distance threshold (which can be regarded as the radius of the moving range), that is, once the target virtual object is in the moving range of the first virtual object, the activation condition can be considered to be met without the player performing any operation on the target virtual sphere. In this case, the target virtual object can be automatically activated.
[0098] In other embodiments, the activation operation for the target virtual sphere may also be an activation operation actively triggered by the player, that is, the player is required to perform related operations that can activate the target virtual object to activate the target virtual object. For example, during the movement of the first virtual object, if the first virtual object touches the target virtual object (that is, the first virtual object performs a direct touch operation on the target virtual object, such as picking up, ejecting, etc.), it can be considered that the activation condition for the target virtual object is met.
[0099] In addition, the first virtual object may also activate the target virtual object by performing other operations different from the direct touch operation on the target virtual object. For example, if the first virtual object combines and places multiple virtual items in a preset combination mode (which may be set by the server or the player) to obtain a target item combination, it can be considered that the activation condition for the target virtual object located in the moving range of the first virtual object is satisfied. For another example, if the first virtual object places a virtual activation prop (the type of the virtual activation prop is related to the type of the target virtual object, such as if the target virtual object is a virtual energy ball, the virtual activation prop may be a virtual battery that can provide energy) for activating the virtual object at an associated position of the target virtual object (such as a position near the target virtual object or a position in the target virtual object), it can be considered that the activation condition for the target virtual object located in the moving range of the first virtual object is satisfied. For another example, if the first virtual object places a virtual activation item on a virtual activation mechanism, it can be considered that the activation condition for the target virtual object located in the moving range of the first virtual object is satisfied, that is, the target virtual object is activated by a mechanical or magic mechanism, or, if the first virtual object places a virtual activation mechanism (such as an activation starter or an activation code) on a location associated with the target virtual object (such as a location near the target virtual object or a location in the target virtual object), it can be considered that the activation condition for the target virtual object located in the moving range of the first virtual object is satisfied. For another example, if the first virtual object connects a virtual connection item (such as a virtual wire, etc.) to the target virtual object, it can be considered that the activation condition for the target virtual object located in the moving range of the first virtual object is satisfied.
[0100] Through the above method, by configuring a variety of activation conditions to activate the virtual sphere, the diversity and fun of the activation of virtual objects in the virtual scene are enriched, which is conducive to improving the player's retention rate for virtual scene products.
[0101] In some embodiments, the terminal may control the target virtual object to pursue the second virtual object in the following manner: in response to the number of second virtual objects being at least two, determining the matching degree between the target virtual object and each second virtual object; and controlling the target virtual object to pursue the second virtual object with the highest matching degree.
[0102] The second virtual object may be a virtual object controlled by an account on another terminal side different from the current terminal, or may be a non-player character, such as a virtual pet, a virtual monster, and the like.
[0103] In actual applications, after the target virtual object is activated, if there are multiple second virtual objects that can be pursued in the virtual scene, the pursuit priorities corresponding to different second virtual objects are different, and the pursuit priority of the second virtual object is determined by the matching degree between the target virtual object and the second virtual object. The higher the matching degree, the higher the pursuit priority. The terminal determines the matching degree between the target virtual object and each second virtual object, and after arranging the matching degrees in descending order, controls the target virtual object to pursue the second virtual object with the highest matching degree (i.e., the highest pursuit priority) to improve the pertinence of the pursuit target.
[0104] In some embodiments, the terminal may determine the degree of match between the target virtual object and each second virtual object in the following manner: obtaining parameter features that affect the degree of match between the target virtual object and the second virtual object, the parameter features including a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature includes at least one of the following: position, pursuit speed, virtual skills possessed, and the amount of change in the state of the pursuit target; the second feature includes at least one of the following: position, moving speed, and state value; based on the parameter features, predicting through a machine learning model to obtain the degree of match between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of the training samples and the matching degrees annotated by the training samples, and the parameter features include the features of the sample virtual object and the features of the sample virtual object.
[0105] In actual applications, when determining the matching degree between the target virtual object and the second virtual object, the terminal may first obtain the first feature of the target virtual object and the second feature of the second virtual object as parameter features that affect the matching degree between the target virtual object and the second virtual object, wherein the first feature includes but is not limited to: the position of the target virtual object when it is activated, the pursuit speed of the target virtual object when it pursues the target, the virtual skills possessed by the target virtual object (affecting the type of state that can change the state of the pursuit target when the virtual skills are released), and the amount of change that can be brought to the state of the pursuit target by the release of a virtual skill by the target virtual object; the second feature includes but is not limited to: the current position of the second virtual object, the moving speed of the second virtual object, and the state value (such as health value, magic value, etc.). After obtaining the parameter features that affect the matching degree between the target virtual object and the second virtual object, the parameter features can be input into the trained machine learning model, and the matching degree between the target virtual object and the second virtual object can be predicted by the machine learning model, which can make the prediction more accurate.
[0106] Among them, the machine learning model is trained in the following way: based on the characteristics of the sample virtual objects and the characteristics of the sample virtual objects, the machine learning model is called to calculate the predicted matching degree, and the predicted matching degree is compared with the labeled matching degree. After determining the value of the loss function of the machine learning model, it can be judged whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the machine learning model is determined based on the loss function, the error signal is back-propagated in the machine learning model, and the model parameters of each layer are updated during the propagation process.
[0107] Among them, the embodiments of the present application do not limit the model structure of the machine learning model. For example, the machine learning model can be a convolutional neural network, a deep neural network, etc.; it is not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.
[0108] Here, back propagation is explained. The training sample data is input into the input layer of the machine learning model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the machine learning model. Since there is an error between the output result of the machine learning model and the actual result, the error between the output result and the actual value is calculated, and the error is backpropagated from the output layer to the hidden layer until it propagates to the input layer. In the process of back propagation, the value of the model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameters is inverted and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters, and the above process is continuously iterated until convergence.
[0109] Through the above method, when there are multiple second virtual objects that can be pursued, the terminal automatically predicts the matching degree between the target virtual object and each second virtual object, and controls the target virtual object to automatically pursue the second virtual object with the highest matching degree, thereby improving the pertinence and intelligence of the pursuit target.
[0110] In some embodiments, the terminal may control the target virtual object to pursue the second virtual object in the following manner: in response to the number of second virtual objects being at least two, controlling each second virtual object to be selectable; in response to a selection operation, controlling the target virtual object to pursue the selected second virtual object.
[0111] In actual applications, after the target virtual object is activated, if there are multiple second virtual objects that can be pursued in the virtual scene, each second virtual object can be controlled to be in a selectable state for the player to select a pursuit target from them. When the player selects a second virtual object, the terminal responds to the selection operation and controls the target virtual object to pursue the selected second virtual object. In this way, the targeting of the pursuit target and the player's initiative can be improved.
[0112] It should be noted that, for multiple second virtual objects that can be pursued, since the pursuit priorities corresponding to different second virtual objects are usually different, that is, the matching degrees between the target virtual object and each second virtual object are usually different, then in this case, a display method corresponding to the pursuit priority (or matching degree) can be used to display each second virtual object, that is, for second virtual objects with different pursuit priorities (or matching degrees), different display styles (such as different display colors, different display brightness, different display indications, etc.) are used to display each second virtual object, or the second virtual object with the highest pursuit priority (or matching degree) is highlighted, so that the user can select the desired second virtual object for the target virtual object to pursue, which is conducive to improving the efficiency and pertinence of pursuit target selection.
[0113] In some embodiments, the terminal may control the target virtual object to pursue the second virtual object in the following manner: in response to the number of target virtual objects and second virtual objects being at least two, controlling a first portion of the at least two target virtual objects to pursue a first portion of the at least two second virtual objects, and controlling a second portion of the at least two target virtual objects to pursue a second portion of the at least two second virtual objects; wherein a matching degree between the first portion of virtual objects and the first portion of virtual objects is higher than a first matching degree threshold, and a matching degree between the second portion of virtual objects and the second portion of virtual objects is higher than a second matching degree threshold.
[0114] In actual applications, when there are multiple activated target virtual objects and multiple second virtual objects available for pursuit, the terminal controls the first part of the multiple activated target virtual objects to pursue the first part of the multiple second virtual objects available for pursuit, and controls the remaining second part of the virtual objects to pursue the second part of the virtual objects. That is, the terminal can first determine the matching degree between each target virtual object and each second virtual object, and control each target virtual object to pursue the second virtual object with the highest matching degree. For example, see Figure 7 , Figure 7This is a schematic diagram of a virtual object pursuing a target provided in an embodiment of the present application. Assume that there are three activated target virtual objects, namely target virtual object 1, target virtual object 2 and target virtual object 3, wherein target virtual object 1 and target virtual object 2 pursue the second virtual object 1 with the highest matching degree, and target virtual object 3 pursues the second virtual object 2 with the highest matching degree; in this way, the targeting of the target can be improved.
[0115] In some embodiments, the terminal may control the target virtual object to pursue the second virtual object in the following manner: control the target virtual object to move toward the location of the second virtual object; if there is an obstacle between the target virtual object and the second virtual object, control the target virtual object to change its moving direction to bypass the obstacle, and after the target virtual object bypasses the obstacle, continue to move toward the location of the second virtual object.
[0116] In actual applications, when the terminal controls the target virtual object to chase the second virtual object, the terminal can control the target virtual object to move toward the location of the second virtual object. Even if the second virtual object is moving during the pursuit, the terminal controls the target virtual object to always move toward the location of the second virtual object. If, during the pursuit, there is an obstacle (such as a haystack, a stone, etc.) between the target virtual object and the second virtual object that affects the straight-line movement of the target virtual object, the target virtual object can be controlled to change its moving direction to bypass the obstacle, and after bypassing the obstacle, continue to control the target virtual object to move toward the location of the second virtual object.
[0117] Step 104: In response to the target virtual object chasing the second virtual object, controlling the target virtual object to release the virtual skill to the second virtual object and changing the state of the second virtual object.
[0118] In some embodiments, before the terminal controls the target virtual object to release the virtual skill to the second virtual object, it can determine that the target virtual object pursues the second virtual object in the following manner: in response to a collision between the target virtual object and the second virtual object, determine that the target virtual object pursues the second virtual object; or, in response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, determine that the target virtual object pursues the second virtual object.
[0119] In practical applications, when the target virtual object pursues the second virtual object, when the target virtual object collides with the second virtual object, it can be determined that the target virtual object pursues the second virtual object, and the target virtual object is controlled to release the corresponding virtual skill to the second virtual object. If the target virtual object has a certain sensing range (i.e., the range that can sense the pursuit target and release the virtual skill), in the process of the target virtual object pursuing the second virtual object, the sensing range of the target virtual object changes synchronously with the movement of the target virtual object. When the sensing range of the target virtual object can cover the pursued second virtual object, that is, the second virtual object is located in the sensing range of the target virtual object, it can be determined that the target virtual object has pursued the second virtual object. In this way, the target virtual object can be controlled to release the corresponding virtual skill to the second virtual object without the need for the target virtual object to directly contact the second virtual object. Among them, it can be determined whether the second virtual object is located in the sensing range of the target virtual object by judging the size relationship between the distance between the target virtual object and the second virtual object and the radius of the sensing range (i.e., the third distance threshold). If the distance between the target virtual object and the second virtual object is lower than the third distance threshold, it can be determined that the second virtual object is located in the sensing range of the target virtual object.
[0120] When the target virtual object releases a virtual skill to the second virtual object, the state of the second virtual object changes under the effect of the virtual skill, where the state is a temporary situation of the virtual object in the virtual scene, which can be changed at any time to reflect the immediate state of the virtual object, including but not limited to: health value (the current vitality of the virtual object), magic value (the current magic or energy reserve of the virtual object), stamina value (positively correlated with the movement speed of the virtual object, the higher the stamina value, the faster the virtual object moves), and equipment effect (temporary effect that the current equipment of the virtual object may bring).
[0121] See also Figure 8 , Figure 8 It is a schematic diagram of a virtual object releasing a virtual skill provided in an embodiment of the present application. When the target virtual object 801 releases the virtual skill to the second virtual object 802, the corresponding skill release special effect can be displayed, and the change in the state of the second virtual object can be displayed.
[0122] In some embodiments, the terminal may control the target virtual object to pursue the second virtual object in the following manner: in response to the number of target virtual objects being at least two, controlling at least two target virtual objects to pursue the same second virtual object; accordingly, the terminal may control the target virtual object to release a virtual skill to the second virtual object and change the state of the second virtual object in the following manner in response to the target virtual object pursuing the second virtual object: in response to each target virtual object pursuing the second virtual object, controlling each target virtual object to release a corresponding virtual skill to the second virtual object, and changing the state of the target type of the second virtual object, where the target type corresponds to the virtual skill released by the target virtual object; wherein, in the case where the virtual skills released by each target virtual object are used to change the same type of state of the second virtual object, the total amount of change in the state of the target type of the second virtual object by at least two target virtual objects is the same as the sum of the change components of the state of the target type of the second virtual object by each target virtual object, or has a gain coefficient.
[0123] In actual applications, when there are multiple activated target virtual objects, the terminal can control these multiple activated target virtual objects to simultaneously chase the same second virtual object (that is, the pursuit target is the same), and when each target virtual object chases the second virtual object, control each target virtual object to release the corresponding virtual skill to the second virtual object, and change the state of the second virtual object, where the state is a temporary situation of the virtual object in the virtual scene, which can be changed at any time to reflect the immediate state of the virtual object, including but not limited to: life value (the current vitality of the virtual object), magic value (the current magic or energy reserve of the virtual object), physical value (positively correlated with the movement speed of the virtual object, the higher the physical value, the faster the virtual object moves), intelligence value, equipment effect (temporary effect that the current equipment of the virtual object may bring).
[0124] Among them, a target virtual object may have one or more virtual skills, and the virtual skills possessed by different target virtual objects may be the same or different. When multiple target virtual objects have different virtual skills (i.e., the types of changing the state of the virtual objects are different), the terminal can control each target virtual object to release its own virtual skill to the second virtual object, and change the state of the second virtual object of different types.
[0125] For example, see Fig. 9 , Fig. 9This is a schematic diagram of a virtual object chasing a target provided by an embodiment of the present application. Assume that there are three activated target virtual objects, namely target virtual object 1, target virtual object 2 and target virtual object 3, and these three target virtual objects chase the same second virtual object. Assume that these three target virtual objects have different virtual skills, such as target virtual object 1 has virtual skill 1 for changing the life value of the virtual object, target virtual object 2 has virtual skill 2 for changing the magic value of the virtual object, and target virtual object 3 has virtual skill 3 for changing the physical strength of the virtual object. Then, when these three target virtual objects chase the second virtual object, target virtual object 1 is controlled to release virtual skill 1 to the second virtual object to change the life value of the second virtual object, target virtual object 2 is controlled to release virtual skill 2 to the second virtual object to change the magic value of the second virtual object, and target virtual object 3 is controlled to release virtual skill 3 to the second virtual object to change the physical strength of the second virtual object.
[0126] When multiple target virtual objects have the same virtual skills (i.e., the type of changing the state of the virtual object is the same, such as all being the state of the target type), when these multiple target virtual objects release the same virtual skill to the second virtual object, the total amount of change in the state of the target type of the second virtual object can be the sum of the change components of the state of the target type of the second virtual object released by each target virtual object to the second virtual object, and can also have a certain gain coefficient. For example, assuming that both target virtual object 1 and target virtual object 2 have virtual skills that change the life value of the virtual object, the change amount of the life value of the second virtual object released by target virtual object 1 is 20, and the change amount of the life value of the second virtual object released by target virtual object 2 is 30, then the total change amount of the life value of the second virtual object given by target virtual object 1 and target virtual object 2 can be 50, or 50*a, where a is the gain coefficient, which can be preset by the server, and can also be dynamically set by the player before or during the interaction in the virtual scene. Through the above method, it is helpful to improve the enthusiasm of players to activate multiple virtual objects.
[0127] In some embodiments, when multiple target virtual objects simultaneously chase the same second virtual object, when controlling the multiple target virtual objects to release virtual skills to the second virtual object, the multiple target virtual objects can be controlled to release combined skills to the second virtual object, and the state value of the second virtual object is changed by acting on the combined skills of the second virtual object. Wherein, the skill combination includes at least one virtual skill belonging to each target virtual object, wherein the skill combination is determined in the following manner: the representative skill combination of each target virtual object is obtained; the features of multiple candidate skill combinations of multiple target virtual objects are used to call the machine learning model to calculate the use probability of each skill combination, and the skill combination with the maximum use probability is selected; wherein the machine learning model is trained in the following manner: based on the features of multiple skill combination samples, the machine learning model is called to predict, and the probability of each skill combination is obtained, and the difference between the probability of each skill combination and the actual selection result label is back-propagated to update the parameters of the machine learning model.
[0128] In actual applications, when multiple target virtual objects simultaneously chase the same second virtual object, when controlling the multiple target virtual objects to release virtual skills to the second virtual object, the multiple target virtual objects can be controlled to release combined skills to the second virtual object.
[0129] For example, the target virtual objects that simultaneously chase the second virtual object include target virtual object 1 with a health value changing skill, target virtual object 2 with a magic value changing skill, and target virtual object 3 with a skill to confuse the enemy. Then the skill combination released by these three target virtual objects (1 to 3) includes the health value changing skill of target virtual object 1, the magic value changing skill of target virtual object 2, and the confusing enemy skill of target virtual object 3.
[0130] When the target virtual object has multiple different virtual skills, the skill combination can also be obtained by combining representative skills selected from the multiple skills possessed by each target virtual object. For example, target virtual object 1 has a health value changing skill and a magic value changing skill (its representative skill is the magic value changing skill), target virtual object 2 has a health value changing skill and an attack power changing skill (its representative skill is the attack power changing skill), and target virtual object 3 has an equipment effect affecting skill and an intelligence changing skill (its representative skill is the equipment effect affecting skill). Then the skill combination released by these three target virtual objects (1 to 3) includes the magic value changing skill of target virtual object 1, the attack power changing skill of target virtual object 2, and the equipment effect affecting skill of target virtual object 3. After the combined skill is released to the second virtual object, the changes in the state of the second virtual object include: magic value, attack power and equipment affecting effect.
[0131] In addition, when multiple target virtual objects release virtual skills to the second virtual object at the same time, the virtual skills of each target virtual object can be combined into multiple candidate skill combinations by permutation and combination, and the characteristics of each candidate skill combination (such as skill type, skill action scenario, effective duration or cooling duration of the skill, etc.) are obtained, and the machine learning model is called to calculate the use probability of each candidate skill combination, and the candidate skill combination with the maximum use probability is selected as the synthetic skill combination. Among them, the machine learning model is trained in the following way: based on the characteristics of multiple skill combination samples, the machine learning model is called to predict, and the probability of each skill combination is obtained, and the difference between the probability of each skill combination and the actual selection result label (such as 1 for selection and 0 for non-use) is back-propagated to update the parameters of the machine learning model, such as based on the difference between the predicted probability of each skill combination sample and the actual selection result label, after determining the value of the loss function of the machine learning model, it can be judged whether the value of the loss function exceeds the preset threshold value, when the value of the loss function exceeds the preset threshold value, the error signal of the machine learning model is determined based on the loss function, the error signal is back-propagated in the machine learning model, and the model parameters of each layer are updated during the propagation process.
[0132] It can be understood that when multiple target virtual objects release the same virtual skill, the effectiveness of the skill combination (i.e., the amount of change in the state of the second virtual object) can be a simple superposition of the effectiveness of each target virtual object releasing the same virtual skill, or it can be a multiple superposition of the effectiveness of each target virtual object releasing the same virtual skill.
[0133] Through the above method, skill combinations of multiple target virtual objects are obtained, the skill range is expanded, the diversity and fun of interactions in virtual scenes are enriched, and it is beneficial to improve the player retention rate of virtual scene products.
[0134] In some embodiments, the terminal may change the state of the second virtual object in the following manner: in response to the second virtual object and the first virtual object being in an adversarial relationship, changing the state of the second virtual object, wherein the changed state is worse than the state before the change; in response to the second virtual object and the first virtual object being in a mutual assistance relationship, changing the state of the second virtual object, wherein the changed state is better than the state before the change.
[0135] In actual applications, when the target virtual object chases the second virtual object and releases a virtual skill to the second virtual object, the direction of the change in the state of the second virtual object (whether it changes for a better direction or a worse direction) is determined by the interactive relationship between the second virtual object and the first virtual object. If the second virtual object and the first virtual object are in an adversarial relationship (hostile relationship), the changed state is worse than the state before the change, such as the virtual skill released by the target virtual object reduces the health of the second virtual object; if the second virtual object and the first virtual object are in a mutual assistance relationship (friend relationship), the changed state is better than the state before the change, such as the virtual skill released by the target virtual object increases the health of the second virtual object.
[0136] Through the above method, after the target virtual object is activated, the target virtual object can chase the second virtual object in the virtual scene and release virtual skills to the second virtual object to change the state of the second virtual object. This provides an interactive method between the target virtual object and the second virtual object, enriches the diversity and fun of the interaction in the virtual scene, and is conducive to improving the player retention rate of virtual scene products.
[0137] In some embodiments, during the process of the target virtual object releasing a virtual skill to a second virtual object, in response to the presence of a third virtual object within the effective range of the virtual skill, the terminal controls the virtual skill released by the target virtual object to act on the third virtual object and changes the state of the third virtual object.
[0138] In actual applications, during the process of the target virtual object releasing a virtual skill to the second virtual object, since the virtual skill has a certain effective range of action, the third virtual object (which can be all virtual objects within the effective range of action) within the effective range of action can be affected by the virtual skill, that is, the virtual skill released by the target virtual object is controlled to act on the third virtual object and change the state of the third virtual object, wherein the direction of the change in the state of the third virtual object (whether it changes in a good direction or a bad direction) is determined by the interactive relationship between the third virtual object and the first virtual object. If the third virtual object and the first virtual object are in an adversarial relationship (hostile relationship), the changed state is worse than the state before the change, such as the virtual skill released by the target virtual object reduces the health value of the third virtual object; if the third virtual object and the first virtual object are in a mutual assistance relationship (friend relationship), the changed state is better than the state before the change, such as the virtual skill released by the target virtual object increases the health value of the third virtual object.
[0139] It is understandable that if the third virtual object is a virtual environment object in the virtual scene (i.e., a virtual object not controlled by the player), the virtual skills released by the target virtual object can also have an impact on the virtual environment object, such as causing road collapse, tree breaking, etc.
[0140] In some embodiments, after the terminal changes the state of the second virtual object, in response to the change in the state of the second virtual object exceeding a change threshold, the terminal controls the target virtual object to disintegrate into at least one new virtual object; wherein the change in the state of the new virtual object for the pursuit target does not exceed the change in the state of the target virtual object for the same pursuit target.
[0141] In actual applications, after the target virtual object releases a virtual skill to the second virtual object to change the state of the second virtual object, if the change amount of the state of the second virtual object exceeds the change amount threshold (which can be set according to actual needs), if the second virtual object is in a hostile relationship with the first virtual object, and the life value of the second virtual object is reset to zero after the change (that is, the second virtual object dies), if the second virtual object is in a mutual assistance relationship with the first virtual object, and the life value of the second virtual object reaches 100 after the change (for example, before the change, the second virtual object is facing death and the life value is close to 0, and after the change, the second virtual object is fully revived and the life value reaches 100), The target virtual object can be controlled to disintegrate into at least one new virtual object. The new virtual object can also find a pursuit target and pursue it after being activated, and change the state of the pursuit target after pursuing the pursuit target. The virtual skills possessed by the new virtual object may be the same as or different from the types of the virtual skills possessed by the target virtual object. When the virtual skills possessed by the new virtual object are the same as the types of the virtual skills possessed by the target virtual object, the amount of state change caused to the pursuit target by the new virtual object releasing a virtual skill once does not exceed the amount of state change caused to the pursuit target by the target virtual object (i.e., the virtual object before disintegration) releasing a virtual skill once.
[0142] Through the above method, when the change in the state of the second virtual object caused by the virtual skill released by the target virtual object exceeds the change threshold, the target virtual object disintegrates into a new virtual object. Through the disintegration of the target virtual object, a new virtual object with one or more original virtual skills or new virtual skills is generated, enriching the diversity and fun of the interaction in the virtual scene.
[0143] In some embodiments, in response to satisfying a gain condition, the first virtual object is controlled to obtain a gain of a target type; wherein the gain condition includes at least one of the following: the number of activated virtual objects reaches a first number threshold, the number of pursued virtual objects reaches a second number threshold, and the change in the state of the pursued virtual objects exceeds a change threshold; the target type includes at least one of the following: the movement speed of the first virtual object with the assistance of the virtual vehicle, the movement range of the first virtual object carrying the virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
[0144] In actual applications, since the activated virtual sphere in the virtual scene can chase the virtual object in the virtual scene and change the state of the chased virtual object, and the virtual sphere is directly or indirectly activated by the first virtual object carrying the virtual vehicle, when the gain conditions are met, such as when the number of virtual spheres directly or indirectly activated by the first virtual object reaches a first quantity threshold (which can be set according to actual needs), or the number of virtual objects chased by the activated virtual sphere reaches a second quantity threshold (which can be set according to actual needs), or when the change in the state of the chased virtual object exceeds a change threshold (which can be set according to actual needs), a gain of the target type of the first virtual object is given to increase the enthusiasm of the first virtual object to interact.
[0145] The gain of the target type may be to increase the moving speed of the first virtual object with the assistance of the virtual vehicle. For example, before the gain of the target type is given to the first virtual object, the moving speed of the first virtual object without the virtual vehicle is V a , the moving speed of the first virtual object with the assistance of the virtual vehicle is V b , after giving the first virtual object a target type gain, the movement speed of the first virtual object with the assistance of the virtual vehicle is increased to V c , where V a <V b <V c .
[0146] The gain of the target type can also be to expand the movement range of the first virtual object carrying the virtual vehicle (which can be represented by the maximum height to which the first virtual object can move). For example, before giving the first virtual object the gain of the target type, the movement range of the first virtual object when not carrying the virtual vehicle is S a , the moving range of the first virtual object with the assistance of the virtual vehicle is S b , after giving the first virtual object a target type gain, the movement range of the first virtual object with the assistance of the virtual vehicle is increased to S c , where S a <S b c .
[0147] The target type gain can also increase the amount of change in the state of the target virtual object for the virtual object being pursued. For example, before giving the first virtual object a target type gain, the target virtual object directly or indirectly activated by the first virtual object releases a virtual skill to the virtual object being pursued, and the amount of change in the state of the virtual object is L. a After giving the first virtual object a target type gain, the target virtual object directly or indirectly activated by the first virtual object releases the same virtual skill once to the virtual object being pursued, and the amount of change in the state of the virtual object is L b , where L a <L b .
[0148] In addition, since the virtual vehicle not only has the auxiliary function of expanding the movement range of the first virtual object, but also can assist the first virtual object in attacking hostile targets, the target type gain can also be to enhance the attack power of the virtual vehicle to enhance the attack power of the first virtual object against hostile targets.
[0149] By providing the first virtual object with a target type gain in the above manner, the first virtual object's enthusiasm for interaction can be increased.
[0150] Next, an exemplary application of the embodiment of the present application in an actual application scenario will be described. Taking the virtual scene as a game, the virtual vehicle as a virtual skateboard, and the target virtual object as a virtual sphere as an example, the interactive processing method of the virtual scene provided by the embodiment of the present application will be further described.
[0151] See also Fig.10 , Fig.10 : is a flow chart of an interactive processing method of a virtual scene provided in an embodiment of the present application, the method comprising:
[0152] Step 201: The terminal displays a first virtual object carrying a virtual skateboard and at least one virtual sphere in a virtual scene interface.
[0153] Among them, the first virtual object is a virtual object controlled by the player account corresponding to the current terminal, and the terminal can periodically refresh multiple virtual spheres, such as Figure 4 As shown, the refreshed virtual sphere can be randomly placed at different positions in the virtual scene. The sizes, effective durations, etc. of the virtual spheres at different positions can be the same or different, and the positions of the virtual spheres in the virtual scene can be changed at any time, which results in different difficulties in activating different virtual objects. For example, compared with virtual objects at higher positions, players can easily touch virtual objects at lower positions, so the difficulty of activating virtual spheres at higher positions is higher than that of activating virtual spheres at lower positions.
[0154] According to the different functions of virtual spheres, virtual spheres can be divided into ordinary spheres and explosive spheres. Assuming that the number of virtual sphere refreshes is v, the total number of virtual spheres is c, the weight of ordinary spheres is m, and the weight of explosive spheres is n, each time the virtual object is refreshed, the total number of virtual spheres refreshed each time is determined first, and then the number of ordinary spheres and explosive spheres is determined, and then different spheres are distributed in different layers in proportion. For example, virtual spheres are distributed in layers in the virtual scene. For example, the number of ordinary spheres distributed in the first layer / second layer / third layer / fourth layer has a weight of Ln, and the number of explosive spheres distributed in the first layer / second layer / third layer / fourth layer has a weight of Pn. The placement point of each virtual sphere in the game scene is realized by a visible and placeable generator (the generator can be proportionally scaled in length and width). The generator is placed in the game scene, and the number, interval and rotation change of the virtual spheres corresponding to the placement point are determined by configuring the number of generators, adjacent distances, number of layers, layer height, layer rotation, etc.
[0155] Step 202: In response to the movement control operation, control the first virtual object to move with the assistance of the virtual skateboard.
[0156] In actual applications, when controlling the movement of the first virtual object, the first virtual object can be controlled to move in contact with the ground or in jump with the assistance of the virtual skateboard, such as controlling the first virtual object stepping on the virtual skateboard to move in contact with the ground with the assistance of the sliding of the virtual skateboard (that is, the virtual skateboard is in contact with the ground, and the first virtual object has not left the virtual skateboard); and when the jumping conditions are met, the first virtual object can be controlled to perform a jumping action with the assistance of a virtual vehicle, such as in the take-off stage, controlling the front foot of the first virtual object to step on the front end of the skateboard, and the back foot to push the ground backward and downward on the ground to obtain upward momentum; in the off-ground stage, controlling the first virtual object to push the ground hard, and then quickly lift the back foot to leave the ground, and at the same time, the front foot also leaves the virtual skateboard, so that the whole body is off the ground; in the air stage, controlling the first virtual object to maintain body balance, and adjusting body posture according to the type of jump, and there may be rotation or other movements; in the landing stage, controlling the first virtual object to prepare for landing at the highest point of the jump, adjusting the position of the virtual skateboard and the body to ensure a smooth landing back on the virtual skateboard.
[0157] Among them, the jumping action can be a single jump or a multi-jump, and the single jump or multi-jump respectively represents different jumping stages or jump times of the jumping action. A single jump refers to the action of the first virtual object jumping from the virtual skateboard, and a multi-jump refers to the first virtual object jumping again or multiple times in the air after jumping from the virtual skateboard, so as to avoid obstacles or reach a higher position or perform stunts. There can be multiple jumping conditions. For example, when the player triggers the jump control, it is considered that the jumping condition is met, and the first virtual object is controlled to perform the jumping action; for example, when the first virtual object moves to the target area, the characteristics of the target area (such as whether there are obstacles, such as hillsides, railings, etc.) are matched with the characteristics of multiple candidate actions (such as jumping actions, squatting actions, splits, etc.), and the matching degree between the target area and each candidate action is obtained. When the matching degree between the target area and the jumping action exceeds the matching degree threshold, it is determined that the jumping condition is met, and the first virtual object is automatically controlled to perform the jumping action to cross the target area.
[0158] Generally, the virtual prop of the virtual skateboard has a positive feedback movement capability. With the assistance of the virtual skateboard, the first virtual object moves faster, moves farther within the target time period, or moves higher (such as performing a jumping action with the assistance of the virtual skateboard, so that the maximum height that the player can reach is increased) after riding the virtual skateboard. Therefore, the movement range of the first virtual object carrying the virtual skateboard is greater than the movement range of the first virtual object not carrying the virtual skateboard. Since virtual spheres at different positions are distributed in the virtual scene, this is conducive to assisting the first virtual object to reach a wider range. This means that the first virtual object can activate more virtual objects with the assistance of the virtual skateboard, especially virtual spheres at higher positions that could not be reached before riding the virtual skateboard.
[0159] In the above manner, with the assistance of the virtual skateboard, the movement range of the first virtual object is expanded, and the number of virtual spheres located in the movement range of the first virtual object increases, thereby expanding the range of the first virtual object to activate the virtual sphere.
[0160] Step 203: In response to the existence of a target virtual sphere in the moving range of the first virtual object, activating the target virtual sphere.
[0161] Here, during the movement of the first virtual object, if there is a target virtual sphere in the moving range of the first virtual object, the target virtual sphere can be activated. There are multiple activation methods, such as activating the target virtual sphere by picking up or touching the target virtual object by the first virtual object; or remotely activating the target virtual object (i.e., without the first virtual object directly touching the target virtual sphere) through activation methods such as the placement function or the photography function, and so on.
[0162] Step 204: Control the target virtual sphere to chase the second virtual object.
[0163] Here, the activated target virtual sphere can actively search for a pursuit target (ie, the second virtual object) and pursue the pursuit target.
[0164] Among them, the second virtual object generally refers to a pursueable target. It should be noted that when the first virtual object activates the target virtual sphere, if there is no pursueable target in the virtual scene, the target virtual sphere can be controlled to move forward the target distance in the direction when the target virtual sphere was activated and then disappear.
[0165] Step 205: When the target virtual sphere catches up with the second virtual object, the target virtual sphere is controlled to release the virtual skill to the second virtual object.
[0166] Here, when the target virtual sphere catches up with the second virtual object, the virtual skill it has can be released to the second virtual object to change the state of the second virtual object, such as reducing the life value, blood volume, etc. of the second virtual object.
[0167] Step 206: When there is a third virtual object in the effective action range of the virtual skill, the released virtual skill is controlled to act on the third virtual object.
[0168] Here, in the process of the target virtual sphere releasing the virtual skill to the second virtual object, since the virtual skill has a certain effective range of action, the third virtual object located in the effective range of action (which can be all virtual objects located in the effective range of action) can be affected by the virtual skill, that is, the virtual skill released by the target virtual object is controlled to act on the third virtual object and change the state of the third virtual object.
[0169] Step 207: Control the target virtual sphere to split into at least one new virtual sphere.
[0170] Here, after the virtual skills of the target virtual object are released, the target virtual sphere can be controlled to split into new virtual spheres. The new virtual sphere can also find the pursuit target and pursue it after being activated, and change the state of the pursuit target after chasing the pursuit target. In this way, through the disintegration of the target virtual sphere, one or more new virtual spheres with the original virtual skills or new virtual skills are generated, enriching the diversity and fun of interaction in the virtual scene.
[0171] Step 208: In response to satisfying the gain condition, controlling the first virtual object to obtain a gain of the target type.
[0172] Among them, the gain condition may include at least one of the following: the number of activated virtual spheres reaches a first number threshold, the number of virtual objects being chased reaches a second number threshold, and the change in the state of the virtual object being chased exceeds the change threshold; according to different gain conditions, the first virtual object (i.e., the player) may obtain different types of gains. For example, if the player cumulatively activates 10 virtual spheres, the general attack ability of the virtual skateboard is permanently enhanced in a single play, and the virtual skateboard general attack increases the current total damage by X%, that is, more damage hits the enemy per unit time; if the player cumulatively activates 20 virtual spheres, the range of the player's picking up virtual spheres in the skateboard state is permanently increased in a single play; if the player cumulatively activates 30 virtual spheres, the heavy attack power of the virtual skateboard is permanently enhanced in a single play, and the additional damage of the skateboard heavy attack based on the current player's combat power or level is increased; if the player cumulatively activates 40 virtual spheres, the movement speed of the virtual skateboard is permanently enhanced in a single play; if the player cumulatively activates 50 virtual spheres, the character's damage ability is directly increased by X times in a single play, and so on. By giving players target-type gains in the above manner, the enthusiasm of players to interact can be increased.
[0173] So far, the interactive processing method of the virtual scene provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the electronic device provided by the embodiment of the present application. The following will continue to describe the cooperation of various modules in the interactive processing device 555 for the virtual scene provided by the embodiment of the present application to implement the interactive processing solution for the virtual scene.
[0174] An object display module 5551 is used to display a first virtual object carrying a virtual vehicle in an interface of a virtual scene; a movement control module 5552 is used to control the movement of the first virtual object with the assistance of the virtual vehicle in response to a movement control operation, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle; a first processing module 5553 is used to activate the target virtual object in response to a target virtual object within the movement range of the first virtual object satisfying an activation condition during the movement of the first virtual object, and control the target virtual object to chase a second virtual object; a second processing module 5554 is used to control the target virtual object to release a virtual skill to the second virtual object and change the state of the second virtual object in response to the target virtual object chasing the second virtual object.
[0175] In some embodiments, the activation condition includes any one of the following: the distance between the target virtual object and the first virtual object is lower than a first distance threshold; a touch operation of the first virtual object on the target virtual object is received; a first placement operation on a target item combination is received, the target item combination is obtained by combining multiple virtual items in a preset combination manner and is used to activate the target virtual object; a second placement operation on a virtual activation prop is received, the second placement operation indicates that the virtual activation prop is placed at an associated position of the target virtual object; a third placement operation on a virtual activation mechanism is received, the third placement operation indicates that the virtual activation item is placed on the virtual activation mechanism, or indicates that the virtual activation mechanism is placed at an associated position of the target virtual object; a connection operation on a virtual connection item is received, the connection operation indicates that the virtual connection item is connected to the target virtual object.
[0176] In some embodiments, the movement control module is also used to control the first virtual object to touch the ground and move with the assistance of the virtual vehicle in response to a movement control operation, and to control the first virtual object to detach from the virtual vehicle and perform a jumping action along a preset jumping trajectory with the assistance of the virtual vehicle when a jumping condition is met; in response to the completion of the jumping action, control the first virtual object to land on the virtual vehicle and continue to touch the ground and move; wherein the jumping condition includes any one of the following: receiving a trigger operation for a jump control, the first virtual object touches the ground and moves to a target area, and the degree of matching between the target area and the jumping action exceeds a matching threshold.
[0177] In some embodiments, the movement control module is also used to control the virtual vehicle to move with a preset action during the process of the first virtual object performing the jumping action, and to control the virtual vehicle to move to a target position when the first virtual object lands; wherein the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, and the second distance threshold is the maximum distance for controlling the first virtual object to smoothly return from the landing position to the virtual vehicle at the target position.
[0178] In some embodiments, the first processing module is further used to control the at least two target virtual objects to pursue the same second virtual object in response to the number of the target virtual objects being at least two; correspondingly, the second processing module is further used to control each target virtual object to release a corresponding virtual skill to the second virtual object and change the state of the target type of the second virtual object in response to each target virtual object chasing the second virtual object, and the target type corresponds to the virtual skill released by the target virtual object; wherein, in the case where the virtual skill released by each target virtual object is used to change the same type of state of the second virtual object, the total amount of change in the state of the target type of the at least two target virtual objects for the second virtual object is the same as the sum of the change components of the state of the target type of each target virtual object for the second virtual object, or has a gain coefficient.
[0179] In some embodiments, the first processing module is further used to determine the matching degree between the target virtual object and each of the second virtual objects in response to the number of the second virtual objects being at least two; and control the target virtual object to chase the second virtual object with the highest matching degree.
[0180] In some embodiments, the first processing module is also used to obtain parameter features that affect the matching degree between the target virtual object and the second virtual object, the parameter features including a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature includes at least one of the following: position, pursuit speed, virtual skills, and the amount of change in the state of the pursuit target; the second feature includes at least one of the following: position, moving speed, and state value; based on the parameter features, prediction is performed through a machine learning model to obtain the matching degree between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of training samples and the matching degree of training sample annotations, and the parameter features include the features of the sample virtual object and the features of the sample virtual object.
[0181] In some embodiments, the first processing module is further used to control each of the second virtual objects to be in a selectable state in response to the number of the second virtual objects being at least two; and to control the target virtual object to chase the selected second virtual object in response to a selection operation.
[0182] In some embodiments, the first processing module is further used to control a first portion of the at least two target virtual objects to pursue a first portion of the at least two second virtual objects, and to control a second portion of the at least two target virtual objects to pursue a second portion of the at least two second virtual objects in response to the number of the target virtual objects and the number of the second virtual objects being at least two; wherein the matching degree between the first portion of virtual objects and the first portion of virtual objects is higher than a first matching degree threshold, and the matching degree between the second portion of virtual objects and the second portion of virtual objects is higher than a second matching degree threshold.
[0183] In some embodiments, the first processing module is further used to control the target virtual object to move toward the location of the second virtual object; when there is an obstacle between the target virtual object and the second virtual object, control the target virtual object to change its moving direction to bypass the obstacle, and continue to move toward the location of the second virtual object after the target virtual object bypasses the obstacle.
[0184] In some embodiments, before controlling the target virtual object to release the virtual skill to the second virtual object, the second processing module is further used to determine that the target virtual object pursues the second virtual object in response to a collision between the target virtual object and the second virtual object; or, in response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, determine that the target virtual object pursues the second virtual object.
[0185] In some embodiments, the second processing module is further used to change the state of the second virtual object in response to the second virtual object and the first virtual object being in an adversarial relationship, wherein the changed state is worse than the state before the change; and to change the state of the second virtual object in response to the second virtual object and the first virtual object being in a mutual assistance relationship, wherein the changed state is better than the state before the change.
[0186] In some embodiments, the second processing module is further used to control the virtual skill released by the target virtual object to act on the third virtual object and change the state of the third virtual object in response to the presence of a third virtual object within the effective range of the virtual skill during the process of the target virtual object releasing the virtual skill to the second virtual object.
[0187] In some embodiments, after the state of the second virtual object is changed, the device also includes: a third processing module, which is used to control the target virtual object to disintegrate into at least one new virtual object in response to the change amount of the state of the second virtual object exceeding a change amount threshold; wherein the change amount of the state of the new virtual object with respect to the pursuit target does not exceed the change amount of the state of the target virtual object with respect to the same pursuit target.
[0188] In some embodiments, before activating the target virtual object, the device further includes: an object display module, which is used to display multiple virtual objects in the virtual scene, the target virtual object is at least one of the multiple virtual objects, and the multiple virtual objects satisfy any one of the following: there are at least two virtual objects of different sizes among the multiple virtual objects, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the size of the virtual object; there are at least two different types of virtual objects among the multiple virtual objects, and the type of change in the state of the virtual object with respect to the pursuit target is related to the type of the virtual object; each of the multiple virtual objects is scattered at different positions in the virtual scene, the difficulty of the virtual object satisfying the activation condition is related to the position of the virtual object, and the amount of change in the state of the virtual object with respect to the pursuit target is positively correlated with the difficulty of satisfying the activation condition; there are at least two virtual objects of different effective durations among the multiple virtual objects; the multiple virtual objects are periodically displayed in the virtual scene.
[0189] In some embodiments, the device also includes: a fourth processing module, used to control the first virtual object to obtain the gain of the target type in response to satisfying the gain condition; wherein the gain condition includes at least one of the following: the number of activated virtual objects reaches a first number threshold, the number of virtual objects pursued reaches a second number threshold, and the change in the state of the pursued virtual object exceeds a change threshold; the target type includes at least one of the following: the movement speed of the first virtual object with the assistance of the virtual vehicle, the movement range of the first virtual object carrying the virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
[0190] 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.
[0191] The present application embodiment provides a computer-readable storage medium storing computer executable instructions, wherein the 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 3 The interactive processing method of the virtual scene is shown.
[0192] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0193] 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.
[0194] 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 storing 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).
[0195] 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.
[0196] Through the embodiment of the present application, the player controls the first virtual object to move with the assistance of the virtual vehicle. During the movement of the first virtual object, when the target virtual object within the moving range of the first virtual object meets the activation condition, the target virtual object can be activated, and the target virtual object can be controlled to chase the second virtual object. When the target virtual object chases the second virtual object, the target virtual object is controlled to release the virtual skill to the second virtual object and change the state of the second virtual object. In this way, when the first virtual object cannot activate the target virtual object because it does not carry a virtual vehicle (such as the target virtual object is at a higher position that the first virtual object cannot touch), since the moving range of the first virtual object carrying the virtual vehicle is greater than the moving range of the first virtual object not carrying the virtual vehicle, this increases the possibility that the target virtual object exists in the moving range of the first virtual object, thereby increasing the probability of the target virtual object being activated. In addition, when the target virtual object is activated, since the target virtual object can chase the second virtual object in the virtual scene and release the virtual skill to the second virtual object to change the state of the second virtual object, an interactive method between the target virtual object and the second virtual object is provided, which enriches the diversity and fun of the interaction in the virtual scene, and is conducive to improving the retention rate of players for virtual scene products.
[0197] 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 first virtual object carrying a virtual vehicle in an interface of a virtual scene; In response to a movement control operation, controlling the first virtual object to move with the assistance of the virtual vehicle, wherein a movement range of the first virtual object carrying the virtual vehicle is greater than a movement range of the first virtual object not carrying the virtual vehicle; During the movement of the first virtual object, in response to a target virtual object within the movement range of the first virtual object satisfying an activation condition, activating the target virtual object and controlling the target virtual object to chase the second virtual object; In response to the target virtual object chasing the second virtual object, the target virtual object is controlled to release a virtual skill to the second virtual object, and a state of the second virtual object is changed.
2. The method according to claim 1, characterized in that The activation condition includes any one of the following: The distance between the target virtual object and the first virtual object is lower than a first distance threshold; receiving a touch operation of the first virtual object on the target virtual object; receiving a first placement operation for a target item combination, wherein the target item combination is obtained by combining a plurality of virtual items in a preset combination manner and is used to activate the target virtual object; receiving a second placement operation for the virtual activation prop, wherein the second placement operation indicates placing the virtual activation prop at an associated position of the target virtual object; receiving a third placement operation for the virtual activation mechanism, the third placement operation instructing to place a virtual activation object on the virtual activation mechanism, or instructing to place the virtual activation mechanism at a location associated with the target virtual object; A connection operation for a virtual connection item is received, wherein the connection operation indicates to connect the virtual connection item with the target virtual object.
3. The method according to claim 1, characterized in that In response to the movement control operation, controlling the first virtual object to move with the assistance of the virtual vehicle includes: In response to the movement control operation, when a jumping condition is met, controlling the first virtual object to detach from the virtual vehicle with the assistance of the virtual vehicle and perform a jumping action along a preset jumping trajectory; In response to the completion of the jumping action, controlling the first virtual object to land on the virtual vehicle and continue to carry the virtual vehicle to move; The jumping condition includes any one of the following: receiving a trigger operation for a jumping control, the first virtual object touching the ground and moving to a target area, and a matching degree between the target area and the jumping action exceeds a matching degree threshold.
4. The method according to claim 3, characterized in that The method further comprises: During the process of the first virtual object performing the jumping action, controlling the virtual vehicle to move with a preset action, and when the first virtual object lands, controlling the virtual vehicle to move to a target position; Among them, the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, and the second distance threshold is the maximum distance for controlling the first virtual object to smoothly return from the landing position to the virtual vehicle at the target position.
5. The method according to claim 1, characterized in that The controlling the target virtual object to chase the second virtual object comprises: In response to the number of the target virtual objects being at least two, controlling the at least two target virtual objects to chase the same second virtual object; In response to the target virtual object chasing the second virtual object, controlling the target virtual object to release a virtual skill to the second virtual object and changing the state of the second virtual object includes: In response to each of the target virtual objects chasing the second virtual object, controlling each of the target virtual objects to release a corresponding virtual skill to the second virtual object, and changing a state of a target type of the second virtual object, the target type corresponding to the virtual skill released by the target virtual object; In which, when the virtual skills released by each of the target virtual objects are used to change the same type of state of the second virtual object, the total amount of change in the state of the target type of the second virtual object by the at least two target virtual objects is the same as the sum of the change components of the state of the target type of the second virtual object by each of the target virtual objects, or has a gain coefficient.
6. The method according to claim 1, characterized in that The controlling the target virtual object to chase the second virtual object comprises: In response to the number of the second virtual objects being at least two, determining a matching degree between the target virtual object and each of the second virtual objects; The target virtual object is controlled to chase the second virtual object with the highest matching degree.
7. The method according to claim 6, characterized in that The determining the matching degree between the target virtual object and each of the second virtual objects includes: Acquire parameter features for influencing the matching degree between the target virtual object and the second virtual object, the parameter features comprising a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature comprises at least one of the following: position, pursuit speed, possessed virtual skills, and a change in the state of the pursuit target, and the second feature comprises at least one of the following: position, movement speed, and state value; Based on the parameter features, prediction is performed through a machine learning model to obtain a matching degree between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of the training samples and the matching degrees annotated by the training samples, and the parameter features include features of the sample virtual object and features of the sample virtual object.
8. The method according to claim 1, characterized in that The controlling the target virtual object to chase the second virtual object comprises: In response to the number of the second virtual objects being at least two, controlling each of the second virtual objects to be in a selectable state; In response to the selection operation, the target virtual object is controlled to chase the selected second virtual object.
9. The method according to claim 1, wherein controlling the target virtual object to chase the second virtual object comprises: In response to the number of the target virtual objects and the number of the second virtual objects being at least two, controlling a first portion of the at least two target virtual objects to chase a first portion of the at least two second virtual objects, and Controlling a second portion of the at least two target virtual objects to chase a second portion of the at least two second virtual objects; The matching degree between the first part of virtual objects and the first part of virtual objects is higher than a first matching degree threshold, and the matching degree between the second part of virtual objects and the second part of virtual objects is higher than a second matching degree threshold.
10. The method according to claim 1, characterized in that The controlling the target virtual object to chase the second virtual object comprises: Controlling the target virtual object to move toward the location of the second virtual object; In the case where there is an obstacle between the target virtual object and the second virtual object, the target virtual object is controlled to change its moving direction to bypass the obstacle, and after the target virtual object bypasses the obstacle, it continues to move toward the location of the second virtual object.
11. The method according to claim 1, characterized in that: Before controlling the target virtual object to release the virtual skill to the second virtual object, the method further includes: In response to a collision between the target virtual object and the second virtual object, determining that the target virtual object has chased the second virtual object; or, In response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, it is determined that the target virtual object is chasing the second virtual object.
12. The method according to claim 1, characterized in that The changing the state of the second virtual object includes: In response to the second virtual object and the first virtual object being in a confrontational relationship, changing a state of the second virtual object, wherein the state after the change is worse than the state before the change; In response to the second virtual object and the first virtual object being in a mutual assistance relationship, a state of the second virtual object is changed, wherein the changed state is better than the state before the change.
13. The method according to claim 1, characterized in that The method further comprises: During the process of the target virtual object releasing the virtual skill to the second virtual object, in response to the presence of a third virtual object within the effective range of the virtual skill, the virtual skill released by the target virtual object is controlled to act on the third virtual object and the state of the third virtual object is changed.
14. The method according to claim 1, characterized in that After changing the state of the second virtual object, the method further includes: In response to a change amount of the state of the second virtual object exceeding a change amount threshold, controlling the target virtual object to disintegrate into at least one new virtual object; The change amount of the state of the new virtual object with respect to the pursuit target does not exceed the change amount of the state of the target virtual object with respect to the same pursuit target.
15. The method according to claim 1, characterized in that Before activating the target virtual object, the method further includes: A plurality of virtual objects are displayed in the virtual scene, the target virtual object is at least one of the plurality of virtual objects, and the plurality of virtual objects satisfy any one of the following: There are at least two virtual objects of different sizes among the multiple virtual objects, and the change amount of the state of the virtual object with respect to the pursuit target is positively correlated with the size of the virtual object; There are at least two different types of virtual objects among the plurality of virtual objects, and the type of the state of the virtual object changing the pursuit target is related to the type of the virtual object; Each of the multiple virtual objects is scattered at different positions in the virtual scene, the difficulty of the virtual object satisfying the activation condition is related to the position of the virtual object, and the change amount of the state of the virtual object with respect to the pursuit target is positively correlated with the difficulty of satisfying the activation condition; There are at least two virtual objects with different effective durations among the multiple virtual objects; The multiple virtual objects are periodically displayed in the virtual scene.
16. The method according to claim 1, characterized in that The method further comprises: In response to satisfying a gain condition, controlling the first virtual object to obtain a gain of a target type; The gain condition includes at least one of the following: the number of activated virtual objects reaches a first number threshold, the number of pursued virtual objects reaches a second number threshold, and the change amount of the state of the pursued virtual objects exceeds a change amount threshold; The target type includes at least one of the following: the moving speed of the first virtual object with the assistance of the virtual vehicle, the moving range of the first virtual object carrying the virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
17. An interactive processing device for a virtual scene, characterized in that: The device comprises: An object display module, used to display a first virtual object carrying a virtual vehicle in an interface of a virtual scene; a movement control module, configured to control the first virtual object to move with the assistance of the virtual vehicle in response to a movement control operation, wherein a movement range of the first virtual object carrying the virtual vehicle is greater than a movement range of the first virtual object not carrying the virtual vehicle; A first processing module, configured to activate the target virtual object in response to a target virtual object within a moving range of the first virtual object satisfying an activation condition during the movement of the first virtual object, and control the target virtual object to chase a second virtual object; The second processing module is used for controlling the target virtual object to release a virtual skill to the second virtual object and change a state of the second virtual object in response to the target virtual object chasing the second virtual object.
18. An electronic device, characterized in that: include: A memory for storing computer executable instructions or computer programs; A processor, used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 16 when executing the computer executable instructions or computer programs stored in the memory.
19. A computer-readable storage medium, characterized in that: Computer executable instructions or computer programs are stored, and when the computer executable instructions or computer programs are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 16 is implemented.
20. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instruction is executed by a processor, the interactive processing method of a virtual scene as described in any one of claims 1 to 16 is implemented.