Virtual scene interaction processing method and device, equipment, storage medium and program product

By introducing a mechanism for virtual objects to summon the second virtual object in the virtual scene, the problem of single interaction methods in the virtual scene is solved, a richer and challenging interactive experience is achieved, and user stickiness is improved.

CN119633384APending Publication Date: 2025-03-18SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202411677064.5
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

Technical Problem

In the prior art, the interaction method of virtual objects in virtual scenes is relatively stiff and single, which affects the user experience.

Method used

By introducing a mechanism for virtual objects to summon the second virtual object in the virtual scene, the first virtual object cannot easily cause damage to the virtual object, and the virtual object is partially immune to attacks of the first virtual object.

Benefits of technology

It enriches the interaction methods of virtual scenes, increases the difficulty of interacting with virtual objects, and inspires players to explore more interaction methods, thereby improving user stickiness.

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Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that a virtual scene is displayed, and the virtual scene comprises a first virtual object and a virtual object; the virtual object is controlled to call out at least one second virtual object in response to the fact that the virtual object meets the call condition, the second virtual object is used for preventing the first virtual object from causing damage to the virtual object, and the virtual object at least partially immune to damage caused by the first attack operation of the first virtual object.
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Description

Technical Field

[0001] The present application relates to computer graphics and image 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 virtual scenes such as games, it can simulate the real interaction process between virtual objects.

[0003] In the related art, the buoy on the virtual object in the virtual scene can move back and forth continuously. When the buoy moves to the light-emitting position, the player can control the virtual object to attack the virtual object to complete the puzzle and then crack the virtual object. It can be seen that the interaction method with the virtual object provided by the related art is relatively rigid and single, which affects the user experience. 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 diversify the interactive modes of the virtual scene.

[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 virtual scene, wherein the virtual scene includes a first virtual object and a virtual object;

[0008] In response to the virtual object satisfying a summoning condition, the virtual object is controlled to summon at least one second virtual object, wherein the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by a first attack operation of the first virtual object.

[0009] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:

[0010] A display module, used for displaying a virtual scene, wherein the virtual scene includes a first virtual object and a virtual object;

[0011] The control module is used to control the virtual object to summon at least one second virtual object in response to the virtual object satisfying the summoning condition, wherein the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by the first attack operation of the first virtual object.

[0012] An embodiment of the present application provides an electronic device for interactive processing of a virtual scene, the electronic device comprising:

[0013] Memory for storing computer programs or computer executable instructions;

[0014] 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 program or computer executable instructions stored in the memory.

[0015] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the method for interactive processing of a virtual scene provided in the embodiment of the present application is implemented.

[0016] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, can implement the interactive processing method of a virtual scene provided in the embodiment of the present application.

[0017] The embodiments of the present application have the following beneficial effects:

[0018] By controlling the virtual object to summon the second virtual object, the first virtual object is prevented from causing damage to the virtual object, and the virtual object itself can at least be immune to the damage caused by the first attack operation of the first virtual object, thereby enriching the interaction mode of the virtual scene; and by preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first attack operation of the first virtual object, the difficulty of interacting with the first virtual object is increased, so as to stimulate the first virtual object to explore more interaction methods and achieve damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1A This is a schematic diagram of a first application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0020] Figure 1B It is a schematic diagram of a second application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0021] Figure 2is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0022] Figure 3A It is a first flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0023] Figure 3B It is a second flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0024] Figure 3C It is a third flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0025] Figure 3D It is a fourth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0026] Figure 4 It is a schematic diagram of reminder information provided by an embodiment of the present application;

[0027] Figure 5 is a schematic diagram of fourth prompt information provided in an embodiment of the present application;

[0028] Fig. 6A is a schematic diagram of a virtual machine gateway provided in an embodiment of the present application;

[0029] Figure 6B It is a schematic diagram of virtual machine shutdown activation provided by an embodiment of the present application;

[0030] Figure 6C is a schematic diagram of summoning a monster provided by an embodiment of the present application;

[0031] Figure 7 is a schematic diagram of virtual machine gateway immunization provided in an embodiment of the present application;

[0032] Figure 8 is a schematic diagram of the photography skill provided in the embodiment of the present application;

[0033] Fig. 9 It is a schematic diagram of destroying monsters provided by an embodiment of the present application;

[0034] Fig.10 It is a schematic diagram of cracking a virtual machine gate provided by an embodiment of the present application;

[0035] Fig.11 It is a schematic diagram of the gameplay of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0036] Fig.12 It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;

[0037] Fig.13It is the user interface of the computer provided in the embodiment of the present application;

[0038] Fig.14 It is the user interface of the mobile terminal provided in the embodiment of the present application.

[0039] It should be pointed out that the above-mentioned "first" and "second" are only used to distinguish different solutions, and do not represent the degree of superiority or inferiority of the solutions or the priority in the implementation process. DETAILED DESCRIPTION

[0040] 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.

[0041] In the following description, the terms "first\second" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second" 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant laws and regulations when applied in examples, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of authorization of laws and regulations and the personal information subject.

[0046] 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.

[0047] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.

[0048] 2) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.

[0049] 3) Virtual scene: A virtual game scene displayed (or provided) when the game program is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one 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.

[0050] 4) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. The virtual object can be a virtual character in a 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.

[0051] 5) Virtual objects: various items that can be interacted with in virtual scenes. Refers to entities that players can obtain, use, collect, attack, and protect in the game, such as virtual props, virtual levels, virtual defense towers, virtual equipment, etc., which are usually closely related to the player's game progress and character development.

[0052] 6) Strategy: In the game scene, it refers to the guiding information provided to help players better understand and master virtual tasks. These materials may include but are not limited to the following: 1. Game background, introduction to the game world view and storyline; 2. Game operation, guide players on how to operate the game, including basic control and special skills; 3. Game process, providing detailed steps for the main task, side task or game process of the game; 4. Game skills, sharing advanced skills, strategy cheats or solutions to specific tasks in the game; 5. Game experience, players share personal game experience, strategy or understanding of the game; 6. Game configuration, introduce the hardware requirements or recommended configuration for the game to run; 7. Game update, introduction and analysis of the content of the game version update. The purpose of the game strategy is to help players solve the difficulties they may encounter during the game and improve the game experience. It may also include the interpretation and in-depth analysis of the game content, so that players can better enjoy the fun brought by the game. The game strategy can be presented in at least one form such as text, pictures, and videos.

[0053] 7) Scene data: represents various characteristics of virtual objects in the virtual scene during the interaction process, for example, it may include the position of the virtual object in the virtual scene. Of course, different types of characteristics may be included according to the type of virtual scene; for example, in a virtual scene of a game, scene data may include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and may also represent the attribute values ​​of various states of the game character, such as health value (also called red volume) and magic value (also called blue volume).

[0054] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can diversify the interactive modes of virtual scenes. In order to facilitate easier understanding of the method for collecting virtual resources provided in the embodiments of the present application, the exemplary implementation scenario of the method for interactive processing of virtual scenes provided in the embodiments of the present application is first described. The virtual scenes in the method for interactive processing of virtual scenes provided in the embodiments of the present application can be completely based on terminal output, or based on the coordinated output of the terminal and the server.

[0055] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0056] In one implementation scenario, see Figure 1A , Figure 1AIt is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided in the embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminals 400 such as smart phones, tablets and virtual reality / augmented reality devices.

[0057] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0058] When forming a visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0059] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal 400. During the operation of the client 410, a virtual scene including virtual objects is output. The virtual scene may be an environment for game characters to interact, such as a plain, a street, a valley for game characters to fight, or a room for game characters to build, etc.; taking the third-person perspective display of the virtual scene 100 as an example, virtual objects 110 and virtual objects 120 are displayed in the virtual scene 100. The virtual object 110 may be a game character controlled by a user (or player), that is, the virtual object 110 is controlled by a real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and may also remain still, jump, and use various functions (such as skills and props). The virtual object 120 is at least partially immune to damage caused by the first attack operation of the first virtual object 110.

[0060] For example, a virtual object 110 and a virtual object 120 controlled by a player are displayed in a virtual scene 100, and the virtual object 120 is at least partially immune to damage caused by a first attack operation of the first virtual object 110. In response to the virtual object 120 satisfying a summoning condition, the virtual object 120 is controlled to summon at least one second virtual object 130, and the second virtual object 130 is used to prevent the first virtual object 110 from causing damage to the virtual object 120, thereby enriching the interaction mode of the virtual scene; and, by preventing the first virtual object from causing damage to the virtual object and at least being immune to damage caused by the first attack operation of the first virtual object, the difficulty of interacting with the first virtual object is increased, so as to stimulate the first virtual object to explore more interaction methods and achieve damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object, and improving user stickiness.

[0061] In another implementation scenario, see Figure 1B , Figure 1B It is a schematic diagram of an application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application, which is applied to the terminal 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400.

[0062] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. For the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0063] As an example, a client 410 (e.g., an online version of a game application) is running on the terminal 400, which interacts with other users in a game by connecting to a server 200 (e.g., a game server). The terminal 400 outputs a virtual scene 100 of the client 410. Taking the third-person perspective display of the virtual scene 100 as an example, a virtual object 110 and a virtual object 120 are displayed in the virtual scene 100. The virtual object 110 may be a game character controlled by a user (or player), that is, the virtual object 110 is controlled by a real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain still, jump, and use various functions (such as skills and props). The virtual object 120 is at least partially immune to damage caused by the first attack operation of the first virtual object 110.

[0064] For example, the terminal 400 outputs the virtual scene 100 sent by the server 200, and displays the virtual object 110 and the virtual object 120 controlled by the player in the virtual scene 100, the virtual object 120 is at least partially immune to the damage caused by the first attack operation of the first virtual object 110, and in response to the virtual object 120 meeting the summoning condition, the virtual object 120 is controlled to summon at least one second virtual object 130, and the second virtual object 130 is used to prevent the first virtual object 110 from causing damage to the virtual object 120, thereby enriching the interaction method of the virtual scene; and, by preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first attack operation of the first virtual object, the difficulty of interacting with the first virtual object is increased, so as to stimulate the first virtual object to explore more interaction methods and achieve damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object, and improving user stickiness.

[0065] In some embodiments, the terminal 400 can implement the interactive processing method of the virtual scene provided in the embodiments of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a fighting game APP (that is, the above-mentioned client 410) and a collection game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to a browser environment to run. The above-mentioned computer program can be an application, module or plug-in in any form.

[0066] Taking a computer program as an application program as an example, in actual implementation, the terminal 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, a large world exploration, or a multiplayer gunfight survival game. The user uses the terminal 400 to operate a virtual object in the virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object can be a virtual character, such as a simulated character or an anime character.

[0067] In some embodiments, Figure 1B The server 200 in the example may 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, CDN, and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 400 and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.

[0068] The structure of the electronic device provided by the embodiment of the present application is described below. Figure 2 , Figure 2 Schematic diagram of the structure of the electronic device 500 provided in the embodiment of the present application. Take the electronic device 500 as an example, 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 .

[0069] 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.

[0070] 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.

[0071] 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.

[0072] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0073] A network communication module 552, used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB), etc.;

[0074] 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.

[0075] 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 a display module 5551 and a control module 5552. 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.

[0076] 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, such as a terminal, a server, or a combination of the two. Therefore, the execution subject of each step will not be repeatedly described below. Figure 3A , Figure 3A is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application, combined with Figure 3A The steps shown are explained.

[0077] It should be noted that Figure 3A The method shown can be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system, software module and script, so the client should not be regarded as a limitation on the embodiments of the present application.

[0078] In step 101 , a virtual scene is displayed, wherein the virtual scene includes a first virtual object and a virtual object.

[0079] Among them, a first virtual object can be displayed in the virtual scene, and the first virtual object can be a game character controlled by a user (or player); a virtual object can be displayed in the virtual scene, and the damage of the first virtual object to the virtual object can reduce the state value of the virtual object. The embodiment of the present application is not limited to the form of the state value. For example, the state value can be a value that represents the state of the virtual object, such as life value, blood volume, defense value, attack value, mana value, etc. Among them, the virtual object is a variety of items that can be interacted with in the virtual scene. The embodiment of the present application is not in the form of a virtual object. For example, the virtual object can be a virtual level, a defense tower, an energy ball, etc.

[0080] In step 102, in response to the virtual object satisfying the summoning condition, the virtual object is controlled to summon at least one second virtual object, the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by the first attack operation of the first virtual object.

[0081] Among them, the second virtual object can be a user character controlled by operations on the client, that is, a game character controlled by the enemy player. The second virtual object is controlled by the enemy player and will operate in the virtual scene in response to the enemy player's operations on buttons (including joystick buttons, attack buttons, defense buttons, etc.), thereby achieving game battles by controlling the second virtual object; the second virtual object can also be an artificial intelligence (AI) trained to be set in a virtual scene battle; the second virtual object can also be a non-user character (NPC, Non-Player Character) set in the virtual scene interaction.

[0082] Among them, the virtual object has immunity, through which the virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object, that is, the first attack operation from the first virtual object is at least partially ignored or at least partially resisted by the immunity, so that the virtual object will not be affected by all damage or all negative effects caused by the first attack operation, wherein the role of the immunity is to make the actual damage value caused by the first attack operation to the virtual object less than or equal to the set damage value (that is, the damage value described in the skill description), wherein the damage value set for the first attack operation is the damage value of the first attack operation itself, for example, the damage value set for the first attack operation is to cause 20 points of damage, and because the virtual object has immunity, the actual damage value caused by the first attack operation to the virtual object is to cause 2 points of damage.

[0083] The embodiment of the present application controls a virtual object to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object, and the virtual object itself can at least be immune to the damage caused by the first attack operation of the first virtual object, thereby enriching the interaction mode of the virtual scene; and, by preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first attack operation of the first virtual object, the difficulty of interacting with the first virtual object is increased, so as to stimulate the first virtual object to explore more interaction methods and cause damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness.

[0084] See also Figure 3B , Figure 3B is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, Figure 3B It is shown that after step 102, step 103 is also included: in step 103, in response to the second attack operation of the first virtual object on the virtual object, the state value of the virtual object is reduced based on the damage caused by the second attack operation. Wherein, at least one of the following is included: when the virtual object is completely immune to the damage caused by the first attack operation, the virtual object is not immune or partially immune to the damage caused by the second attack operation; when the virtual object is partially immune to the damage caused by the first attack operation, the virtual object is not immune to the damage caused by the second attack operation.

[0085] Among them, the damage caused by the second attack operation can reduce the state value of the virtual object. The embodiment of the present application is not limited to the form of the state value. For example, the state value can be a value such as health value, blood volume, defense value, attack value, mana value, etc. that represents the state of the virtual object.

[0086] It should be noted that, since the virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object, the first attack operation cannot cause effective damage to the virtual object, that is, the first attack operation is an invalid attack operation, and relative to the first attack operation, the second attack operation can cause effective damage to the virtual object, that is, the second attack operation is a valid attack operation. For example, the damage value set in the first attack operation is 20 points of damage, and since the virtual object is immune to the first attack operation, the actual damage value caused by the first attack operation to the virtual object is 2 points of damage; the damage value set in the second attack operation is also 20 points of damage, and since the virtual object is not immune to the second attack operation, the actual damage value caused by the second attack operation to the virtual object is 20 points of damage.

[0087] Among them, the first attack operation and the second attack operation can be two attack operations of different types, for example, the first attack operation is a normal attack operation, and the second attack operation is a special attack operation; the first attack operation and the second attack operation can also be the same type of attack operations, for example, the first attack operation is the first normal attack operation, and the second attack operation is the second normal attack operation.

[0088] The embodiment of the present application increases the difficulty of interacting with the first virtual object by preventing the first virtual object from causing damage to the virtual object and at least making the first virtual object immune to the damage caused by the first attack operation of the first virtual object, so as to stimulate the first virtual object to explore more ways of interaction. For example, the first virtual object explores a second attack operation, and the damage caused by the second attack operation reduces the state value of the virtual object, thereby achieving an effective attack on the virtual object, increasing the player's desire to explore, and encouraging the player to choose a more clever way to solve the virtual level, thereby stimulating the player's sense of accomplishment.

[0089] See also Figure 3C , Figure 3C is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, Figure 3C Show Figure 3B After step 102, the method further includes step 104: in step 104, attack prompt information is displayed, wherein the attack prompt information is used to prompt at least one second attack operation.

[0090] Among them, the type of display parameters of the attack prompt information includes at least one of the following: shape, color, text, picture, audio, and animation. That is, the embodiment of the present application is not limited to the form of the attack prompt information. For example, if the display parameter of the attack prompt information is text, a text "The magic box is protected, steal the monster's ability to cause damage to it!" will pop up in the virtual scene, and the second attack operation of "stealing monster's ability" will be prompted by "The magic box is protected, steal the monster's ability to cause damage to it!"

[0091] After the embodiment of the present application controls the virtual object to summon at least one second virtual object, the attack prompt information is used to promptly provide the player with appropriate prompts to prompt the player to output the second attack in order to cause great damage to the virtual level, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0092] In some embodiments, step 104 may be implemented in the following manner: in response to a display triggering operation for the attack prompt information, the attack prompt information is displayed in the virtual scene.

[0093] After the embodiment of the present application controls the virtual object to summon at least one second virtual object, the attack prompt information is manually triggered to be displayed to prompt the player to output the second attack in order to cause great damage to the virtual machine level. This is equivalent to manually obtaining the cheats for cracking the virtual object, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0094] In some embodiments, before displaying the attack prompt information in the virtual scene, an attack prompt trigger control is displayed in the virtual scene, and the trigger operation for the attack prompt trigger control is determined as a display trigger operation, thereby manually confirming the need to display the attack prompt information so as to display the attack prompt information in the virtual scene.

[0095] For example, an attack prompt trigger control is displayed in a virtual scene, and in response to a trigger operation on the attack prompt trigger control, attack prompt information is displayed in the virtual scene. The embodiment of the present application is not limited to the operation form of the trigger operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc.

[0096] In some embodiments, before displaying the attack prompt information in the virtual scene, first prompt information for displaying the attack prompt information is displayed in the virtual scene, and a confirmation operation for the first prompt information is determined as a display trigger operation, thereby manually confirming the need to display the attack prompt information so as to display the attack prompt information in the virtual scene.

[0097] Among them, the type of display parameters of the first prompt information includes at least one of the following: shape, color, text, picture, audio, and animation. That is, the embodiment of the present application is not limited to the form of the first prompt information. For example, if the display parameter of the first prompt information is text, a text "Do you need a cheat for effective attack?" will pop up in the virtual scene, and the text "Do you need a cheat for effective attack?" will remind the player whether it is necessary to display the attack prompt information.

[0098] For example, a first prompt information for displaying the attack prompt information is displayed in the virtual scene, and in response to a confirmation operation for the first prompt information, the attack prompt information is displayed in the virtual scene. The embodiment of the present application is not limited to the operation form of the confirmation operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc.

[0099] In some embodiments, before displaying the attack prompt information in the virtual scene, second prompt information is displayed in the virtual scene, and the second prompt information is used to prompt the first virtual object to jump to the interactive place of the virtual scene and interact with the virtual object in the interactive place, and the confirmation operation for the second prompt information is determined as a display trigger operation, thereby manually confirming the need to display the attack prompt information, so as to display the attack prompt information in the virtual scene.

[0100] Among them, the type of display parameters of the second prompt information includes at least one of the following: shape, color, text, picture, audio, and animation. That is, the embodiment of the present application is not limited to the form of the second prompt information. For example, if the display parameter of the second prompt information is text, a text "Do you want to enter the gameplay map?" will pop up in the virtual scene, and the text "Do you want to enter the gameplay map?" will remind the player whether he needs to enter the gameplay map.

[0101] For example, a second prompt message is displayed in the virtual scene to jump to the interactive place of the virtual scene, and to interact with the virtual object in the interactive place. In response to the confirmation operation for the second prompt message, the first virtual object is controlled to jump to the interactive place of the virtual scene (for example, the first virtual object is jumped from the large map to the gameplay map), and to interact with the virtual object in the interactive place, and the attack prompt message is displayed in the virtual scene. Among them, the embodiment of the present application is not limited to the operation form of the confirmation operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, voice triggering, etc.

[0102] In some embodiments, step 104 can be implemented in the following manner: in response to satisfying the display condition of the attack prompt information, displaying the attack prompt information in the virtual scene; wherein the display condition includes one of the following: the first duration of the first virtual object attacking the virtual object is greater than the first duration threshold; the number of times the first virtual object attacks the virtual object through the first attack operation is greater than the first number threshold; the state value of the first virtual object is less than the first state value threshold; the distance between the first virtual object and the virtual object is less than the first distance threshold; receiving an instruction to display the attack prompt information.

[0103] After the embodiment of the present application controls the virtual object to summon at least one second virtual object, the attack prompt information is automatically triggered by the display condition to prompt the player to output the second attack in order to cause great damage to the virtual machine level, which is equivalent to automatically obtaining the cheats for cracking the virtual, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0104] For example, the display condition is that the first duration of the first virtual object attacking the virtual object is greater than the first duration threshold. When the first duration of the first virtual object attacking the virtual object is greater than the first duration threshold, it means that the first virtual object controlled by the player attacks the virtual object for too long, and the player may not be able to explore the cheats for cracking the virtual object by himself. Then, the attack prompt information is automatically triggered to display, so as to prompt the player to output the second attack in order to cause great damage to the virtual machine, which is equivalent to automatically obtaining the cheats for cracking the virtual, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0105] For example, the display condition is that the number of times the first virtual object attacks the virtual object through the first attack operation is greater than the first number threshold. Then, when the number of times the first virtual object attacks the virtual object through the first attack operation is greater than the first number threshold, it means that the player has input too many invalid attack operations, and the player may not be able to explore the cheats for cracking the virtual object by himself. Then, the attack prompt information is automatically triggered to display, so as to prompt the player to output the second attack to cause great damage to the virtual level, which is equivalent to automatically obtaining the cheats for cracking the virtual, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0106] For example, the display condition is that the state value of the first virtual object is less than the first state value threshold. When the state value of the first virtual object is less than the first state value threshold, it means that the player is less likely to crack the virtual object, and the attack prompt information is automatically triggered to encourage the player to crack the virtual object and avoid the player's passive game.

[0107] For example, the display condition is that the distance between the first virtual object and the virtual object is less than the first distance threshold. When the distance between the first virtual object and the virtual object is less than the first distance threshold, it means that the player may be in a dangerous area, and the attack prompt information is automatically triggered to prompt the player to output the second attack to cause great damage to the virtual level, so as to stay away from the dangerous area, increase the game time, and avoid the player being stuck in the link of cracking virtual objects for a long time, thereby improving the interaction efficiency in the virtual scene.

[0108] For example, the display condition is receiving an instruction to display attack prompt information. When the instruction to display attack prompt information is received, it means that the artificial intelligence prediction predicts that the player needs to display attack prompt information. Then the display of attack prompt information is automatically triggered to prompt the player to output the second attack to cause great damage to the virtual level. This is equivalent to automatically obtaining the cheats for cracking the virtual level, so as to avoid the player being stuck in the link of cracking virtual objects for a long time, thereby improving the interaction efficiency in the virtual scene.

[0109] In some embodiments, the instruction is obtained by executing the following processing by a first neural network model: based on the object characteristics of the first virtual object, predictive processing is performed on the virtual object to obtain a second duration required for the first virtual object to knock down the virtual object; when the second duration is greater than a second duration threshold, an instruction to display an attack prompt message is generated; wherein the first neural network model is obtained by training with virtual object samples, object feature samples and instruction annotations.

[0110] For example, the object characteristics of the first virtual object can characterize the current capabilities of the virtual object. The first neural network model is used to predict the second time duration required for the first virtual object to knock down the virtual object. When the second time duration is greater than the second time duration threshold, it indicates that the attack prompt information needs to be automatically displayed to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene. Therefore, the attack prompt information is displayed in the virtual scene to prompt the player to output the second attack in order to cause great damage to the virtual machine, so as to assist the player in quickly cracking the virtual object.

[0111] It should be noted that before applying the first neural network model, it is necessary to train the initial first neural network model, and then put the trained first neural network model into use. Among them, the first neural network model is obtained by training virtual object samples, object feature samples and instruction annotations. For example, based on virtual object samples and object feature samples, the initial first neural network model is called for prediction processing to obtain the second time required for the virtual object sample to knock down the virtual object sample. After the value of the loss function of the first neural network model is determined by the second time required for the virtual object sample to knock down the virtual object sample and the instruction annotation, it can be determined 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 first neural network model is determined based on the loss function, the error information is back-propagated in the first neural network model, and the model parameters of each layer are updated during the propagation process. Among them, the embodiments of the present application are not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.

[0112] Here, the back propagation is explained. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and the error is back-propagated from the output layer to the hidden layer until it propagates to the input layer. In the back propagation process, 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 derivative of the loss function to the model parameter is calculated layer by layer to generate the gradient of the loss function to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameter 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; the above process is iterated until convergence. Among them, the first neural network model is a neural network model.

[0113] See also Figure 3D , Figure 3D It is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, and there are multiple types of second attack operations; Figure 3D Show Figure 3CAfter step 104, the method further includes steps 105-106: in step 105, in the attack prompt information, first description information for part of the second attack operation and reminder information based on the first description information are displayed, wherein the reminder information is used to assist the account logged into the virtual scene to explore other second attack operations, and the other second attack operations are second attack operations other than part of the second attack operations among the multiple second attack operations; in step 106, in response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation is other second attack operations, third prompt information is displayed, wherein the third prompt information is used to prompt that the third attack operation is other second attack operations.

[0114] Among them, the type of the first description information includes at least one of the following: text, picture, audio, video, that is, the embodiment of the present application is not limited to the form of the first description information. Among them, the type of the display parameter of the reminder information includes at least one of the following: shape, color, text, picture, audio, animation, that is, the embodiment of the present application is not limited to the form of the reminder information. Among them, the type of the display parameter of the third prompt information includes at least one of the following: shape, color, text, picture, audio, animation, that is, the embodiment of the present application is not limited to the form of the third prompt information.

[0115] like Figure 4 As shown, the first explanation information is text information 401 "The magic box is protected, steal the monster's ability to cause damage to it!", and the text information 401 "The magic box is protected, steal the monster's ability to cause damage to it!" indicates that "stealing monster's ability" is part of the second attack operations among multiple second attack operations, and the reminder information is text information 402 "Explore other more effective attack methods on your own!", and the text information 402 "Explore other more effective attack methods on your own!" is used to assist the account logged in to the virtual scene to explore other second attack operations except "stealing monster's ability" to achieve more effective attack operations on virtual objects. In response to the first virtual object 403 performing a third attack operation on the virtual object 404, and the third attack operation is other second attack operations, the third prompt information is displayed, and the third prompt information is text information 405 "The summoning of XX monster has caused great damage to the magic box!", and the text information 405 "The summoning of XX monster has caused great damage to the magic box!" indicates that "summoning XX monster" is a more effective second attack operation, so as to prompt the player that other second attack operations have been explored.

[0116] In some embodiments, before "displaying first explanation information for part of the second attack operations in the attack prompt information" in step 105, part of the second attack operations are determined from a plurality of second attack operations.

[0117] Before displaying the first description information for some second attack operations, the embodiment of the present application automatically selects some second attack operations from all second attack operations for display, so as to assist the account logged in to the virtual scene to explore other second attack operations, so as to avoid the player being stuck in the link of cracking virtual objects for a long time, thereby improving the interaction efficiency in the virtual scene.

[0118] In some embodiments, determining partial second attack operations from multiple second attack operations can be achieved in the following way: determining a target attack operation from the multiple second attack operations as a partial second attack operation, wherein the type of the target attack operation includes at least one of the following: a second attack operation whose difficulty to be executed by the first virtual object is greater than a difficulty threshold, a second attack operation in which the state value of the virtual object reduced after being attacked is less than a second state value threshold, a second attack operation whose number of executions is less than a second number threshold, and a second attack operation that the first virtual object has no authority to execute.

[0119] For example, some of the second attack operations are second attack operations that are executed by the first virtual object with a difficulty greater than a difficulty threshold. When some of the second attack operations are second attack operations that are executed by the first virtual object with a difficulty greater than a difficulty threshold, it means that some of the second attack operations prompted by the attack prompt information require greater difficulty to execute, and the player needs to explore other effective attack operations with lower difficulty to crack the virtual object, thereby encouraging the player to explore other easy-to-execute second attack operations and improving user stickiness.

[0120] For example, some second attack operations are second attack operations in which the state value of the virtual object reduced after being attacked is less than the second state value threshold. When some second attack operations are second attack operations in which the state value of the virtual object reduced after being attacked is less than the second state value threshold, it means that some second attack operations can only cause less damage to the virtual object. Players need to explore other effective attack operations that can cause greater damage in order to crack the virtual object, thereby encouraging players to explore other second attack operations that cause greater damage and improve user stickiness.

[0121] For example, some second attack operations are second attack operations that are executed a number of times less than the second number threshold. When some second attack operations are second attack operations that are executed a number of times less than the second number threshold, it means that some second attack operations may be unpopular attack operations and are not applicable, so they are rarely used. Players need to explore other applicable effective attack operations to crack virtual objects, thereby encouraging players to explore other applicable second attack operations and improving user stickiness.

[0122] For example, some of the second attack operations are second attack operations that the first virtual object does not have the authority to perform. When some of the second attack operations are second attack operations that the first virtual object does not have the authority to perform, due to the low level of the player, the player may not have the authority to perform some of the second attack operations. The player needs to explore other effective attack operations that he can perform with the authority to crack the virtual object, thereby encouraging the player to explore other second attack operations that he can perform with the authority to improve user stickiness.

[0123] In some embodiments, determining some second attack operations from multiple second attack operations can be achieved in the following way: calling a second neural network model based on object features of the first virtual object, performing predictive processing on multiple second attack operations, and obtaining the probability of the first virtual object performing each second attack operation; selecting a second attack operation whose probability is greater than a probability threshold, and determining the selected second attack operation as a partial second attack operation, wherein the second neural network model is trained through object feature samples, attack operation samples, and attack operation annotations.

[0124] For example, the object characteristics of the first virtual object can characterize the current capabilities of the virtual object. The second neural network model is used to predict the probability of the first virtual object executing each second attack operation, and the second attack operation with a probability greater than a probability threshold is selected. The selected second attack operation is determined as a partial second attack operation, which indicates that the player may execute the partial second attack operation, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene, and prompting the player to output the second attack to cause great damage to the virtual machine level, so as to assist the player in quickly cracking the virtual object.

[0125] It should be noted that before applying the second neural network model, it is necessary to train the initial second neural network model, and then put the trained second neural network model into use. Among them, the second neural network model is trained through object feature samples, attack operation samples and attack operation annotations. For example, based on the attack operation samples and object feature samples, the initial second neural network model is called for prediction processing to obtain the probability of the virtual object sample executing each attack operation sample. After the probability of the virtual object sample executing each attack operation sample and the attack operation annotation are used to determine the value of the loss function of the second neural network model, it can be determined 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 second neural network model is determined based on the loss function, the error information is back-propagated in the second neural network model, and the model parameters of each layer are updated during the propagation process. Among them, the embodiments of the present application are not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.

[0126] In some embodiments, after step 104, second description information for each second attack operation is displayed in the attack prompt information, wherein the second description information is used to assist the account logged into the virtual scene to control the first virtual object to implement the attack operation; in response to a trigger operation on the second description information, preview information of the second attack operation corresponding to the triggered second description information is displayed.

[0127] The type of the first description information includes at least one of the following: text, picture, audio, video, that is, the embodiment of the present application is not limited to the form of the first description information. The embodiment of the present application is not limited to the operation form of the trigger operation for the second description information, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as body sensing detection, eye movement detection, voice triggering, etc.

[0128] For example, in the attack prompt information, the second description information for all second attack operations is displayed so that the player can understand all valid operations for virtual objects. In response to the trigger operation for the second description information, the preview information of the second attack operation corresponding to the triggered second description information is displayed so that the player can intuitively understand each valid attack plan through the preview information, and thus select the most appropriate second attack operation to attack the virtual object, so as to avoid the player being stuck in the link of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0129] In some embodiments, in response to at least one second virtual object being attacked, or a reduction in the state value of at least one second virtual object being greater than a reduction threshold, the state value of the virtual object is reduced; wherein a first reduction in the state value of the virtual object is less than a second reduction, the first reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by a first attack operation, the second reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by a second attack operation, and the state value of the virtual object is positively correlated with the reduction in the state value of the second virtual object when the second virtual object is attacked.

[0130] The decrease in the state value of the second virtual object is greater than the decrease threshold, indicating that the second virtual object has been seriously hurt or even knocked down. The decrease in the state value of the second virtual object when attacked by the first attack operation is less than the decrease in the state value of the second virtual object when attacked by the second attack operation, indicating that the second attack operation against the second virtual object is more effective than the first attack operation, i.e., the damage caused is greater.

[0131] Among them, the larger the state value of the virtual object, the greater the reduction in the state value of the second virtual object when it is attacked. Therefore, based on the state value of the virtual object, the difficulty of the gameplay is dynamically adjusted. For example, the less health the virtual machine has, the smaller the damage caused by the attack operation on the second virtual object, thereby dynamically controlling the overall duration of the game to avoid ending the game quickly.

[0132] In some embodiments, the second attack operation includes a skill copy operation and a skill release operation; step 103 can be implemented in the following manner: in response to a skill copy operation on at least one second virtual object, display a fourth prompt message, wherein the fourth prompt message is used to prompt that the first virtual object has copied the skills of at least one second virtual object; in response to a skill release operation on the copied skill, control the first virtual object to release the skill to the virtual object, and reduce the status value of the virtual object based on the damage caused by the skill.

[0133] The type of display parameter of the fourth prompt information includes at least one of the following: shape, color, text, picture, audio, and animation, that is, the embodiment of the present application is not limited to the form of the fourth prompt information. The embodiment of the present application is not limited to the operation form of the skill release operation, for example, it can be a contact operation such as clicking, double-clicking, sliding, etc.; it can also be a non-contact operation such as somatosensory detection, eye movement detection, and voice triggering.

[0134] like Figure 5 As shown, taking the display parameter of the fourth prompt information as text as an example, the player controls the first virtual object 501 to perform a skill copy operation on the second virtual object 502 (for example, a trigger operation on the object photography skill control 503). After the skill copy operation is performed on the second virtual object 502, a text 504 "Successfully stole the monster's skills, release the skills to cause damage!" is displayed in the virtual scene, indicating that the first virtual object 501 has copied the skills of the second virtual object 502. In response to the trigger operation on the object photography skill control 503, the first virtual object 501 is controlled to release the skills to the virtual object, and the skills of the second virtual object 502 are automatically copied to the virtual object. Based on the damage caused by the skills, the health of the virtual object is reduced. For example, if the damage caused by the skills is 100 points, the health of the virtual object is reduced based on 100 points of damage.

[0135] like Figure 8As shown, taking the display parameter of the fourth prompt information as color as an example, the photography skill control 606 is displayed in the virtual scene, and the player controls the virtual character 70 (i.e., the first virtual object) to perform a skill copy operation (e.g., a trigger operation on the photography skill control 606) on the monster 603 (i.e., the second virtual object), and selects the monster 603 through the aperture 605. After the skill copy operation is performed on the monster 603, the photography skill control 606 is highlighted in the virtual scene, indicating that the virtual character 70 has copied the skill of the monster 603. In response to the trigger operation on the photography skill control 606, the virtual character 70 is controlled to release the skill to the virtual machine level (i.e., the virtual object), and the skill of the monster 603 is automatically copied to the virtual machine level 60. Based on the damage caused by the skill, the health of the virtual machine level 60 is reduced. For example, if the damage caused by the skill is 100 points, the health of the virtual machine level 60 is reduced based on 100 points of damage.

[0136] In some embodiments, the second attack operation includes a placement operation of a virtual prop; step 103 can be implemented in the following manner: in response to the placement operation of the virtual prop, based on the damage caused by the virtual prop, the state value of the virtual object is reduced, thereby controlling the first virtual object to place the virtual prop around the virtual object, and based on the damage caused by the virtual prop, the state value of the virtual object is reduced.

[0137] In some embodiments, the second attack operation includes a summoning operation; step 103 can be implemented in the following manner: in response to the summoning operation, controlling the first virtual object to summon a non-player character, and controlling the non-player character to attack the second virtual object or virtual object, and reducing the state value of the virtual object based on the damage caused by the non-player character.

[0138] In some embodiments, before step 102, at least one second virtual object is determined from a plurality of candidate virtual objects, wherein the at least one second virtual object is different from each other.

[0139] For example, the birthplace of the second virtual object is a random position within the monitoring range of the virtual object, and the positions cannot overlap. In this regard, the embodiment of the present application randomly determines different second virtual objects from the candidate virtual objects to achieve a differentiated gaming experience.

[0140] In some embodiments, determining at least one second virtual object from multiple candidate virtual objects can be achieved in the following way: determining a target virtual object from multiple candidate virtual objects as the second virtual object, wherein the type of the target virtual object includes at least one of the following: a candidate virtual object corresponding to the highest attribute similarity with the first virtual object, a candidate virtual object in a different virtual camp from the first virtual object, and a candidate virtual object different from a historical virtual object, wherein the historical virtual object is a virtual object summoned by a virtual object in history.

[0141] For example, the second virtual object is a candidate virtual object corresponding to the first virtual object with the highest attribute similarity. When the second virtual object is a candidate virtual object corresponding to the first virtual object with the highest attribute similarity, it means that the attributes of the second virtual object (such as attack ability, defense ability, and health volume) are close to the attributes of the first virtual object, and the possibility of cracking the virtual object by defeating the second virtual object is relatively small, thereby increasing the difficulty of cracking the virtual object, thereby increasing the combat pressure on the player and avoiding a quick end to the game.

[0142] For example, the second virtual object is a candidate virtual object that is in a different virtual camp from the first virtual object. When the second virtual object is a candidate virtual object that is in a different virtual camp from the first virtual object, it means that the virtual object summons the enemy of the first virtual object to fight against the first virtual object, thereby increasing the difficulty of cracking the virtual object through the enemy, so as to increase the combat pressure on the player and avoid ending the game quickly.

[0143] For example, the second virtual object is a candidate virtual object different from the historical virtual object. When the second virtual object is a candidate virtual object different from the historical virtual object, it indicates that the virtual object summons various second virtual objects to achieve differentiated game experience.

[0144] In some embodiments, after step 102, in response to at least one second virtual object being knocked down and the state value of the virtual object being greater than a third state value threshold, the virtual object is controlled to summon at least one third virtual object, wherein the third virtual object is a virtual object different from the second virtual object and is used to prevent the first virtual object from causing damage to the virtual object; in response to the state value of the virtual object being less than a fourth state value threshold, at least one second virtual object is canceled from being displayed, and a fifth prompt message is displayed, wherein the fifth prompt message is used to prompt that the virtual object is cracked and the fourth state value threshold is less than or equal to the third state value threshold.

[0145] Among them, the type of display parameters of the fifth prompt information includes at least one of the following: shape, color, text, picture, audio, and animation. That is, the embodiment of the present application is not limited to the form of the fifth prompt information. For example, if the display parameter of the fifth prompt information is audio, then an audio clip "The virtual object has been cracked, let's move on to the next stage" is output to remind the player that the virtual object has been cracked.

[0146] For example, when at least one second virtual object is knocked down and the state value of the virtual object is greater than the third state value threshold, it means that the virtual object has not been cracked, and the virtual object can be controlled to summon at least one third virtual object different from the second virtual object; when the state value of the virtual object is less than the fourth state value threshold, it means that the virtual object has been cracked, and the display of at least one second virtual object is cancelled. Fig.10 As shown, taking the virtual object as a virtual machine level as an example, when the health (i.e., the state value) of the virtual machine level 60 is zero, the monster (i.e., the second virtual object) summoned by the virtual machine level 60 will also disappear. The player cracks the virtual machine level 60, and the virtual machine level 60 is decomposed into multiple small pieces 607. The virtual machine level is in a cracked state.

[0147] In some embodiments, after step 102, at least one of the following processes is performed: controlling at least one second virtual object to attack the first virtual object, and the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; controlling at least one second virtual object to form a protective shield for defending attack operations against the virtual object, and the state value of the virtual object is negatively correlated with the defense capability of the protective shield; controlling at least one second virtual object to perform an auxiliary operation on the virtual object, and the auxiliary operation is used to increase the state value of the virtual object.

[0148] For example, the state value of the virtual object is negatively correlated with the attack capability of the second virtual object. The smaller the state value of the virtual object, the stronger the attack capability of the second virtual object. The difficulty of the game is increased by improving the attack capability of the second virtual object, thereby dynamically controlling the overall duration of the game and avoiding a quick end to the game.

[0149] For example, at least one second virtual object is controlled to form a protective shield for defending against attack operations against the virtual object. The state value of the virtual object is negatively correlated with the defensive capability of the protective shield. The smaller the state value of the virtual object is, the stronger the defensive capability of the formed protective shield is. By improving the defensive capability of the protective shield, the difficulty of the game is increased, thereby dynamically controlling the overall duration of the game to avoid ending the game quickly.

[0150] In some embodiments, the summoning condition includes one of the following: the distance between the first virtual object and the virtual object is less than a distance threshold; the number of times the virtual object is attacked is greater than a third number threshold; the duration of the virtual object being attacked is greater than a second duration threshold; the state value of the virtual object is lower than a third state value threshold; the virtual object is attacked by an undefended attack operation.

[0151] For example, the summoning condition is that the distance between the first virtual object and the virtual object is less than a distance threshold. When the distance between the first virtual object and the virtual object is less than the distance threshold, indicating that the player has entered the detection range of the virtual object, the virtual object is controlled to summon the second virtual object to prevent the first virtual object from causing damage to the virtual object, thereby increasing the difficulty of interacting with the first virtual object, so as to stimulate the first virtual object to explore more ways of interaction and cause damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness.

[0152] For example, the summoning condition is that the number of times the virtual object is attacked is greater than the third number threshold. When the number of times the virtual object is attacked is greater than the third number threshold, it means that the virtual object is attacked, and the virtual object is controlled to summon the second virtual object to prevent the first virtual object from causing damage to the virtual object, increase the difficulty of interacting with the first virtual object, so as to stimulate the first virtual object to explore more ways of interaction and cause damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness.

[0153] For example, the summoning condition is that the duration of the virtual object being attacked is greater than the second duration threshold. When the duration of the virtual object being attacked is greater than the second duration threshold, it means that the virtual object is attacked, and the virtual object is controlled to summon the second virtual object to prevent the first virtual object from causing damage to the virtual object, increase the difficulty of interacting with the first virtual object, and stimulate the first virtual object to explore more ways of interaction and cause damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness.

[0154] For example, the summoning condition is that the state value of the virtual object is lower than the third state value threshold. When the state value of the virtual object is lower than the third state value threshold, it means that the state value of the virtual object is too low. Then, the virtual object is controlled to summon the second virtual object to prevent the first virtual object from causing damage to the virtual object, increase the difficulty of interacting with the first virtual object, and stimulate the first virtual object to explore more ways of interaction and cause damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and improving user stickiness.

[0155] For example, the summoning condition is that the virtual object is attacked by an undefended attack operation. When the virtual object is attacked by an undefended attack operation, it indicates that the virtual object is effectively attacked. Then, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object, thereby increasing the difficulty of interacting with the first virtual object, so as to stimulate the first virtual object to explore more ways of interaction and cause damage to the virtual object, thereby promoting interaction between the first virtual object and the virtual object and improving user stickiness.

[0156] In some embodiments, a summoning relationship between a virtual object and at least one virtual object is displayed by displaying parameters, wherein the type of display parameters includes at least one of the following: color, size, shape, and special effects; in response to a first attack operation of the first virtual object against the virtual object, a sixth prompt information is output, wherein the sixth prompt information is used to prompt that the virtual object has defended against the first attack operation.

[0157] Among them, the type of display parameters of the sixth prompt information includes at least one of the following: shape, color, text, picture, audio, and animation, that is, the embodiment of the present application is not limited to the form of the sixth prompt information.

[0158] For example, Figure 7 As shown, the display parameter of the sixth prompt information is text. When the first virtual object performs the first attack operation on the virtual object, the word "immune" pops up in the virtual scene, and the word "immune" prompts that the virtual object has defended against the first attack operation; the display parameter of the sixth prompt information is audio. When the first virtual object performs the first attack operation on the virtual object, the conventional attack sound effect is replaced by an invalid attack sound effect, indicating that the virtual object has defended against the first attack operation.

[0159] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.

[0160] The embodiments of the present application can be applied to various virtual scenes, such as virtual scenes of games, and can simulate the real interaction process between virtual objects. The following description will be made by taking a game as an example.

[0161] In the related art, the buoy on the virtual level in the virtual scene can move back and forth continuously. When the buoy moves to the lighted position, the player can control the virtual character to attack the virtual level to complete the puzzle and then crack the virtual level. It can be seen that the interaction method with the virtual level provided by the related art does not combine with the important abilities of the virtual character controlled by the player, and the interaction method with the virtual level is also relatively single, and the experience of multiple games tends to be repetitive.

[0162] In this regard, an embodiment of the present application provides an interactive processing method for a virtual scene. In an open world, a special virtual level is customized in combination with the game world view background, and a corresponding mechanism is designed to put a certain amount of pressure on the player, that is, monsters are summoned through the special virtual level to attack, and are immune to the ordinary attacks of the virtual character controlled by the player, so as to increase the pressure on the player to crack the virtual level; provide appropriate guidance and prompts to assist the player in exploring effective attacks against the virtual level, and provide a certain differentiated experience for each challenge of the player as the game progresses; provide the player with a scene that can verify the "ability to copy monster skills", so that the player can experience the fun of copying monster skills and gain a sense of accomplishment in the gameplay.

[0163] The following describes the interactive processing method of the virtual scene provided by the embodiment of the present application from the product side.

[0164] like Fig. 6A As shown, the embodiment of the present application provides a special virtual machine level 60, which is inlaid with special gems 601. The packaging of the virtual machine level 60 is a magic box for capturing monsters, which is inspired by the Spirit Tool Association in the game (i.e., a virtual organization in the game) and is inspired by the Ash Box (i.e., a virtual prop used to capture monsters in the game). In order to ensure the normal operation of the virtual machine level 60, the magic box provides the virtual machine level 60 with gems 601 that are immune to conventional damage, that is, the inlaid gems 601 have white runes 602 that are immune to ordinary attacks. Ordinary attacks are used to cause conventional damage. After the virtual machine level 60 devours a large number of monsters, it cannot withstand the unstable internal energy and eventually fails, requiring the power of the players to quell the disaster.

[0165] like Figure 6B As shown, when the player does not enter the monitoring range of the virtual machine switch 60, the virtual machine switch 60 is in a dormant state, that is, the virtual machine switch 60 is temporarily not working, and the gem 601 is not visible; when the player enters the monitoring range of the virtual machine switch 60, the virtual machine switch 60 will automatically activate, and the virtual machine switch 60 will gradually expand until it is fully expanded and the gem 601 is fully visible. Figure 6C As shown, when the virtual machine gate 60 is automatically activated, the virtual machine gate 60 will also summon multiple monsters 603.

[0166] like Figure 7 As shown, the player controls the virtual character 70 to attack the virtual machine level 60 through ordinary attacks, and the virtual scene displays the special effect of "immune" jump word 604. The conventional sound effect of being hit can also be replaced with an invalid attack sound effect, indicating that the ordinary attack of the virtual character 70 is invalid for the virtual machine level 60. Therefore, under the protection of the gem 601, the player will realize that the ordinary attack method cannot cause damage to the virtual machine level, and the monster summoned by the player to eliminate the virtual machine level will only cause a small amount of damage to the virtual machine level. In addition, after the virtual machine level is hit, according to the attack event, the performance of the virtual machine level being hit is displayed in the virtual scene. If the virtual machine level is hurt again during the performance of the virtual machine level being hit, the attack event that occurs later interrupts the attack event that occurs earlier.

[0167] After realizing that ordinary attacks cannot cause damage to the virtual machine level, the player uses the Songling skills to cause a lot of damage to the virtual machine level, where the Songling skills include but are not limited to: copying the skills of different monsters and releasing them (i.e., the object-taking skills), placing virtual bombs to cause damage to the virtual machine level (i.e., the object-placing skills), and using the monsters summoned by the ash box to cause a lot of damage to the virtual machine level (i.e., the ash skill). The embodiment of the present application can limit the way in which the player can cause damage to the virtual machine level by configuring the attack type of the virtual machine level. For example, if the attack type of the virtual machine level is configured as the Songling skill, the Songling skill is used to cause a lot of damage to the virtual machine level.

[0168] The following is an explanation of Songling's skills in capturing objects. Figure 8 As shown, the player controls the virtual character 70 to implement the photography skill on the monster 603, selects the monster 603 through the aperture 605, and after the photography skill is implemented on the monster 603, the photography skill control 606 is highlighted in the virtual scene, indicating that the virtual character 70 has copied the skills of the monster 603. In response to the trigger operation on the photography skill control 606, the skills of the copied monster 603 are automatically implemented on the virtual machine 60, and the special effects 607 of the copied skills of the monster 603 are displayed.

[0169] like Fig. 9 As shown, all monsters 603 summoned by the virtual machine level 60 on the virtual scene are destroyed, and when the virtual machine level 60 is still alive, the virtual machine level 60 will summon new monsters to attack the virtual character controlled by the player.

[0170] like Fig.10 As shown, when the health of virtual machine level 60 is zero, the monster summoned by virtual machine level 60 will also disappear. The player cracks virtual machine level 60, and virtual machine level 60 is decomposed into multiple small pieces 607. The gems 601 are also scattered, calming the disaster and completing the gameplay.

[0171] The following describes the interactive processing method of the virtual scene provided by the embodiment of the present application from a technical perspective.

[0172] like Fig.11 As shown, the gameplay provided by the embodiment of the present application combines multiple settings in the game (such as causing damage through the soul-singing skill), provides players with imagination space about the background of the game world view, and better applies the concept of "soul-singing" to battles. It also provides multiple ideas for solving virtual levels in battles. Monsters being knocked down cause damage to the virtual levels. At the same time, it also provides a simple and easy-to-understand guaranteed option of "knock down all monsters", providing different types of players with different gameplay experiences.

[0173] See also Fig.12 , Fig.12is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application, combined with Fig.12 The steps shown are explained.

[0174] Step 1. Start the game.

[0175] The game here refers to the game referred to by the interactive processing method of the virtual scene provided in the embodiment of the present application.

[0176] For example, when the player leaves the game or the virtual character controlled by the player is knocked down, the game resets.

[0177] Step 2: Non-Player Character (NPC) guidance, go to step 3.

[0178] For example, when a player enters the game for the first time, he or she will be guided by an NPC to prevent the player from being completely unfamiliar with the game and unable to play the game.

[0179] Step 3: When the virtual machine switch detects that the virtual character enters the monitoring range, the virtual machine switch is automatically activated and the process goes to step 4.

[0180] For example, when the player is not entering the game for the first time, there is no need for NPC guidance. The player can control the virtual character to explore on his own. When the virtual machine gate detects that the virtual character enters the monitoring range, the virtual machine gate is automatically activated to start the battle.

[0181] Step 4: Virtual machine turns off and summons monsters.

[0182] For example, when the virtual machine level detects that the virtual character enters the monitoring range, the virtual machine level is automatically activated and summons a monster to attack, wherein the birthplace of the monster is a random position within the monitoring range of the virtual machine level, and the positions cannot overlap. Among them, the summoning monster logic of the embodiment of the present application is implemented by a monster generator. When the virtual machine level detects that the virtual character enters the monitoring range, the monster generator is called to generate a monster. Among them, the embodiment of the present application connects the monster and the virtual machine level through special effects, expresses the subordinate relationship between the monster and the virtual machine level, and prompts the player to the connection between the monster and the virtual machine level.

[0183] Step 5. Knock down all summoned monsters, causing a small amount of damage to the virtual machine, and go to step 8.

[0184] For example, if all monsters summoned in the virtual scene are knocked down, it means that a small amount of damage has been caused to the virtual level, and the monsters can be summoned again. The refresh position of the monsters is a random position within the monitoring range of the virtual level, and the positions cannot overlap.

[0185] Step 6. Copy the monster's skills and release them to the virtual machine level, causing a lot of damage to the virtual machine level, and go to step 8.

[0186] Among them, the summoned monsters are generated by the monster generator, and the generated monsters can have their skills copied, and the copied skills can cause damage. Here, the skills of the monsters can be copied in the following way: the virtual character controlled by the player defeats the monster, so that the skills of the monster can be copied. After copying the skills of the monster, the copied skills can be released at any time to break the shield of the virtual character, thereby causing a lot of damage to the virtual character.

[0187] Step 7. Place the virtual bomb to cause massive damage to the virtual machine, then go to step 8.

[0188] Step 8, determine whether the health of the virtual machine is greater than 0. When the health of the virtual machine is greater than 0, go to step 5, step 6 or step 7; when the health of the virtual machine is less than or equal to 0, go to step 9.

[0189] Among them, in this game, the initial value of the monster's health can be larger than the initial value of the virtual level's health, so as to encourage players to choose a more clever way to solve the virtual level, thereby stimulating the player's sense of accomplishment.

[0190] In addition, the embodiment of the present application can also balance the damage caused to the virtual level during the game, thereby controlling the overall duration and difficulty of the game, as shown in Table 1.

[0191] Table 1

[0192]

[0193] According to Table 1, the more the health of the virtual level decreases, the more difficult the game becomes, and the smaller the damage caused to the virtual level by knocking down monsters and capturing objects, thereby dynamically controlling the overall duration of the game and avoiding a quick end to the game.

[0194] In addition, as the health of the virtual level decreases, the embodiment of the present application can appropriately increase the attack power of the monster to increase the pressure of the player's battle and regulate the changes in the player's emotions during the battle.

[0195] It should be noted that when playing the game, the embodiment of the present application can display the health bar of the virtual machine level and related information, including the name of the mechanism and progress text, etc., where the mechanism name can support multiple languages ​​and can be displayed in one line; the health bar of the virtual machine level may not have color change logic, but can be visually distinguished from the health bar of the strong enemy (boss); the progress text is the current progress value displayed in the middle of the health bar; the display of the health change of the virtual machine level is adapted to the display of the health bar of the strong enemy. Fig.13The user interface of the computer side shown in FIG. 1 shows a health bar 1301 in the virtual scene, on which a progress text is displayed, and an object capture control 1302, an object placement control 1303, and a spiritual vision control 1304 are also displayed in the virtual scene; Fig.14 The user interface of the mobile terminal shown displays a health bar 1401 in the virtual scene, on which a progress text is displayed, and also displays an object capture control 1402, an object placement control 1403, and a spiritual vision control 1404 in the virtual scene.

[0196] Step 9, end the game.

[0197] For example, when the health of the virtual machine level is less than or equal to 0, it means that the virtual machine level has been cracked and rewards (such as Huimu) can be unlocked.

[0198] In summary, the interactive processing method of the virtual scene provided in the embodiment of the present application, combined with the virtual character's photography skills, interacts with the virtual game console, allowing players to experience the fun of copying monster skills and gain a sense of accomplishment in the gameplay; provides players with more cracking methods, and provides differentiated repeated play experiences based on the settings of the cracking methods themselves.

[0199] 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.

[0200] A display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first virtual object and a virtual object;

[0201] The control module 5552 is used to control the virtual object to summon at least one second virtual object in response to the virtual object satisfying the summoning condition, wherein the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by the first attack operation of the first virtual object.

[0202] In some embodiments, the control module 5552 is also used to respond to a second attack operation of the first virtual object against the virtual object, and reduce the state value of the virtual object based on the damage caused by the second attack operation; wherein at least one of the following is included: when the virtual object is completely immune to the damage caused by the first attack operation, the virtual object is not immune or partially immune to the damage caused by the second attack operation; when the virtual object is partially immune to the damage caused by the first attack operation, the virtual object is not immune to the damage caused by the second attack operation.

[0203] In some embodiments, in response to the virtual object satisfying the summoning condition, after controlling the virtual object to summon at least one second virtual object, the control module 5552 is further used to display attack prompt information, wherein the attack prompt information is used to prompt at least one of the second attack operations.

[0204] In some embodiments, the control module 5552 is further configured to display the attack prompt information in the virtual scene in response to a display triggering operation for the attack prompt information.

[0205] In some embodiments, before displaying the attack prompt information in the virtual scene, the control module 5552 is also used to perform one of the following processes: displaying an attack prompt trigger control in the virtual scene, and determining a trigger operation for the attack prompt trigger control as the display trigger operation; displaying first prompt information for displaying the attack prompt information in the virtual scene, and determining a confirmation operation for the first prompt information as the display trigger operation; displaying second prompt information in the virtual scene, and determining a confirmation operation for the second prompt information as the display trigger operation, the second prompt information being used to prompt the first virtual object to jump to the interactive place of the virtual scene, and interact with the virtual object in the interactive place.

[0206] In some embodiments, the control module 5552 is also used to display the attack prompt information in the virtual scene in response to satisfying the display condition of the attack prompt information; wherein the display condition includes one of the following: the first duration of the first virtual object attacking the virtual object is greater than a first duration threshold; the number of times the first virtual object attacks the virtual object through the first attack operation is greater than a first number threshold; the state value of the first virtual object is less than a first state value threshold; the distance between the first virtual object and the virtual object is less than a first distance threshold; an instruction to display the attack prompt information is received.

[0207] In some embodiments, the instruction is obtained by executing the following processing by a first neural network model: based on the object characteristics of the first virtual object, predictive processing is performed on the virtual object to obtain a second duration required for the first virtual object to knock down the virtual object; when the second duration is greater than a second duration threshold, an instruction to display the attack prompt information is generated; wherein the first neural network model is obtained by training with virtual object samples, object feature samples and instruction annotations.

[0208] In some embodiments, there are multiple types of the second attack operations; the control module 5552 is also used to display first description information for part of the second attack operations and reminder information based on the first description information in the attack prompt information, wherein the reminder information is used to assist the account logged into the virtual scene to explore other second attack operations, and the other second attack operations are second attack operations other than part of the second attack operations among the multiple second attack operations; in response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation is the other second attack operation, third prompt information is displayed, wherein the third prompt information is used to prompt that the third attack operation is the other second attack operation.

[0209] In some embodiments, before displaying the first description information for part of the second attack operations in the attack prompt information, the control module 5552 is further used to determine part of the second attack operations from a plurality of second attack operations.

[0210] In some embodiments, the control module 5552 is also used to determine a target attack operation among a plurality of second attack operations as part of the second attack operations, wherein the type of the target attack operation includes at least one of the following: the second attack operation whose difficulty to be executed by the first virtual object is greater than a difficulty threshold, the second attack operation whose state value reduced after the virtual object is attacked is less than a second state value threshold, the second attack operation whose number of executions is less than a second number threshold, and the second attack operation which the first virtual object has no authority to execute.

[0211] In some embodiments, the control module 5552 is also used to call a second neural network model based on the object features of the first virtual object, perform predictive processing on multiple second attack operations, and obtain the probability of the first virtual object performing each second attack operation; select the second attack operation whose probability is greater than the probability threshold, and determine the selected second attack operation as part of the second attack operation, wherein the second neural network model is obtained through training with object feature samples, attack operation samples and attack operation annotations.

[0212] In some embodiments, the control module 5552 is also used to display second description information for each of the second attack operations in the attack prompt information, wherein the second description information is used to assist the account logged into the virtual scene to control the first virtual object to perform an attack operation; in response to a trigger operation on the second description information, preview information of the second attack operation corresponding to the triggered second description information is displayed.

[0213] In some embodiments, the control module 5552 is also used to reduce the state value of the virtual object in response to at least one of the second virtual objects being attacked, or the reduction in the state value of at least one of the second virtual objects being greater than a reduction threshold; wherein the first reduction in the state value of the virtual object is less than the second reduction, the first reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the first attack operation, the second reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the second attack operation, and the state value of the virtual object is positively correlated with the reduction in the state value when the second virtual object is attacked.

[0214] In some embodiments, the second attack operation includes a skill copy operation and a skill release operation; the control module 5552 is also used to display a fourth prompt message in response to the skill copy operation for at least one of the second virtual objects, wherein the fourth prompt message is used to prompt that the first virtual object has copied at least one skill of the second virtual object; in response to the skill release operation for the copied skill, the first virtual object is controlled to release the skill to the virtual object, and the status value of the virtual object is reduced based on the damage caused by the skill.

[0215] In some embodiments, before controlling the virtual object to summon at least one second virtual object, the control module 5552 is further used to determine the at least one second virtual object from a plurality of candidate virtual objects, wherein the at least one second virtual object is different from each other.

[0216] In some embodiments, the control module 5552 is also used to determine the target virtual object among the multiple candidate virtual objects as the second virtual object, wherein the type of the target virtual object includes at least one of the following: a candidate virtual object corresponding to the highest attribute similarity with the first virtual object, a candidate virtual object in a different virtual camp from the first virtual object, and a candidate virtual object different from a historical virtual object, wherein the historical virtual object is a virtual object historically summoned by the virtual object.

[0217] In some embodiments, the control module 5552 is also used to control the virtual object to summon at least one third virtual object in response to at least one of the second virtual objects being knocked down and the state value of the virtual object being greater than a third state value threshold, wherein the third virtual object is a virtual object that is used to hinder the first virtual object from causing damage to the virtual object and is different from the second virtual object; in response to the state value of the virtual object being less than a fourth state value threshold, cancel the display of at least one second virtual object and display a fifth prompt message, wherein the fifth prompt message is used to prompt that the virtual object is cracked and the fourth state value threshold is less than or equal to the third state value threshold.

[0218] In some embodiments, after controlling the virtual object to summon at least one second virtual object, the control module 5552 is further used to perform at least one of the following processes: controlling at least one of the second virtual objects to attack the first virtual object, and the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; controlling at least one of the second virtual objects to form a protective shield for defending against attack operations against the virtual object, and the state value of the virtual object is negatively correlated with the defense capability of the protective shield; controlling at least one of the second virtual objects to perform an auxiliary operation on the virtual object, and the auxiliary operation is used to increase the state value of the virtual object.

[0219] In some embodiments, the summoning condition includes one of the following: the distance between the first virtual object and the virtual object is less than a distance threshold; the number of times the virtual object is attacked is greater than a third number threshold; the duration of the virtual object being attacked is greater than a second duration threshold; the state value of the virtual object is lower than a third state value threshold; the virtual object is attacked by an undefended attack operation.

[0220] In some embodiments, the control module 5552 is also used to display the summoning relationship between the virtual object and the at least one virtual object through display parameters, wherein the type of the display parameters includes at least one of the following: color, size, shape, special effects; in response to the first attack operation of the first virtual object against the virtual object, output sixth prompt information, wherein the sixth prompt information is used to prompt that the virtual object has defended against the first attack operation.

[0221] 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 program or the computer executable instruction from the computer-readable storage medium, and the processor executes the computer program or 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.

[0222] 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 3A The interactive processing method of the virtual scene is shown.

[0223] 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.

[0224] 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.

[0225] 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).

[0226] 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.

[0227] It is understandable that in the embodiments of the present application, related data such as user information is 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 of the relevant regions.

[0228] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a first virtual object and a virtual object; In response to the virtual object satisfying a summoning condition, the virtual object is controlled to summon at least one second virtual object, wherein the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by a first attack operation of the first virtual object.

2. The method according to claim 1, characterized in that The method further comprises: In response to a second attack operation of the first virtual object against the virtual object, reducing a state value of the virtual object based on damage caused by the second attack operation; Among them, at least one of the following is included: When the virtual object is completely immune to damage caused by the first attack operation, the virtual object is not immune or partially immune to damage caused by the second attack operation; When the virtual object is partially immune to damage caused by the first attack operation, the virtual object is not immune to damage caused by the second attack operation.

3. The method according to claim 2, characterized in that After controlling the virtual object to summon at least one second virtual object in response to the virtual object satisfying the summoning condition, the method further includes: Attack prompt information is displayed, wherein the attack prompt information is used to prompt at least one of the second attack operations.

4. The method according to claim 3, characterized in that The display of attack prompt information includes: In response to a display triggering operation on the attack prompt information, the attack prompt information is displayed in the virtual scene.

5. The method according to claim 4, characterized in that Before displaying the attack prompt information in the virtual scene, the method further includes: Perform one of the following actions: Displaying an attack prompt trigger control in the virtual scene, and determining a trigger operation for the attack prompt trigger control as the display trigger operation; Displaying first prompt information for the attack prompt information in the virtual scene, and determining a confirmation operation for the first prompt information as the display triggering operation; A second prompt message is displayed in the virtual scene, and a confirmation operation on the second prompt message is determined as the display trigger operation. The second prompt message is used to prompt the first virtual object to jump to an interaction place of the virtual scene and interact with the virtual object in the interaction place.

6. The method according to claim 3, characterized in that The display of attack prompt information includes: In response to satisfying a display condition of the attack prompt information, displaying the attack prompt information in the virtual scene; The display condition includes one of the following: A first duration of the first virtual object attacking the virtual object is greater than a first duration threshold; The number of times that the first virtual object attacks the virtual object through the first attack operation is greater than a first number threshold; The state value of the first virtual object is less than a first state value threshold; The distance between the first virtual object and the virtual object is less than a first distance threshold; An instruction to display the attack prompt information is received.

7. The method according to claim 6, characterized in that The instruction is obtained by executing the following processing by the first neural network model: Based on the object feature of the first virtual object, predicting the virtual object, and obtaining a second time duration required by the first virtual object to knock down the virtual object; When the second duration is greater than a second duration threshold, generating an instruction to display the attack prompt information; The first neural network model is obtained by training with virtual object samples, object feature samples and instruction annotations.

8. The method according to claim 3, characterized in that There are multiple types of the second attack operation; The method further comprises: In the attack prompt information, first description information for part of the second attack operation and reminder information based on the first description information are displayed, wherein the reminder information is used to assist the account logged into the virtual scene to explore other second attack operations, and the other second attack operations are second attack operations other than part of the second attack operations among multiple second attack operations; In response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation is the other second attack operation, third prompt information is displayed, wherein the third prompt information is used to prompt that the third attack operation is the other second attack operation.

9. The method according to claim 8, characterized in that Before displaying the first explanation information for part of the second attack operation in the attack prompt information, the method further includes: A portion of the second attack operations is determined from a plurality of the second attack operations.

10. The method according to claim 9, characterized in that The step of determining part of the second attack operations from the plurality of the second attack operations includes: A target attack operation among a plurality of second attack operations is determined as part of the second attack operations, wherein the type of the target attack operation includes at least one of the following: the second attack operation whose difficulty to be executed by the first virtual object is greater than a difficulty threshold, the second attack operation whose state value reduced after the virtual object is attacked is less than a second state value threshold, the second attack operation whose number of executions is less than a second number threshold, and the second attack operation which the first virtual object has no authority to execute.

11. The method according to claim 9, characterized in that The step of determining part of the second attack operations from the plurality of the second attack operations includes: Based on the object features of the first virtual object, a second neural network model is called to predict a plurality of the second attack operations to obtain a probability of the first virtual object executing each of the second attack operations; Select a second attack operation whose probability is greater than a probability threshold, and determine the selected second attack operation as part of the second attack operation, wherein the second neural network model is trained by object feature samples, attack operation samples, and attack operation annotations.

12. The method according to claim 3, characterized in that The method further comprises: In the attack prompt information, second description information for each of the second attack operations is displayed, wherein the second description information is used to assist the account logged into the virtual scene to control the first virtual object to perform the attack operation; In response to a triggering operation on the second description information, preview information of the second attacking operation corresponding to the triggered second description information is displayed.

13. The method according to claim 2, characterized in that The method further comprises: In response to at least one of the second virtual objects being attacked or a reduction in the state value of at least one of the second virtual objects being greater than a reduction threshold, reducing the state value of the virtual object; Among them, the first reduction amount of the state value of the virtual object is smaller than the second reduction amount, the first reduction amount is the reduction amount of the state value of the virtual object when the second virtual object is attacked by the first attack operation, the second reduction amount is the reduction amount of the state value of the virtual object when the second virtual object is attacked by the second attack operation, and the state value of the virtual object is positively correlated with the reduction amount of the state value when the second virtual object is attacked.

14. The method according to claim 2, characterized in that The second attack operation includes a skill copy operation and a skill release operation; In response to the second attack operation of the first virtual object on the virtual object, reducing the state value of the virtual object based on damage caused by the second attack operation includes: In response to the skill copying operation on at least one of the second virtual objects, displaying fourth prompt information, wherein the fourth prompt information is used to prompt that the first virtual object has copied at least one of the skills of the second virtual object; In response to the skill release operation for the copied skill, the first virtual object is controlled to release the skill to the virtual object, and the state value of the virtual object is reduced based on the damage caused by the skill.

15. The method according to any one of claims 1 to 14, characterized in that: Before controlling the virtual object to summon at least one second virtual object, the method further includes: The at least one second virtual object is determined from a plurality of candidate virtual objects, wherein the at least one second virtual object is different from each other.

16. The method according to claim 15, characterized in that The step of determining the at least one second virtual object from a plurality of candidate virtual objects comprises: The target virtual object among the multiple candidate virtual objects is determined as the second virtual object, wherein the type of the target virtual object includes at least one of the following: a candidate virtual object corresponding to the highest attribute similarity with the first virtual object, a candidate virtual object in a different virtual camp from the first virtual object, and a candidate virtual object different from a historical virtual object, wherein the historical virtual object is a virtual object historically summoned by the virtual object.

17. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: In response to at least one of the second virtual objects being knocked down and the state value of the virtual object being greater than a third state value threshold, controlling the virtual object to summon at least one third virtual object, wherein the third virtual object is a virtual object different from the second virtual object and is used to prevent the first virtual object from causing damage to the virtual object; In response to the state value of the virtual object being less than a fourth state value threshold, the at least one second virtual object is canceled from being displayed, and a fifth prompt message is displayed, wherein the fifth prompt message is used to prompt that the virtual object has been cracked, and the fourth state value threshold is less than or equal to the third state value threshold.

18. The method according to any one of claims 1 to 14, characterized in that: After controlling the virtual object to summon at least one second virtual object, the method further includes: Perform at least one of the following: Controlling at least one of the second virtual objects to attack the first virtual object, wherein the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; Controlling at least one of the second virtual objects to form a protective shield for defending against attack operations against the virtual object, wherein a state value of the virtual object is negatively correlated with a defensive capability of the protective shield; Control at least one of the second virtual objects to perform an auxiliary operation on the virtual object, where the auxiliary operation is used to increase a state value of the virtual object.

19. The method according to any one of claims 1 to 14, characterized in that: The summoning condition includes one of the following: The distance between the first virtual object and the virtual object is less than a distance threshold; The number of times the virtual object is attacked is greater than a third number threshold; The duration of the attack on the virtual object is greater than a second duration threshold; The state value of the virtual object is lower than a third state value threshold; The virtual object is attacked by an attack operation that cannot be defended against.

20. The method according to any one of claims 1 to 14, characterized in that: The method further comprises: Displaying the summoning relationship between the virtual object and the at least one virtual object by displaying parameters, wherein the type of the display parameters includes at least one of the following: color, size, shape, and special effect; In response to the first attack operation of the first virtual object against the virtual object, sixth prompt information is output, wherein the sixth prompt information is used to prompt that the virtual object has defended against the first attack operation.

21. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, used for displaying a virtual scene, wherein the virtual scene includes a first virtual object and a virtual object; The control module is used to control the virtual object to summon at least one second virtual object in response to the virtual object satisfying the summoning condition, wherein the second virtual object is used to prevent the first virtual object from causing damage to the virtual object, and the virtual object is at least partially immune to damage caused by the first attack operation of the first virtual object.

22. An electronic device, characterized in that: The electronic device comprises: Memory for storing computer programs or computer executable instructions; A processor is used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 20 when executing the computer program or computer executable instructions stored in the memory.

23. A computer-readable storage medium, characterized in that: A computer program or a computer executable instruction is stored, and when the computer program or the computer executable instruction is executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 20 is implemented.

24. A computer program product comprising a computer program or computer executable instructions, characterized in that When the computer program or computer executable instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 20 is implemented.

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    WO2026108434A1