Tactical determination method and device in virtual scene, equipment, medium and product
By receiving automatic tactical selection operations in virtual games and displaying tactical layout information, and automatically selecting and executing tactical modes, the problem of low efficiency in tactical determination in virtual games is solved, the success rate of tactical determination and execution is improved, and the efficiency of human-computer interaction is improved.
Patent Information
- Application Number
- CN202311230833.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-21
- Publication Date
- 2025-03-21
AI Technical Summary
In virtual games, it is difficult for the prior art to quickly and effectively determine reasonable tactics, resulting in low tactic determination efficiency and low execution success rate, affecting human-computer interaction efficiency.
By receiving automatic tactical selection operations in the virtual scene, displaying the first tactical layout information corresponding to the first tactical mode, automatically selecting the tactical mode and instructing the virtual object to stand and performing game actions according to the mode, helping the user to automatically determine the appropriate tactics.
This method helps users quickly and automatically determine appropriate tactics in virtual games, reduce the time to formulate tactics, improve tactical determination efficiency, and improve users' familiarity with tactics by displaying tactical layout information, thereby improving human-computer interaction efficiency.
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Figure CN119656591A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of virtual scene technology, and in particular to a tactic determination method, device, equipment, medium and product in a virtual scene. Background Art
[0002] In some virtual game scenarios, the formulation of game tactics is often involved to guide the virtual objects to play virtual games with the opponents according to the game tactics. The way of determining the tactics is particularly important.
[0003] In the related art, candidate tactical options are displayed in a virtual scene, and the user is required to manually select a tactic. After the tactic is determined based on the selection operation, the virtual object begins to execute the tactic. During the tactical execution process, the user is required to perform related operations of the tactic to complete the execution of the tactic.
[0004] However, in virtual games, the time used to determine tactics is short, making it difficult to determine reasonable tactics in a timely manner. The efficiency of tactic determination is low, and the execution of tactics depends on the user's familiarity with the tactics. The success rate of tactic execution is low, resulting in low human-computer interaction efficiency. Summary of the invention
[0005] The embodiment of the present application provides a method, device, equipment, medium and product for determining tactics in a virtual scene, which can improve the efficiency of human-computer interaction. The technical solution is as follows.
[0006] On the one hand, a method for determining tactics in a virtual scene is provided, the method comprising:
[0007] Displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the associated virtual objects are virtual objects bound to a currently logged-in first account, and the plurality of associated virtual objects are used to cooperate with each other to perform a virtual game with the plurality of game virtual objects;
[0008] In response to receiving an automatic tactical selection operation, displaying first tactical layout information corresponding to a first tactical mode, wherein the automatic tactical selection operation is used to start an automatic tactical determination mode, wherein the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is used to instruct the plurality of associated virtual objects to position themselves according to an arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game;
[0009] A first tactical execution animation is displayed, where the first tactical execution animation includes an animation of the reference game action being executed by the plurality of associated virtual objects when executing the first tactical mode.
[0010] On the other hand, a tactic determination device in a virtual scene is provided, the device comprising:
[0011] A display module, used for displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the associated virtual objects are virtual objects bound to a currently logged-in first account, and the plurality of associated virtual objects are used for cooperating with each other to perform a virtual game with the plurality of game virtual objects;
[0012] The display module is further configured to display first tactical layout information corresponding to a first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is configured to start an automatic tactical determination mode, wherein the automatic tactical determination mode is configured to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is configured to instruct the plurality of associated virtual objects to position themselves under an arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game;
[0013] The display module is further used to display a first tactical execution animation, where the first tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game action when executing the first tactical mode.
[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement a tactical determination method in a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a tactical determination method in a virtual scene as described in any of the above-mentioned embodiments of the present application.
[0016] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the tactic determination method in a virtual scene described in any of the above embodiments.
[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0018] By receiving the automatic tactical selection operation, the first tactical layout information corresponding to the first tactical mode is displayed, wherein the automatic tactical selection operation is used to start the automatic tactical determination mode, and the automatic tactical determination mode is used to automatically select the first tactical mode from multiple preset candidate tactical modes. The first tactical layout information is used to instruct multiple related virtual objects to stand under the arrangement rules of the first tactical mode, and execute the reference game actions corresponding to the first tactical mode to perform a virtual game, so as to help the user automatically determine the appropriate tactics in the game, reduce the tactical formulation time, and improve the efficiency of tactical determination. The implementation method of the first tactical mode is indicated by displaying the first tactical layout information. If the user chooses to automatically execute the first tactical mode, the user can also be familiar with the execution method of the first tactical mode based on the first tactical layout information, improve the user's familiarity with the tactics, and thus improve the human-computer interaction efficiency; if the user chooses to autonomously execute the first tactical mode, the user can be assisted in executing the first tactical mode according to the first tactical layout information by displaying the first tactical layout information. Even if the user is not familiar with the relevant tactics, the tactics can be effectively executed, and the success rate of tactical execution can be improved, thereby improving the human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 It is a tactical selection schematic diagram provided by an exemplary embodiment of the present application;
[0021] Figure 2 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0022] Figure 3 is a flow chart of a tactic determination method in a virtual scene provided by an exemplary embodiment of the present application;
[0023] Figure 4 is a schematic diagram of tactical layout information provided by an exemplary embodiment of the present application;
[0024] Figure 5 is a schematic diagram of an automatic tactic determination mode provided by an exemplary embodiment of the present application;
[0025] Figure 6 is a flow chart of a first layout tactical information display method provided by an exemplary embodiment of the present application;
[0026] Figure 7is a first tactical layout schematic diagram provided by an exemplary embodiment of the present application;
[0027] Figure 8 is a flow chart of a method for canceling display provided by an exemplary embodiment of the present application;
[0028] Fig. 9 is a flow chart of a method for determining a first tactical mode provided by an exemplary embodiment of the present application;
[0029] Fig.10 It is a schematic diagram of a strategy for using advantage information to face different defenses provided by an exemplary embodiment of the present application;
[0030] Fig.11 It is a schematic diagram of a strategy for utilizing disadvantage information provided by an exemplary embodiment of the present application;
[0031] Fig.12 This is a schematic diagram of a one-on-one defense to restrain unlimited switching provided by an exemplary embodiment of the present application;
[0032] Fig.13 It is a schematic diagram of an outside attack restraining a two-three zone defense provided by an exemplary embodiment of the present application;
[0033] Fig.14 This is a schematic diagram of an inside attack restraining three-two zone defense provided by an exemplary embodiment of the present application;
[0034] Fig.15 This is a schematic diagram of a high screen to restrain an inside double-team provided by an exemplary embodiment of the present application;
[0035] Fig.16 is a flow chart of a first tactical mode determination method provided by an exemplary embodiment of the present application;
[0036] Fig.17 is a flowchart of a tactic determination method provided by an exemplary embodiment of the present application;
[0037] Fig.18 is a structural block diagram of a tactic determination device in a virtual scene provided by an exemplary embodiment of the present application;
[0038] Fig.19 is a structural block diagram of a tactic determination device module in a virtual scene provided by an exemplary embodiment of the present application;
[0039] Fig. 20 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0040] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0041] It should be understood that although the terms first, second, etc. may be used in the present disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0042] In some virtual game scenarios, the formulation of game tactics is often involved to guide the virtual object to play a virtual game with the opponent according to the game tactics. The method of determining the tactics is particularly important. In the related art, by displaying candidate tactical options in the virtual scene, for example, please refer to Figure 1 , Figure 1 is a schematic diagram of tactical selection provided by an exemplary embodiment of the present application, such as Figure 1 As shown, a tactic candidate user interface (UI) control 110 is displayed in a virtual scene 100. The tactic candidate UI control 110 includes multiple candidate tactic options. The user needs to manually operate to select a tactic. After the tactic is determined based on the selection operation, the virtual object begins to execute the tactic. During the tactic execution process, the user needs to perform related operations of the tactic to complete the execution of the tactic. However, the time used to determine the tactic in a virtual game is short, and it is difficult to determine a reasonable tactic in time. The efficiency of determining the tactic is low, and the tactic execution depends on the user's familiarity with the tactic. The success rate of tactic execution is low, resulting in low human-computer interaction efficiency.
[0043] The tactical determination method in a virtual scene provided in an embodiment of the present application displays first tactical layout information corresponding to a first tactical mode by receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is used to start the automatic tactical determination mode, and the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is used to instruct a plurality of associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and to execute reference game actions corresponding to the first tactical mode to perform a virtual game, so as to help the user automatically determine appropriate tactics in the game, reduce the tactical formulation time, and improve the efficiency of tactical determination, and indicate the implementation method of the first tactical mode by displaying the first tactical layout information. If the user chooses to automatically execute the first tactical mode, the user can also be familiar with the execution method of the first tactical mode based on the first tactical layout information, thereby improving the user's familiarity with the tactics and thus improving the efficiency of human-computer interaction. If the user chooses to autonomously execute the first tactical mode, the user can be assisted in executing the first tactical mode according to the first tactical layout information by displaying the first tactical layout information. Even if the user is not familiar with the relevant tactics, the tactics can be effectively executed, thereby improving the success rate of tactical execution and thus improving the efficiency of human-computer interaction.
[0044] First, let's introduce the implementation environment of this application. Figure 2 , which shows a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application, wherein the implementation environment includes: a terminal 210, a server 220 and a communication network 230, wherein the terminal 210 and the server 220 are connected via the communication network 230.
[0045] The terminal 210 has a target application 211 installed and running, wherein the target application 211 is an application that supports a two-dimensional virtual scene or a three-dimensional virtual scene. A virtual scene refers to a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The following embodiment uses the virtual scene as an example of a two-dimensional virtual scene, but is not limited to this. The target application 211 can be any one of a virtual reality application, an auto chess game, a strategy game, a puzzle game, a massively multiplayer online role-playing game (MMORPG), a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online tactical competitive game (MOBA), a multiplayer gun battle survival game, a sports competitive game, a simulation training auxiliary application, etc. In the embodiment of the present application, the target application is implemented as a sports competitive game as an example for explanation.
[0046] In one practicable manner, the target application 211 may be a stand-alone application, such as a stand-alone strategy game program, or a network-connected application.
[0047] Optionally, when the target application 211 is implemented as a stand-alone application, the terminal displays multiple associated virtual objects and multiple game virtual objects in the virtual scene, the associated virtual objects are virtual objects bound to the currently logged in first account, and the multiple associated virtual objects are used to cooperate with each other to perform virtual games with the multiple game virtual objects; in response to receiving an automatic tactical selection operation, the terminal displays first tactical layout information corresponding to the first tactical mode, the automatic tactical selection operation is used to start the automatic tactical determination mode, the automatic tactical determination mode is used to automatically select the first tactical mode from multiple preset candidate tactical modes, the first tactical layout information is used to instruct the multiple associated virtual objects to stand under the arrangement rules of the first tactical mode, and execute the reference game action corresponding to the first tactical mode to perform the virtual game; the terminal displays a first tactical execution animation, the first tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game action when executing the first tactical mode (it is worth noting that the above situation is not in Figure 2 .
[0048] Optionally, when the target application 211 is implemented as a network-connected version of the application, the server 220 is used to provide background services for the target application 211 installed in the terminal 210, such as Figure 2 As shown, the current target application 211 is implemented as a sports competition game, and the current terminal 210 displays multiple associated virtual objects and multiple game virtual objects in the virtual scene. The associated virtual objects are virtual objects bound to the first account currently logged in by the terminal 210, and the multiple associated virtual objects are used to cooperate with each other to play virtual games with the multiple game virtual objects. When the terminal 210 receives the automatic tactical selection operation, an automatic tactical selection request is generated and sent to the server 220. The automatic tactical selection request is used to request the server 220 to automatically select a first tactical mode from multiple candidate tactical modes and generate first tactical layout information.
[0049] When the server 220 receives the automatic tactical selection request, it reads the tactical data corresponding to the first tactical mode from the folder pre-storing the tactical modes according to the automatic tactical selection request, generates first rendering data for rendering the first tactical information and the first tactical execution animation based on the tactical data, and feeds the first rendering data as the tactical request feedback result to the terminal 210. After receiving the tactical request feedback result, the terminal 210 renders the virtual scene according to the first rendering data in the tactical request feedback result, thereby displaying the first tactical information and the first tactical execution animation corresponding to the first tactical mode.
[0050] The above-mentioned terminal 210 may be optional, and the terminal may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a smart TV, a smart car, and other terminal devices in various forms, which are not limited in the embodiments of the present application.
[0051] The server 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Optionally, the server 220 undertakes the main computing work, and the terminal 210 undertakes the secondary computing work; or, the server 220 undertakes the secondary computing work, and the terminal 210 undertakes the main computing work; or, the server 220 and the terminal 210 adopt a distributed computing architecture to perform collaborative computing.
[0052] It is worth noting that the above-mentioned server 220 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud security, cloud database, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), as well as big data and artificial intelligence platforms.
[0053] Among them, cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.
[0054] In some embodiments, the above server can also be implemented as a node in a blockchain system.
[0055] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant regions. For example, the operation data and account information involved in this application are all obtained with full authorization.
[0056] To further explain, before collecting relevant user data (for example: virtual game data, operation data and account information involved in this application, etc.) and during the process of collecting relevant user data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining user-related data after obtaining the user's confirmation operation on the prompt interface or pop-up window, otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining user-related data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards in the relevant regions.
[0057] For illustration, please refer to Figure 3 , which shows a flowchart of a tactic determination method in a virtual scene provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 3 As shown, the method comprises the following steps:
[0058] Step 310: Display multiple associated virtual objects and multiple game virtual objects in the virtual scene.
[0059] The associated virtual object is a virtual object bound to the currently logged in first account, and the multiple associated virtual objects are used to cooperate with each other to perform virtual games with multiple game virtual objects.
[0060] The above virtual scene refers to the scene displayed when the target application installed in the terminal is running. Optionally, the target application can be any one of a virtual reality application, an auto chess game, a strategy game, a puzzle game, an MMORPG, a TPS, an FPS, a MOBA, a multiplayer gunfight survival game, a sports game, a simulation training auxiliary application, etc. The terminal is logged in with the first account during the process of running the target application.
[0061] In some embodiments, the above-mentioned competitive sports virtual scene refers to the scene displayed by the competitive sports game application installed in the terminal during operation. After the player logs in to the competitive sports game application, he can choose to start a virtual game, that is, the scene screen corresponding to the virtual game scene is displayed in the terminal; or, the above-mentioned competitive sports virtual scene refers to the scene displayed by the simulation training auxiliary application installed in the terminal during operation. Schematically, the player can input training parameters (for example: training venue type, training goals, etc.) in the simulation training auxiliary application. After the training parameters are determined, the player can choose to start a virtual training, that is, the scene screen corresponding to the virtual training scene is displayed in the terminal.
[0062] In the embodiment of the present application, the target application is implemented as a sports competitive game as an example for explanation, and the above virtual scene is implemented as a competitive sports virtual scene.
[0063] Optionally, taking the virtual scene corresponding to ball games as an example, the competitive sports virtual scene can be at least one of a virtual basketball game (training) scene, a virtual football game (training) scene, a virtual handball game (training) scene, a virtual rugby game (training) scene, etc., and the embodiments of the present application are not limited to this.
[0064] The multiple associated virtual objects in the virtual scene belong to the same camp in the virtual game.
[0065] Optionally, the multiple associated virtual objects include a master virtual object and a non-master virtual object of the currently logged-in first account, and the number of master virtual objects of the first account may be one or more. In some embodiments, the first account may select an associated virtual object from the multiple associated virtual objects in real time as the master virtual object. The embodiment of the present application is described by taking the first account controlling a fixed associated virtual object as an example.
[0066] In some embodiments, when the first account controls one or more virtual objects, a non-controlling virtual object among the multiple associated virtual objects has a binding relationship with the first account, and the virtual object controlled by the first account performs a virtual game based on the operation of the first account, and the non-controlling virtual object among the multiple associated virtual objects cooperates with the virtual object controlled by the first account to perform a virtual game with the game virtual object based on the binding relationship.
[0067] In an illustrative manner, the first account can control the master virtual object to move in the virtual scene, perform specified actions, interact with other virtual objects (including at least one of the non-master virtual objects or the opponent virtual objects in the associated virtual objects), complete specified tasks, etc. That is, the behavior of the master virtual object in the virtual scene is completely controlled by the first account.
[0068] Schematically, among the associated virtual objects, the non-master object is a virtual object that has an associated relationship with the master virtual object, such as a teammate relationship, a subordinate relationship, etc. When the associated relationship is implemented as a teammate relationship, the non-master virtual object can also be called a teammate virtual object of the master virtual object; when the associated relationship is implemented as a subordinate relationship, the non-master virtual object can also be called a subordinate virtual object of the master virtual object.
[0069] Optionally, at least one of the multiple associated virtual objects can be controlled by the first account; or, multiple non-master virtual objects among the multiple associated virtual objects are non-player characters (NPC); or, at least one non-master object among the multiple associated virtual objects can be controlled by other accounts, without limitation.
[0070] In some embodiments, the master virtual object is implemented as non-fixed, that is, the first account can select at least one from a plurality of associated virtual objects to control and use it as the master virtual object.
[0071] The above-mentioned game virtual object is in an opposing camp with the associated virtual object in the virtual game.
[0072] Optionally, the game virtual object may be a virtual object controlled by other terminals based on operations of other accounts, or may be a virtual object automatically controlled by a terminal or server through artificial intelligence (AI).
[0073] Among them, AI is the theory, method, technology and application system that uses digital computers or machines controlled by digital computers to simulate, extend and expand human intelligence, perceive the environment, acquire knowledge and use knowledge to obtain the best results. In other words, AI is a comprehensive technology in computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can respond in a similar way to human intelligence. AI is to study the design principles and implementation methods of various intelligent machines so that machines have the functions of perception, reasoning and decision-making. AI technology is a comprehensive discipline that covers a wide range of fields, including both hardware-level technology and software-level technology. AI basic technologies generally include sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technology, pre-trained model technology, operation / interaction system, mechatronics, etc. Among them, pre-trained models are also called large models and basic models. After fine-tuning, they can be widely used in downstream tasks in various major directions of AI. AI software technology mainly includes computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.
[0074] The number of the above-mentioned game virtual objects may be the same as or different from the number of associated virtual objects.
[0075] In some embodiments, virtual objects in a virtual scene correspond to configuration data, and the configuration data is used to indicate the game capabilities of the virtual objects in a virtual game. For example, associated virtual objects correspond to first configuration data, and the first configuration data is used to indicate the game capabilities of the associated virtual objects in a virtual game. The game virtual objects correspond to second configuration data, and the second configuration data is used to indicate the game capabilities of the game virtual objects in a virtual game.
[0076] Optionally, the configuration data may be pre-configured for the virtual object by a target application in the terminal, or may be obtained by collecting data based on an actual human object.
[0077] Illustratively, taking a virtual scene corresponding to a virtual basketball competition as an example, the configuration data includes data on the virtual object's physical fitness, agility, strength, speed, endurance, and tactical mode categories it is good at, etc. Specifically, the physical fitness data may include height, weight, arm span, body fat percentage, etc.
[0078] It is worth noting that the above configuration data is only for illustrative purposes and is not limited in this application.
[0079] Step 320 , in response to receiving the automatic tactical selection operation, displaying first tactical layout information corresponding to the first tactical mode.
[0080] Among them, the automatic tactical selection operation is used to start the automatic tactical determination mode, the automatic tactical determination mode is used to automatically select a first tactical mode from multiple preset candidate tactical modes, the first tactical layout information is used to instruct multiple associated virtual objects to position themselves according to the arrangement rules of the first tactical mode, and execute reference game actions corresponding to the first tactical mode to perform virtual games.
[0081] The tactical mode means that after multiple associated virtual objects are positioned according to the arrangement rules, multiple associated virtual objects conduct a virtual game at their respective positions, and the tactical layout information includes prompt information for instructing the associated virtual objects to execute reference game actions.
[0082] Optionally, taking the tactics in a basketball game as an example, the preset multiple candidate tactical modes include but are not limited to at least one of a singles mode, a high-post screen and roll mode, an inside attack mode, an outside attack mode, a two-three zone defense mode, a three-two zone defense mode, an unlimited switching defense mode, and an inside double-team, wherein different tactical modes correspond to different arrangement rules.
[0083] In an illustrative manner, taking the target application implemented as a basketball competitive application as an example, multiple tactical modes are preset, the virtual scene is a virtual basketball court, the game virtual objects and the associated virtual objects play basketball games, multiple associated virtual objects are implemented as virtual players bound to the first account, multiple game virtual objects are implemented as virtual players opposing the first account, the associated virtual objects are called own players, and the game virtual objects are called opponent players. When the tactical mode is implemented as a two-three defense mode, please refer to Figure 4 , Figure 4 is a schematic diagram of tactical layout information provided by an exemplary embodiment of the present application, such as Figure 4 As shown, sub-figure a shows the position arrangement of the two-three zone defense mode, the virtual basketball court 410 includes an upper line area 411 and a lower line area 412, two virtual players in the upper line area 411 stand at the two ends of the free throw line in the virtual basketball court 410, two virtual players outside the lower line area 412 are located within the three-point line for defense, and a virtual player in the middle of the lower line area 412 is located within the three-point line area to guard the rebound. Assume that in response to receiving an automatic tactic selection operation, the automatic tactic determination mode is started, and the two-three zone defense mode is automatically selected from a plurality of preset candidate tactical modes as the first tactical mode, such as Figure 4As shown in sub-figure b, the first tactical layout information 430 corresponding to the two-three zone defense mode is displayed in the virtual basketball court 420. The first tactical layout information 430 is used to instruct the associated virtual objects to position themselves according to the two-three zone defense mode and execute the reference game actions corresponding to the two-three zone defense mode to perform a virtual game.
[0084] In some embodiments, the reference game actions include at least one of running actions, tactical offensive actions, and tactical defensive actions, wherein the tactical offensive actions include but are not limited to breaking up, passing, helping defense, relying on hitting, breaking through, and finishing; the tactical defensive actions include but are not limited to following defense, blocking shots, steals, helping defense, double-teaming, switching defense, and zone defense.
[0085] In some embodiments, the first tactical layout information includes prompt information corresponding to the reference game action, and the prompt information is used to instruct the associated virtual object to perform the reference game action. The display process of the first tactical layout information is implemented by displaying the prompt information corresponding to the action category according to the action category corresponding to the reference game action in the first tactical mode.
[0086] Schematically, taking a virtual scene corresponding to a ball game as an example, the reference game actions are divided into action categories based on tactical arrangement rules. It is assumed that the reference game actions correspond to cooperation running categories, passing categories, ball-holding running categories, etc. For example, when a virtual object is running, it belongs to the cooperation running category, when a virtual object holding the ball shoots the ball, it belongs to the throwing category, and when the object holding the ball runs, it belongs to the ball-holding running category, etc.
[0087] Optionally, displaying the first tactical layout information based on the arrangement rule corresponding to the first tactical mode includes but is not limited to the following three situations:
[0088] The first one is that in the first tactical mode, when the associated virtual object needs to move, the moving route prompt information is displayed.
[0089] The running route prompt information is used to indicate the moving route of the virtual object to be run among multiple associated virtual objects.
[0090] The second is that in the first tactical mode, when the associated virtual object needs to pass the ball, the passing route prompt information is displayed.
[0091] The passing route prompt information is used to indicate the throwing route of the virtual object holding the ball in multiple associated virtual objects to throw the virtual ball prop to the pitching target, and the pitching target includes a virtual ball frame or a virtual object to be held.
[0092] The third type is that in the first tactical mode, when the virtual object holding the ball needs to move, the target position prompt information is displayed.
[0093] The target position prompt information is used to indicate the pitching position area that the virtual object holding the ball needs to reach after running according to the first tactical mode.
[0094] In some embodiments, the first tactical mode corresponds to multiple tactical execution stages, and the first tactical layout information is displayed sequentially based on the multiple tactical execution stages.
[0095] If, after the first tactical mode is determined, the associated virtual object automatically executes the first tactical mode, then in response to receiving the automatic tactical selection operation, the first tactical layout information of the first tactical execution stage is displayed; after the associated virtual object automatically completes the first tactical execution stage, the first tactical layout information of the second tactical execution stage is displayed... and so on, until multiple tactical execution stages of the first tactical mode are automatically executed, or the first tactical mode is interrupted.
[0096] If after the first tactical mode is determined, the associated virtual object executes the first tactical mode based on the operation of the first account, then in response to receiving the automatic tactical selection operation, the first tactical layout information of the first tactical execution stage is displayed, and after the first account operation controls the associated virtual object to complete the first tactical execution stage, the first tactical layout information of the second tactical execution stage is displayed... and so on, until multiple tactical execution stages of the first tactical mode are completed by the operation control of the first account, or the first tactical mode is interrupted.
[0097] In some embodiments, when the terminal receives an automatic tactical selection operation, the terminal starts an automatic tactical determination mode and automatically selects a first tactical mode from a plurality of preset candidate tactical modes based on AI.
[0098] Optionally, the automatic tactical determination mode can automatically select the first tactical mode based on the configuration of the virtual objects and / or the tactical restraint, where the configuration of the virtual objects includes the advantages of the associated virtual objects and the disadvantages of the opposing virtual objects.
[0099] In some embodiments, after the terminal starts the automatic tactic determination mode, the terminal determines the first tactic mode by acquiring the current virtual game data in the virtual scene, and generates the first tactic layout information.
[0100] The virtual game data includes but is not limited to the first configuration data corresponding to the associated virtual object, the second configuration data corresponding to the game virtual object, the current station layout data in the virtual scene and the preset tactical restraint information.
[0101] Among them, the first configuration data is used to indicate the game ability of the associated virtual object in the virtual game, the second configuration data is used to indicate the game ability of the associated virtual object in the virtual game, the position layout data is used to indicate the position arrangement of the associated virtual object and the game virtual object in the current virtual scene, and the tactical restraint information is used to indicate the restraint relationship between multiple preset candidate tactics.
[0102] In some embodiments, the automatic tactical determination mode can determine the first tactical mode based on at least one of the advantage of the associated virtual object, the disadvantage of the game virtual object, and the tactical restraint. Determining the first tactical mode based on the advantage of the associated virtual object can be implemented by determining the first tactical mode based on the first configuration data and the position layout data; determining the first tactical mode based on the disadvantage of the game virtual object can be implemented by determining the first tactical mode based on the second configuration data and the position layout data; determining the first tactical mode based on the tactical restraint situation can be implemented by determining the first tactical mode based on the position layout data and the tactical restraint information.
[0103] In the actual tactical automatic determination process, the tactical determination method can be adjusted in real time based on different situations. For example, assuming that the priorities of the first configuration data, the second configuration data, and the tactical restraint information are arranged from high to low, they participate in the tactical determination process in turn.
[0104] Illustratively, the automatic tactical determination mode first determines the first tactical mode based on the position layout data and the advantage information indicated by the first configuration data; if the first tactical mode determined based on the advantage situation of the associated virtual object fails, then the first tactical mode is determined based on the position layout data and the disadvantage information indicated by the second configuration data; if the first tactical mode determined based on the disadvantage situation of the virtual object of the game also fails, then the first tactical mode is determined based on the position layout data and the tactical restraint information.
[0105] Step 330: display the first tactical execution animation.
[0106] The first tactical execution animation includes animations of multiple associated virtual objects executing reference game actions when executing the first tactical mode.
[0107] Optionally, the first tactical execution animation may be rendered and displayed by rendering data pre-generated by the terminal based on the situation where the associated virtual object automatically executes the first tactical mode, or may be rendered and displayed by the terminal generating rendering data in real time based on operation data of the first account.
[0108] In some embodiments, the automatic tactic selection operation includes a fully automatic tactic selection operation and a semi-automatic tactic selection operation. Optionally, step 330 includes the following two cases:
[0109] The first one is to automatically display the first tactical execution animation when a fully automatic tactical selection operation is received.
[0110] The fully automatic tactical selection operation is used to start a fully automatic tactical determination mode, and the fully automatic tactical determination mode is used to automatically determine a first tactical mode and instruct multiple associated virtual objects to automatically execute the first tactical mode.
[0111] When the first tactical execution animation is displayed based on the fully automatic tactical determination mode, the first tactical execution animation is rendered and displayed by the terminal based on the rendering data pre-generated based on the situation where the associated virtual object automatically executes the first tactical mode.
[0112] The second is that, when a semi-automatic tactic selection operation is received, a first tactic execution animation is displayed according to the tactic execution operation of the first account.
[0113] The semi-automatic tactical selection operation is used to start the semi-automatic tactical determination mode, and the semi-automatic tactical determination mode is used to automatically determine the first tactical mode and execute the first tactical mode under the operation of the first account.
[0114] When the first tactical execution animation is displayed based on the semi-automatic tactical determination mode, the first tactical execution animation is rendered and displayed by the terminal by generating rendering data in real time based on the operation data of the first account.
[0115] In summary, the method provided by the embodiment of the present application displays the first tactical layout information corresponding to the first tactical mode by receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is used to start the automatic tactical determination mode, and the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is used to instruct a plurality of associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and execute the reference game action corresponding to the first tactical mode to perform a virtual game, so as to help the user automatically determine the appropriate tactics in the game, reduce the tactical formulation time, and improve the efficiency of tactical determination, and indicate the implementation method of the first tactical mode by displaying the first tactical layout information. If the user chooses to automatically execute the first tactical mode, the user can also be familiar with the execution method of the first tactical mode based on the first tactical layout information, thereby improving the user's familiarity with the tactics, thereby improving the efficiency of human-computer interaction; if the user chooses to autonomously execute the first tactical mode, then by displaying the first tactical layout information, the user can be assisted in executing the first tactical mode according to the first tactical layout information, and even if the user is not familiar with the relevant tactics, the tactics can be effectively executed, thereby improving the success rate of tactical execution, thereby improving the efficiency of human-computer interaction.
[0116] The method provided in the embodiment of the present application clarifies two display modes of the first tactical execution animation by automatically displaying the first tactical execution animation when a fully automatic tactical selection operation is received, or displaying the first tactical execution animation according to the tactical execution operation of the first account when a semi-automatic tactical selection operation is received. The fully automatic tactical mode improves the execution efficiency of the first tactical mode, and the first tactical execution animation can increase the user's familiarity with the tactics, thereby improving the human-computer interaction efficiency. The semi-automatic tactical mode displays the process of the user executing the first tactical mode based on the first tactical layout information through the first tactical execution animation, thereby improving user participation and thus improving the human-computer interaction efficiency.
[0117] In some embodiments, the automatic tactic selection operation in the above step 320 includes a fully automatic tactic selection operation and a semi-automatic tactic selection operation.
[0118] Among them, the fully automatic tactical selection operation is used to start the fully automatic tactical determination mode, the fully automatic tactical determination mode is used to automatically determine the first tactical mode and instruct multiple associated virtual objects to automatically execute the first tactical mode; the semi-automatic tactical selection operation is used to start the semi-automatic tactical determination mode, the semi-automatic tactical determination mode is used to automatically determine the first tactical mode and execute the first tactical mode under the operation of the first account.
[0119] In some embodiments, the first tactical mode corresponds to multiple tactical execution stages, and the first tactical layout information is displayed sequentially based on the multiple tactical execution stages.
[0120] Illustratively, in response to receiving a fully automatic tactical selection operation, the first tactical layout information of the first tactical execution stage is displayed, and after the associated virtual object automatically completes the first tactical execution stage, the first tactical layout information of the second tactical execution stage is displayed... and so on, until multiple tactical execution stages of the first tactical mode are automatically executed, or the first tactical mode is interrupted.
[0121] Illustratively, in response to receiving a semi-automatic tactical selection operation, the first tactical layout information of the first tactical execution stage is displayed, and after the first account operation controls the associated virtual object to complete the first tactical execution stage, the first tactical layout information of the second tactical execution stage is displayed... and so on, until multiple tactical execution stages of the first tactical mode are completed by the first account operation control, or the first tactical mode is interrupted.
[0122] In some embodiments, the automatic tactical selection operation is received via a UI control.
[0123] For illustration, please refer to Figure 5 , Figure 5 is a schematic diagram of an automatic tactic determination mode provided by an exemplary embodiment of the present application, such as Figure 5 As shown, the virtual scene includes a full-automatic UI control 510 and a semi-automatic UI control 520. The full-automatic UI control 510 is used to receive a full-automatic tactical selection operation, and the semi-automatic UI control 520 is used to receive a semi-automatic tactical selection operation. In response to receiving a trigger operation on the full-automatic UI control 510, a full-automatic tactical determination mode start prompt 511 is displayed, and the first tactical layout information 512 corresponding to each tactical execution stage is always automatically displayed until multiple tactical execution stages of the first tactical mode are automatically executed, or the first tactical mode is interrupted, wherein the full-automatic tactical determination mode start prompt 511 is used to prompt the user that the full-automatic tactical mode has been started, and the associated virtual object will automatically execute the first tactical mode according to the first tactical layout information, and the user does not need to perform an operation to execute the first tactical mode. In response to receiving a trigger operation on the semi-automatic UI control 520, a semi-automatic tactical determination mode start prompt 521 is displayed, and the first tactical layout information 522 of the first tactical execution stage is displayed. After the first account operation controls the associated virtual object to complete the first tactical execution stage, the first tactical layout information 523 of the second tactical execution stage is displayed... and so on, until multiple tactical execution stages of the first tactical mode are completed by the first account operation control, or the first tactical mode is interrupted. The semi-automatic tactical determination mode start prompt 521 is used to prompt the user that the semi-automatic tactical mode has been started and that operations need to be performed according to the first tactical layout information.
[0124] In some embodiments, the first layout tactical information includes prompt information corresponding to the reference game action, and the prompt information is used to instruct the associated virtual object to perform the reference game action. Figure 6 , which shows a flowchart of a first layout tactical information display method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 6 As shown, the above step 320 includes the following steps:
[0125] Step 321, according to the action category corresponding to the reference game action in the first tactical mode, display prompt information corresponding to the action category.
[0126] Schematically, taking a virtual scene corresponding to a ball game as an example, the reference game actions are divided into action categories based on tactical arrangement rules. It is assumed that the reference game actions correspond to cooperation running categories, passing categories, ball-holding running categories, etc. For example, when a virtual object is running, it belongs to the cooperation running category, when a virtual object holding the ball shoots the ball, it belongs to the throwing category, and when the object holding the ball runs, it belongs to the ball-holding running category, etc.
[0127] In some embodiments, Figure 6As shown, step 321 includes the following steps:
[0128] Step 301, in the first tactical mode, when the associated virtual object needs to move, display movement route prompt information.
[0129] The running route prompt information is used to indicate the moving route of the virtual object to be run among multiple associated virtual objects.
[0130] Optionally, the running route prompt information is implemented as a solid curve with an arrow.
[0131] Step 302: In the first tactical mode, when the associated virtual object needs to pass the ball, display passing route prompt information.
[0132] The passing route prompt information is used to indicate the throwing route of the virtual object holding the ball in multiple associated virtual objects to throw the virtual ball prop to the pitching target, and the pitching target includes a virtual ball frame or a virtual object to be held.
[0133] Optionally, the passing route prompt information is implemented as a dotted curve with an arrow.
[0134] Step 303: In the first tactical mode, when the virtual object holding the ball needs to move, target position prompt information is displayed.
[0135] The target position prompt information is used to indicate the pitching position area that the virtual object holding the ball needs to reach after running according to the first tactical mode.
[0136] Optionally, the target station prompt information is implemented as a hollow ellipse.
[0137] Optionally, step 321 may be implemented as at least one of steps 301 to 303 above.
[0138] For illustration, please refer to Figure 7 , Figure 7 is a first tactical layout diagram provided by an exemplary embodiment of the present application, such as Figure 7 As shown, in the virtual basketball court 700, based on the automatic tactical selection operation, the first tactical mode is determined, and when the associated virtual object needs to pass the ball, the running route prompt information 710 is displayed; when the associated virtual object needs to pass the ball, the passing route prompt information 720 is displayed; when the virtual object holding the ball needs to run, the target position prompt information 730 is displayed.
[0139] In summary, the method provided in the embodiment of the present application improves the distinctiveness of prompt information corresponding to reference game actions of different action categories by displaying corresponding prompt information according to the action category of the reference game action, and improves the efficiency of prompt information indicating reference game actions.
[0140] The method provided in the embodiment of the present application provides three types of prompt information in a virtual scene corresponding to ball games, enriches the categories of prompt information, and improves the efficiency of indicating reference game actions.
[0141] In some embodiments, after the above step 330, the process of canceling the display of the first tactical layout information and the first tactical execution animation is also included. Figure 8 , Figure 8 1 is a flow chart of a method for canceling display provided by an exemplary embodiment of the present application. The method can be executed by a terminal, by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Figure 8 As shown, the method comprises the following steps:
[0142] Step 810 , in response to the first tactical mode being invalid, canceling the display of the first tactical layout information and the first tactical execution animation.
[0143] In some embodiments, the failure of the first tactical mode includes that the first tactical mode is executed completely, or the first tactical mode is interrupted by the game-related object, or the associated virtual object fails to execute the first tactical mode.
[0144] Taking the virtual scene corresponding to a ball game as an example, the virtual object is used to participate in the ball game. Optionally, the failure of the first tactical mode includes at least one of the following situations:
[0145] The first one, the first tactical mode has been executed.
[0146] In some embodiments, after the first tactical mode is executed, the first tactical mode is re-determined based on the current virtual game data.
[0147] The second type is that the virtual object to be moved does not move according to the moving route prompt information when moving.
[0148] In some embodiments, situations in which the virtual object to be moved does not move according to the moving route prompt information when moving include: the virtual object to be moved moves according to other moving routes, the object to be moved does not reach the moving target position area indicated by the moving route prompt information after moving, the object to be moved does not start moving within a preset time range, etc.
[0149] The third type is that the virtual object holding the ball fails to throw the virtual ball prop to the pitching target.
[0150] In some embodiments, a failure in throwing a virtual ball prop when the virtual object holding the ball throws a virtual ball prop to a throwing target includes: the virtual ball prop thrown by the virtual object holding the ball is intercepted by the associated virtual object, the virtual object holding the ball fails to catch the ball, the virtual object holding the ball does not throw the ball within a preset time range, etc.
[0151] Fourthly, the virtual object holding the ball fails to reach the pitching position area within a preset time range.
[0152] To summarize, the method provided in the embodiment of the present application reduces computer resource consumption by canceling the display of the first tactical layout information and the first tactical execution animation in response to the failure of the first tactical mode, and promptly cancels the display of the first tactical layout information and the first tactical execution animation when the first tactical mode fails, thereby reducing the impact of display elements in the virtual scene on the user's observation of the real-time virtual game situation, thereby improving human-computer interaction efficiency.
[0153] In some embodiments, the above step 320 includes a process of determining the first tactical mode, please refer to Fig. 9 , which shows a flowchart of a method for determining a first tactical mode provided by an exemplary embodiment of the present application. The method can be executed by a terminal, or by a server, or by both a terminal and a server. The present application embodiment takes the method executed by a terminal as an example for explanation. Fig. 9 As shown, the above step 320 includes the following steps:
[0154] Step 910, receiving an automatic tactic selection operation.
[0155] Optionally, the automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation.
[0156] Among them, the fully automatic tactical selection operation is used to start the fully automatic tactical determination mode, the fully automatic tactical determination mode is used to automatically determine the first tactical mode and instruct multiple associated virtual objects to automatically execute the first tactical mode; the semi-automatic tactical selection operation is used to start the semi-automatic tactical determination mode, the semi-automatic tactical determination mode is used to automatically determine the first tactical mode and execute the first tactical mode under the operation of the first account.
[0157] In some embodiments, the automatic tactical selection operation is received through a UI control in the virtual scene.
[0158] Optionally, the automatic tactic selection operation may be received by sliding the terminal interface displaying the virtual scene, shaking the terminal, or the like.
[0159] It is worth noting that the above-mentioned receiving method of the automatic tactical selection operation is only an illustrative example and is not limited to this in this application.
[0160] Step 920, obtaining the current virtual game data in the virtual scene.
[0161] Among them, the virtual game data is used to indicate the real-time position information and configuration information of the virtual objects in the virtual game.
[0162] In some embodiments, the real-time position information in the virtual game includes the position arrangement information of the associated virtual objects, the position arrangement information of the virtual objects in the game, and the tactical categories that the position arrangement may conform to.
[0163] Schematically, the virtual basketball court includes an upper line area and a lower line area. Among the multiple associated virtual objects, there are two associated virtual objects in the upper line area, standing at the two end points of the free throw line in the virtual basketball court respectively, there are two associated virtual objects outside the lower line area, defending within the three-point line, and there is one associated virtual object in the middle of the lower line area, guarding the rebound within the three-point line area. The current position arrangement of the associated virtual objects conforms to the two-three zone defense tactical mode.
[0164] In some embodiments, the configuration information of the virtual object is used to indicate the game capability of the virtual object in a virtual game.
[0165] Optionally, the configuration information is determined based on preset configuration data, where the configuration data may be pre-configured for the virtual object by a target application in the terminal, or may be obtained by collecting data based on an actual human object.
[0166] In some embodiments, the virtual game data includes at least one of configuration data of virtual objects, real-time position layout data in a virtual scene, and preset tactical restraint information. Step 920 includes at least one of the following situations:
[0167] (1) Obtain first configuration data corresponding to the associated virtual object.
[0168] The first configuration data is used to indicate the game capability of the associated virtual object in the virtual game.
[0169] Illustratively, taking a virtual scene corresponding to a virtual basketball competition as an example, the first configuration data includes data on the physical fitness, agility, strength, speed, endurance, and tactical mode categories of the associated virtual object. Specifically, the physical fitness data may include height, weight, arm span, body fat percentage, etc.
[0170] In some embodiments, advantage information of the associated virtual object is determined based on the first configuration data. For example, associated virtual object A, which is taller, has a longer wingspan and better jumping ability, is suitable for blocking shots, which is advantage information of the associated virtual object in terms of blocking shots.
[0171] (2) Obtain second configuration data corresponding to the game virtual object.
[0172] The second configuration data is used to indicate the game capability of the virtual game object in the virtual game.
[0173] Illustratively, taking a virtual scene corresponding to a virtual basketball competition as an example, the second configuration data includes data on the physical fitness, agility, strength, speed, endurance, and tactical mode categories of the virtual object in the game. Specifically, the physical fitness data may include height, weight, arm span, body fat percentage, etc.
[0174] In some embodiments, disadvantage information of the game virtual object is determined based on the second configuration data. For example, the game virtual object B, which is shorter, lighter and weaker in strength, is not suitable for fighting, which is disadvantage information of the game virtual object in terms of fighting.
[0175] (3) Obtain the current station layout data in the virtual scene.
[0176] Among them, the position layout data is used to indicate the position arrangement of the associated virtual objects and the opposing virtual objects in the current virtual scene.
[0177] In some embodiments, a station arrangement corresponding to a tactical pattern close to the current station arrangement is determined based on the station layout data.
[0178] (4) Obtain preset tactical restraint information.
[0179] The tactical restraint information is used to indicate the restraint relationship between multiple preset candidate tactics.
[0180] Optionally, taking the tactics in a basketball game as an example, the preset multiple candidate tactical modes include offensive tactical modes and defensive tactical modes, the offensive tactical modes include but are not limited to single play mode, high screen mode, inside attack mode, outside attack mode, and the defensive attack mode includes but is not limited to two-three zone defense mode, three-two zone defense mode, unlimited switching defense mode, and inside double teaming. Different tactical modes correspond to different arrangement rules.
[0181] In some embodiments, taking the restraint relationship between the offensive tactical mode and the defensive tactical mode as an example, the tactical restraint information is used to indicate various restraint relationships, such as the singles mode restraining the unlimited switching defense mode, the outside offense mode restraining the three-two zone defense mode, the inside offense mode restraining the two-three zone defense mode, and the high-post cover mode restraining the inside double-team mode.
[0182] Step 930: determine a first tactical mode based on the virtual game data, and generate first tactical layout information.
[0183] In some embodiments, the first tactical mode is automatically determined based on at least one of an advantage situation of the associated virtual object, a disadvantage situation of the opponent virtual object, and a tactical restraint situation.
[0184] Correspondingly, the first tactical mode is determined based on the position layout data and at least one of the first configuration data, the second configuration data and the tactical restraint information.
[0185] Optionally, the method for determining the first tactical mode based on the virtual game data includes the following three cases:
[0186] (1) Automatically determine a first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data.
[0187] In some embodiments, the terminal determines the advantage information by comparing the first configuration data and the second configuration data, and determines, based on the station arrangement data and the advantage information, a tactical mode that maximizes the advantage of the associated virtual object from multiple candidate tactical modes as the first tactical mode.
[0188] In schematic form, assume that the associated virtual object uses an outside attack mode to restrain the two-three defense mode of the opponent virtual object, but the outside attack capabilities of multiple associated virtual objects are relatively low and cannot complete the outside attack mode well. Therefore, it is necessary to consider the advantage information of the associated virtual object and adopt a strategy to maximize the tactical advantage of the associated virtual object lineup configuration. Since different tactics require different skill preferences of the associated virtual object lineup, for example, outside attack requires relatively strong outside finishing ability, inside attack requires associated virtual objects with taller height, heavier weight, stronger physique and strong inside strength, and opening singles requires associated virtual objects with stronger comprehensive strength to complete the finishing, so in the tactical selection of the associated virtual object, the tactic that is most advantageous to the associated virtual object is selected by default.
[0189] Please refer to Fig.10 , Fig.10 is a schematic diagram of a strategy for using advantage information to face different defenses provided by an exemplary embodiment of the present application, such as Fig.10 As shown, there is a superstar 1001 among the multiple associated virtual objects. Based on the current position arrangement of the multiple game virtual objects in the virtual scene 1010, the best way is to open up and play singles; but if the game virtual objects adopt a zone defense, that is, the multiple game virtual objects in the virtual scene 1020 meet the current position arrangement, then when the superstar 1001 is attacking, the outside attack is empty and the ball can be passed to the empty position for finishing.
[0190] (2) Automatically determine the first tactical mode based on the position arrangement data and the disadvantage information indicated by the second configuration data.
[0191] In some embodiments, the terminal determines disadvantage information by comparing the first configuration data and the second configuration data, and based on the position arrangement data and the disadvantage information, determines the tactical mode that maximizes the disadvantage of the virtual object in the game as the first tactical mode from multiple candidate tactical modes.
[0192] Illustratively, if there is a relatively weak virtual object A among multiple virtual objects, for example, virtual object A is shorter than the associated virtual object B, is slower, and has poor defensive ability, then based on the disadvantage information, a strong virtual object C is determined from multiple associated virtual objects (the strong virtual object C may be the associated virtual object B or may not be the associated virtual object B) to be matched with the virtual object A. In this process, the associated virtual objects may be swapped. For example, the adjacent associated virtual object D may be swapped with the strong virtual object C, so that the strong virtual object C is matched with the virtual object A. On this basis, the first tactical mode may be determined based on the current position arrangement.
[0193] For example, taking virtual basketball competition as an example, according to the position division, the associated virtual objects and the game virtual objects include at least point guard (hereinafter referred to as PG), shooting guard (hereinafter referred to as SG), small forward (hereinafter referred to as SF), power forward (hereinafter referred to as PF), center (hereinafter referred to as C), among which PG, SG, and SF can be interchanged, PF and C can be interchanged, and other positions cannot be interchanged. Please refer to Fig.11 , Fig.11 is a schematic diagram of a strategy for utilizing disadvantage information provided by an exemplary embodiment of the present application, such as Fig.11 As shown, the virtual scene 1100 includes multiple associated virtual objects and multiple game virtual objects. By exchanging the PG in the associated virtual objects with the advantageous SG, the advantageous SG is positioned against the disadvantageous PG in the game virtual objects, thereby increasing the probability of scoring.
[0194] (3) Automatically determine the first tactical mode based on the position arrangement data and tactical restraint information.
[0195] In some embodiments, taking the restraint relationship between the offensive tactical mode and the defensive tactical mode as an example, the tactical restraint information is used to indicate various restraint relationships, such as the singles mode restraining the unlimited switching defense mode, the outside offense mode restraining the three-two zone defense mode, the inside offense mode restraining the two-three zone defense mode, and the high-post cover mode restraining the inside double-team mode.
[0196] For example, take the example of how to use the singles mode to counter the unlimited switching mode. Fig.12 , Fig.12 This is a schematic diagram of a singles defense restraint unlimited switching provided by an exemplary embodiment of the present application, such as Fig.12As shown, the virtual scene 1200 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of the multiple virtual game objects conforms to the unlimited switching defense mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the singles mode based on the tactical restraint information.
[0197] For example, take the outside attack mode to restrain the two-three defense mode. Please refer to Fig.13 , Fig.13 : is a schematic diagram of an outside attack restraining a two-three zone defense provided by an exemplary embodiment of the present application, such as Fig.13 As shown, the virtual scene 1300 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of the multiple virtual game objects conforms to the two-three defense mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the outside attack mode based on the tactical restraint information.
[0198] For example, take the inside attack mode to restrain the three-two defense mode. Please refer to Fig.14 , Fig.14 : is a schematic diagram of an inside attack restraining three-two zone defense provided by an exemplary embodiment of the present application, such as Fig.14 As shown, the virtual scene 1400 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of the multiple virtual game objects conforms to the three-two defense mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the inside attack mode based on the tactical restraint information.
[0199] For illustration, take the high screen mode to restrain the inside double-team mode as an example, please refer to Fig.15 , Fig.15 : is a schematic diagram of a high screen to restrain the inside double-team provided by an exemplary embodiment of the present application, such as Fig.15 As shown, the virtual scene 1500 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of the multiple virtual game objects conforms to the inside double-teaming mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the high-position cover mode based on the tactical restraint information.
[0200] In some embodiments, determining the first tactical mode based on the station arrangement data and the tactical restraint information is implemented in the following two steps:
[0201] In the first step, in response to the position arrangement data indicating that the second position arrangement of the plurality of virtual objects in the game conforms to the second tactical pattern, a plurality of third tactical patterns restraining the second tactical pattern are obtained from a plurality of candidate tactical patterns based on the tactical restraint information.
[0202] In some embodiments, there are a plurality of third tactical modes among the plurality of candidate tactical modes that have a tactical restraint relationship with the second tactical mode.
[0203] In the second step, in response to a first station arrangement of multiple associated virtual objects indicated by the station arrangement data, a target station arrangement corresponding to a target tactical pattern in multiple third tactical patterns meets at least one of a similarity requirement or a tactical execution requirement, and the target tactical pattern is determined as a first tactical pattern.
[0204] Among them, the similarity requirement includes that the similarity between the first station arrangement and the target station arrangement reaches a preset threshold, and the tactical execution requirement includes that the time required for multiple associated virtual objects to change from the first station arrangement to the target station arrangement according to the target tactical mode is less than the preset time threshold.
[0205] In some embodiments, the target tactical pattern meets the similarity requirement and / or the tactical execution requirement, and the first tactical pattern determined on this basis has a higher execution efficiency during the execution process.
[0206] Step 940, displaying the first tactical layout information.
[0207] Specifically, please refer to the above step 320, which will not be repeated here.
[0208] To sum up, the method provided in the embodiment of the present application determines the first tactical mode by acquiring the current virtual game data in the virtual scene, so that the terminal can automatically determine the first tactical mode that is more favorable to the associated virtual object based on the real-time position information and configuration information indicated in the virtual game data, thereby improving the effectiveness of tactical determination and thus improving the efficiency of human-computer interaction.
[0209] The method provided in the embodiment of the present application provides a basis for determining the actual processing method of the first tactical mode based on virtual game data by acquiring various virtual game data such as first configuration data, second configuration data, position layout data and tactical restraint information, thereby improving the targetedness of the first tactical mode.
[0210] The method provided in the embodiment of the present application provides three different methods for determining the first tactical mode. Based on different virtual game data, the first tactical mode that adapts to different needs can be determined based on the advantages of the associated virtual objects, the disadvantages of the game virtual objects, and the tactical restraint, thereby improving the universality of tactical determination, being able to determine a more suitable first tactical mode based on actual needs, and improving the efficiency of tactical determination.
[0211] The method provided in the embodiment of the present application, when determining the first tactical mode based on the tactical restraint situation, when there are multiple third tactical modes that meet the restraint relationship with the second tactical mode corresponding to the virtual object of the game, based on the first position arrangement of the associated virtual objects, determines the target tactical mode that meets the similarity requirements and / or tactical execution requirements as the first tactical mode, and by improving the executable rate of the first tactical mode relative to the first position arrangement, the effectiveness of determining the first tactical mode based on the tactical restraint situation is improved, thereby improving the efficiency of human-computer interaction.
[0212] In some embodiments, during the tactical mode determination process, that is, when the first tactical mode is determined based on the virtual game data in the above step 930, the priorities of the first configuration data, the second configuration data, and the tactical restraint information conform to the arrangement relationship from high to low. Please refer to Fig.16 , Fig.16 : is a flowchart of a first tactical mode determination method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The present application embodiment takes the method executed by a terminal as an example for explanation. Fig.16 As shown, the method comprises the following steps:
[0213] Step 1610: Determine a first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data.
[0214] In some embodiments, advantage information is determined by comparing the first configuration data and the second configuration data, and based on the station arrangement data and the advantage information, a tactical mode that maximizes the advantage of the associated virtual object is determined from multiple candidate tactical modes as the first tactical mode.
[0215] Step 1620: In response to the failure of the first tactical mode, redetermine the first tactical mode based on the disadvantage information indicated by the station arrangement data and the second configuration data.
[0216] In some embodiments, disadvantage information is determined by comparing the first configuration data and the second configuration data, and based on the position arrangement data and the disadvantage information, a tactical mode that maximizes the disadvantage of the virtual object in the game is determined as the first tactical mode from multiple candidate tactical modes.
[0217] Step 1630: In response to the redetermined first tactical mode being invalid, redetermine the first tactical mode based on the station arrangement data and the tactical restraint information.
[0218] In some embodiments, taking the restraint relationship between the offensive tactical mode and the defensive tactical mode as an example, the tactical restraint information is used to indicate various restraint relationships, such as the singles mode restraining the unlimited switching defense mode, the outside offense mode restraining the three-two zone defense mode, the inside offense mode restraining the two-three zone defense mode, and the high-post cover mode restraining the inside double-team mode.
[0219] For illustration, please refer to Fig.17 , Fig.17 1 is a flowchart of a tactic determination method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The present application embodiment takes the method executed by a terminal as an example for explanation. Fig.17 As shown, the tactic determination method in a virtual scene provided by the embodiment of the present application includes the following steps:
[0220] Step 1710, receiving an automatic tactical selection operation.
[0221] Optionally, the automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation.
[0222] In some embodiments, after receiving the automatic tactical selection operation, information transmission is performed, such as obtaining virtual game data, for performing step 1720.
[0223] Step 1720, analyze tactics.
[0224] In some embodiments, a tactical analysis is performed based on the virtual game data to determine a first tactical mode.
[0225] Step 1730, select our advantageous tactics.
[0226] Here, our side refers to the camp to which the associated virtual object belongs.
[0227] In some embodiments, in order to improve scoring efficiency, the first tactical mode is determined preferentially according to the advantage information of the associated virtual object.
[0228] Optionally, in response to the first tactical mode being determined to be valid in step 1730 , step 1741 is executed; otherwise, step 1742 is executed.
[0229] Step 1741, continue our advantageous tactics.
[0230] In some embodiments, if the first tactical mode determined in step 1730 is valid, that is, the first tactical mode is successfully executed, the first tactical mode is continued to be determined according to our advantages.
[0231] Step 1742, consider enemy weaknesses.
[0232] Here, the enemy refers to the virtual object in the game.
[0233] In some embodiments, if the first tactical mode determined in step 1730 fails, in order to improve scoring efficiency, after considering our advantages, the first tactical mode is determined based on the disadvantage information of the virtual object in the game.
[0234] Step 1750, swap offensive players.
[0235] In some embodiments, by determining a disadvantaged object among the virtual objects in the game, a superior object among the associated virtual objects is aligned with the disadvantaged object by transposing the positions.
[0236] Optionally, in response to the first tactical mode adopted in step 1750 being valid, step 1761 is executed; otherwise, step 1762 is executed.
[0237] Step 1761, continue the local disadvantage tactics.
[0238] In some embodiments, if the first tactical mode determined in step 1750 is valid, that is, the first tactical mode is successfully executed, the first tactical mode is continued to be determined according to the enemy's weaknesses.
[0239] Step 1762, consider tactical restraint.
[0240] In some embodiments, if the first tactical mode determined in step 1750 fails, the first tactical mode is determined by using preset tactical restraint information.
[0241] Optionally, in response to the first tactical mode being determined to be valid in step 1762 , step 1771 is executed; otherwise, step 1772 is executed.
[0242] Step 1771, continue with the restraint tactics.
[0243] In some embodiments, if the first tactical mode determined in step 1762 is valid, that is, the first tactical mode is executed successfully, then the first tactical mode is continued to be determined according to the restraint tactics.
[0244] Step 1772, consider other tactics.
[0245] In some embodiments, if the first tactical mode determined in step 1762 fails, the process returns to step 1730 and the tactical determination method is executed again in the order of priority of our advantages, enemy weaknesses, and tactical restraint.
[0246] To sum up, the method provided in the embodiment of the present application clarifies the priority of multiple virtual game data in the process of determining the tactical mode, and determines the first tactical mode based on the advantage of the associated virtual object in a descending order according to the priority of the first configuration data, the second configuration data and the tactical restraint information, so that our advantage can be maximized as much as possible, thereby improving the scoring efficiency, the effectiveness of tactical determination, and thus the efficiency of human-computer interaction.
[0247] Fig.18is a structural block diagram of a tactic determination device in a virtual scene provided by an exemplary embodiment of the present application, such as Fig.18 As shown, the device includes the following parts:
[0248] The display module 1810 is used to display a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the associated virtual objects are virtual objects bound to a currently logged-in first account, and the plurality of associated virtual objects are used to cooperate with each other to perform a virtual game with the plurality of game virtual objects;
[0249] The display module 1810 is further configured to display first tactical layout information corresponding to the first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is used to start an automatic tactical determination mode, wherein the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is used to instruct the plurality of associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game;
[0250] The display module 1810 is further configured to display a first tactical execution animation, wherein the first tactical execution animation includes an animation of the reference game action being executed by the plurality of associated virtual objects when executing the first tactical mode.
[0251] Please refer to Fig.19 , Fig.19 is a structural block diagram of a tactic determination device module in a virtual scene provided by an exemplary embodiment of the present application, such as Fig.19 As shown, in some embodiments, the first tactical layout information includes prompt information corresponding to the reference game action, and the prompt information is used to instruct the associated virtual object to execute the reference game action;
[0252] The display module 1810 includes:
[0253] The display unit 1811 is used to display the prompt information corresponding to the action category according to the action category corresponding to the reference game action in the first tactical mode.
[0254] In some embodiments, the virtual scene is a virtual scene corresponding to a ball game, and the virtual object is used to participate in a ball game battle;
[0255] The display unit 1811 is used for:
[0256] In the first tactical mode, when the associated virtual object needs to move, displaying moving route prompt information, wherein the moving route prompt information is used to indicate the moving route of the virtual object to be moved among the multiple associated virtual objects;
[0257] In the first tactical mode, when the associated virtual object needs to pass the ball, passing route prompt information is displayed, wherein the passing route prompt information is used to indicate a throwing route for the ball-holding virtual object among the multiple associated virtual objects to throw the virtual ball prop to a pitching target, wherein the pitching target includes a virtual ball frame or a virtual object to be held;
[0258] In the first tactical mode, when the virtual object holding the ball needs to move, target position prompt information is displayed, and the target position prompt information is used to indicate the pitching position area that the virtual object holding the ball needs to reach after moving according to the first tactical mode.
[0259] In some embodiments, the automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation;
[0260] The display module 1810 is used for:
[0261] upon receiving the fully automatic tactical selection operation, automatically displaying the first tactical execution animation, wherein the fully automatic tactical selection operation is used to start a fully automatic tactical determination mode, wherein the fully automatic tactical determination mode is used to automatically determine the first tactical mode and instruct the multiple associated virtual objects to automatically execute the first tactical mode; or
[0262] When the semi-automatic tactical selection operation is received, the first tactical execution animation is displayed according to the tactical execution operation of the first account, and the semi-automatic tactical selection operation is used to start a semi-automatic tactical determination mode, and the semi-automatic tactical determination mode is used to automatically determine the first tactical mode and execute the first tactical mode under the operation of the first account.
[0263] In some embodiments, the apparatus further includes a display cancellation module 1820 for canceling display of the first tactical layout result and the first tactical execution animation in response to the first tactical mode being invalid.
[0264] In some embodiments, the virtual scene is a virtual scene corresponding to a ball game, and the virtual object is used to participate in a ball game battle;
[0265] The failure of the first tactical mode includes at least one of the following situations:
[0266] The first tactical mode is executed; or,
[0267] The virtual object to be moved does not move according to the moving route prompt information when moving; or
[0268] The virtual object holding the ball fails to throw the virtual ball prop to the pitching target; or,
[0269] The virtual object holding the ball does not reach the pitching position area within a preset time range.
[0270] In some embodiments, the display module 1810 includes:
[0271] The processing unit 1812 is used to receive the automatic tactic selection operation;
[0272] The processing unit 1812 is further configured to obtain current virtual game data in the virtual scene, wherein the virtual game data is used to indicate real-time position information in the virtual game and configuration information of the virtual object;
[0273] The processing unit 1812 is further configured to determine the first tactical mode based on the virtual game data and generate the first tactical layout information;
[0274] The display unit 1811 is used to display the first tactical layout information.
[0275] In some embodiments, the processing unit 1812 is configured to:
[0276] Acquire first configuration data corresponding to the associated virtual object, where the first configuration data is used to indicate a game capability of the associated virtual object in the virtual game;
[0277] Acquire second configuration data corresponding to the game virtual object, where the second configuration data is used to indicate the game capability of the game virtual object in the virtual game;
[0278] Acquire current station layout data in the virtual scene, where the station layout data is used to indicate the station arrangement of the associated virtual object and the opposing virtual object in the current virtual scene;
[0279] Preset tactical restraint information is acquired, where the tactical restraint information is used to indicate a restraint relationship between the preset multiple candidate tactics.
[0280] In some embodiments, the processing unit 1812 includes:
[0281] The first determining subunit 1801 is configured to determine the first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data; or
[0282] The second determining subunit 1802 is configured to determine the first tactical mode based on the position arrangement data and the disadvantage information indicated by the second configuration data; or
[0283] The third determining subunit 1803 is used to determine the first tactical mode based on the station arrangement data and the tactical restraint information.
[0284] In some embodiments, the third determining subunit 1803 is used to:
[0285] In response to the position arrangement data indicating that the second position arrangement of the plurality of game virtual objects conforms to a second tactical mode, acquiring a plurality of third tactical modes that restrain the second tactical mode from the plurality of candidate tactical modes based on the tactical restraint information;
[0286] In response to a first station arrangement of the plurality of associated virtual objects indicated by the station arrangement data, a target station arrangement corresponding to a target tactical pattern among the plurality of third tactical patterns meets at least one of a similarity requirement or a tactical execution requirement, and determining the target tactical pattern as the first tactical pattern;
[0287] Among them, the similarity requirement includes that the similarity between the first station arrangement and the target station arrangement reaches a preset threshold, and the tactical execution requirement includes that the time required for the multiple associated virtual objects to change from the first station arrangement to the target station arrangement according to the target tactical mode is less than a preset time threshold.
[0288] In some embodiments, in the tactical mode determination process, the priorities of the first configuration data, the second configuration data, and the tactical restraint information conform to an arrangement relationship from high to low;
[0289] The processing unit 1812 is used to:
[0290] Determining the first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data;
[0291] In response to the first tactical mode being invalid, re-determining the first tactical mode based on the station arrangement data and the disadvantage information indicated by the second configuration data;
[0292] In response to the redetermined first tactical mode being invalid, the first tactical mode is redetermined based on the station arrangement data and the tactical restraint information.
[0293] In summary, the device provided by the embodiment of the present application displays the first tactical layout information corresponding to the first tactical mode by receiving the automatic tactical selection operation, wherein the automatic tactical selection operation is used to start the automatic tactical determination mode, and the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes. The first tactical layout information is used to instruct a plurality of associated virtual objects to position themselves under the arrangement rule of the first tactical mode, and execute the reference game action corresponding to the first tactical mode to perform a virtual game, so as to help the user automatically determine the appropriate tactics in the game, reduce the tactical formulation time, and improve the efficiency of tactical determination. The implementation method of the first tactical mode is indicated by displaying the first tactical layout information. If the user chooses to automatically execute the first tactical mode, the user can also be familiar with the execution method of the first tactical mode based on the first tactical layout information, thereby improving the user's familiarity with the tactics and thus improving the human-computer interaction efficiency. If the user chooses to autonomously execute the first tactical mode, the user can be assisted in executing the first tactical mode according to the first tactical layout information by displaying the first tactical layout information. Even if the user is not familiar with the relevant tactics, the tactics can be effectively executed, thereby improving the success rate of tactical execution and thus improving the human-computer interaction efficiency.
[0294] It should be noted that the tactical determination device in the virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0295] Fig. 20 The structure block diagram of a terminal 2000 provided by an exemplary embodiment of the present application is shown. The terminal 2000 may be: a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer or a desktop computer. The terminal 2000 may also be called a user equipment, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0296] Typically, the terminal 2000 includes: a processor 2001 and a memory 2002 .
[0297] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2001 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2001 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0298] The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2002 is used to store at least one instruction, which is used to be executed by the processor 2001 to implement the tactical determination method in the virtual scene provided by the method embodiment of the present application.
[0299] In some embodiments, the terminal 2000 also includes other components, which can be understood by those skilled in the art. Fig. 20 The structure shown in the figure does not constitute a limitation on the terminal 2000, and the terminal 2000 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0300] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 1 The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the tactic determination method in the virtual scene provided by the above-mentioned method embodiments.
[0301] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the tactical determination method in a virtual scene provided by the above-mentioned method embodiments.
[0302] The embodiment of the present application also provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the tactic determination method in the virtual scene provided by the above-mentioned method embodiments.
[0303] Optionally, the computer readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD) or optical disks, etc. Among them, the random access memory may include resistance random access memory (ReRAM) and dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0304] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0305] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for determining tactics in a virtual scene, characterized in that: The method comprises: Displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the associated virtual objects are virtual objects bound to a currently logged-in first account, and the plurality of associated virtual objects are used to cooperate with each other to perform a virtual game with the plurality of game virtual objects; In response to receiving an automatic tactical selection operation, displaying first tactical layout information corresponding to a first tactical mode, wherein the automatic tactical selection operation is used to start an automatic tactical determination mode, wherein the automatic tactical determination mode is used to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is used to instruct the plurality of associated virtual objects to position themselves according to an arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game; A first tactical execution animation is displayed, where the first tactical execution animation includes an animation of the reference game action being executed by the plurality of associated virtual objects when executing the first tactical mode.
2. The method according to claim 1, characterized in that: The first tactical layout information includes prompt information corresponding to the reference game action, and the prompt information is used to instruct the associated virtual object to execute the reference game action; The displaying of the first tactical layout information corresponding to the first tactical mode includes: According to the action category corresponding to the reference game action in the first tactical mode, the prompt information corresponding to the action category is displayed.
3. The method according to claim 2, characterized in that The virtual scene is a virtual scene corresponding to ball games, and the virtual object is used to participate in ball game competitions; The step of displaying the prompt information corresponding to the action category according to the action category corresponding to the reference game action in the first tactical mode includes: In the first tactical mode, when the associated virtual object needs to move, displaying moving route prompt information, wherein the moving route prompt information is used to indicate the moving route of the virtual object to be moved among the multiple associated virtual objects; In the first tactical mode, when the associated virtual object needs to pass the ball, passing route prompt information is displayed, wherein the passing route prompt information is used to indicate a throwing route for the ball-holding virtual object among the multiple associated virtual objects to throw the virtual ball prop to a pitching target, wherein the pitching target includes a virtual ball frame or a virtual object to be held; In the first tactical mode, when the virtual object holding the ball needs to move, target position prompt information is displayed, and the target position prompt information is used to indicate the pitching position area that the virtual object holding the ball needs to reach after moving according to the first tactical mode.
4. The method according to claim 1, characterized in that: The automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation; The displaying of the first tactical execution animation includes: automatically displaying the first tactical execution animation upon receiving the fully automatic tactical selection operation, wherein the fully automatic tactical selection operation is used to start a fully automatic tactical determination mode, wherein the fully automatic tactical determination mode is used to automatically determine the first tactical mode and instruct the multiple associated virtual objects to automatically execute the first tactical mode; or, When the semi-automatic tactical selection operation is received, the first tactical execution animation is displayed according to the tactical execution operation of the first account, and the semi-automatic tactical selection operation is used to start a semi-automatic tactical determination mode, and the semi-automatic tactical determination mode is used to automatically determine the first tactical mode and execute the first tactical mode under the operation of the first account.
5. The method according to any one of claims 1 to 4, characterized in that: After displaying the first tactical execution animation, the method further includes: In response to the first tactical mode being invalidated, the first tactical layout information and the first tactical execution animation are canceled from being displayed.
6. The method according to claim 5, characterized in that The virtual scene is a virtual scene corresponding to ball games, and the virtual object is used to participate in ball game competitions; The failure of the first tactical mode includes at least one of the following situations: The first tactical mode is executed; or, The virtual object to be moved does not move according to the moving route prompt information when moving; or The virtual object holding the ball fails to throw the virtual ball prop to the pitching target; or, The virtual object holding the ball does not reach the pitching position area within a preset time range.
7. The method according to any one of claims 1 to 4, characterized in that: In response to receiving the automatic tactical selection operation, displaying first tactical layout information corresponding to the first tactical mode includes: receiving the automatic tactical selection operation; Acquire current virtual game data in the virtual scene, where the virtual game data is used to indicate real-time position information in the virtual game and configuration information of the virtual object; Determine the first tactical mode based on the virtual game data, and generate the first tactical layout information; The first tactical layout information is displayed.
8. The method according to claim 7, characterized in that Acquiring the current virtual game data in the virtual scene, including: Acquire first configuration data corresponding to the associated virtual object, where the first configuration data is used to indicate a game capability of the associated virtual object in the virtual game; Acquire second configuration data corresponding to the game virtual object, where the second configuration data is used to indicate the game capability of the game virtual object in the virtual game; Acquire current station layout data in the virtual scene, where the station layout data is used to indicate the station arrangement of the associated virtual object and the opposing virtual object in the current virtual scene; Preset tactical restraint information is acquired, where the tactical restraint information is used to indicate a restraint relationship between the preset multiple candidate tactics.
9. The method according to claim 8, characterized in that The determining the first tactical mode based on the virtual game data includes: Determine the first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data; or, determining the first tactical mode based on the position arrangement data and the disadvantage information indicated by the second configuration data; or, The first tactical mode is determined based on the station arrangement data and the tactical restraint information.
10. The method according to claim 9, characterized in that The determining the first tactical mode based on the station arrangement data and the tactical restraint information includes: In response to the position arrangement data indicating that the second position arrangement of the plurality of game virtual objects conforms to a second tactical mode, acquiring a plurality of third tactical modes that restrain the second tactical mode from the plurality of candidate tactical modes based on the tactical restraint information; In response to a first station arrangement of the plurality of associated virtual objects indicated by the station arrangement data, a target station arrangement corresponding to a target tactical pattern among the plurality of third tactical patterns meets at least one of a similarity requirement or a tactical execution requirement, and determining the target tactical pattern as the first tactical pattern; Among them, the similarity requirement includes that the similarity between the first station arrangement and the target station arrangement reaches a preset threshold, and the tactical execution requirement includes that the time required for the multiple associated virtual objects to change from the first station arrangement to the target station arrangement according to the target tactical mode is less than a preset time threshold.
11. The method according to claim 8, characterized in that In the process of determining the tactical mode, the priorities of the first configuration data, the second configuration data and the tactical restraint information conform to an arrangement relationship from high to low; The determining the first tactical mode based on the virtual game data includes: Determining the first tactical mode based on the station arrangement data and the advantage information indicated by the first configuration data; In response to the first tactical mode being invalid, re-determining the first tactical mode based on the station arrangement data and the disadvantage information indicated by the second configuration data; In response to the redetermined first tactical mode being invalid, the first tactical mode is redetermined based on the station arrangement data and the tactical restraint information.
12. A tactical determination device in a virtual scene, characterized in that: The device comprises: A display module, used for displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the associated virtual objects are virtual objects bound to a currently logged-in first account, and the plurality of associated virtual objects are used for cooperating with each other to perform a virtual game with the plurality of game virtual objects; The display module is further configured to display first tactical layout information corresponding to a first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is configured to start an automatic tactical determination mode, wherein the automatic tactical determination mode is configured to automatically select the first tactical mode from a plurality of preset candidate tactical modes, and the first tactical layout information is configured to instruct the plurality of associated virtual objects to position themselves under an arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game; The display module is further used to display a first tactical execution animation, where the first tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game action when executing the first tactical mode.
13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the tactical determination method in a virtual scene as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The storage medium stores at least one computer program, which is loaded and executed by a processor to implement the tactical determination method in a virtual scene as described in any one of claims 1 to 11.
15. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the tactic determination method in a virtual scene as claimed in any one of claims 1 to 11.