Information processing method and device, electronic equipment and computer readable medium

By obtaining and analyzing game assist information on electronic devices and providing cooperation suggestions between multiple game characters, the lack of cooperation suggestions in the existing technology is solved, and the user's gaming experience and teamwork efficiency is improved.

CN119701351AInactive Publication Date: 2025-03-28REALME MOBILE TELECOMM SHENZHEN CO LTD
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Patent Information

Application Number
CN202411844425.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2025-03-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing game assistive features lack cooperation suggestions for multiple game characters among multiple game players, such as cooperation suggestions among multiple game characters or cooperation suggestions for multiple game characters among one player.

Method used

When the electronic device runs the game application, obtain the game assistance information of the current player, including the character information corresponding to multiple target game characters in the same camp. Based on this information, prompt information is determined, used to indicate cooperation suggestions between each target game character and output these prompt information within the game application.

Benefits of technology

By providing cooperation advice with other players, we can improve the user's gaming experience, enhance the efficiency of teamwork and the winning rate of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses an information processing method and device, electronic equipment and a computer readable medium, and relates to the technical field of mobile terminals.The method comprises the steps that under the condition that the electronic equipment runs a game application program, game auxiliary information of a current player of the game application program is obtained, the game auxiliary information comprises role information corresponding to a plurality of target game roles of the same camp of the current player; prompt information is determined based on the game auxiliary information, and the prompt information is used for indicating cooperation suggestions among all target game roles; and outputting the prompt information in a game application program corresponding to at least one game role in the plurality of target game roles. Therefore, cooperation suggestions with other players can be provided for the player based on the role information corresponding to the multiple target game roles of the same camp of the current player, and the game experience of the user can be improved.
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Description

Technical Field

[0001] The present application relates to the field of mobile terminal technology, and more specifically, to an information processing method, device, electronic device and computer-readable medium. Background Art

[0002] With the rapid development of computer technology and Internet technology, a large number of game applications have appeared on mobile terminals. Currently, there is a game AI assistance function. After the user turns on the game AI assistance function, the user can get some suggestions for the current game stage, including but not limited to: equipment, routes, skill use, coordinated operations, danger reminders, etc. Summary of the invention

[0003] The present application proposes an information processing method, device, electronic device and computer-readable medium to improve the above-mentioned defects.

[0004] In a first aspect, the present application provides an information processing method applied to an electronic device, the method comprising: when the electronic device is running a game application, obtaining game auxiliary information of a current player of the game application, the game auxiliary information including character information corresponding to multiple target game characters in the same camp as the current player; determining prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between the target game characters; and outputting the prompt information in a game application corresponding to at least one game character among the multiple target game characters.

[0005] In a second aspect, the present application also provides an information reminder device, which is applied to an electronic device, and the device includes: an acquisition unit, a determination unit, and a reminder unit. The acquisition unit is used to obtain game auxiliary information of the current player of the game application when the electronic device runs the game application, and the game auxiliary information includes character information corresponding to multiple target game characters in the same camp as the current player. The determination unit is used to determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between each target game character. The reminder unit is used to output the prompt information in the game application corresponding to at least one game character among the multiple target game characters.

[0006] In a third aspect, the present application also provides an electronic device comprising: one or more processors; a memory; and one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, and the one or more applications are configured to execute the above method.

[0007] In a fourth aspect, the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a program code executable by a processor, and when the program code is executed by the processor, the processor executes the above method.

[0008] The information processing method, device, electronic device and computer-readable medium provided by the present application obtain game auxiliary information of the current player of the game application when the electronic device runs a game application, wherein the game auxiliary information includes character information corresponding to multiple target game characters in the same camp as the current player; based on the game auxiliary information, prompt information is determined, wherein the prompt information is used to indicate cooperation suggestions between each target game character; and the prompt information is output in the game application corresponding to at least one game character among the multiple target game characters. Therefore, based on the character information corresponding to multiple target game characters in the same camp as the current player, cooperation suggestions with other players can be provided to the player, which can improve the user's gaming experience.

[0009] Other features and advantages of the present application will be described in the following description, and partly become apparent from the description, or be understood by practicing the present application. The purpose and other advantages of the present application can be realized and obtained by the structures specifically pointed out in the written description, claims, and drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] 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 those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0011] Figure 1 A method flow chart of an information processing method provided by an embodiment of the present application is shown;

[0012] Figure 2 A schematic diagram of a skill icon provided by an embodiment of the present application is shown;

[0013] Figure 3 A schematic diagram showing a control interface of an information reminder function provided by an embodiment of the present application;

[0014] Figure 4 A schematic diagram of a game interface provided by an embodiment of the present application is shown;

[0015] Figure 5 A schematic diagram of a game interface provided by another embodiment of the present application is shown;

[0016] Figure 6A method flow chart of an information processing method provided by another embodiment of the present application is shown;

[0017] Figure 7 A method flow chart of an information processing method provided by another embodiment of the present application is shown;

[0018] Figure 8 A schematic diagram of a game interface provided by another embodiment of the present application is shown;

[0019] Fig. 9 A method flow chart of an information processing method provided by yet another embodiment of the present application is shown;

[0020] Fig.10 A schematic diagram showing prompt information provided by an embodiment of the present application;

[0021] Fig.11 A module block diagram of an information reminder device provided by an embodiment of the present application is shown;

[0022] Fig.12 A structural block diagram of an electronic device provided in an embodiment of the present application is shown;

[0023] Fig.13 A storage unit for storing or carrying program codes for implementing the method according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0024] In order to make those skilled in the art better understand the present application scheme, the technical scheme in the present application embodiment will be clearly and completely described below in conjunction with the drawings in the present application embodiment. Obviously, the described embodiment is only a part of the present application embodiment, rather than all the embodiments. The components of the present application embodiment usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the present application for protection, but merely represents the selected embodiment of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0025] It should be noted that similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. At the same time, in the description of this application, the terms "first", "second", etc. are only used to distinguish the description and cannot be understood as indicating or implying relative importance.

[0026] With the rapid development of computer technology and Internet technology, a large number of game applications have appeared on mobile terminals. In today's Internet digital age, electronic games have become an important part of people's lives. In order to improve the user's gaming experience, reduce the difficulty of the user's game operation and increase the winning rate of the game, game assistance functions have emerged. For the current game assistance functions, after turning on the game assistance functions, users can get some suggestions for the current game stage, including but not limited to: equipment, routes, skill use, coordinated operations, danger reminders, etc. The game assistance function can be an AI assistance function obtained by AI model through big data collection and high-level game player marking, and large model training, which can provide effective help for most players.

[0027] However, the inventors found in their research that the strategy suggestions output by current game assistance functions lack reminders for cooperation suggestions, such as cooperation suggestions between multiple game characters of multiple game players, or cooperation suggestions for multiple game characters corresponding to one player.

[0028] Therefore, to overcome the above defects, please refer to Figure 1 , an embodiment of the present application provides an information processing method, which is applied to an electronic device, and the method includes: S101 to S103.

[0029] S101: When the electronic device is running a game application, obtain game auxiliary information of a current player of the game application, wherein the game auxiliary information includes character information corresponding to multiple target game characters in the same camp as the current player.

[0030] It should be noted that the multiple target game characters in the same camp of the current player may include at least two situations.

[0031] In the first case, it is assumed that the game type corresponding to the game application is a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA). For example, taking MOBA games as an example, MOBA games are a multiplayer online competitive game, and players usually fight in the form of teams. MOBA games combine real-time strategy and role-playing elements. Players control their respective characters (usually referred to as "heroes" or "roles") in the game and fight against enemies controlled by other players or computers. In other words, in the map, in addition to the virtual characters selected by both players, there are also non-player-controlled game units (Non-Player Character, NPC) such as soldiers, defense towers, small monsters, and special monsters. Each player defeats the enemy character or neutral party unit on the map by controlling the selected virtual character, obtains resources, and finally destroys the enemy base to obtain the final victory. It should be noted that the meaning of defeat mentioned in the embodiment of the present application is the behavior of the player successfully defeating the other character or NPC and reducing its blood volume to zero. Defeat usually brings experience and monetary rewards, and has a profound impact on the situation in some game mechanisms.

[0032] That is, MOBA games are usually multiplayer-versus-multiplayer team battles (for example, 5 vs. 5), and players need to work together and develop tactics to defeat their opponents. Players can choose different characters, each with unique skills and attributes. Characters are usually divided into different types, such as tanks, output, and auxiliary. Most MOBA games are played on a specific map with different paths (called "paths" or "lines") and key targets (such as defense towers, wild monsters, and dragons, etc.). Players gain experience and gold coins by defeating enemy characters and soldiers, which are used to upgrade and purchase equipment to enhance the character's capabilities. Real-time decision-making and tactical layout are required in the game, including when to attack, when to defend, and when to control the map.

[0033] Therefore, for MOBA-type games, two camps are usually included, and the current player of the game application (i.e., the user who is currently logged in to the game application) corresponds to one camp. The camp where the current player of the game application is located is named the own camp, and the other camp is named the enemy camp corresponding to the own camp. Then, the multiple target game characters in the same camp of the current player can be at least some of the multiple game characters in the own camp.

[0034] In the second case, the game application belongs to the role-playing game (RPG) type, and the player plays one or more virtual characters in the game. Each virtual character usually has different abilities, for example, different skills and attributes, and the player needs to control these characters to fight or complete a certain plot. As an implementation method, in some RPG games, the player can form a plurality of game characters into a team and complete the battle through the team. For example, the team includes four characters, and the player controls the four characters to defeat the boss. Therefore, the multiple target game characters of the same camp of the current player can be at least some of the multiple game characters controlled by the current player, for example, at least some of the multiple game characters in the team used by the current player.

[0035] It is understandable that the character information corresponding to multiple target game characters in the same camp of the current player may include skill information, which may include at least one of the skill name, type (active / passive), skill state, damage and effect (control, treatment), wherein the skill state includes an untriggerable state and a triggerable state. Usually, a skill corresponds to an operation control, and the skill state may also refer to the trigger state of the operation control. Therefore, the skill state is a triggerable state, which may mean that the user can release the skill through the operation control, that is, the operation control of the skill is in a triggerable state. Similarly, the skill is in an untriggerable state, which means that the user cannot release the skill through the operation control. In some scenes, the operation control can be repeatedly switched between the triggerable state and the untriggerable state, and the untriggerable state can also be understood as a locked state, that is, the operation control is in an untriggerable state, and when the trigger condition is met, it will be converted from the untriggerable state (or locked state) to the triggerable state. The trigger condition may include the timed end of the locked state, the scene object corresponding to the operation control meets the parameter condition (for example, the skill corresponding to the skill control of a game character in the game scene is selected), etc., which are not limited here.

[0036] like Figure 2As shown, assuming that the interface currently running on the electronic device is a game scene interface of a game application, the game scene interface includes a first skill key 201, assuming that the first skill key 201 corresponds to the first skill, the game character in the current game scene is the first character, the first character has learned the first skill, and the first skill needs to be in a triggerable state, that is, can be released, when the specified parameters of the first skill meet the first condition. For example, the first condition can be that the first skill has been learned, and the energy parameter of the first skill meets the specified energy value or is not in a cooling state. Then the display content of the skill key in the interface can be named as the icon content of the skill key, the skill key is a touchable operation control, and the pattern of the skill key icon is the icon content corresponding to the skill key.

[0037] Figure 2 In (a), the first skill key 201 is in a triggerable state. Figure 2 In (b), the first skill key 201 is in an untriggerable state. In other words, Figure 2 In (a), the energy parameter of the first skill meets the specified energy value, and the first skill has met the release condition. The user Figure 2 (a) inputs a touch operation (e.g., a single click operation) to the first skill key 201, the game application switches the first skill key 201 from a triggerable state to an untriggerable state, and changes the icon content corresponding to the first skill key 201 from Figure 2 (a) content (icon pattern highlighted) Figure 2 The content of (b) (icon pattern gray) switches, and the first skill is released.

[0038] In order to enable the user to distinguish whether the skill key is currently in a triggerable state or an untriggerable state, the icon content of the skill key in the triggerable state and the untriggerable state is different. For example, Figure 2 As shown in (a), when a skill key is in a triggerable state, the skill key can be highlighted, that is, compared with the non-triggerable state, the content displayed on the skill icon corresponding to the skill key in the triggerable state is distinguished by brightness. Figure 2 From (a) and (b), we can see that Figure 2 (a) indicates that the brightness of the icon content is higher than that of the skill key icon filled with gray in 2(b).

[0039] Therefore, by analyzing the screenshots of the game interface of the game application, the skill status of the game skill in the current game scene can be identified based on the different display contents of the skill in different skill states.

[0040] As an implementation method, in addition to the above-mentioned character information, the game auxiliary information may also include character characteristics, player behavior data, game environment dynamic data, combat data, economic data, game environment data and emotional data, etc., wherein the character characteristics may include the identity type and attribute information of the game character. For example, the identity type, i.e., the role type, may include tank, output, auxiliary, etc., and the attribute information may include health value, magic value, attack power, armor, spell strength, etc.; the player behavior data may include the character selected by the player, the length of the game, the number of times the player defeats other players and the number of times he is defeated, and the number of assists, i.e., the number of times the player participates in defeating but does not directly defeat the enemy character; the game environment dynamic data may include jungle resource data, defense tower data and soldier line data. Specifically, the jungle resource data may include the number of various types of wild monsters, and the defense tower data may include the number of soldiers on each line. The data may include the health and number of defense towers on the road, the soldier line data may include the spawning time, number, distance from each defense tower or base, etc. of the soldiers; the combat data may include skill data and team battle data, among which the skill data may include skill cooling status, skill level, etc., and the team battle data may include the occurrence time, participating players, defeat records, etc. of the team battle; the economic data may include the gold coin statistics of each player in the game, the props purchased by the player, the equipment selected by each character at different time points, etc.; the game environment data may include the character selected by the opponent and its characteristics, important events in the game, such as the refresh of the dragon, the outcome of the team battle, the pushing of the tower, etc., and the team cooperation, for example, the team cooperation and formation, whether there are specific tactics (such as double line, single line, etc.); the emotional data may include player emotional analysis, for example, through chat records or voice analysis, to understand the player's emotional state (such as anxiety, excitement, etc.).

[0041] It should be noted that the game scene of the game application includes a large map and a small map, wherein the large map can be used as the user's human-computer interaction interface, which usually includes a main perspective screen, a character status bar, skill shortcut keys and other operation controls. Specifically, the main perspective screen refers to the player observing the battlefield from the perspective of the character, performing operations such as moving, attacking, and releasing skills. The character status bar can display the player's character's health, mana (or other resources), inventory and other information. The skill shortcut key refers to the shortcut button used by the player to release skills, which is usually located at the bottom or side of the screen. The player performs direct operations through these buttons. Other operation controls may include a directional wheel key, directional auxiliary keys and toolbox controls. In MOBA games, the human-computer interaction interface is the main interaction area between the player and the game world, and all direct actions of the player (such as moving, attacking, casting skills, etc.) occur in this area.

[0042] The minimap is an auxiliary perspective that displays the overall layout of the game world and helps players understand the current battlefield situation. Usually located in the corner of the screen, the minimap provides real-time information through a reduced version of the global map. Players can view the following content in this area: the location of teammates and enemies, for example, displayed through different color logos to help players grasp the dynamics of the surrounding battlefield in real time; the location of important targets: such as the refresh location and status of important resources such as dragons and overlords; field of view information: the field of view is indicated by changes in brightness or shadows, prompting players which areas are illuminated by the enemy's field of view and which are controlled by their own field of view; regional status and events: such as the status of towers, base locations, and wild area resource refreshes.

[0043] It is understandable that the method for obtaining the above-mentioned game data can be by capturing the game interface image and analyzing the image. Of course, it can also be by obtaining game battle information through the interface disclosed by the game manufacturer, and obtaining game information of the current game scene based on the battle information.

[0044] In the embodiment of the present application, the screen during the game can be intercepted, and the features of the screen can be extracted, and the extracted features can be analyzed to obtain the above-mentioned game auxiliary information. The position of each player and enemy character on the map is determined by image recognition; the health value, magic value, status effect (such as silence, dizziness, etc.) of each character and whether it is in an invisible state are obtained by image recognition; by analyzing the on and off state of the skill icon, it is judged whether the skill is in cooling; by analyzing the model and number of the soldiers, the status of the soldiers and buildings of each line are judged; the health changes of the defense tower and crystal and whether they are attacked are identified; the status and control of resource points (such as dragons, red and blue buffs, etc.) are identified, etc. Exemplarily, the game information includes but is not limited to: the number and type of wild monsters in the intercepted small map, the survival of the enemy and our characters in the small map, the specific characters of the enemy and our characters in the picture, the skill characteristics of the specific characters, the level of the specific characters, the blood volume of the characters, the situation of the defense towers of the enemy and our characters, etc.

[0045] It is understandable that, as an implementation, the electronic device has an information reminder function for the game application. For example, the information reminder function may include the prompt information of the present application, i.e., cooperation suggestions. After the information reminder function of the electronic device is activated, the electronic device can perform an operation to obtain game auxiliary information when detecting that the game application is running. For example, the information reminder function can be activated in the game application after the electronic device runs the game application. For example, the game application has a control interface, and an operation control of the information reminder function is provided in the control interface. The user can activate the information reminder function through the operation control. Of course, it can also be the control center of the electronic device (for example, a control interface activated by sliding down the top edge of the screen or sliding up the bottom edge), or the information reminder function can be activated in the setting interface of the electronic device.

[0046] That is, the electronic device may first start the information reminder function and then run the game application, or may first start the game application and then start the information reminder function. Figure 3 As shown, a game application is running on the screen of the electronic device, and a startup interface 300 of the information reminder function is displayed in the game application. As an implementation method, the information reminder function can be used as a plug-in of the game application, that is, the information reminder function is not a function embedded in the game application. As an implementation method, when the electronic device runs the game application, a specified control (for example, a floating ball) is displayed on the screen of the electronic device, and the user can open the control interface of the information reminder function by clicking the specified control. For example, an operation control 301 of the information reminder function is displayed in the control interface (such as Figure 3 With the help of AI master in the information reminder function, the user can start the information reminder function through the operation control 301.

[0047] S102: Determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters.

[0048] As an implementation method, by analyzing screenshots of the game interface of the game scene, the skill information corresponding to each target game character can be determined. The skill information may include skill status and skill name. Based on the skill name, the skill attribute information of each skill of each game character can be determined. The skill attribute information may include skill type, and the skill type may include damage skills (direct or continuous damage), control skills (such as stun, knockback, deceleration, silence, etc.), treatment / enhancement skills (such as restoring health, providing shields, increasing attack power, etc.), displacement skills (jump, flash, teleportation, etc.) and defense skills (such as damage reduction, immunity to control, recovery, etc.).

[0049] According to the preset game cooperation strategy, the prompt information is determined based on the game auxiliary information. The preset game cooperation strategy may include at least four types, such as enhancing the matching and complementarity of role skills, improving the utilization rate of skills, the overall team strategy, and improving the efficiency of counterattack between roles.

[0050] The first, for enhancing the role skill collocation and complementarity, each role's skill has its specific role in the battle, and the reasonable collocation of different role's skills can produce stronger synergy in the group battle. Exemplarily, it can include a combination strategy of control and burst output, specifically, a tank or a control-type role can use skills to limit enemy actions (such as stun, knock-up, silence, etc.), so that the output-type role has time and space to output. For example, a role with control skills can first use control skills to pull the enemy into the group battle range, and then the output role (for example, a mage) releases burst skills to cause a lot of damage. Another exemplary, it can also include auxiliary and protection collocation, specifically, the treatment or gain skills of the auxiliary role can improve the survivability of teammates, reduce the damage or control effect of the enemy. For example, the auxiliary role nurse uses gain skills to help teammates enhance their ability to resist pressure, while the tank uses its own defense skills to protect the crispy output. Exemplarily again, it can also include displacement and control combination, specifically, some role's skills can help teammates quickly approach the enemy or break away from the enemy's attack range, and the control skills can disrupt the enemy's formation and achieve a fatal blow. For example, some characters use displacement skills to quickly approach the enemy, and then use control skills to burst out output and cooperate with teammates to kill.

[0051] The second method is to improve the utilization rate of skills, reasonably arrange the timing of skill release, and avoid multiple character skills entering the cooling period at the same time, which can improve the continuity of the battle.

[0052] The third type is the overall team strategy, which is to provide cooperative auxiliary suggestions for team battles. For team battle scenes, team battles are generally comprehensive confrontations between teams composed of 2 or more players, and each team will send multiple characters to participate. Therefore, the skill coordination between characters should not only consider the use of skills of a single character, but also need to be coordinated with the overall team's combat strategy. Exemplarily, the overall team strategy may include formation and combat position strategies. For example, it is recommended that tank characters should absorb damage in the front row, while output characters should be protected in the back row for output. In another exemplary embodiment, the overall team strategy may also include collaborative combat and rhythm control strategies. For example, when attacking, the team can minimize the chance of enemy counterattacks by focusing on enemy crispy characters. Tanks or control characters can provide protection around the enemy's core characters to ensure that the output characters can cast skills in a safe environment. When defending, the team needs to use skills to cover each other and use control and counterattack skills to delay. In another exemplary embodiment, the overall team strategy may also include vision control and strike timing. For example, support and auxiliary characters can provide vision for teammates to prevent enemy ambushes. Using the advantage of vision, the team can choose the right time to attack or defend collectively.

[0053] The fourth type is to improve the efficiency of counterattacks between characters. For example, if the enemy has a high-burst assassin, choosing a character with counterattack or control skills can effectively limit the enemy's output. For another example, hard control skills (such as knock-up, immobilization, etc.) can be combined with soft control skills (such as deceleration, silence), so that even if the enemy dodges a certain skill, it is difficult to escape the threat of other skills.

[0054] Therefore, under the guidance of the various game cooperation strategies mentioned above and combined with the current game auxiliary information, cooperation suggestions suitable for each current target game character can be obtained. For example, the cooperation suggestions can indicate the skill combination sequence, skill release objects or positions of each target game character, so that the players corresponding to each target game character in the same camp can clarify the current combat strategy based on the prompt information.

[0055] S103: Outputting the prompt information in a game application corresponding to at least one game character among the plurality of target game characters.

[0056] As an implementation method, some game characters may be selected from multiple target game characters and prompt information may be pushed to them, wherein some game characters may be game characters corresponding to players of a game application currently logged into the electronic device, or may be game characters corresponding to players with leading responsibilities among multiple target game characters in the same camp as the current player, wherein the leading responsibility may mean that the player has a role in commanding the battle.

[0057] As another implementation, the prompt information can be pushed to each target game character. It is understandable that the target game character refers to the game character currently participating in the battle, so the prompt information can be pushed to each game character participating in the battle in the same camp of the current player.

[0058] It should be noted that outputting the prompt information within the game application may refer to displaying the prompt information in text form within the game interface of the player's game application, for example, displaying the text "Please XX release XX skill to start a team fight" on the game interface. Of course, the prompt information may also be played by voice within the game application, or may be shown by displaying a reminder on the skill icon, wherein displaying a reminder includes providing a reminder by changing the display effect, for example, flashing, highlighting, or changing the icon content.

[0059] As an implementation method, the game interface of the game application displays avatars of various game characters, which can help users understand basic information of each game character, such as level, skill status, health, etc.

[0060] like Figure 4 As shown, the game interface includes a small map control 410, a game character list 420 and a game character 430. The small map control 410 is used to display the small map content of the game, such as Figure 4 As shown, in addition to the reduced image of the entire game scene map, the mini-map content also includes character avatar icons 413, defense tower icons 412, and wild monster icons 411, wherein the character avatar icons correspond to the characters participating in the current game scene. Specifically, the character avatar icons in the mini-map may include icons corresponding to surviving characters in the same camp as the player, and icons corresponding to characters in the hostile camp that appear within the field of vision of the player camp, wherein the field of vision of the player camp may include the field of vision of any character in the player camp, as well as the field of vision of the defense towers and soldiers in the player camp. Therefore, by analyzing the mini-map areas in a certain number of game screenshots, the number of characters in the player camp and the hostile camp can be obtained. In addition, as Figure 4As shown, the game interface also includes a game character list 420, which includes multiple character icons. The multiple character icons include icons corresponding to multiple characters in the player's camp that participate in the current game scene. Therefore, the number of multiple characters participating in the current game scene can be determined by the number of icons in the list, and then it can be determined whether it belongs to the second sub-scene. Of course, it is also possible to obtain the combat data of the player's character within a period of time by obtaining screenshots of the player's multiple game interfaces, so as to determine the number of characters in the same camp of the character and the number of characters in the enemy camp. The specific method is not limited here.

[0061] Therefore, an implementation method of outputting the prompt information in a game application corresponding to at least one of the multiple target game characters may be to determine the order of appearance of each target game character and the order of skill release of each target game character based on the prompt information. As mentioned above, the cooperation suggestion may include the order of appearance of each game character, that is, the attack order, and the order of skill release of each character. For example, character 1, character 2 and character 3, character 1 has skill a1 and skill a2, character 2 has skill b1, and character 3 has skills c1, skill c2 and skill c3. Then the determined order of appearance of each character and the order of skill release include: skill a1 of character 1, skill b1 of character 2, skill c1 of character 3, skill a2 of character 1, skill c2 of character 3 and skill c3 of character 3. Therefore, the order of appearance of the characters is character 1, character 2, character 3, character 1 to character 3, and the order of skill release is skill a1, skill b1, skill c1, skill a2, skill c2 to skill c3.

[0062] Therefore, after determining the order of each character's appearance and the order of each character's skill release, display reminders are performed for the avatars and skills of each target game character according to the order of each target game character's appearance and the order of each target game character's skill release. That is, the character that should currently appear is reminded by displaying reminders of each character's avatar, and each character is reminded to release skills by displaying reminders of each character's skills. For example, the order of appearance of the above-mentioned character 1, character 2, character 3, and character 1 to character 3, based on this order, the avatars of the corresponding characters are highlighted or flashed in turn, and after the currently highlighted or flashing character is triggered to appear on the stage, based on the skill release order, the skill that the character should currently release is highlighted or flashed, and so on, until all characters have finished appearing and all skills have finished being released.

[0063] like Figure 4As shown, among the multiple avatars displayed in the game character list 420, the avatar of character 1 is currently highlighted, so other players can know the current playing time of character 1 through the highlighted avatar, and there is also a highlighted skill icon in the skills of the player of character 1, so character 1 can click the highlighted skill icon to release the corresponding skill. After character 1 finishes releasing the skills highlighted in sequence, the next character to play is character 2, then the avatar of character 2 among the multiple avatars displayed in the game character list 420 is highlighted, and then character 2 starts to operate the highlighted skill icon to release the skill, and so on. It should be noted that there can be multiple characters on the stage, that is, multiple characters can be on the stage at the same time, and this is not limited.

[0064] In addition, assuming that the game application is of the RPG type, the player can control multiple characters to fight, such as Figure 5 As shown, the game interface includes the current game character 510, the character list 520 and the skill icon 530. After determining the order of appearance of each target game character and the skill release order of each target game character, the avatar and skill execution reminder of each target game character can be displayed based on the order of appearance of each target game character and the skill release order of each target game character, such as Figure 5 In the game, the avatar of the character to be played can be highlighted or flashed in the character list 520 as a reminder. After the user clicks on the avatar of the character and switches the character to play, the skill icon in the game interface becomes the skill icon of the character, and the skill that the current character should release is determined based on the skill order, and the skill icon is highlighted or flashed as a reminder. Then, after the user releases the skill, it is determined whether the character has other skills to be released after this time. If not, the avatar of the next character to be played in the character list 520 is highlighted or flashed as a reminder, and so on, until all the characters complete the operation in the order of appearance and skill release.

[0065] Therefore, in the embodiment of the present application, when the electronic device runs a game application, the game auxiliary information of the current player of the game application is obtained, and the game auxiliary information includes the character information corresponding to multiple target game characters in the same camp as the current player; based on the game auxiliary information, prompt information is determined, wherein the prompt information is used to indicate the cooperation suggestions between the target game characters; and the prompt information is output in the game application corresponding to at least one of the multiple target game characters. Therefore, based on the character information corresponding to the multiple target game characters in the same camp as the current player, cooperation suggestions with other players can be provided to the player, which can improve the user's gaming experience.

[0066] See also Figure 6, an embodiment of the present application provides an information processing method, which is applied to an electronic device, and the method includes: S601 to S603.

[0067] S601: When the electronic device is running a game application, obtain game auxiliary information of a current player of the game application, wherein the game auxiliary information includes character information corresponding to each first designated game character in a team battle confrontation scene of the same camp as the current player.

[0068] It is understandable that for MOBA-type games, different types of characters are usually suitable for different lineups, and each different type of character plays a different position in the lineup. Using characters in reasonable lineup positions can greatly improve the combat capabilities of the entire team. Team battle scenes usually refer to collective confrontations between multiple characters in the game in groups (such as gangs, teams). In the game, team battles generally have a team battle confrontation stage, that is, a team battle confrontation scene. Team battle confrontation scenes generally last for a short time, such as a few seconds, tens of seconds or a few minutes. During the team battle confrontation stage, the two sides can make some preparations for the battle. In other words, the collective confrontation of multiple people after the team battle confrontation stage can be understood as a team battle.

[0069] The team battle confrontation scene is a game scene in the team battle confrontation stage. The team battle confrontation stage is the waiting stage before the two sides of the game battle may engage in a team battle. Therefore, the team battle confrontation scene is used to indicate a trend that a team battle may be about to take place. Usually, in the team battle confrontation stage, the positions of the game characters of the two camps gather in their respective camps, that is, in a certain game interface, the number of game characters is relatively large, and there are two concentrated areas as a whole, wherein the concentrated area refers to a certain area. The number of game characters is large, for example, greater than 3, and the game characters belonging to one team are relatively concentrated and close, and the characters of the two camps are obviously in a state of confrontation. Therefore, this game scene can be called a team battle confrontation scene, and the team battle confrontation scene can last for a few seconds or tens of seconds, for example, when a team battle is initiated by one party or both parties initiate a team battle at the same time, and then enter the team battle confrontation scene.

[0070] In the embodiment of the present application, the prompt information can be used for the cooperation suggestions of multiple game characters in the team battle confrontation scene, that is, the scene of the cooperation of multiple game characters in the team battle. Therefore, the above-mentioned multiple target game characters in the same camp of the current player can include each first designated game character in the team battle confrontation scene, and the first designated game character includes the game character of the current player and the game character of at least one other teammate of the same camp of the player. That is to say, when it is determined that the current game scene is a team battle confrontation scene, and the game character of the current player is in the team battle confrontation scene, the game character of the current player and the game character of at least one other teammate of the same camp of the player are used as the first designated game character.

[0071] Specifically, when the electronic device runs a game application, the game information of the game application is obtained; if the current game scene is determined to be a team battle confrontation scene based on the game information, the game auxiliary information of the current player of the game application is obtained. As an implementation method, at least one game screenshot of the current game scene can be obtained, and the positions of all game characters on the field can be determined based on the game screenshot. For example, the distribution positions of various game characters in the same camp of the current player can be determined by analyzing the positions of the icons of game characters in the same camp in the small map in the game screenshot of the current player. If the game characters of the players in the enemy camp are within the field of vision of the friendly game characters, the position distribution of the game characters of each enemy player can also be determined, so that the position distribution of the game characters of both camps can be analyzed, and then it can be determined whether the current scene belongs to a team battle confrontation scene.

[0072] If it is determined that the current game scene is a team battle confrontation scene, then determine whether the position of the current player's game character is located in the team battle confrontation scene. Specifically, based on the position distribution of each game character obtained above, it is possible to determine the concentration area of ​​each game character in the same camp of the current player. The concentration area may refer to a region in which the number of game characters of teammates in the same camp of the current player is greater than a specified threshold. For example, the specified threshold may be 3. Then, determine that the position of the current player's game character is in the concentration area corresponding to the camp. If so, determine that the current player's game character is in the team battle confrontation scene. Then, the game characters of other teammates in the same camp of the current player that are in the concentration area are also taken as the first designated characters. Then, obtain the character information of each first designated character to obtain the game auxiliary information of the current player of the game application.

[0073] S602: Determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters.

[0074] As an implementation method, the character information may include at least one of identity information, equipment information and skill information, wherein the skill information includes skill status, for example, a triggerable status and an untriggerable status, wherein the untriggerable status corresponds to a cooldown time, and the identity information includes the name, winning rate and responsibilities of the game character, etc. Then, an analysis model may be pre-trained, and the analysis model may be trained through a large amount of game data to find the combat combination with the highest probability of multiple game characters of the same camp of the current game player defeating the other camp, and give team-opening suggestions.

[0075] Specifically, the game data may include the lineup information of each game (character selection of both camps), the skills, attributes, status (such as health, mana, equipment, status effects, etc.) of each character, key moments of the battle (such as team opening, kills, team battle results, etc.), win and loss results, player operation data and combat data. Among them, player operation data includes character skill usage records (skill release timing, target, etc.) and character movement path, station distribution, field of view control, etc. Combat data includes the time and place of the start of the team battle and various combat states (whether the ultimate move is turned on, whether teammates are killed, kill order, output, etc.). After the data is collected, important features that can help the model learn are extracted. For example, it includes lineup and skill characteristics, which may specifically include: character skill combination, that is, recording the skill characteristics of each character, such as damage, control, treatment, gain, etc., and the characteristics of the character (such as tank, output, control, support, etc.); synergy between characters, for example, the combination of control characters and burst output characters, the cooperation of tank characters and support characters, etc.; enemy lineup characteristics, the main weaknesses of the enemy lineup, such as the enemy's lack of treatment, or the presence of fragile output characters in the enemy lineup.

[0076] Then, an analysis model is set up, which can be a neural network model or a deep learning model. The neural network model can handle high-dimensional and complex nonlinear feature relationships. Through the neural network model, the best combat strategy can be predicted after inputting the lineup and combat environment characteristics. The deep learning model is used to train action-based strategic decisions. The model simulates different team-opening strategies, performs self-optimization, and finds the best combat combination and timing.

[0077] Therefore, the game auxiliary information is input into the analysis model. For example, the game auxiliary information may include the character information of the first designated game character and other information. The other information may include at least one of the enemy lineup, the status of both sides, the combat position, and the resource status. The trained analysis model can output a team-opening suggestion based on the game auxiliary information. For example, the team-opening suggestion may include the recommended timing of the team-opening (for example, "the enemy has lost its key skills at this moment and can launch an attack"), the recommended lineup (for example, "it is recommended to put the control-type character in the front row to cooperate with the burst output"), the first target game character to enter the battle, the first skill to be released, and the skill release order of each of the target game characters. For example, it is recommended that character a use his ultimate move to control the opponent's shooter, character b use his ultimate move to enter the field, and other characters use any skills to output.

[0078] S603: Outputting the prompt information in a game application corresponding to at least one game character among the plurality of target game characters.

[0079] As an implementation manner, the prompt information may be output in the game interface of each first designated game character, for example, through text output, voice playback or display reminder.

[0080] Therefore, AI is used to analyze the role information of the user's game character on the current field (including equipment, current skill cooldown time, etc.) and the role information of the user's teammates' game characters. The cloud-based large model uses a large amount of game data to train the skill combination with the highest kill rate of the five characters in the current game, and gives suggestions for starting a team fight. The suggestions include: the role that starts the team fight, the skills that start the team fight, the order in which each character releases skills, etc.

[0081] See also Figure 7 , an embodiment of the present application provides an information processing method, which is applied to an electronic device, and the method includes: S701 to S703.

[0082] S701: When the electronic device is running a game application, obtain game auxiliary information of a current player of the game application, wherein the game auxiliary information includes character information corresponding to a second designated game character in the same camp as the current player.

[0083] It should be noted that the second designated game character includes the game character of the current player and other game characters in the same camp as the player and meeting the preset conditions. Unlike the aforementioned team battle method, the embodiment of the present application is for small-scale cooperation suggestions, that is, cooperation suggestions between two or three characters in the same camp. It is understandable that the purpose of setting the preset condition is to avoid frequent reminders to the user and to improve the accuracy of the push. The preset condition can be a judgment condition set based on the situation where 2-3 people may cooperate.

[0084] In the embodiment of the present application, satisfying the preset condition includes: the character distance between the current player's game character is less than the distance threshold, that is, the implementation of other game characters in the same camp as the player and satisfying the preset condition is that among the multiple game characters in the same camp as the player, the game characters whose character distance with the current player's game character is less than the distance threshold. Figure 8 As shown, when a game character in the same camp as the player meets the preset conditions, the game character can appear in the field of vision of the current player, that is, the game character will appear in the game screenshot of the current player. Therefore, the distance D between other game characters in the same camp around the current player and the game character of the current player, that is, the character distance, can be determined by image analysis, so as to determine the game characters whose character distance is less than the distance threshold.

[0085] As another implementation, the preset condition is satisfied including: the distance between the character and the current player's game character is decreasing, that is, the implementation of the other game characters in the same camp as the player and satisfying the preset condition is that among the multiple game characters in the same camp as the player, the game character whose distance with the current player's game character is decreasing is used as the second designated game character. It can be understood that the decreasing distance between the characters may be that the player moves toward the character, or that the character moves toward the player, or that the two move relative to each other, and this is not limited.

[0086] Therefore, when the electronic device is running a game application, an implementation method for obtaining the game auxiliary information of the current player of the game application may be, when the electronic device is running a game application, obtaining the positional relationship between the various characters in the current game scene of the game application; based on the positional relationship, using the game character of the current player and other game characters that are in the same camp as the player and meet preset conditions as the second designated game characters.

[0087] It can be understood that an implementation method for determining the positional relationship between the characters in the current game scene of the game application may be to determine the positional relationship by analyzing the position information of other game characters within the player's field of view in the large map area of ​​the current player's game screenshot and the player's position information, wherein the positional relationship may include at least one of the character distance and the distance change trend.

[0088] In addition, the positional relationship between the character icons in the mini-map area in the current game scene of the game application can be obtained, that is, the positional relationship between the game character of the current player and other characters in the same camp can be determined through the mini-map.

[0089] S702: Determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters.

[0090] As an implementation manner, the prompt information may also include at least one of the first target game character to enter the battle, the first skill to be released, and the skill release order of each of the target game characters.

[0091] S703: Outputting the prompt information in a game application corresponding to at least one game character among the plurality of target game characters.

[0092] Take the second designated game orange including the first game character and the second game character as an example, wherein the first game character may be a game character operated by the current player of the game application running on the electronic device, and the second game character is the character of his teammate. The current position of each character is identified by the coordinates of the small map, and when the distance between the first game character and the second game character is less than the distance threshold for the first time, or when the first game character moves toward the second game character for the first time, or when the second game character moves toward the first game character for the first time, the skill configuration mode between the first game character and the second game character can be determined, and the skill coordination mode can be displayed.

[0093] See also Fig. 9 , an embodiment of the present application provides an information processing method, which is applied to an electronic device, and the method includes: S901 to S904.

[0094] S901: When the electronic device is running a game application, obtain game auxiliary information of a current player of the game application.

[0095] S902: Obtain object information of the object to be defeated corresponding to the target game character.

[0096] S903: Determine prompt information based on the object information and the game auxiliary information.

[0097] On the basis of the above-mentioned embodiments, the content to which the prompt information refers may include object information in addition to game auxiliary information. That is to say, not only the game auxiliary information of each game character in the same camp may be referred to, but also the object information corresponding to the object that needs to be defeated together may be referred to. Exemplarily, the object information may include object character information, such as basic attributes of the object to be defeated (attack power, health, armor, magic resistance, etc.); object skill information, such as skill information of the object to be defeated (such as skill damage, control type, skill cooling time, etc.); character weaknesses of the object to be defeated, such as fragile characters, characters without protective skills, characters without displacement skills, etc.

[0098] The implementation method of determining the prompt information based on the object information and the game auxiliary information may be to give cooperation suggestions based on the weaknesses of the object to be defeated combined with the game auxiliary information of the game characters of this camp. For example, if the object to be defeated has low blood volume, the cooperation suggestion may be that the control character controls the object through control skills, and other game characters output. For another example, if the object to be defeated is a high-burst character, that is, the amount of damage in a short period of time is high, the cooperation suggestion given may be that the control character (such as stunning, freezing, etc.) can help the burst output character (such as assassin, mage, etc.) to complete the kill, and the tank character can provide protection for the output character to prevent the enemy assassin from killing the output.

[0099] As an implementation method, the game application may be the aforementioned RPG game type, and the current player can operate multiple game characters. The aforementioned object to be defeated may be named BOSS, and the implementation method of determining the prompt information based on the object information and the game auxiliary information may be that the object information may include basic attributes and skill information of the BOSS, wherein the basic attributes may include health, defense and attack power, and the skill information may include skill types and skill damage, etc., wherein the skill types may include group attacks, single skills, control skills and gain / debuff effects.

[0100] As an implementation method, the cooperation suggestion may include: role lineup matching suggestions and role skill matching suggestions. Specifically, the role lineup matching suggestions are used to give roles that can be deployed to target the weaknesses and attack characteristics of the BOSS. For example, the attack skills of the BOSS include flame breath, that is, group flame attack, causing large-scale flame damage. The weakness of the BOSS is that it is particularly vulnerable to fire element damage. It has control skills and large-scale stun skills, which make the player unable to act for a short time. The role lineup matching suggestions given may include: deploying tanks, output roles (i.e., DPS professions) and healing roles. The output role needs to have flame damage, such as a fire mage, and the healing role needs to have a shield that can resist the control skills of the BOSS. The original intention of the role skill matching suggestion may be to increase skill damage. For example, the skills of a certain character and the skills of another character can be used in combination to cause greater damage. Assuming that skill 1 of character 1 can cause fire damage to the BOSS, and skill 2 of character 1 can cause wind damage, releasing fire damage first and then releasing wind damage can increase the damage of the fire skill. Therefore, the skill release suggestion can be to release skill 1 first and then skill 2.

[0101] S904: Outputting the prompt information in a game application corresponding to at least one game character among the plurality of target game characters.

[0102] Therefore, combined with the skill information of the game characters in the current team and the information of the BOSS that currently needs to be defeated, the appearance order and skill release order of each character are given, and then prompts are given on the interface. For example, when the boss that the current player wants to defeat is detected through the game screenshot, the user is asked whether to turn on the character's move suggestions. If the user agrees, the first character to appear will be prompted through highlighted prompts or other prompts on the interface (flashing on the character's avatar), and then, skill release suggestions (flashing on the skill key), and so on for other characters, allowing players to release skills in the indicated skill order to achieve the prompted skill group and effect.

[0103] like Fig.10 As shown in the game interface, Fig.10 In (a), the character currently on the field is character 1010, and its corresponding skill 1011 is highlighted (the highlight is expressed in bold in the figure). After the user clicks on the skill 1011 to release, he clicks on the avatar of the highlighted character 1020. Fig.10 In (b), character 1020 is switched on, and its corresponding skill 1201 is highlighted. The user clicks on the skill 1201. Then, the avatar of character 1030 is highlighted. The user can click on the avatar of character 1030 to switch character 1030 on.

[0104] See also Fig.11 , which shows a structural block diagram of an information reminder device 800 provided in an embodiment of the present application. The device may include: an acquisition unit 1101, a determination unit 1102 and a reminder unit 1103.

[0105] The acquisition unit 1101 is used to acquire game auxiliary information of a current player of a game application when the electronic device runs the game application, wherein the game auxiliary information includes character information corresponding to multiple target game characters in the same camp as the current player.

[0106] The determining unit 1102 is configured to determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters.

[0107] The prompting unit 1103 is used to output the prompt information in the game application corresponding to at least one game character among the multiple target game characters.

[0108] Further, the multiple target game characters include each first designated game character in a team battle confrontation scene, and the first designated game characters include the game character of the current player and the game character of at least one other teammate of the same camp as the player.

[0109] Furthermore, the acquisition unit 1101 is also used to obtain game information of the game application when the electronic device runs the game application; if it is determined based on the game information that the current game scene is a team battle confrontation scene, then obtain game auxiliary information of the current player of the game application.

[0110] Furthermore, the multiple target game characters include second designated game characters, and the second designated game characters include the game character of the current player and other game characters that are in the same camp as the player and meet preset conditions.

[0111] Furthermore, satisfying the preset condition includes: the character distance between the game character of the current player is less than a distance threshold.

[0112] Furthermore, satisfying the preset condition includes: the character distance between the game character of the current player is decreasing.

[0113] Furthermore, the acquisition unit 1101 is also used to obtain the positional relationship between the characters in the current game scene of the game application when the electronic device is running the game application; based on the positional relationship, the game character of the current player and other game characters in the same camp as the player and meeting preset conditions are used as the second designated game characters.

[0114] Furthermore, the prompt information includes at least one of the first target game character to enter the battle, the first skill to be released, and the skill release order of each of the target game characters.

[0115] Furthermore, the determination unit 1102 is further configured to obtain object information of an object to be defeated corresponding to the target game character; and determine prompt information based on the object information and the game auxiliary information.

[0116] Furthermore, the reminder unit 1103 is also used to determine the order in which each target game character comes on stage and the order in which each target game character releases skills based on the prompt information; according to the order in which each target game character comes on stage and the order in which each target game character releases skills, display reminders for the avatars and skills of each target game character, wherein the avatar of the target game character is used to trigger the game character to come on stage, and the display reminder includes reminding by changing the display effect.

[0117] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described devices and modules can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here.

[0118] In several embodiments provided in the present application, the coupling between modules may be electrical, mechanical or other forms of coupling.

[0119] In addition, each functional module in each embodiment of the present application can be integrated into a processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The above integrated modules can be implemented in the form of hardware or software functional modules.

[0120] Please refer to Fig.12 , which shows a structural block diagram of an electronic device provided in an embodiment of the present application. The electronic device 100 may be an electronic device capable of running applications, such as a smart phone, a tablet computer, an e-book, etc. The electronic device 100 in the present application may include one or more of the following components: a processor 110, a memory 120, and one or more applications, wherein the one or more applications may be stored in the memory 120 and configured to be executed by one or more processors 110, and the one or more programs are configured to execute the method described in the aforementioned method embodiment.

[0121] The processor 110 may include one or more processing cores. The processor 110 uses various interfaces and lines to connect various parts of the entire electronic device 100, and executes various functions and processes data of the electronic device 100 by running or executing instructions, programs, code sets or instruction sets stored in the memory 120, and calling data stored in the memory 120. Optionally, the processor 110 can 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 110 can integrate one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), and a modem. Among them, the CPU mainly processes the operating system, user interface, and application programs; the GPU is responsible for rendering and drawing display content; and the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented separately through a communication chip.

[0122] The memory 120 may include a random access memory (RAM) or a read-only memory (ROM). The memory 120 may be used to store instructions, programs, codes, code sets or instruction sets. The memory 120 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for implementing at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the following various method embodiments, etc. The data storage area may also store data (such as a phone book, audio and video data, chat record data) created by the electronic device 100 during use.

[0123] Please refer to Fig.13 , which shows a structural block diagram of a computer-readable medium provided in an embodiment of the present application. The computer-readable medium 1300 stores program codes, which can be called by a processor to execute the method described in the above method embodiment.

[0124] The computer readable medium 1300 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read-only memory), an EPROM, a hard disk, or a ROM. Optionally, the computer readable medium 1000 includes a non-transitory computer-readable storage medium. The computer readable medium 1000 has storage space for program code 1310 that performs any method step in the above method. These program codes can be read from or written to one or more computer program products. The program code 1310 can be compressed, for example, in an appropriate form.

[0125] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. An information processing method, characterized in that: Applied to electronic equipment, the method comprises: When the electronic device runs a game application, obtaining game auxiliary information of a current player of the game application, wherein the game auxiliary information includes character information corresponding to multiple target game characters in the same camp as the current player; Determining prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters; The prompt information is outputted in a game application corresponding to at least one game character among the plurality of target game characters.

2. The method according to claim 1, characterized in that The multiple target game characters include each first designated game character in a team battle confrontation scene, wherein the first designated game characters include the game character of the current player and the game character of at least one other teammate of the same camp as the player.

3. The method according to claim 2, characterized in that When the electronic device runs a game application, obtaining game auxiliary information of a current player of the game application includes: When the electronic device runs a game application, obtaining game information of the game application; If it is determined based on the game information that the current game scene is a team battle confrontation scene, then game auxiliary information of the current player of the game application is obtained.

4. The method according to claim 1, characterized in that: The multiple target game characters include a second designated game character, and the second designated game character includes the game character of the current player and other game characters that are in the same camp as the player and meet preset conditions.

5. The method according to claim 4, characterized in that Meeting the preset condition includes: the character distance between the game character of the current player is less than a distance threshold.

6. The method according to claim 4, characterized in that Meeting the preset conditions includes: the character distance between the game character and the current player is decreasing.

7. The method according to claim 4, characterized in that When the electronic device runs a game application, obtaining game auxiliary information of a current player of the game application includes: When the electronic device is running a game application, obtaining a positional relationship between various characters in a current game scene of the game application; Based on the positional relationship, the game character of the current player and other game characters in the same camp as the player and meeting preset conditions are used as second designated game characters.

8. The method according to any one of claims 1 to 7, characterized in that: The prompt information includes at least one of the first target game character to enter the battle, the first skill to be released, and the skill release order of each of the target game characters.

9. The method according to any one of claims 1 to 7, characterized in that: The determining of prompt information based on the game auxiliary information includes: Obtain object information of the object to be defeated corresponding to the target game character; Prompt information is determined based on the object information and the game auxiliary information.

10. The method according to any one of claims 1 to 7, characterized in that: The step of outputting the prompt information in a game application corresponding to at least one of the plurality of target game characters comprises: Determine the order in which each target game character appears on the field and the order in which each target game character releases skills based on the prompt information; According to the order in which each target game character appears on the field and the order in which each target game character releases skills, display reminders are performed on the avatars and skills of each target game character, wherein the avatar of the target game character is used to trigger the game character to appear on the field, and the display reminder includes reminding by changing the display effect.

11. An information processing device, characterized in that: Applied to electronic equipment, the device comprises: an acquisition unit, configured to acquire game auxiliary information of a current player of the game application when the electronic device runs the game application, wherein the game auxiliary information includes character information corresponding to multiple target game characters of the same camp as the current player; a determining unit, configured to determine prompt information based on the game auxiliary information, wherein the prompt information is used to indicate cooperation suggestions between target game characters; The prompting unit is used to output the prompting information in a game application corresponding to at least one game character among the plurality of target game characters.

12. An electronic device, characterized in that: include: one or more processors; Memory; One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, and the one or more applications are configured to execute the method according to any one of claims 1-10.

13. A computer readable medium, characterized in that The computer-readable medium stores a program code executable by a processor, and when the program code is executed by the processor, the processor executes the method according to any one of claims 1 to 10.

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