Live broadcast processing method and device, electronic equipment and storage medium
By introducing virtual scenes and virtual image interactions into the live broadcast platform, the existing PK mode is solved, and the problem of single and lack of entertainment is achieved, which achieves higher entertainment and audience participation, while saving performance overhead.
Patent Information
- Application Number
- CN202311269947.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2025-03-28
AI Technical Summary
The PK model in the existing live broadcast platform is single, lacking entertainment and uncertainty, resulting in low audience enthusiasm and desire to participate.
By introducing virtual scenes into the live broadcast platform, multiple anchors are allowed to control the virtual image to wander and interact in the virtual scenes separately, increasing the drama and uncertainty of the interactive gameplay.
It enhances the entertainment and uncertainty of the interactive gameplay between anchors in the live broadcast platform, promotes the interaction between audiences and anchors, reduces the waiting time for finding interactive partners, and saves the performance overhead of live broadcast platforms and anchor terminals.
Smart Images

Figure CN119729026A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of live broadcast technology, and in particular to a live broadcast processing method, device, electronic device and storage medium. Background Art
[0002] With the rapid development of social networks, more and more users tend to use social networks to enjoy a variety of entertainment content. Video live broadcasting is an emerging social application. For anchors, they can open a live broadcast room (corresponding to a live broadcast channel) and broadcast the live video recorded in real time through the live broadcast room; for viewers, they can enter a live broadcast room at will to watch the live video played by a certain anchor in real time.
[0003] The emergence of live broadcast rooms has greatly increased the fun of social interaction. For example, viewers can give virtual gifts to the anchors they support (such as virtual flowers, virtual yachts, virtual rockets, etc.), and the anchors will perform various programs for the audience. At the same time, anchors will interact with each other, for example, two anchors can fight each other (PK, PlayerKilling). For example, when anchor A wants to PK with other anchors, anchor A can open the gameplay panel during the live broadcast, select the PK gameplay, and then select the mode and settings he wants to play in the PK gameplay, and then start to enter the PK. At this time, the system will match an opponent for anchor A, and both parties will broadcast live in the PK mode. Finally, based on the value of the gifts received by the anchor, the system determines the victory or draw.
[0004] It can be seen that the PK mode provided by relevant technologies is relatively simple, relying entirely on the host's personal broadcast and talents to attract audience rewards, which is prone to lack of entertainment effect. At the same time, the PK results are also very likely to be within the expected range, which cannot fully mobilize the enthusiasm of the audience, resulting in low enthusiasm and desire to participate on the part of the audience. Summary of the invention
[0005] The embodiments of the present application provide a live broadcast processing method, device, electronic device, computer-readable storage medium and computer program product, which can enhance the drama and uncertainty of the interactive gameplay between anchors in the live broadcast platform, thereby greatly promoting the interaction between the audience and the anchor, and at the same time can also save the performance overhead of the live broadcast platform and the anchor terminal.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] The present application provides a live broadcast processing method, including:
[0008] Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual images respectively controlled by a plurality of anchor accounts;
[0009] In response to a movement trigger operation for a first virtual image, controlling the first virtual image to move in the virtual scene, wherein the first virtual image is a virtual image controlled by a first anchor account;
[0010] In response to the first virtual image encountering at least one second virtual image, a live broadcast interaction interface is displayed, wherein the live broadcast interaction interface is used for interaction between the first anchor account and at least one second anchor account corresponding to the at least one second virtual image.
[0011] The present application provides a live broadcast processing device, including:
[0012] A display module, used to display a virtual scene, wherein the virtual scene includes a plurality of virtual images respectively controlled by a plurality of anchor accounts;
[0013] a control module, configured to control the first virtual image to move in the virtual scene in response to a movement trigger operation on the first virtual image, wherein the first virtual image is a virtual image controlled by the first anchor account;
[0014] The display module is also used to display a live broadcast interaction interface in response to the first virtual image encountering at least one second virtual image, wherein the live broadcast interaction interface is used for interaction between the first anchor account and at least one second anchor account corresponding to the at least one second virtual image.
[0015] An embodiment of the present application provides an electronic device, including:
[0016] A memory for storing executable instructions;
[0017] The processor is used to implement the live broadcast processing method provided in the embodiment of the present application when executing the executable instructions stored in the memory.
[0018] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the live broadcast processing method provided in the embodiment of the present application when executed by a processor.
[0019] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the live broadcast processing method provided in the embodiment of the present application when executed by a processor.
[0020] The embodiments of the present application have the following beneficial effects:
[0021] The embodiment of the present application provides a new interactive gameplay in a live broadcast scene. During the interaction, virtual images controlled by multiple anchors can be displayed in the virtual scene. Many anchors can control their virtual images to wander in the virtual scene and interact when they meet. In this way, the entertainment, drama and uncertainty of the interactive gameplay between anchors in the live broadcast platform can be enhanced, thereby fully mobilizing the enthusiasm of the audience, and greatly promoting the interaction between the audience and the anchors. At the same time, since the multiple virtual images controlled by the multiple anchors are in the same virtual scene, the waiting time when looking for other anchors for interaction can be effectively reduced, thereby saving the performance overhead of the live broadcast platform and the anchor terminal. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 1 1 is a schematic diagram of the architecture of a live broadcast processing system 100 provided in an embodiment of the present application;
[0023] Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application;
[0024] Figure 3 It is a flowchart of a live broadcast processing method provided in an embodiment of the present application;
[0025] FIG. 4A to FIG. 4C It is a flowchart of a live broadcast processing method provided in an embodiment of the present application;
[0026] FIG. 5A to FIG. 5F It is a schematic diagram of an application scenario of the live broadcast processing method provided in an embodiment of the present application;
[0027] Figure 6 It is a flowchart of the live broadcast processing method provided in an embodiment of the present application. DETAILED DESCRIPTION
[0028] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0029] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0030] It is understandable that in the embodiments of the present application, when user information and other related data (such as characteristic data of the anchor account) are involved, when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0031] In the following description, the terms "first\second\..." are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\..." can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0032] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0033] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0034] 1) In response to: used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed may be in real time or have a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed may be executed.
[0035] 2) Virtual scene: It is a scene displayed (or provided) when an application (such as a live broadcast client) is running on a terminal device. The scene can be a simulation of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities. Users (such as anchors) can control their virtual images to move in the virtual scene.
[0036] 3) Avatar: the images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people and animals displayed in a virtual scene. A virtual character can be a virtual image in a virtual scene that represents a user (such as a host). A virtual scene can include multiple virtual characters, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0037] 4) Client: An application running in a terminal device to provide various services, such as a live broadcast client, a video client, etc.
[0038] For live broadcast scenarios, the PK gameplay provided by related technologies is usually a same-screen PK gameplay in the live broadcast room. For example, when anchor A wants to PK with other anchors, he can open the gameplay panel during the live broadcast, select the PK gameplay, and then select the mode and settings he wants to play in the PK gameplay, and then start the PK. At this time, the system will match anchor A with an opponent, and the two parties will broadcast live in the PK mode. Finally, the system determines the victory or draw based on the value of the gifts received by the anchor.
[0039] However, in the process of implementing the embodiments of the present application, the applicant found that the PK mode provided by the relevant technology is relatively simple, relying entirely on the host's personal oral broadcast and talents to attract user rewards, which is prone to lack of entertainment effect. At the same time, the PK results are also very likely to be within the expected range, resulting in low enthusiasm and desire to participate on the part of some users.
[0040] In view of this, the embodiments of the present application provide a live broadcast processing method, device, electronic device, computer-readable storage medium and computer program product, which can enhance the drama and uncertainty of the interactive gameplay between anchors in the live broadcast platform, thereby greatly promoting the interaction between the audience and the anchor, while also effectively saving the performance overhead of the live broadcast platform and the anchor terminal (that is, the terminal device used by the anchor when broadcasting live). The electronic device provided by the embodiment of the present application is described below. The electronic device provided by the embodiment of the present application can be implemented as a terminal device, or it can be implemented in collaboration with a server and a terminal device. The following is an example of the live broadcast processing method provided by the embodiment of the present application being implemented in collaboration with a server and a terminal device.
[0041] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of the live broadcast processing system 100 provided in an embodiment of the present application, in order to realize the application of supporting and enhancing the drama and uncertainty of interactive gameplay in the live broadcast scene, thereby greatly promoting the interaction between the audience and the anchor, such as Figure 1As shown, the live broadcast processing system 100 includes: a server 200, a network 300 and multiple terminal devices (for example, N terminal devices, wherein N is a positive integer greater than 1, respectively terminal devices 400-1 to terminal devices 400-N), wherein the server 200 may be a background server of a live broadcast platform, the network 300 may be a local area network or a wide area network, or a combination of the two, the N terminal devices are terminal devices associated with N anchors respectively, for example, terminal device 400-1 is a terminal device associated with anchor 1, and a client 410-1 (for example, a live broadcast client or a video client, etc.) is running on the terminal device 400-1; by analogy, terminal device 400-N is a terminal device associated with anchor N, and a client 410-N is running on the terminal device 400-N.
[0042] In some embodiments, taking the terminal device 400-1 associated with anchor 1 (i.e., the anchor corresponding to the first anchor account) as an example, when anchor 1 wants to PK with other anchors in the live broadcast platform, he can click the gameplay panel in the live broadcast interface to enter the PK mode. For example, when receiving a click operation of anchor 1 on the gameplay panel, the live broadcast interface can be jumped to the virtual scene (e.g., arena or grass) interface, wherein the virtual scene interface can include N virtual images controlled by N anchor accounts respectively (i.e., the N virtual images controlled by the above-mentioned N anchors respectively), and each anchor can control his own virtual image to move in the virtual scene. When receiving a movement trigger operation of anchor 1 on the first virtual image (i.e., the virtual image controlled by anchor 1 in the virtual scene, such as virtual image A), for example, when receiving a click operation of anchor 1 on the roulette control displayed in the virtual scene, virtual image A can be controlled to move in the virtual scene in the direction indicated by the click operation in the roulette control. When it is detected that virtual image A meets at least one second virtual image in the virtual scene (for example, virtual image B controlled by anchor 2), it is possible to jump from the virtual scene interface to the live broadcast interaction interface (for example, the PK interface), wherein the live broadcast interaction interface is used for anchor 1 and anchor 2 to interact. In this way, the drama and uncertainty of the PK gameplay can be enhanced, thereby greatly promoting the interaction between the audience and the anchor, and at the same time reducing the waiting time when looking for other anchors to interact, thereby effectively saving the performance overhead of the live broadcast platform and the anchor terminal.
[0043] In other embodiments, the embodiments of the present application can also be implemented with the aid of cloud technology. Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.
[0044] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.
[0045] For example, Figure 1 The server 200 in the example may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDNs), and big data and artificial intelligence platforms. The terminal device (e.g., terminal device 400-1 to terminal device 400-N) may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, a virtual reality device, an augmented reality device, etc., but is not limited thereto. The terminal device (e.g., terminal device 400-1 to terminal device 400-N) and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
[0046] In some embodiments, the terminal device or server can also implement the live broadcast processing method provided in the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be microprogram-level commands, machine instructions or software instructions. The computer program can be a native program or software module in the operating system; it can be a native application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a live broadcast APP; it can also be a small program that can be embedded in any APP, that is, a program that can be run only by downloading it to a browser environment. In short, the above-mentioned computer executable instructions can be instructions in any form, and the above-mentioned computer program can be an application, module or plug-in in any form.
[0047] The structure of the electronic device provided in the embodiment of the present application is further described below. Taking the electronic device as a terminal device as an example, see Figure 2 , Figure 2 is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of the present application, Figure 2The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .
[0048] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0049] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0050] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0051] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0052] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0053] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0054] A network communication module 552, for reaching other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB);
[0055] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., display screen, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripherals and displaying content and information);
[0056] The input processing module 554 is used to detect one or more user inputs or interactions from one of the one or more input devices 532 and translate the detected inputs or interactions.
[0057] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The live broadcast processing device 555 stored in the memory 550 is shown, which can be software in the form of a program and a plug-in, etc., including the following software modules: a display module 5551, a control module 5552, a determination module 5553, a similarity prediction module 5554 and a transfer module 5555. These modules are logical, and therefore can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in Figure 2 For the sake of convenience, all the above modules are shown at once, but it should not be considered that the live broadcast processing device 555 excludes the implementation that only includes the display module 5551 and the control module 5552. The functions of each module will be explained below.
[0058] The live broadcast processing method provided in the embodiment of the present application will be specifically described below in combination with the exemplary application and implementation of the terminal device provided in the embodiment of the present application.
[0059] See also Figure 3 , Figure 3 is a flowchart of the live broadcast processing method provided in the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0060] It should be noted that Figure 3 The method shown can be executed by various forms of computer programs running on the terminal device, and is not limited to the client. For example, it can also be the operating system, software module, script, and applet mentioned above. Therefore, the example of the client in the following should not be regarded as a limitation on the embodiments of the present application. In addition, for the convenience of expression, the terminal device and the client running on the terminal device are not specifically distinguished in the following.
[0061] In step 101, a virtual scene is displayed.
[0062] Here, the virtual scene may include multiple virtual images controlled by multiple anchor accounts including the first anchor account. For example, the virtual scene may include 10 virtual images controlled by 10 anchor accounts (for example, 10 avatars corresponding to the 10 anchor accounts). In other words, 10 anchors can interact at a time.
[0063] In some embodiments, the first anchor account is anchor account 1 as an example, wherein anchor account 1 can be a live broadcast account registered by anchor 1, and anchor 1 can use anchor account 1 to log in to the live broadcast client running on the terminal device (i.e., the terminal device associated with anchor 1) for live broadcast. When anchor 1 wants to interact with other anchors in the live broadcast platform (e.g., PK), he can click on the gameplay panel in the live broadcast interface, and a variety of candidate PK modes are displayed in the gameplay panel. When receiving the selection operation of anchor 1 for the PK mode provided in the embodiment of the present application in the gameplay panel, it can jump from the live broadcast interface to the virtual scene interface (i.e., the interface for displaying the virtual scene), and display the virtual image (e.g., virtual image A) controlled by anchor 1 in the virtual scene interface.
[0064] It should be noted that virtual images controlled by other hosts who have signed up to participate in the interaction may also be displayed in the virtual scene interface. For example, the virtual scene may also include virtual image B controlled by host 2, virtual image C controlled by host 3, virtual image D controlled by host 4, etc. In other words, multiple virtual images respectively controlled by multiple hosts who have signed up to participate in the PK may be concentrated in the same virtual scene.
[0065] In step 102, in response to a movement triggering operation on the first virtual image, the first virtual image is controlled to move in the virtual scene.
[0066] Here, the first virtual image is a virtual image controlled by the first anchor account, and the first anchor account is the anchor account currently logged in in the client (such as a live broadcast APP).
[0067] In some embodiments, the first anchor account is anchor account 1 as an example, wherein anchor account 1 may be a live broadcast account registered by anchor 1, and a virtual image (i.e., a first virtual image, such as virtual image A) controlled by anchor account 1 may be displayed in a virtual scene (e.g., an arena or a lawn, etc.), and anchor 1 may control virtual image A to move in the virtual scene through anchor account 1. For example, a direction button for controlling the moving direction of virtual image A may be displayed in the virtual scene, and when anchor 1 receives a click operation on the direction button, virtual image A may be controlled to move in the virtual scene in the direction clicked by the click operation, for example, assuming that anchor 1 clicks on the upward direction of the direction button, virtual image A may be controlled to move upward in the virtual scene. In other words, each anchor may control his or her own virtual image to move in the virtual scene.
[0068] It should be noted that the field of view of the first virtual image in the virtual scene may be limited. For example, the first virtual image can only see information within a geometric area (for example, a circular area, an elliptical area, a fan-shaped area, a rectangular area, etc.) centered on the current position of the first virtual image (for example, position 1) in the virtual scene, that is, host 1 can only see information within the field of view of the first virtual image. Therefore, host 1 needs to control his own virtual image to explore the virtual scene in order to meet virtual images controlled by other hosts. In this way, the randomness of the PK gameplay can be further increased; of course, the field of view of the first virtual image in the virtual scene may also be unlimited, that is, the first virtual image can see information at any position in the virtual scene, that is, host 1 can see the positions of all virtual images controlled by other hosts in the virtual scene. The embodiments of the present application do not make specific limitations on this.
[0069] In other embodiments, the virtual scene may also include at least one of virtual resources (such as virtual gold coins), invisibility props (such as invisibility stones), acceleration props (such as acceleration stones) and clone props (such as clone stones), and the following processing may also be performed: in response to a pick-up trigger operation on virtual resources, a corresponding amount of virtual resources is transferred to the first anchor account; in response to a pick-up trigger operation on invisibility props, the first virtual image is controlled to enter a stealth state; in response to a pick-up trigger operation on acceleration props, the movement speed of the first virtual image is increased; in response to a pick-up trigger operation on clone props, the first virtual image is copied to obtain at least one clone of the first virtual image.
[0070] It should be noted that in addition to the above-mentioned invisibility props, acceleration props and avatar props, the virtual scene may also include other types of virtual props. For example, the virtual scene may also include a virtual vehicle (or a virtual prop similar to a virtual vehicle). After the host controls his or her virtual image to enter the virtual vehicle, he or she can move in the virtual scene through the virtual vehicle. For example, when the virtual vehicle is a virtual aircraft, the virtual image controlled by the host can fly in the virtual scene by driving the virtual aircraft; when the virtual vehicle is a virtual transmission device, after the virtual image controlled by the host enters the virtual transmission device, the virtual transmission device can randomly transmit the virtual image controlled by the host to any position in the virtual scene. The embodiments of the present application do not specifically limit the types of virtual props existing in the virtual scene.
[0071] For example, taking the first virtual image as virtual image A controlled by anchor 1 (i.e., the anchor corresponding to the first anchor account) as an example, virtual gold coins, invisibility stones, acceleration stones, clone stones and other props may also be scattered in the virtual scene. Anchor 1 can control virtual image A to collect the virtual gold coins scattered in the virtual scene. For example, when anchor 1 controls virtual image A to move near the virtual gold coins, that is, when anchor 1 controls virtual image A to move to a position where the distance between the virtual gold coins and the virtual gold coins is less than the distance threshold, virtual image A will automatically pick up the virtual gold coins scattered in the virtual scene. At this time, the live broadcast platform will automatically transfer the corresponding number of virtual gold coins to the anchor account corresponding to anchor 1 (i.e., the first anchor account, such as anchor account 1). For example, every time anchor 1 finds scattered virtual gold coins in the virtual scene and controls virtual image A to pick them up, the live broadcast platform will automatically transfer 10 virtual gold coins to anchor account 1.
[0072] It should be noted that the above-mentioned virtual gold coins may be limited, that is, after the host 1 controls the virtual image A to pick up the virtual gold coins, no new virtual gold coins will be generated in the virtual scene; of course, the above-mentioned virtual gold coins may also be unlimited. For example, after the host 1 controls the virtual image A to pick up the virtual gold coins, new virtual gold coins will be generated in the virtual scene after a set time (for example, 30 seconds). The embodiment of the present application does not make specific limitations on this.
[0073] For example, following the above, when anchor 1 controls virtual image A to move near the invisibility stone, that is, when anchor 1 controls virtual image A to move to a position where the distance between the virtual image A and the invisibility stone is less than the distance threshold, in response to the pickup trigger operation for the invisibility stone, such as receiving a click operation on the invisibility stone triggered by anchor 1, control virtual image A to pick up the invisibility stone. After using the invisibility stone, virtual image A controlled by anchor 1 will enter the invisible state, so that it can not be discovered by other anchors within a specified time (for example, 60 seconds). In other words, when the invisibility duration of virtual image A reaches 60 seconds, virtual image A will exit the invisible state. Of course, anchor 1 can also control virtual image A to exit the invisible state in advance. For example, when anchor 1 receives a click operation on the exit button, virtual image A can be immediately controlled to exit the invisible state. The embodiment of the present application does not specifically limit this.
[0074] It should be noted that after picking up the invisibility stone, the virtual image A will automatically use the invisibility stone to enter the invisible state, that is, after picking up the invisibility stone, the virtual image A will immediately enter the invisible state. Of course, the use of the invisibility stone can also be manually triggered by the anchor 1. For example, after the anchor 1 controls the virtual image A to pick up the invisibility stone, the invisibility stone will be added to the equipment column. When the anchor 1 subsequently receives a click operation on the invisibility stone in the equipment column, the virtual image A will be controlled to enter the invisible state, and the embodiment of the present application does not specifically limit this.
[0075] For example, following the above, when anchor 1 controls virtual image A to move near the acceleration stone, that is, anchor 1 controls virtual image A to move to a position where the distance between the virtual image A and the acceleration stone is less than the distance threshold, in response to the pickup trigger operation for the acceleration stone, such as receiving the click operation for the acceleration stone triggered by anchor 1, virtual image A is controlled to pick up the acceleration stone. After using the acceleration stone, the movement speed of virtual image A will be improved. For example, assuming that the initial movement speed of virtual image A is 30 meters per second, after using the acceleration stone, the movement speed of virtual image A will be increased to 60 meters per second (i.e., entering the acceleration state). That is to say, after using the acceleration stone, the movement speed of virtual image A controlled by anchor 1 is greater than the movement speed of virtual images controlled by other anchors. Therefore, anchor 1 can find other anchors that he wants to PK more quickly; of course, when anchor 1 does not want to PK, he can also effectively avoid other anchors, thus further improving the fun of PK gameplay.
[0076] It should be noted that when the duration of the virtual image A in the accelerated state is greater than the duration threshold (for example, 30 seconds), the virtual image A will exit the accelerated state, that is, the moving speed of the virtual image A will be reduced from 60 meters / second to 30 meters / second again, wherein the reduction process of the moving speed of the virtual image A can be completed instantly, for example, the moving speed of the virtual image A can be controlled to be reduced from 60 meters / second to 30 meters / second instantly; of course, the above-mentioned reduction process can also be completed gradually, for example, the moving speed of the virtual image A can be controlled to be reduced from 60 meters / second to 50 meters / second first, and then from 50 meters / second to 40 meters / second, until it is reduced to 30 meters / second, and the embodiment of the present application does not make specific limitations on this.
[0077] For example, following the above, when host 1 controls virtual image A to move to the vicinity of the clone stone, that is, when host 1 controls virtual image A to move to a position where the distance between the virtual image A and the clone stone is less than the distance threshold, in response to a pickup trigger operation for the clone stone, such as receiving a click operation for the clone stone triggered by host 1, virtual image A is controlled to pick up the clone stone. After using the clone stone, virtual image A is copied to obtain at least one clone of virtual image A. For example, after host 1 controls virtual image A to use the clone stone, three clones of virtual image A can be displayed in the virtual scene. In this way, host 1 can simultaneously control virtual image A and its three clones to find virtual images controlled by other hosts in the virtual scene, thereby improving the efficiency of PK.
[0078] It should be noted that the existence time of the clone of virtual image A in the virtual scene is limited. For example, the clone can only exist in the virtual scene for 40 seconds, that is, when the existence time of the clone is greater than 40 seconds, the clone will automatically disappear; of course, the existence time of the clone can also be unlimited, that is, the clone of virtual image A can always exist in the virtual scene, and the embodiments of the present application do not make specific limitations on this.
[0079] In step 103, in response to the first virtual image encountering at least one second virtual image, a live broadcast interaction interface is displayed.
[0080] Here, the live interactive interface is used for the first anchor account and at least one second anchor account corresponding to at least one second virtual image (i.e., at least one second anchor account used to control at least one second virtual image) to interact. For example, taking the first anchor account as anchor account 1 and at least one second anchor account as anchor account 2 as an example, the live interactive interface (e.g., live broadcast room) can be used for the anchor corresponding to anchor account 1 (e.g., anchor 1) and the anchor corresponding to anchor account 2 (e.g., anchor 2) to PK, for example, anchor 1 and anchor 2 can perform real-person live PK in the live interactive interface. Of course, anchor 1 and anchor 2 can also perform PK in the live interactive interface through virtual images controlled by themselves, and the embodiment of the present application does not make specific limitations on this.
[0081] In some embodiments, see Figure 4A , Figure 4A is a flowchart of a live broadcast processing method provided in an embodiment of the present application, such as Figure 4A As shown, in the execution Figure 3 Before step 103 shown, you can also perform Figure 4A Step 104 is shown, combining Figure 4A The steps shown are explained.
[0082] In step 104 , in response to the distance between the first virtual image and the at least one second virtual image being less than a distance threshold, it is determined that the first virtual image meets the at least one second virtual image.
[0083] In some embodiments, when the number of at least one second virtual image is multiple, step 104 can be implemented in the following manner: in response to the distance between the first virtual image and any second virtual image of the multiple second virtual images being less than a distance threshold, and the distribution spacing of the multiple second virtual images being less than a distribution spacing threshold, it is determined that the first virtual image meets the multiple second virtual images.
[0084] For example, taking the first virtual image as virtual image A controlled by anchor 1, and multiple second virtual images as virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3, it is assumed that virtual image B controlled by anchor 2 (for example, anchor 2's avatar) and virtual image C controlled by anchor 3 (for example, anchor 3's avatar) meet in a virtual scene, for example, anchor 2's avatar overlaps with anchor 3's avatar. Before anchor 2 and anchor 3 enter the PK mode, that is, when the duration of the encounter between virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3 is less than the duration threshold (for example, 2 seconds, that is, it takes 2 seconds from the encounter to entering the PK mode), virtual image A controlled by anchor 1 meets any one of virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3, then it can be determined that virtual image A controlled by anchor 1 meets virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3 at the same time. At this time, anchor 1, anchor 2 and anchor 3 can perform PK at the same time to improve the efficiency of PK.
[0085] In other embodiments, when there are multiple second virtual images, the above-mentioned step 104 can also be implemented in the following way: in response to the first virtual image moving to multiple target positions in sequence within a set time window (for example, 3 seconds), it is determined that the first virtual image encounters multiple second virtual images, wherein the target position is a position where the distance between the first virtual image and the second virtual image is less than a distance threshold.
[0086] For example, taking the first virtual image as virtual image A controlled by anchor 1, and multiple second virtual images as virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3, it is assumed that anchor 1 first controls virtual image A to move to a position where the distance between it and virtual image B is less than a distance threshold (i.e., the target position), and then controls virtual image A to move to a position where the distance between it and virtual image C is less than the distance threshold within 3 seconds, that is, virtual image A controlled by anchor 1 meets virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3 in turn within a short period of time, then anchor 1, anchor 2 and anchor 3 can perform PK at the same time to improve the efficiency of PK.
[0087] In some embodiments, when the number of at least one second virtual image is multiple, the above-mentioned step 103 can be implemented in the following manner: in response to the encounter between the first virtual image and the multiple second virtual images, a live broadcast interactive interface is displayed, wherein the live broadcast interactive interface includes a first sub-interface corresponding to the first anchor account, and multiple second sub-interfaces corresponding one by one to the multiple second anchor accounts.
[0088] For example, taking the first virtual image as virtual image A controlled by anchor 1, and multiple second virtual images as virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3, assuming that anchor 1 meets virtual image B controlled by anchor 2 and virtual image C controlled by anchor 3 at the same time while controlling virtual image A to move in the virtual scene, then anchor 1, anchor 2 and anchor 3 can perform PK at the same time. For example, after detecting that virtual image A meets virtual image B and virtual image C, it can jump to the live broadcast interactive interface (such as PK interface), where the PK interface is divided into three sub-interfaces, assuming that from left to right they are sub-interface 1, sub-interface 2 and sub-interface 3, where sub-interface 1 is used for anchor 1 to perform live broadcast, sub-interface 2 is used for anchor 2 to perform live broadcast, and sub-interface 3 is used for anchor 3 to perform live broadcast. In other words, anchor 1, anchor 2 and anchor 3 can perform PK on the same screen.
[0089] In other embodiments, when the number of at least one second virtual image is multiple, the above-mentioned step 103 can also be implemented in the following way: in response to the encounter between the first virtual image and the multiple second virtual images, a live broadcast interactive interface is displayed, wherein the live broadcast interactive interface includes a first sub-interface corresponding to the first anchor account, and a second sub-interface corresponding to the target second anchor account, and the target second anchor account is the second anchor account selected from the multiple second anchor accounts.
[0090] For example, take the first virtual image as virtual image A controlled by anchor 1, and multiple second virtual images as examples, namely virtual image B controlled by anchor 2, virtual image C controlled by anchor 3, and virtual image D controlled by anchor 4. Suppose anchor 1 meets virtual image B controlled by anchor 2, virtual image C controlled by anchor 3, and virtual image D controlled by anchor 4 at the same time while controlling virtual image A to move in the virtual scene. Then anchor 1, anchor 2, anchor 3, and anchor 4 can perform PK at the same time. For example, these four anchors can be grouped and perform PK in pairs. Suppose the anchor who PKs with anchor 1 is anchor 4. After detecting that virtual image A meets virtual image B, virtual image C, and virtual image D, a live broadcast interactive interface (such as a PK interface) can be displayed, wherein the PK interface can be divided into two sub-interfaces, one of which is used for anchor 1 to perform live broadcast, and the other sub-interface is used for anchor 4 to perform live broadcast, that is, anchor 1 and anchor 4 perform PK on the same screen.
[0091] It should be noted that while anchor 1 and anchor 4 are performing PK, anchor 2 and anchor 3 are also performing PK. That is to say, the PK interface displayed on the screen of the terminal device associated with anchor 2 (or anchor 3) is used for anchor 2 and anchor 3 to perform PK, thereby improving the efficiency of PK.
[0092] In some embodiments, the live broadcast processing method provided in the embodiments of the present application can also be implemented in combination with artificial intelligence technology. Continuing with the above example, before displaying the live broadcast interactive interface, the following processing can also be performed: obtain the characteristic data of the first anchor account (for example, including account level, historical number of viewers, live broadcast type, etc.), and the characteristic data corresponding to multiple second anchor accounts; based on the characteristic data of the first anchor account and the characteristic data corresponding to multiple second anchor accounts, call the machine learning model to perform similarity prediction processing to obtain the similarity between each second anchor account and the first anchor account; and use the second anchor account with the greatest similarity as the target second anchor account.
[0093] For example, taking the first anchor account as anchor account 1, and the multiple second anchor accounts as anchor account 2, anchor account 3, and anchor account 4 as an example, the feature data of anchor account 1 and the feature data corresponding to anchor account 2, anchor account 3, and anchor account 4 can be obtained first, and then based on the feature data of anchor account 1 and the feature data corresponding to anchor account 2, anchor account 3, and anchor account 4, the trained machine learning model can be called to perform similarity prediction processing, and the similarity between anchor account 2, anchor account 3, and anchor account 4 and anchor account 4 can be obtained. The similarity between anchor account 1, for example, assuming that the similarity between anchor account 2 and anchor account 1 is 89%, the similarity between anchor account 3 and anchor account 1 is 93%, and the similarity between anchor account 4 and anchor account 1 is 97%, then the anchor account with the greatest similarity to anchor account 1 (i.e. anchor account 4) can be used as the target second anchor account, that is, anchor 1 will PK with anchor 4. In this way, it can avoid a large difference in strength between the two anchors participating in the PK, resulting in a high probability that the PK result is within the expected range.
[0094] It should be noted that the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of machine learning model.
[0095] In other embodiments, see Figure 4B , Figure 4B is a flowchart of a live broadcast processing method provided in an embodiment of the present application, such as Figure 4B As shown, when the number of at least one second virtual image is multiple, Figure 3 Step 103 shown may be performed by Figure 4B Steps 1031 and 1032 shown in the figure are implemented by combining Figure 4B The steps shown are explained.
[0096] In step 1031, in response to the first virtual image encountering the plurality of second virtual images, an interaction sequence between the first anchor account and each of the plurality of second anchor accounts is determined.
[0097] In some embodiments, taking the first virtual image as virtual image A controlled by anchor account 1, and multiple second virtual images as virtual image B controlled by anchor account 2, virtual image C controlled by anchor account 3, and virtual image D controlled by anchor account 4 as an example, anchor 1 can control virtual image A to wander in the virtual scene through anchor account 1. At this time, other anchors can also control their own virtual images to wander in the virtual scene. When it is detected that virtual image A controlled by anchor 1 meets virtual image B controlled by anchor 2, virtual image C controlled by anchor 3, and virtual image D controlled by anchor 4, the PK order between anchor account 1 and anchor account 2, anchor account 3, and anchor account 4 can be determined. For example, the PK order can be determined according to the time of the encounter. Assuming that virtual image A controlled by anchor 1 first meets virtual image B controlled by anchor 2, then meets virtual image D controlled by anchor 4, and finally meets virtual image C controlled by anchor 3, the PK order is: first PK with anchor 2, then PK with anchor 4, and finally PK with anchor 3.
[0098] It should be noted that the PK order can also be determined based on the distance, that is, the closer to the virtual image A, the earlier the PK is performed. For example, assuming that the distance between the virtual image B controlled by anchor 2 and the virtual image A controlled by anchor 1 is the shortest, the distance between the virtual image C controlled by anchor 3 and the virtual image A controlled by anchor 1 is the second shortest, and the distance between the virtual image D controlled by anchor 4 and the virtual image A controlled by anchor 1 is the farthest, then the PK order is: first perform PK with anchor 2, then perform PK with anchor 3, and finally perform PK with anchor 4. Of course, the PK order can also be random, and the embodiment of the present application does not specifically limit this.
[0099] In step 1032, a live broadcast interactive interface is displayed, and the interactive process between the first anchor account and each second anchor account is displayed in sequence in the live broadcast interactive interface according to the interactive order.
[0100] In some embodiments, following the above example, after determining the PK order between anchor 1 and anchor 2, anchor 3 and anchor 4, you can jump from the virtual scene to the live interactive interface (e.g., PK interface), and display the PK process between anchor 1 and anchor 2, anchor 3 and anchor 4 in the PK interface in sequence according to the PK order. For example, assuming the PK order is: first PK with anchor 2, then PK with anchor 4, and finally PK with anchor 3, then the PK process between anchor 1 and anchor 2 can be displayed first in the PK interface, followed by the PK process between anchor 1 and anchor 4, and finally the PK process between anchor 1 and anchor 3, wherein the duration of each PK can be a fixed duration, such as 60 seconds.
[0101] In other embodiments, continuing with the example in which the first virtual image is virtual image A controlled by anchor account 1, and multiple second virtual images are respectively virtual image B controlled by anchor account 2, virtual image C controlled by anchor account 3, and virtual image D controlled by anchor account 4, the PK process between the four anchors can also be displayed in the live interactive interface (such as the PK interface) in the following manner: first, two anchors (assuming they are anchor 2 and anchor 3) are randomly selected from the four anchors for PK, and then the anchor who wins this round (assuming it is anchor 2) continues to PK with the next anchor (such as anchor 1). Assuming that anchor 2 wins again in the process of PK with anchor 1, anchor 2 can continue to PK with anchor 4. In other words, multiple anchors can also use a round-robin method to perform PK, and the embodiments of the present application do not specifically limit this.
[0102] It should be noted that the above-mentioned 4 anchors can also be divided into camps for PK. For example, the above-mentioned 4 anchors can be divided into different camps according to the live broadcast section to which the anchor belongs in the live broadcast platform (for example, including game section, outdoor section, film and television section, etc.). For example, assuming that anchor 1 and anchor 3 are game anchors, and anchor 2 and anchor 4 are outdoor anchors, anchor 1 and anchor 3 can be divided into one camp, and anchor 2 and anchor 4 can be divided into another camp. Then, one anchor can be selected from each camp for PK. The embodiment of the present application does not specifically limit the way of PK between multiple anchors.
[0103] In some embodiments, each anchor account may also have unique interactive skills. That is, the above-mentioned live interactive interface may also include skill controls for the interactive skills possessed by the first anchor account. The following processing may also be performed: in response to a trigger operation on the skill control, the first anchor account is controlled to release the interactive skills.
[0104] In other embodiments, following the above examples, the types of interactive skills may include: early ending skills, gain skills and resurrection skills, and the above-mentioned control of the first anchor account to release interactive skills can be achieved in the following ways: when the interactive skill is an early ending skill, the interaction process between the first anchor account and at least one second anchor account is ended in advance; when the interactive skill is a gain skill, the number of virtual resources received by the first anchor account during the interaction process is gained (for example, the number of received virtual resources can be doubled or increased multiple times); when the interactive skill is a resurrection skill, and the interaction result indicates that the first anchor account has failed, the first virtual image is resurrected in the virtual scene.
[0105] It should be noted that, in addition to the above-mentioned early end skills, gain skills and resurrection skills, the types of interactive skills can also be loss reduction skills (i.e., reducing the number of virtual resources received by the second anchor account during the interaction process. For example, assuming that anchor 1 uses loss reduction skills during the PK process with anchor 2, the value of the gifts received by anchor 2 within the specified time can be halved), transfer skills (i.e., transferring the virtual resources received by the second anchor account during the interaction process to the first anchor account. For example, assuming that anchor 1 uses transfer skills during the PK process with anchor 2, the gifts received by anchor 2 within the specified time can be transferred to anchor 1), etc. The embodiments of the present application do not specifically limit the types of interactive skills.
[0106] For example, take the first anchor account as anchor account 1 (i.e., the live broadcast account registered by anchor 1) and at least one second anchor account as anchor account 2 (i.e., the live broadcast account registered by anchor 2) as an example. Each anchor account can have its own unique PK skill. When anchor 1 is PKing with anchor 2, he can press the skill button displayed in the PK interface at any time to activate his own skills to affect the result of PK. For example, when the PK skill of anchor account 1 is to end the skill in advance, anchor 1 can press the skill button when he is in the leading state. When the click operation of anchor 1 on the skill button is received, the PK process can be ended in advance and the settlement can be made. When the PK skill of anchor account 1 is a doubling skill, when the click operation of anchor 1 on the skill button is received, the value of the gifts received within the specified time (e.g., 10 seconds after receiving the click operation) can be doubled. When the PK skill of anchor account 1 is a resurrection skill, if anchor 1 fails in PK with anchor 2, the virtual image controlled by anchor 1 will disappear from the virtual scene (that is, anchor 1 is eliminated), but because anchor 1 used the resurrection skill during the PK process, the virtual image controlled by anchor 1 can be resurrected in the virtual scene, that is, anchor 1 can continue to participate in the subsequent PK process. In this way, the anchor can use his own skills to influence the result of PK during the PK process, further increasing the uncertainty and drama of the PK gameplay.
[0107] It should be noted that the above-mentioned interactive skills may have a limited number of uses, for example, each interactive skill can only be used once; of course, the number of uses of the above-mentioned interactive skills may also be unlimited, that is, they can be used in each interaction process, and the embodiments of the present application do not make specific limitations on this.
[0108] In other embodiments, see Figure 4C , Figure 4C is a flowchart of a live broadcast processing method provided in an embodiment of the present application, such as Figure 4C As shown, after executing Figure 3 After step 103 shown, you can also perform Figure 4C Steps 105 and 106 shown will be combined Figure 4C The steps shown are explained.
[0109] In step 105, in response to the completion of the interaction process between the first anchor account and at least one second anchor account, the interaction result is displayed on the live broadcast interaction interface.
[0110] In some embodiments, taking the first anchor account as anchor account 1 and at least one second anchor account as anchor account 2 as an example, when it is detected that the PK process between anchor account 1 and anchor account 2 is ended, for example, when it is detected that the PK duration between anchor 1 and anchor 2 reaches a duration threshold (for example, 60 seconds), the PK can be ended and the PK result can be displayed on the live interactive interface (for example, the PK interface). For example, assuming that anchor 1 wins the PK process with anchor 2, the PK result representing the PK victory can be displayed on the PK interface; if anchor 1 fails in the PK process with anchor 2, the PK result representing the PK failure can be displayed on the PK interface.
[0111] In step 106, in response to the interaction result indicating that the first anchor account has failed, the virtual star of the first anchor account is transferred to the second anchor account that won this round, and the first virtual image is undisplayed in the virtual scene.
[0112] In some embodiments, the second anchor account that wins this round can be determined by any of the following methods: the second anchor account that receives the largest number of virtual resources during the interaction process is determined as the second anchor account that wins this round; the second anchor account that has the largest number of viewers during the interaction process is determined as the second anchor account that wins this round; the second anchor account that has the largest number of interactions (for example, including the number of likes, the number of times viewers send barrages, etc.) during the interaction process is determined as the second anchor account that wins this round.
[0113] For example, the first anchor account is anchor account 1 (for example, the live broadcast account registered by anchor 1), and at least one second anchor account is anchor account 2 (for example, the live broadcast account registered by anchor 2). Each anchor can have a virtual star. When anchor 1 PKs with anchor 2, the value of the gifts received by anchor 1 and anchor 2 during the PK process can be counted respectively. Assuming that the total value of the gifts received by anchor 1 is less than the total value of the gifts received by anchor 2 at the end of the PK, it can be determined that anchor 2 wins, and the winner (i.e. anchor 1) will be able to obtain a virtual star of the other anchor (the virtual star here can be used to determine the final winner), and the loser (i.e. anchor 1) will be eliminated. For example, the virtual image controlled by anchor 1 can be canceled in the virtual scene. Of course, if anchor 1's PK skill is a resurrection skill, and anchor 1 uses the resurrection skill during the PK process, anchor 1 will not be eliminated, and the virtual image controlled by anchor 1 will be resurrected in the virtual scene.
[0114] It should be noted that in addition to determining the winner of the PK based on the value of the gifts received, the winner can also be determined based on dimensions such as the number of viewers, the number of likes, or the number of barrages sent by the audience. For example, assuming that during the PK process, 100 viewers watched the live broadcast of anchor 1 and 200 viewers watched the live broadcast of anchor 2, then anchor 2 can be selected as the winner; or, assuming that during the PK process, the audience sent 400 barrages in the live broadcast room of anchor 1 and the audience sent 1,000 barrages in the live broadcast room of anchor 2, then anchor 2 can be selected as the winner. The embodiments of the present application do not specifically limit the way of winning.
[0115] In other embodiments, the following processing can also be performed: in response to the total interaction duration being greater than a duration threshold (for example, 30 minutes), the anchor account with the largest number of virtual resources is determined as the final winning anchor account; virtual resources with a quantity greater than the quantity threshold are transferred to the final winning anchor account, as well as a virtual medal used to represent the final victory of the anchor account.
[0116] For example, when the full game time is up, for example, when the total PK duration is greater than 30 minutes, the anchor with the most virtual stars can be selected as the final winner. The anchor can receive virtual medals and high virtual gold coins provided by the live broadcast platform, thereby stimulating the anchor's enthusiasm for participating in the PK. It should be noted that if there are multiple anchors with the most virtual stars, the anchor who receives the highest value of gifts during the entire PK process can be selected as the final winner.
[0117] In some embodiments, the following processing can also be performed: in response to only one virtual image remaining in the virtual scene, the anchor account corresponding to the virtual image is determined as the final winning anchor account; virtual resources in an amount greater than a quantity threshold are transferred to the final winning anchor account, as well as a virtual medal used to represent the final victory of the anchor account.
[0118] For example, in the case where the virtual image of the anchor who failed in the PK will disappear from the virtual scene, when there is only one virtual image left in the virtual scene, that is, when other anchors are eliminated, it can be determined that the game is over, and the anchor who controls the virtual image can be regarded as the final winner. The anchor can obtain the virtual medal and high virtual gold coin rewards provided by the live broadcast platform, thereby stimulating the anchor's enthusiasm for participating in the PK.
[0119] The live broadcast processing method provided in the embodiment of the present application can display virtual images controlled by multiple anchors in a virtual scene during interaction. Multiple anchors can control their own virtual images to wander in the virtual scene and interact when they meet. In this way, the entertainment, drama and uncertainty of the interactive gameplay between anchors in the live broadcast platform can be enhanced, thereby fully mobilizing the enthusiasm of the audience and greatly promoting the interaction between the audience and the anchors. At the same time, since the multiple virtual images controlled by the multiple anchors are in the same virtual scene, the waiting time when looking for other anchors for interaction can be effectively reduced, thereby saving the performance overhead of the live broadcast platform and the anchor terminal.
[0120] The following is an explanation of an exemplary application of the embodiments of the present application in a practical application scenario.
[0121] The embodiment of the present application provides a random two-on-two PK interactive gameplay based on a live broadcast room, where many anchors can control their own virtual images to roam in a virtual scene (such as an arena or a lawn), and each anchor can have a unique PK skill. When they meet, they can perform two-on-two PK. The PK victory or defeat can be determined by the value of the gifts received, and the final winner is determined based on the current net worth when the time expires. The embodiment of the present application can enhance the entertainment, drama, and uncertainty of the PK gameplay in the live broadcast scene, thereby greatly promoting the interaction between the audience and the anchor, for example, it can promote the audience's enthusiasm for watching and rewarding.
[0122] The live broadcast processing method provided in the embodiment of the present application is described in detail below.
[0123] The technical solution provided in the embodiment of the present application sets different PK skills for each anchor. The use of skills can greatly change the results of PK, thereby increasing the drama and uncertainty of PK. At the same time, the PK gameplay provided in the embodiment of the present application adopts the arena mode, and the order and strategy of PK also require the anchor to think and decide, thereby improving the richness and playability of PK, and greatly promoting the audience's interest in watching and enthusiasm for rewarding.
[0124] For example, at the beginning of the game, the anchor's avatar can be used as a virtual image controlled by the anchor, appearing at a random position in a huge grass (i.e., the PK venue, corresponding to the above-mentioned virtual scene). Each anchor can have a virtual star and a unique PK skill, where the types of PK skills can include: early ending skills (i.e., ending the current PK in advance and settling the results), doubling skills (i.e., doubling the value of the gifts received within the specified time), and resurrection skills (i.e., you can get a chance to resurrect after PK fails), etc. Each anchor can control his own virtual image (i.e., avatar) to move freely in the grass, and can randomly encounter virtual resources (such as live broadcast currency) and invisible props (such as invisible stones) in the grass. After picking up the live broadcast currency, you can increase your own currency amount. After picking up the invisible props, you can be in a stealth state within a specified time (e.g., 30 seconds), so as not to be discovered by other anchors, so as to avoid fighting. In addition, when the virtual images of two anchors collide with each other, they will enter the PK mode, and the value of the gifts received during the PK process will determine the winner. During PK, the anchor can use his own PK skills to influence the results of the PK. The anchor who fails in the PK will be eliminated immediately, and the anchor who wins the PK will receive the virtual star of the loser. When the game time is over, the last anchor who survives or has the most virtual stars will be the final winner. If the number of virtual stars is the same, the anchor with more live currency will win. The final winner can get a high amount of live currency rewards.
[0125] In some embodiments, taking anchor 1 as an example, see Figure 5A , Figure 5A is a schematic diagram of an application scenario of the live broadcast processing method provided in an embodiment of the present application, such as Figure 5A As shown, after the host 1 enters the PK, the host 1's virtual image 502 (such as the host 1's head portrait) will be displayed at a random position in the bush 501, and a prompt message 503 can also be displayed above the virtual image 502 to inform the host 1 of the PK skills he has and a reminder that he can only use them once in this game. In addition, the host 1's head portrait 504 and name 505, as well as the number of virtual stars 506 and the number of live broadcast currencies 507 currently owned by the host 1 can also be displayed at the top of the screen.
[0126] In other embodiments, see Figure 5B , Figure 5B is a schematic diagram of an application scenario of the live broadcast processing method provided in an embodiment of the present application, such as Figure 5B As shown, anchor 1 can use the roulette button 508 to control his virtual image 502 to move in the bush 501, and can randomly pick up an indefinite amount of live broadcast currency 509, or props such as invisibility stones 510 in the bush 501. After using the invisibility stone 510, the virtual image 502 controlled by anchor 1 will enter an invisible state, so that it will not be discovered by other anchors within a specified time, for example, it will not be discovered by the virtual image 511 controlled by anchor 2.
[0127] In some embodiments, see Figure 5C , Figure 5C is a schematic diagram of an application scenario of the live broadcast processing method provided in an embodiment of the present application, such as Figure 5C As shown, when it is detected that the virtual image 502 controlled by anchor 1 (such as anchor 1's avatar) overlaps with the virtual image 511 controlled by anchor 2 (such as anchor 2's avatar), the PK mode is entered, for example, it can jump to the PK interface 512, wherein the PK interface 512 is divided into two sub-interfaces, one of which is used for anchor 1 to broadcast live, and the other sub-interface is used for anchor 2 to broadcast live. During the PK process, the anchor can call on the audience to give rewards to increase the amount of their live broadcast currency, and can press the skill button 513 in the lower right corner at any time to activate their own skills (including early termination of skills, doubling skills, resurrection skills, etc.) to affect the results of the PK. For example, when a click operation of anchor 1 on the skill button 513 is received, the corresponding special effect 514 can be displayed in the PK interface 512 to indicate that anchor 1 has activated his own skills.
[0128] In some embodiments, after the PK time is over, the party that obtains more live broadcast currency wins, and the winner can obtain a virtual star from the other anchor, while the loser will be eliminated immediately. Figure 5D As shown, when anchor 1 fails in the PK with anchor 2, a PK result 515 indicating the PK failure can be displayed in the PK interface 512; or Figure 5E As shown, when anchor 1 wins the PK with anchor 2, a PK result 516 representing the PK victory can be displayed in the PK interface 512.
[0129] In other embodiments, when the full game time is up, the anchor with the most virtual stars wins, and can receive virtual medals and high live currency rewards provided by the live broadcast platform. If multiple anchors have the most virtual stars at the same time, the anchor who receives the most live currency can be the final winner. Fig. 5FAs shown, when anchor 1 is the final winner, a virtual medal 517 obtained by anchor 1 can be displayed in the grass 501 to indicate that anchor 1 has won the final victory.
[0130] Next, continue to combine Figure 6 The live broadcast processing method provided in the embodiment of the present application is described.
[0131] For example, see Figure 6 , Figure 6 is a flowchart of the live broadcast processing method provided in the embodiment of the present application, which will be combined with Figure 6 The steps shown are explained.
[0132] In step 201, the client enters the game in response to a user clicking a PK button.
[0133] In step 202, the client sends a request to the server to display game props and user skills.
[0134] In step 203, the server returns the participating user's avatar, random skills, and random props to the client.
[0135] In some embodiments, the user (i.e., the anchor) can click the PK button on the gameplay panel in the live broadcast room to enter the game, and the client sends a request to the server to obtain random props information in the game and random skill parameters of the anchor. After receiving the request sent by the client, the server can return the props information in this round of the game and the random skills of the participating anchors to the client. The client can randomly assign the anchor avatar to a certain position on the interface and show the skills possessed by the anchor in this round.
[0136] In step 204, the client receives a user-triggered pick-up operation for a prop.
[0137] In step 205, the client sends a request to the server to change the user skill attribute and refresh the amount of live broadcast currency.
[0138] In step 206, the server returns the user's new skill parameters and the parameters of the amount of live broadcast currency owned to the client.
[0139] In some embodiments, when the host is controlling his or her virtual image to move around and picks up props on the map, the client can send a request to the server to update the host's skills and live broadcast currency values. The server can return the latest parameters to the client, and the client displays the latest skill capabilities or live broadcast currency values for the host on the interface.
[0140] In step 207, the client detects that the avatars of two users overlap.
[0141] In step 208, the client enters the PK mode and opens the live broadcast room.
[0142] In some embodiments, when the client detects that the virtual images operated by two anchors overlap, it enters the PK mode and opens the live broadcast room.
[0143] In step 209, the client receives a click operation on a skill button by the user.
[0144] In step 210, the client sends a request to the server to change the corresponding attribute according to the user's skills.
[0145] In step 211, the server returns a series of parameters such as the latest live broadcast currency amount after the privilege is used to the client.
[0146] In some embodiments, during the PK process, the anchor can click the skill button to activate his own skills, and the client sends a request to the server to refresh the live broadcast currency, gift value and other parameters of both parties. The server returns the latest live broadcast currency value and gift value of both parties after using the privilege (ie, skill), and the client displays the latest value for the anchor.
[0147] In step 212, after the PK time ends, the client displays the win-lose interface according to the amount of live broadcast currency of both parties.
[0148] In some embodiments, when the PK time ends, the client can display a win-lose interface based on the amount of live broadcast currency of both parties participating in the PK.
[0149] In step 213, when the full game time is up, the client sends a request to the server to end the game and settle accounts.
[0150] In step 214, the server ends the game and returns the winner information to the client according to the number of stars and the number of live broadcast currency.
[0151] In some embodiments, when the full game time is up, the client can send a request to the server to end the game and settle the stars and the amount of live broadcast currency. The server returns the final winner and loser information to the client, and sends a high live broadcast currency reward to the winner account (i.e. the anchor account of the winning anchor), and ends the game at the same time.
[0152] In step 215, the client displays respective settlement pages for the winner and the loser.
[0153] In some embodiments, the client may display the corresponding settlement pages to the winner and the loser, and the entire PK process ends here.
[0154] To sum up, the live broadcast processing method provided in the embodiment of the present application has the following beneficial effects: it enhances the playability and entertainment of PK between anchors in the live broadcast platform, greatly promotes the interest of anchors and audiences, and enhances the enthusiasm of audiences to reward, thereby bringing greater revenue benefits. At the same time, since the multiple virtual images controlled by multiple anchors are in the same virtual scene, the waiting time when looking for other anchors for PK can be effectively reduced, thereby saving the performance overhead of the live broadcast platform and the anchor terminal.
[0155] The following is a description of an exemplary structure of the live broadcast processing device 555 provided in the embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the live broadcast processing device 555 of the memory 550 may include: a display module 5551 and a control module 5552.
[0156] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes multiple virtual images respectively controlled by multiple anchor accounts; control module 5552 is used to control the movement of the first virtual image in the virtual scene in response to a movement trigger operation for the first virtual image, wherein the first virtual image is a virtual image controlled by the first anchor account; display module 5551 is also used to display a live broadcast interaction interface in response to the first virtual image encountering at least one second virtual image, wherein the live broadcast interaction interface is used for interaction between the first anchor account and at least one second anchor account corresponding to at least one second virtual image.
[0157] In some embodiments, the live broadcast processing device 555 also includes a determination module 5553, which is used to determine that the first virtual image meets at least one second virtual image in response to the distance between the first virtual image and at least one second virtual image being less than a distance threshold before responding to the first virtual image meeting at least one second virtual image.
[0158] In some embodiments, when the number of at least one second virtual image is multiple, the determination module 5553 is also used to determine that the first virtual image meets multiple second virtual images in response to the distance between the first virtual image and any second virtual image of the multiple second virtual images being less than a distance threshold, and the distribution spacing of the multiple second virtual images being less than a distribution spacing threshold.
[0159] In some embodiments, when the number of at least one second virtual image is multiple, the determination module 5553 is also used to determine that the first virtual image encounters multiple second virtual images in response to the first virtual image moving to multiple target positions in sequence within the time window, wherein the target position is a position where the distance between the first virtual image and the second virtual image is less than a distance threshold.
[0160] In some embodiments, when the number of at least one second virtual image is multiple, the display module 5551 is also used to display a live broadcast interactive interface in response to the encounter between the first virtual image and multiple second virtual images, wherein the live broadcast interactive interface includes a first sub-interface corresponding to the first anchor account, and multiple second sub-interfaces corresponding one by one to multiple second anchor accounts.
[0161] In some embodiments, when the number of at least one second virtual image is multiple, the display module 5551 is also used to display a live broadcast interaction interface in response to the encounter between the first virtual image and multiple second virtual images, wherein the live broadcast interaction interface includes a first sub-interface corresponding to the first anchor account and a second sub-interface corresponding to the target second anchor account, and the target second anchor account is the second anchor account selected from the multiple second anchor accounts.
[0162] In some embodiments, the live broadcast processing device 555 also includes a similarity prediction module 5554, which is used for the display module 5551 to call a machine learning model to perform similarity prediction processing based on the feature data of the first anchor account and multiple feature data corresponding to multiple second anchor accounts before displaying the live broadcast interactive interface, so as to obtain the similarity between each second anchor account and the first anchor account; the determination module 5553 is also used to select the second anchor account with the greatest similarity as the target second anchor account.
[0163] In some embodiments, when the number of at least one second virtual image is multiple, the determination module 5553 is also used to determine the interaction order between the first anchor account and each second anchor account in the multiple second anchor accounts in response to the encounter between the first virtual image and the multiple second virtual images; the display module 5551 is also used to display the live broadcast interaction interface, and display the interaction process between the first anchor account and each second anchor account in the live broadcast interaction interface in sequence according to the interaction order.
[0164] In some embodiments, the virtual scene also includes at least one of virtual resources, invisibility props, acceleration props and avatar props; the control module 5552 is also used to perform at least one of the following processes: in response to a pick-up trigger operation for virtual resources, transferring a corresponding number of virtual resources to the first anchor account; in response to a pick-up trigger operation for invisibility props, controlling the first virtual image to enter an invisible state; in response to a pick-up trigger operation for acceleration props, increasing the movement speed of the first virtual image; in response to a pick-up trigger operation for avatar props, copying the first virtual image to obtain at least one avatar of the first virtual image.
[0165] In some embodiments, the live interactive interface includes a skill control for the interactive skills possessed by the first anchor account; the control module 5552 is also used to control the first anchor account to release the interactive skills in response to a trigger operation on the skill control.
[0166] In some embodiments, the types of interactive skills include: early ending skills, gain skills and resurrection skills; the control module 5552 is also used to, when the interactive skill is an early ending skill, prematurely end the interaction process between the first anchor account and at least one second anchor account; when the interactive skill is a gain skill, gain the number of virtual resources received by the first anchor account during the interaction process; when the interactive skill is a resurrection skill and the interaction result indicates that the first anchor account has failed, resurrect the first virtual image in the virtual scene.
[0167] In some embodiments, the display module 5551 is also used to display the interaction result on the live broadcast interaction interface in response to the end of the interaction process between the first anchor account and at least one second anchor account; the live broadcast processing device 555 also includes a transfer module 5555, which is used to transfer the virtual star of the first anchor account to the second anchor account that won the current round in response to the interaction result indicating that the first anchor account has failed; the display module 5551 is also used to cancel the display of the first virtual image in the virtual scene.
[0168] In some embodiments, the determination module 5553 is also used to perform one of the following processes: determining the second anchor account that receives the largest number of virtual resources during the interaction as the second anchor account that wins this round; determining the second anchor account that has the largest number of viewers during the interaction as the second anchor account that wins this round; determining the second anchor account that has the largest number of interactions during the interaction as the second anchor account that wins this round.
[0169] In some embodiments, the determination module 5553 is also used to determine the anchor account with the largest number of virtual resources as the final winning anchor account in response to the total interaction duration being greater than the duration threshold; the transfer module 5555 is also used to transfer virtual resources greater than the quantity threshold to the final winning anchor account, as well as a virtual medal used to represent the final victory of the anchor account.
[0170] In some embodiments, the determination module 5553 is also used to determine the anchor account corresponding to the virtual image as the final winning anchor account in response to only one virtual image remaining in the virtual scene; the transfer module 5555 is also used to transfer virtual resources in an amount greater than a quantity threshold to the final winning anchor account, as well as a virtual medal used to represent the final victory of the anchor account.
[0171] It should be noted that the description of the device in the embodiment of the present application is similar to the description of the method embodiment described above, and has similar beneficial effects as the method embodiment, so it will not be repeated. Figure 3 , Figure 4A , Figure 4B ,or Figure 4C The present invention should be understood by referring to the description of any one of the accompanying drawings.
[0172] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the live broadcast processing method described in the embodiment of the present application.
[0173] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the live broadcast processing method provided by the embodiment of the present application, for example, Figure 3 , Figure 4A , Figure 4B ,or Figure 4C The live broadcast processing method is shown.
[0174] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0175] In some embodiments, executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0176] As an example, the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0177] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A live broadcast processing method, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a plurality of virtual images respectively controlled by a plurality of anchor accounts; In response to a movement trigger operation for a first virtual image, controlling the first virtual image to move in the virtual scene, wherein the first virtual image is a virtual image controlled by a first anchor account; In response to the first virtual image encountering at least one second virtual image, a live broadcast interaction interface is displayed, wherein the live broadcast interaction interface is used for interaction between the first anchor account and at least one second anchor account corresponding to the at least one second virtual image.
2. The method according to claim 1, characterized in that Before responding to the first virtual image meeting at least one second virtual image, the method further includes: In response to a distance between the first virtual image and at least one second virtual image being less than a distance threshold, it is determined that the first virtual image meets the at least one second virtual image.
3. The method according to claim 2, characterized in that When there are multiple second virtual images, in response to the distance between the first virtual image and the at least one second virtual image being less than a distance threshold, determining that the first virtual image meets the at least one second virtual image includes: In response to the distance between the first virtual image and any one of the plurality of second virtual images being less than a distance threshold, and the distribution spacing of the plurality of second virtual images being less than a distribution spacing threshold, it is determined that the first virtual image meets the plurality of second virtual images.
4. The method according to claim 2, characterized in that When there are multiple second virtual images, in response to the distance between the first virtual image and the at least one second virtual image being less than a distance threshold, determining that the first virtual image meets the at least one second virtual image includes: In response to the first virtual image moving to multiple target positions in sequence within a time window, it is determined that the first virtual image meets multiple second virtual images, wherein the target position is a position whose distance from the second virtual image is less than a distance threshold.
5. The method according to claim 1, characterized in that: When the number of the at least one second virtual image is plural, the displaying of the live interactive interface in response to the first virtual image encountering the at least one second virtual image comprises: In response to the first virtual image encountering the plurality of the second virtual images, a live broadcast interactive interface is displayed, wherein the live broadcast interactive interface includes a first sub-interface corresponding to the first anchor account, and a plurality of second sub-interfaces corresponding one-to-one to the plurality of the second anchor accounts.
6. The method according to claim 1, characterized in that When the number of the at least one second virtual image is plural, the displaying of the live interactive interface in response to the first virtual image encountering the at least one second virtual image comprises: In response to the encounter between the first virtual image and multiple second virtual images, a live broadcast interactive interface is displayed, wherein the live broadcast interactive interface includes a first sub-interface corresponding to the first anchor account and a second sub-interface corresponding to the target second anchor account, and the target second anchor account is the second anchor account selected from the multiple second anchor accounts.
7. The method according to claim 6, characterized in that Before displaying the live interactive interface, the method further includes: Based on the feature data of the first anchor account and the multiple feature data corresponding to the multiple second anchor accounts, calling the machine learning model to perform similarity prediction processing to obtain the similarity between each of the second anchor accounts and the first anchor account; The second anchor account with the greatest similarity is used as the target second anchor account.
8. The method according to claim 1, characterized in that When the number of the at least one second virtual image is plural, the displaying of the live interactive interface in response to the first virtual image encountering the at least one second virtual image comprises: In response to the first virtual image encountering the plurality of the second virtual images, determining an interaction order between the first anchor account and each of the plurality of the second anchor accounts; A live broadcast interactive interface is displayed, and the interactive process between the first anchor account and each of the second anchor accounts is displayed in sequence in the live broadcast interactive interface according to the interactive order.
9. The method according to claim 1, characterized in that: The virtual scene also includes at least one of virtual resources, invisible props, acceleration props and clone props; The method further comprises: In response to a pickup trigger operation for the virtual resource, transferring a corresponding amount of the virtual resource to the first anchor account; In response to a pickup trigger operation on the stealth prop, controlling the first virtual image to enter a stealth state; In response to a pickup trigger operation for the acceleration prop, increasing the movement speed of the first virtual image; In response to a pickup trigger operation on the avatar prop, the first virtual image is copied to obtain at least one avatar of the first virtual image.
10. The method according to claim 1, characterized in that The live interactive interface includes a skill control of the interactive skill possessed by the first anchor account; The method further comprises: In response to a trigger operation on the skill control, the first anchor account is controlled to release the interactive skill.
11. The method according to claim 10, characterized in that The types of interactive skills include: early ending skills, gain skills and resurrection skills; The controlling the first anchor account to release the interactive skill includes: When the interactive skill is the early termination skill, the interactive process between the first anchor account and the at least one second anchor account is terminated in advance; When the interactive skill is the gain skill, the amount of virtual resources received by the first anchor account during the interaction process is increased; When the interactive skill is the resurrection skill and the interactive result indicates that the first anchor account has failed, the first virtual image is resurrected in the virtual scene.
12. The method according to any one of claims 1 to 9, characterized in that: The method further comprises: In response to the interaction process between the first anchor account and the at least one second anchor account ending, displaying the interaction result on the live broadcast interaction interface; In response to the interaction result indicating that the first anchor account has failed, the virtual star of the first anchor account is transferred to the second anchor account that wins this round, and the first virtual image is undisplayed in the virtual scene.
13. The method according to claim 12, characterized in that The method further comprises: Perform one of the following actions: Determine the second anchor account that receives the largest number of virtual resources during the interaction as the second anchor account that wins this round; The second anchor account with the most viewers during the interaction is determined as the second anchor account that wins this round; The second anchor account with the most interactions during the interaction process is determined as the second anchor account winning this round.
14. The method according to claim 12, characterized in that The method further comprises: In response to the total interaction duration being greater than the duration threshold, determining the anchor account with the largest number of virtual resources as the final winning anchor account; Transferring to the final winning anchor account a quantity greater than a quantity threshold and a virtual medal representing the final victory of the anchor account.
15. The method according to claim 12, characterized in that The method further comprises: In response to only one virtual image remaining in the virtual scene, determining the anchor account corresponding to the virtual image as the final winning anchor account; Transferring to the final winning anchor account a quantity greater than a quantity threshold and a virtual medal representing the final victory of the anchor account.
16. A live broadcast processing device, characterized in that: The device comprises: A display module, used to display a virtual scene, wherein the virtual scene includes a plurality of virtual images respectively controlled by a plurality of anchor accounts; a control module, configured to control the first virtual image to move in the virtual scene in response to a movement trigger operation on the first virtual image, wherein the first virtual image is a virtual image controlled by the first anchor account; The display module is also used to display a live broadcast interaction interface in response to the first virtual image encountering at least one second virtual image, wherein the live broadcast interaction interface is used for interaction between the first anchor account and at least one second anchor account corresponding to the at least one second virtual image.
17. An electronic device, characterized in that: include: A memory for storing executable instructions; The processor is used to implement the live broadcast processing method described in any one of claims 1 to 15 when executing the executable instructions stored in the memory.
18. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the live broadcast processing method described in any one of claims 1 to 15 is implemented.
19. A computer program product comprising a computer program or computer executable instructions, characterized in that: When the computer program or computer executable instruction is executed by the processor, the live broadcast processing method described in any one of claims 1 to 15 is implemented.