Virtual scene interaction processing method and device, electronic equipment and storage medium
By dynamically updating the number of grids in the virtual scene of auto-propelled chess games, the problem of restricting gameplay expansion is solved, and a richer interactive mode and improved game experience is achieved.
Patent Information
- Application Number
- CN202311362098.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-19
- Publication Date
- 2025-04-22
AI Technical Summary
The fixed structure of the chessboard in existing auto-propelled chess games limits the expansion of gameplay, resulting in poor player gaming experience.
By dynamically updating the number of grids in a virtual scene, players allow them to increase or decrease grids after each round of interactions, breaking the pattern of fixed grid numbers.
This method enriches the interaction methods of virtual scenes, allows players to have more operational tactical gameplay, and improves the game experience.
Smart Images

Figure CN119857264A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device and storage medium for interactive processing of a virtual scene. Background Art
[0002] Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in virtual scenes such as games, it can simulate the real battle process between virtual objects.
[0003] Taking the auto chess game as an example, the game mode of playing by placing chess pieces is generally referred to as auto chess game. Players use chess pieces to fight and win by defeating the opponent. The core fun of auto chess games lies in the combination of different chess pieces. Each chess piece has a unique skill mechanism and combat mechanism. In addition, the chess pieces of auto chess often fight on a chessboard that is opposed to each other. The area where the chess pieces fight is called the battle area, and the area where the chess pieces that have not been put on the field are placed is called the preparation area.
[0004] In the technical solutions provided by related technologies, the chessboard of auto chess is mostly a fixed structure, that is, the number of grids is fixed, and players can only deploy and fight on the corresponding grids. However, fixed grids have certain limitations on the expansion of gameplay, and players are easily bored, resulting in poor gaming experience for players. Summary of the invention
[0005] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the interactive mode of the virtual scene and thus enhance the game experience of the players.
[0006] The technical solution of the embodiment of the present application is implemented as follows:
[0007] The present application provides a method for interactive processing of a virtual scene, including:
[0008] Displaying a virtual scene, wherein the virtual scene includes a first account and a second account participating in the interaction;
[0009] Displaying at least one first grid and at least one second grid in the virtual scene, wherein the first grid is used for the first account to place at least one first virtual object to interact with at least one second virtual object placed by the second account in the second grid;
[0010] In response to the end of each round of the interactive process, the number of grids included in the virtual scene is updated.
[0011] The embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
[0012] A display module, used to display a virtual scene, wherein the virtual scene includes a first account and a second account participating in the interaction;
[0013] The display module is further used to display at least one first grid and at least one second grid in the virtual scene, wherein the first grid is used for the first account to place at least one first virtual object to interact with at least one second virtual object placed by the second account in the second grid;
[0014] The updating module is used to update the number of grids included in the virtual scene in response to the end of each round of the interaction process.
[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 interactive processing method of the virtual scene 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 interactive processing method of a virtual scene 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 interactive processing method of the virtual scene 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 method in the virtual scene. After each round of interaction, the number of grids in the virtual scene will be controlled to change. That is to say, in the technical solution provided in the embodiment of the present application, the number of grids in the virtual scene is not fixed, but will change continuously as the game progresses. In this way, the original fixed number of grids is broken, allowing players to have more operational tactical gameplay, bringing players new tactical fun points, and thus improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 11 is a schematic diagram of the architecture of a virtual scene interactive 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 an interactive processing method of a virtual scene provided in an embodiment of the present application;
[0025] FIG. 4A to FIG. 4E It is a flowchart of an interactive processing method of a virtual scene provided in an embodiment of the present application;
[0026] FIG. 5A to FIG. 5D It is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application;
[0027] Figure 6 It is a flowchart of the interactive processing method of the virtual scene provided in the 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 data of a game character controlled by a user) 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 the relevant data must 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 the scene displayed (or provided) when the application is running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
[0036] 3) Virtual objects: images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene. The virtual object can be a virtual image in a virtual scene that represents a user, such as a virtual chess piece displayed on a virtual chessboard. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0037] 4) Scene data: characteristic data representing a virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it may also include the location of the virtual building in the virtual scene, and the area occupied by the virtual building, etc.
[0038] 5) Auto Chess: A new type of multiplayer strategy game. Users can build their own chess lineup and face the opponent's lineup. The loser will lose health points. When the health points are below the threshold, the player will be eliminated. The ranking is determined by the elimination order.
[0039] 6) Virtual chess pieces: referred to as chess pieces for short, are different combat units in auto chess games. Users can equip, upgrade, purchase, sell and adjust the positions of virtual chess pieces.
[0040] 7) Virtual chessboard: Each user has a home chessboard and will match the lineup on the home chessboard during the preparation period. When the battle starts, the portal will teleport the user's corresponding virtual chess piece to the enemy's home chessboard (in some cases, the enemy's virtual chess piece will be teleported to the user's home chessboard) for battle.
[0041] 8) Cloud gaming: Also known as gaming on demand, it means deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during the running process to the browser page of the user terminal. The page calls the browser's media component to decode the game data and renders the real-time game screen during the game according to the decoding result. When the page detects the user's operation on the game screen, it will report it to the game instance running on the server. When the game data generated by the game instance in response to the operation is received, the decoding and rendering process will be repeated, so that the game screen changes according to the user's operation are presented on the page.
[0042] In other words, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the user terminal (such as the player's game terminal), but on the cloud server, which renders the game scene into an audio and video stream and transmits it to the user terminal over the network. In this way, the user terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
[0043] Taking the auto chess game as an example, there is a game mode that involves placing chess pieces to play games, collectively referred to as auto chess games. Players can use chess pieces to fight and win by defeating the opponent. The core fun of auto chess games lies in the combination of different chess pieces, and each chess piece has a unique skill mechanism and combat mechanism. The chess pieces in auto chess games often fight on a chessboard that is opposed to each other. The area where the chess pieces fight is called the battle area, and the area where the chess pieces that have not been put on the field are placed is called the preparation area.
[0044] In the auto chess games provided by the related art, the chessboard is mostly a fixed structure, that is, the number of grids in the chessboard is fixed, and the players lay out the battle on the corresponding grids. However, in the process of implementing the embodiments of the present application, the applicant found that fixed grids have certain limitations for the expansion of gameplay, and players are prone to boredom. In addition, the applicant also found that by disassembling the chessboard mode, for example, the interesting gameplay of increasing the chessboard area through the game, the original fixed chessboard mode is broken, allowing players to have more operational tactical gameplay, while also expanding the possibility of the chessboard as a gameplay carrier.
[0045] In view of this, the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can enrich the interactive mode of the virtual scene, thereby enhancing the game experience of the player. 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 can be implemented by a server and a terminal device in collaboration. The following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented by a server and a terminal device in collaboration.
[0046] Before introducing the architecture of the interactive processing system of the virtual scene provided by the embodiment of the present application, the game mode involved in the embodiment of the present application is first introduced. The scheme for the collaborative implementation of the terminal device and the server mainly involves two game modes, namely the local game mode and the cloud game mode, wherein the local game mode refers to the terminal device and the server jointly running the game processing logic, the operation instructions input by the player in the terminal device, part of which is processed by the terminal device running the game logic, and the other part is processed by the server running the game logic, and the game logic processing run by the server is often more complicated and requires more computing power; the cloud game mode refers to the game logic processing run entirely by the server (such as a cloud server), and the cloud server renders the game scene data into an audio and video stream, which is then transmitted to the terminal device for display via the network. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to obtain the player's operation instructions and send them to the server.
[0047] The following describes the architecture of the interactive processing system for the virtual scene provided in the embodiments of the present application.
[0048] For example, see Figure 1 , Figure 1 1 is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiment of the present application, which is an application for supporting and enriching the interactive mode of the virtual scene, thereby improving the game experience of the players. Figure 1As shown, the interactive processing system 100 of the virtual scene includes: a server 200, a network 300, a terminal device 400-1 and a terminal device 400-2, wherein the network 300 can be a local area network or a wide area network, or a combination of the two, the terminal device 400-1 is a terminal device associated with player 1, and a client 410-1 runs on the terminal device 400-1, the terminal device 400-2 is a terminal device associated with player 2, and a client 410-2 runs on the terminal device 400-2, and the client 410-1 and the client 410-2 are the same type of clients. Taking the client 410-1 as an example, the client 410-1 can be various types of clients, such as an auto chess game client, a multiplayer strategy game client, a browser, etc.
[0049] In some embodiments, taking the terminal device 400-1 associated with player 1 as an example, a virtual scene (e.g., a virtual chessboard) may be displayed in the human-computer interaction interface of the client 410-1 running on the terminal device 400-1, wherein the virtual scene may include a first account participating in the interaction (e.g., game account 1 pre-registered by player 1) and a second account (e.g., game account 2 pre-registered by player 2), and then the client 410-1 may display at least one first grid and at least one second grid in the virtual scene, wherein the first grid may be used for the first account to place at least one first virtual object (e.g., chess piece) to interact with at least one second virtual object placed by the second account in the second grid, and then when the client 410-1 detects the end of each round of interaction, the number of grids included in the virtual scene may be updated, for example, at least one first grid and at least one second grid may be added to the virtual scene, that is, as the game progresses, the structure of the chessboard will change accordingly, thereby enriching the interactive mode of the virtual scene and improving the player's gaming experience.
[0050] It should be noted that the embodiments of the present application can rely on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene on the terminal device 400-1 (for example, calling the human-computer interaction interface of the client 410-1 for presentation), to form a visual perception of the virtual scene. For example, the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400-1 through the network 300. The terminal device 400-1 relies on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on the graphics output hardware to output the virtual scene to form a visual perception. For example, a two-dimensional video frame can be presented on the display screen of a smartphone, or a video frame with a three-dimensional display effect can be projected on the lenses of augmented reality / virtual reality glasses. For the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400-1 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0051] 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.
[0052] 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.
[0053] 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 400-1 and the terminal device 400-2 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 are not limited thereto. The terminal device 400-1, the terminal device 400-2, 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.
[0054] In some embodiments, the terminal device or server can also implement the interactive processing method of the virtual scene provided by the embodiment of the present application by running various computer executable instructions or computer programs. For example, computer executable instructions can be commands, machine instructions or software instructions at the microprogram level. The computer program can be a native program or software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as an auto chess game 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.
[0055] Taking a computer program as an application program, in actual implementation, taking the terminal device 400-1 associated with player 1 as an example, an application program that supports a virtual scene can be installed and run on the terminal device 400-1. The application program can be any one of a multiplayer strategy game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. Player 1 can use the terminal device 400-1 to operate the first virtual object in the virtual scene to perform an activity, which includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the first virtual object can be a virtual character, such as a simulated character or an anime character.
[0056] 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 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not described in detail. Figure 2 Various buses are labeled as bus system 540 .
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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;
[0063] 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);
[0064] 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);
[0065] 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.
[0066] In some embodiments, the device provided in the embodiments of the present application can be implemented in software. Figure 2 The interactive processing device 555 of the virtual scene stored in the memory 550 is shown, which can be software in the form of programs and plug-ins, including the following software modules: display module 5551, update module 5552 and prediction module 5553. These modules are logical, so they can be arbitrarily combined or further divided 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 regarded as that the interactive processing device 555 of the virtual scene excludes the implementation that can only include the display module 5551 and the update module 5552. The functions of each module will be explained below.
[0067] The interactive processing method of the virtual scene 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.
[0068] See also Figure 3 , Figure 3 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 3 The steps shown are explained.
[0069] 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.
[0070] In step 101, a virtual scene is displayed.
[0071] Here, the virtual scene (eg, a virtual chessboard) may include a first account and a second account participating in the interaction, wherein the first account may be game account 1 registered by player 1 , and the second account may be game account 2 registered by player 2 .
[0072] In some embodiments, taking player 1 as an example, a client (e.g., an auto chess game APP) may be run on the terminal device associated with player 1, and player 1 may log in to the client using a pre-registered game account 1 (i.e., the first account). A matching control (e.g., a matching button) may be displayed in the human-computer interaction interface of the client. When receiving a click operation of player 1 on the matching control, the client may send a matching request to the server (e.g., a game background server) to enable the server to perform a matching operation. For example, the server may perform a matching operation based on the characteristic data (e.g., points, battle record, etc.) of game account 1. When the matching is successful (e.g., matching to game account 2 registered by player 2, where the characteristic data of game account 2 is similar to the characteristic data of game account 1), the client may jump from the matching interface to the virtual scene interface, so that player 1 and player 2 may interact in the virtual scene interface.
[0073] In other embodiments, the virtual scene may be displayed from a first-person perspective in the human-computer interaction interface of the client (for example, the player plays the virtual object in the game from his own perspective); or from a third-person perspective (for example, the player chases the virtual object in the game to play the game); or from a bird's-eye view; wherein the above-mentioned different perspectives may be switched arbitrarily.
[0074] As an example, the first virtual object may be an object controlled by the current player (e.g., player 1) in the game. Of course, the virtual scene may also include other virtual objects, such as virtual objects that may be controlled by other players or by a robot program. The first virtual object may be divided into any one of a plurality of teams. The teams may be in a hostile relationship or a cooperative relationship. The teams in the virtual scene may include one or all of the above relationships.
[0075] Taking the first-person perspective display of a virtual scene as an example, the virtual scene displayed in the human-computer interaction interface may include: determining the field of view area of the first virtual object according to the viewing position and field of view angle of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene in the field of view area in the complete virtual scene, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve immersive perception of users during the operation process.
[0076] Taking the display of a virtual scene from a bird's eye view as an example, the virtual scene displayed in the human-computer interaction interface may include: in response to a zoom operation on a panoramic virtual scene, a portion of the virtual scene corresponding to the zoom operation is presented in the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene relative to the panoramic virtual scene. In this way, the operability of the user during the operation can be improved, thereby improving the efficiency of human-computer interaction.
[0077] In step 102, at least one first grid and at least one second grid are displayed in a virtual scene.
[0078] Here, the first grid may be used for the first account to place at least one first virtual object (eg, chess piece) to interact (eg, fight) with at least one second virtual object placed by the second account in the second grid.
[0079] It should be noted that the first grid in the embodiment of the present application does not specifically refer to a certain grid, but is a general term for the grid in the virtual scene where the first account can place the first virtual object, that is, the grids in the virtual scene where the first virtual object can be placed are collectively referred to as the first grid. Similarly, the second grid in the embodiment of the present application does not specifically refer to a certain grid, but is a general term for the grid in the virtual scene where the second account can place the second virtual object, that is, the grids in the virtual scene where the second virtual object can be placed are collectively referred to as the second grid. In addition, the first virtual object in the embodiment of the present application does not specifically refer to a certain virtual object, but is a general term for the virtual objects owned by the first account, that is, the virtual objects owned by the first account (such as the chess pieces purchased by player 1 from the store control) are collectively referred to as the first virtual object. Similarly, the second virtual object in the embodiment of the present application does not specifically refer to a certain virtual object, but is a general term for the virtual objects owned by the second account (such as the chess pieces purchased by player 2 from the store control), that is, the virtual objects owned by the second account can be collectively referred to as the second virtual object.
[0080] In some embodiments, at least one of the first grids may be located in a first area of the virtual scene (e.g., the lower half of the virtual scene), and at least one of the second grids may be located in a second area of the virtual scene (e.g., the upper half of the virtual scene), wherein the first area and the second area are two independent areas in the virtual scene.
[0081] For example, taking at least one first grid as 5 first grids and at least one second grid as 5 second grids, 5 first grids can be displayed in the lower half of the virtual scene, and 5 second grids can be displayed in the upper half of the virtual scene, wherein the distribution of the 5 first grids in the lower half of the virtual scene and the distribution of the 5 second grids in the upper half of the virtual scene can be the same, that is, the two are symmetrically distributed in the virtual scene, thereby ensuring the fairness of the game.
[0082] It should be noted that the grids (including the first grid and the second grid) in the embodiment of the present application can be of any shape, such as a rectangle, a hexagon, a rhombus, a square, or an irregular shape. In addition, the sizes of different grids can be the same or different. For example, the multiple grids (including the first grid and the second grid) displayed in the virtual scene can be of a uniform size. Of course, the multiple grids displayed in the virtual scene can also be of different sizes, such as two different sizes of grids, large grids and small grids. The embodiment of the present application does not specifically limit this.
[0083] In other embodiments, the at least one first grid and the at least one second grid mentioned above may also be staggered in the virtual scene, wherein the number of first virtual objects that can be placed in each first grid is positively correlated with the size of the first grid, and similarly, the number of second virtual objects that can be placed in each second grid is positively correlated with the size of the second grid.
[0084] For example, taking at least one first grid as five first grids (grids 1 to 5, respectively), and at least one second grid as five second grids (grids 6 to 10, respectively), the five first grids and the five second grids may be staggered in the virtual scene, and the number of virtual objects (such as chess pieces) that can be placed in each grid may be positively correlated with the size of the grid, that is, the larger the size of the grid, the more virtual objects that can be placed in the grid. Of course, in addition to being positively correlated with the size of the grid, the number of virtual objects that can be placed in each grid may also be negatively correlated with the size of the virtual object, that is, the larger the size of the virtual object, the fewer virtual objects that can be placed in each grid.
[0085] It should be noted that the number of virtual objects that can be placed in each grid may also be fixed. For example, each grid can only hold one virtual object at most. This embodiment of the present application does not impose any specific limitation on this.
[0086] In step 103, in response to the end of each round of the interactive process, the number of grids included in the virtual scene is updated.
[0087] In some embodiments, when the at least one first grid and the at least one second grid are respectively located in two independent areas in the virtual scene, for example, at least one first grid is located in the first area of the virtual scene (for example, the lower half of the virtual scene), and at least one second grid is located in the second area of the virtual scene (for example, the upper half of the virtual scene), the above-mentioned update of the number of grids included in the virtual scene can be achieved in the following manner: adding at least one first grid in the first area, and adding at least one second grid in the second area.
[0088] For example, the above-mentioned addition of at least one first grid in the first area can be achieved in the following manner: in the first area, at least one first grid is added in a fixed order (for example, clockwise or counterclockwise) or randomly at at least one position adjacent to an edge grid in at least one first grid. For example, taking the first area as the lower half of the virtual scene and at least one first grid as 10 first grids, at least one first grid can be added in the lower half of the virtual scene in a clockwise order at at least one position adjacent to an edge grid in the 10 first grids. For example, after each round of interaction, a first grid can be added in a clockwise order at a position adjacent to an edge grid in the 10 first grids, that is, one first grid is added each time in a clockwise manner to the periphery of the 10 first grids.
[0089] For example, the number of first grids added to the first area each time may be fixed or variable, and the above-mentioned addition of at least one first grid in the first area may also be achieved in the following manner: performing one of the following processes: adding a fixed number (for example, 2) of first grids in the first area, that is, after each round of interaction, adding a fixed number of first grids in the first area, that is, the number of first grids added each time is fixed; adding a first number of first grids in the first area, wherein the first number is positively correlated with the number of interaction rounds currently in progress, that is, the later the interaction rounds, the more first grids are added in the first area, for example, when the first round of interaction is over, 1 first grid may be added to the first area, and when the second round of interaction is over, 2 first grids may be added to the first area, and so on, that is, the number of first grids added each time may be incremental; adding a second number of first grids in the first area , wherein the second number is positively correlated with the number of first virtual objects placed by the first account in the preparation area of the virtual scene, that is, the more first virtual objects player 1 places in the preparation area, the more first grids are added in the first area. For example, when the number of chess pieces placed by player 1 in the preparation area is 4, 4 first grids can be added in the first area. When the number of chess pieces placed by player 1 in the preparation area is 6, 6 first grids can be added in the first area; a third number of first grids are added in the first area, wherein the third number is negatively correlated with the number of existing first grids in the first area, that is, the more first grids already exist in the first area, the fewer first grids are added in the first area. For example, when there are currently 10 first grids in the first area, 2 first grids can be added in the first area. When there are currently 20 first grids in the first area, 1 first grid can be added in the first area.
[0090] It should be noted that the process of adding at least one second grid in the second area is similar to the process of adding at least one first grid in the first area, and can be implemented by referring to the process of adding at least one first grid in the first area, and the embodiments of the present application will not be repeated here.
[0091] In other embodiments, for the case where at least one first grid is located in the first area of the virtual scene and at least one second grid is located in the second area of the virtual scene, the following processing can also be performed: in response to the first account winning in the current round of interaction, at least one increase mark (such as a "+" mark) is displayed in the first area; in response to a selection operation on at least one increase mark, a first grid is added at the position of the selected increase mark.
[0092] By way of example, the above-mentioned display of at least one increase mark in the first area can be implemented in the following manner: for at least one position in the first area adjacent to an edge grid in at least one first grid, based on the characteristic information of at least one first virtual object already placed in at least one first grid (such as the type of virtual object, the skills possessed, the position, etc.), call the machine learning model to perform prediction processing to obtain the winning probability corresponding to each position; at least one increase mark is displayed at least one position where the winning probability is greater than the winning probability threshold, so that the player's winning probability can be increased by recommending to the player a position in the virtual scene where the winning probability is greater than the winning probability threshold and adding the corresponding grid at the recommended position.
[0093] For example, taking the first area as the lower half of the virtual scene, and at least one first grid as 10 first grids (assuming that they are grids 1 to 10 respectively), when it is detected that the first account (for example, game account 1 registered by player 1) wins in the current round of interaction, at least one position (for example, assuming that they are position 1, position 2, position 3, and position 4) adjacent to the edge grids (for example, grid 5, grid 6, grid 8) in the 10 first grids in the lower half of the virtual scene can be obtained. For each position, based on the type of the first virtual objects that player 1 has placed in the 10 first grids and the positions of the multiple first virtual objects, call The trained machine learning model performs predictive processing to obtain the winning probability corresponding to each position. For example, assuming that the winning probability corresponding to position 1 is 90%, the winning probability corresponding to position 2 is 95%, the winning probability corresponding to position 3 is 86%, and the winning probability corresponding to position 4 is 84%. Subsequently, an increase mark can be displayed at the position (i.e., position 2) where the winning probability is greater than the winning probability threshold (e.g., 90%). After receiving a click operation from player 1 on the increase mark displayed at position 2, a first grid (e.g., grid 11) can be added at position 2, thereby increasing the player's winning probability in subsequent interactive processes, thereby enhancing the player's gaming experience.
[0094] In other embodiments, continuing with the above example, before calling the machine learning model for prediction processing, the following processing can also be performed: obtaining interaction data of the sample winner account and the sample loser account, wherein the interaction data includes the position of the virtual object controlled by the sample loser account in the virtual scene (i.e., the distribution of the virtual object in the virtual scene), and the position of the virtual object controlled by the sample winner account in the virtual scene; based on the interaction data, calling the initialized machine learning model for prediction processing to obtain a prediction result; determining the difference between the prediction result and the labeled data, and performing back propagation based on the difference, and updating the parameters of the machine learning model layer by layer during the back propagation process, wherein the identification data includes the position of the virtual object controlled by the sample winner account in the virtual scene.
[0095] For example, the exemplary structure of the machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (e.g., it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function). After obtaining the interactive data of the sample winning account and the sample losing account, the interactive data may first be input into the input layer for embedding processing, and then the embedded feature vector output by the input layer may be encoded through the encoding layer to obtain a hidden layer feature vector, and then the hidden layer feature vector may be fully connected through the fully connected layer, and finally the fully connected result output by the fully connected layer may be input into the output layer so that the output layer is activated to obtain a prediction result. After obtaining the prediction result, the prediction result and the labeled data may be substituted into the loss function to obtain the corresponding difference, and back propagation may be performed based on the difference, so that the parameters of the machine learning model may be updated layer by layer during the back propagation process to obtain a trained machine learning model.
[0096] 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.
[0097] In some embodiments, the display style (for example, including color, size, etc.) of the newly added grids (including the first grid and the second grid) in the virtual scene can be different from the display style of the existing grids in the virtual scene, and when the next round of interaction begins, the display style of the newly added grids is adjusted to the same display style as the existing grids. For example, the color of the newly added grids can be restored to the same color as the existing grids. In this way, it is convenient for players to understand which grids are newly added in the virtual scene after the end of this interaction process.
[0098] In other embodiments, the present application embodiment may only increase the number of grids corresponding to the winning account, while keeping the number of grids corresponding to the losing account unchanged. Figure 4A , Figure 4A is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4A As shown, Figure 3 Step 103 shown may be performed by Figure 4A Step 1031A or step 1031B shown in the figure is implemented by combining Figure 4A The steps shown are explained.
[0099] In step 1031A, in response to the end of each round of the interactive process and the first account winning the interactive process, at least one first grid is added to the virtual scene, and the number of at least one second grid remains unchanged.
[0100] In some embodiments, the above-mentioned adding at least one first grid in the virtual scene can be achieved by: in response to a position selection operation, adding at least one first grid to at least one selected position in the virtual scene; or, adding at least one first grid to at least one randomly selected position in the virtual scene.
[0101] For example, taking the game account 1 registered by player 1 as an example, when the client detects that player 1 wins the current round of interaction, for example, it detects that the first virtual object controlled by player 1 defeats the second virtual object controlled by player 2 in the current round of interaction, a first prompt message can be displayed, wherein the first prompt message is used to prompt player 1 to add a first grid at the position selected by the player 1. Then, in response to the position selection operation triggered by player 1 in the virtual scene, the client adds a first grid at the position selected by player 1 in the virtual scene (for example, position 1). Of course, when the client detects that player 1 wins the current round of interaction, a first grid can also be randomly added to any position of the virtual scene, and the embodiments of the present application do not specifically limit this.
[0102] In step 1031B, in response to the end of each round of the interaction process and the failure of the first account in the interaction process, the number of at least one first grid in the virtual scene is kept unchanged, and at least one second grid is added.
[0103] In some embodiments, taking game account 1 registered by player 1 as an example, when the client detects that player 1 fails in the current round of interaction, for example, it detects that the first virtual object controlled by player 1 is defeated by the second virtual object controlled by player 2 in the current round of interaction, the number of at least one first grid can be kept unchanged in the first area of the virtual scene (i.e., the area corresponding to the first account in the virtual scene, such as the lower half of the virtual scene), and at least one second grid can be added in the second area of the virtual scene (i.e., the area corresponding to the second account in the virtual scene, such as the upper half of the virtual scene). That is to say, the number of grids of the losing party will not change, while the winning party can add one grid, thereby motivating players to fight more actively.
[0104] In some embodiments, the present application embodiment can also increase the grid corresponding to the winning account and reduce the grid corresponding to the losing account, see Figure 4B , Figure 4Bis a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4B As shown, Figure 3 Step 103 shown can also be performed by Figure 4B Step 1031C or step 1031D shown in the figure is implemented by combining Figure 4B The steps shown are explained.
[0105] In step 1031C, in response to the end of each round of the interactive process and the first account winning the interactive process, at least one first grid is added to the virtual scene, and at least one second grid is cancelled.
[0106] In some embodiments, taking game account 1 registered by player 1 as an example, when the client detects that player 1 wins in the current round of interaction, a first grid can be added to the first area of the virtual scene (i.e., the area corresponding to the first account in the virtual scene, such as the lower half of the virtual scene), for example, a first grid can be added at a position adjacent to at least one existing first grid, and at least one second grid can be canceled in the second area of the virtual scene (i.e., the area corresponding to the second account in the virtual scene, such as the upper half of the virtual scene). For example, assuming that there are originally 10 second grids in the second area, a second grid can be randomly canceled from the 10 second grids, for example, the grid selected by player 2 among the 10 second grids can be canceled.
[0107] In step 1031D, in response to the end of each round of the interaction process and the failure of the first account in the interaction process, at least one first grid is cancelled from display in the virtual scene, and at least one second grid is added.
[0108] In some embodiments, the above-mentioned canceling the display of at least one first grid in the virtual scene can be achieved by: in response to a selection operation on at least one first grid, canceling the display of at least one selected first grid in the virtual scene; or, randomly canceling the display of at least one first grid from at least one first grid.
[0109] For example, taking the game account 1 registered by the first account as player 1, when the client detects that player 1 fails in the current round of interaction, for example, the first virtual object controlled by player 1 is defeated by the second virtual object controlled by player 2 in the current round of interaction, a second prompt message can be displayed, wherein the second prompt message is used to prompt player 1 that a grid needs to be deleted. For example, the client can delete the first grid selected by player 1 from at least one first grid from the first area; of course, when the client detects that player 1 fails in the current round of interaction, a first grid can also be randomly canceled from at least one first grid. The embodiment of the present application does not make specific limitations on this. In this way, by increasing the grids of the winner and reducing the grids of the loser, the enthusiasm of the players can be stimulated, allowing the players to participate in the game more actively.
[0110] In some other embodiments, the present application can also keep the number of grids corresponding to the winning account unchanged and reduce the number of grids corresponding to the losing account. Figure 4C , Figure 4C is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4C As shown, Figure 3 Step 103 shown may be performed by Figure 4C Step 1031E or step 1031F shown in the figure is implemented by combining Figure 4C The steps shown are explained.
[0111] In step 1031E, in response to the end of each round of the interactive process and the first account winning the interactive process, the number of at least one first grid in the virtual scene is kept unchanged, and the display of at least one second grid is cancelled.
[0112] In some embodiments, taking game account 1 registered by player 1 as an example, when the client detects that player 1 wins in the current round of interaction, the number of at least one first grid can be kept unchanged in the first area of the virtual scene (i.e., the area corresponding to player 1 in the virtual scene, such as the lower half of the virtual scene), and at least one second grid can be cancelled in the second area of the virtual scene (i.e., the area corresponding to player 2 who interacts with player 1 in the virtual scene, such as the upper half of the virtual scene). For example, the second grid selected by player 2 can be deleted from at least one second grid, or a second grid can be randomly deleted from at least one second grid. The embodiments of the present application do not specifically limit this.
[0113] In step 1031F, in response to the end of each round of the interaction process and the failure of the first account in the interaction process, at least one first grid is cancelled from display in the virtual scene, and the number of at least one second grid remains unchanged.
[0114] In some embodiments, still taking the game account 1 registered by player 1 as an example, when the client detects that player 1 fails in the current round of interaction, for example, the first virtual object controlled by player 1 is defeated by the second virtual object controlled by player 2 in the current round of interaction, at least one first grid can be cancelled in the first area of the virtual scene. For example, the first grid selected by player 1 can be deleted from the at least one first grid displayed in the first area, or a first grid can be randomly deleted from the at least one first grid displayed in the first area, and the number of at least one second grid in the second area of the virtual scene can be kept unchanged. That is to say, the embodiment of the present application can keep the number of grids of the winner unchanged and reduce the number of grids of the loser, so as to achieve the purpose of motivating players and enhance the players' enthusiasm and gaming experience.
[0115] In some embodiments, the embodiments of the present application can also increase the number of grids corresponding to the winning account and the losing account at the same time, but the number of grids increased by the winning account is greater than the number of grids increased by the losing account, then refer to Figure 4D , Figure 4D is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4D As shown, Figure 3 Step 103 shown may be performed by Figure 4D Step 1031G or step 1031H shown in the figure is implemented by combining Figure 4D The steps shown are explained.
[0116] In step 1031G, in response to the end of each round of the interactive process and the first account winning the interactive process, a fourth number of first grids are added to the virtual scene, and a fifth number of second grids are added.
[0117] Here, the fourth number may be greater than the fifth number.
[0118] In some embodiments, taking game account 1 controlled by player 1 as an example, when the client detects that player 1 wins in the current round of interaction, a fourth number of first grids can be added to the first area of the virtual scene (i.e., the area corresponding to player 1 in the virtual scene, such as the lower half of the virtual scene), and a fifth number of second grids can be added to the second area of the virtual scene (e.g., the area corresponding to player 2 in the virtual scene, such as the upper half of the virtual scene). For example, 2 first grids can be added to the lower half of the virtual scene, and 1 second grid can be added to the upper half of the virtual scene. That is to say, player 1 has added 2 available grids, while player 2 has only added 1 available grid.
[0119] In step 1031H, in response to the end of each round of the interaction process and the failure of the first account in the interaction process, a fifth number of first grids are added to the virtual scene, and a fourth number of second grids are added.
[0120] In some embodiments, still taking the game account 1 registered by player 1 as an example, when the client detects that player 1 fails in the current round of interaction, for example, the first virtual object placed by player 1 in the first grid is defeated by the second virtual object placed by player 2 in the second grid, a fifth number of first grids can be added to the first area of the virtual scene, and a fourth number of second grids can be added to the second area of the virtual scene. For example, taking the first area as the lower half of the virtual scene and the second area as the upper half of the virtual scene as an example, 1 first grid can be added to the lower half of the virtual scene, and 2 second grids can be added to the upper half of the virtual scene. That is to say, the winning player 2 has 2 available grids added, while the losing player 1 has only 1 available grid added. In this way, the players' enthusiasm can be stimulated, allowing them to participate in the game more actively, thereby improving the players' gaming experience.
[0121] In some other embodiments, the embodiments of the present application can also reduce the number of grids corresponding to the winning account and the losing account at the same time, but the number of grids reduced by the winning account is less than the number of grids reduced by the losing account, then see Figure 4E , Figure 4E is a flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application, such as Figure 4E As shown, Figure 3 Step 103 shown may be performed by Figure 4E Step 1031I or step 1031J shown in the figure is implemented by combining Figure 4E The steps shown are explained.
[0122] In step 1031I, in response to the end of each round of the interactive process and the first account winning the interactive process, the sixth number of first grids are cancelled from display in the virtual scene, and the seventh number of second grids are cancelled from display.
[0123] Here, the sixth number may be smaller than the seventh number.
[0124] In some embodiments, taking the game account 1 registered by player 1 as an example, when the client detects that player 1 wins the current round of interaction, the first virtual object placed by player 1 in the first grid defeats the second virtual object placed by player 2 in the second grid during the current round of interaction. Then, a sixth number of first grids can be deleted from at least one first grid displayed in the first area of the virtual scene (for example, 10 first grids), and a seventh number of second grids can be deleted from at least one second grid displayed in the second area of the virtual scene (for example, 8 second grids). For example, assuming that 10 first grids are displayed in the lower half of the virtual scene and 8 second grids are displayed in the upper half of the virtual scene, when the client detects that player 1 wins the current round of interaction, 1 first grid can be deleted from the above-mentioned 10 first grids (for example, the first grid selected by player 1, or a first grid randomly selected by the system), and 2 second grids can be deleted from the above-mentioned 8 second grids (for example, 2 second grids selected by player 2 from the 8 second grids, or 2 second grids randomly selected by the system from the 8 second grids).
[0125] In step 1031J, in response to the end of each round of the interaction process and the failure of the first account in the interaction process, the seventh number of first grids are cancelled from display in the virtual scene, and the sixth number of second grids are cancelled from display.
[0126] In some embodiments, still taking the game account 1 registered by the first account as an example, when the client detects that the player 1 fails in the current round of interaction, for example, the first virtual object (for example, a chess piece) placed by the player 1 in the first grid is defeated by the second virtual object placed by the player 2 in the second grid during the current round of interaction, a seventh number of first grids can be deleted from at least one first grid (for example, 10 first grids) displayed in the first area of the virtual scene, and a sixth number of second grids can be deleted from at least one second grid (for example, 8 second grids) displayed in the second area of the virtual scene, for example, the first area is the lower half of the virtual scene, Taking the second area as the upper half of the virtual scene as an example, 10 first grids are displayed in the lower half of the virtual scene, and 8 second grids are displayed in the upper half of the virtual scene. When it is detected that player 1 fails in the current round of interaction, 2 first grids can be deleted from the 10 first grids (for example, 2 first grids selected by player 1 from the 10 first grids, or 2 first grids randomly selected by the system from the 10 first grids), and 1 second grid can be deleted from the 8 second grids. For example, 1 second grid selected by player 2 from the 8 second grids can be deleted, or 1 second grid can be randomly deleted from the 8 second grids.
[0127] The embodiment of the present application provides a new interactive method in the virtual scene. After each round of interaction, the number of grids in the virtual scene will be controlled to change. That is to say, in the technical solution provided in the embodiment of the present application, the number of grids in the virtual scene is not fixed, but will change continuously as the game progresses. In this way, the original fixed number of grids is broken, allowing players to have more operational tactical gameplay, bringing players new tactical fun points, and thus improving the player's gaming experience.
[0128] Below, taking the auto chess game as an example, an exemplary application of the embodiment of the present application in an actual application scenario is explained.
[0129] The chessboards of the auto chess games provided by the related art are mostly fixed structures, that is, the number of grids is fixed, and the players arrange the battles on the corresponding grids (corresponding to the above-mentioned grids). In other words, in the solutions provided by the related art, there are only ways for players to interact with chess pieces on a known chessboard, and players can only place chess pieces on the corresponding grids with bonus effects (BUFF) during the preparation time to trigger the corresponding bonus effects. However, fixed grids have certain limitations on the expansion of gameplay, that is, the gameplay is limited to arranging positions, and there is no other tactical gameplay, which makes players easily bored.
[0130] In view of this, the embodiment of the present application provides an interactive processing method for a virtual scene, which disassembles the chessboard mode and realizes the fun gameplay of increasing the chessboard area through the game. This gameplay breaks the original fixed chessboard mode, allowing players to have more operational tactical gameplay, and also expands the possibility of the chessboard as a gameplay carrier. In other words, the embodiment of the present application provides a way to disassemble the chessboard modally to set a new gameplay based on the chessboard itself, expand the possibility of the chessboard as a gameplay carrier, and bring new fun points of chess tactics to players.
[0131] The interactive processing method of the virtual scene provided in the embodiment of the present application is described in detail below.
[0132] In some embodiments, at the beginning of the game, the battle area for both players only has a portion of the grids, and the players can only place chess pieces in these grids to fight.
[0133] For example, see Figure 5A , Figure 5A is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 5AAs shown, the virtual chessboard 500 includes a preparation area and a battle area, wherein the battle area can be divided into an upper and lower part (for example, the lower part corresponds to player 1, corresponding to the first area mentioned above, and the upper part corresponds to player 2, corresponding to the second area mentioned above), and a set number of grids are displayed in both parts. Player 1 can place his chess pieces (for example, including chess piece 501 and chess piece 502) in the preparation area into the grids of the lower half (corresponding to the first grid mentioned above) to fight with the chess pieces (for example, including chess piece 503 and chess piece 504) placed by player 2 in the grids of the upper half (corresponding to the second grid mentioned above).
[0134] In some embodiments, the number of grids on the field will continue to increase according to the rounds of battle. For each round of the game, the edge grids can be increased by N (where N is a configurable number), for example, one grid can be added in each round, where the grid positions can be set in a fixed order or a random edge area, and the newly added grids can only be filled in the positions adjacent to the existing grids, because the auto chess game cannot move across empty grids and needs to be connected. In addition, the newly added grids can display a color that is different from other grids (i.e., existing grids), and will be restored to the default grid color after the next round of the game begins, for example, the newly added grids will be restored from yellow to gray.
[0135] For example, see Figure 5B , Figure 5B is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 5B As shown, each time a round of the game is played, a grid can be added to the edge of the upper and lower parts respectively, for example, a grid 505 can be added to the edge of the lower half, and a grid 506 can be added to the edge of the upper half, that is, a grid is added for player 1 and player 2 respectively, and the color of the newly added grid 505 and grid 506 can be different from the existing grids, for example, the color of the newly added grid 505 and grid 506 is yellow, while the color of the existing grid is gray, so that the players can intuitively understand which grid is currently added.
[0136] In some embodiments, when a player wins, he or she can get an extra grid expansion opportunity. The grid position can be determined by the player. The grid position also follows the adjacent grid principle. The system will display a "+" sign (corresponding to the above-mentioned increase mark) at the position where the grid can be added. The player can complete the grid addition by clicking the "+" sign at the position he or she wants to add. The newly added grid will also display the new grid color, which will be restored to the default grid color after the game starts.
[0137] For example, see Figure 5C , Figure 5Cis a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 5C As shown, when the client determines that player 1 wins the game, multiple "+" signs can be displayed at multiple positions in the lower half where grids can be added, and player 1 can select from multiple "+" signs. When player 1 clicks on "+" sign 507 among multiple "+" signs, a grid 508 can be added at the position of "+" sign 507, wherein the color of the newly added grid 508 is different from the colors of the multiple existing grids in the lower half.
[0138] In some embodiments, if the current default filling logic is sequential filling, when the system fills in order and there is a grid filled by the player at that position, the position will be skipped and the next position will be filled. Figure 5D , Figure 5D is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application, such as Figure 5D As shown, originally both parties filled position 509 (such as position C) in this round, but player 1 has already filled position 509 when winning the previous round, so the filling can be postponed to position 510 (such as position D).
[0139] Next, continue to combine Figure 6 The interactive processing method of the virtual scene provided in the embodiment of the present application is described.
[0140] For example, see Figure 6 , Figure 6 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, which will be combined with Figure 6 The steps shown are explained.
[0141] In step 201, a certain number of chessboard grids fed back by a server is received.
[0142] In some embodiments, the server can send a set number of grids to the client so that the client displays a corresponding number of grids on the chessboard. The player can place the chess pieces in the number of grids. For example, it can be determined whether the chess pieces placed by the player are within the set area. If so, the chess piece placement is successfully completed. If not, it is determined that the placement has failed, and a corresponding prompt message (Tips) is displayed to remind the player that "placement can only be made within the chessboard area."
[0143] In step 202, the grid is filled by default after each round of combat.
[0144] In step 203, it is determined whether the filling is done in order. If so, step 204 is executed; if not, step 205 is executed.
[0145] In step 204, a neighboring grid is filled in sequence.
[0146] In step 205, a neighboring grid is randomly filled.
[0147] In step 206 , it is determined whether there is a grid at the filling position. If not, step 207 is executed; if yes, step 208 is executed.
[0148] In step 207, the grid is filled.
[0149] In step 208, the grid is skipped and the next grid is filled.
[0150] In some embodiments, a certain number of grids will be added after each round of the game, and the added grids can only be the neighbors of the current grid. At the same time, before the increase, it can also be determined whether it is a sequential increase or a random increase. For sequential increase: each round adds a corresponding number of grids in order of precedence. If the current grid already exists, skip the grid and fill the next grid in sequence; for random increase: a certain number of random neighbors are added. If the current grid already exists, it is randomly added to other positions.
[0151] In step 209 , determine whether the player wins, if so, execute step 210 ; if not, execute step 211 .
[0152] In step 210, a neighboring grid selected by the player is filled.
[0153] In step 211 , it is determined that there are no additional fill opportunities.
[0154] In some embodiments, the client can also determine whether the player wins. If the player wins, a winning message is sent to the server, and the server can feedback the status of adding grids to the client. At this time, a "+" sign for adding grids is displayed on the chessboard, and the player clicks the "+" sign to add grids at the corresponding position; if the player fails, only the grids automatically added by the system are added, and there is no chance to add additional grids.
[0155] In summary, the technical solution provided by the embodiments of the present application has the following beneficial effects:
[0156] The embodiment of the present application aims to break the setting of the original chessboard with a fixed number of grids, and provides a new gameplay mode based on the chessboard itself. When there are fewer grids, players need to pay more attention to the placement of chess pieces, and as the number of grids continues to increase, there are more possibilities for the placement of chess pieces. Players can choose the position of increased grids according to the front row or back row, resulting in more rich and varied lineup changes, thereby increasing the fun of the game.
[0157] The following is a description of an exemplary structure of a virtual scene interactive processing device 555 provided in an embodiment of the present application implemented as a software module. In some embodiments, Figure 2 As shown, the software modules stored in the virtual scene interaction processing device 555 of the memory 550 may include: a display module 5551 and an update module 5552 .
[0158] Display module 5551 is used to display a virtual scene, wherein the virtual scene includes a first account and a second account participating in the interaction; display module 5551 is also used to display at least one first grid and at least one second grid in the virtual scene, wherein the first grid is used for the first account to place at least one first virtual object to interact with at least one second virtual object placed by the second account in the second grid; update module 5552 is used to update the number of grids included in the virtual scene in response to the end of each round of the interaction process.
[0159] In some embodiments, at least one first grid is located in a first area of the virtual scene, and at least one second grid is located in a second area of the virtual scene, and the first area and the second area are two independent areas in the virtual scene; the update module 5552 is also used to add at least one first grid in the first area and at least one second grid in the second area.
[0160] In some embodiments, the updating module 5552 is further configured to add, in the first area, at least one first grid in a fixed order or randomly at at least one position adjacent to an edge grid in at least one first grid.
[0161] In some embodiments, the update module 5552 is also used to perform one of the following processes: adding a fixed number of first grids in the first area; adding a first number of first grids in the first area, wherein the first number is positively correlated with the number of interaction rounds that have currently been conducted; adding a second number of first grids in the first area, wherein the second number is positively correlated with the number of first virtual objects placed by the first account in the preparation area of the virtual scene; adding a third number of first grids in the first area, wherein the third number is negatively correlated with the number of existing first grids in the first area.
[0162] In some embodiments, the display module 5551 is further used to display at least one additional identifier in the first area in response to the first account winning in the current round of interaction; the update module 5552 is further used to add a first grid at the position of the selected additional identifier in response to a selection operation on at least one additional identifier.
[0163] In some embodiments, the interactive processing device 555 of the virtual scene also includes a prediction module 5553, which is used to call a machine learning model to perform prediction processing on at least one position in the first area adjacent to an edge grid in at least one first grid, based on feature information of at least one first virtual object already placed in at least one first grid, to obtain the winning probability corresponding to each position; the display module 5551 is also used to display at least one increase mark at at least one position where the winning probability is greater than a winning probability threshold.
[0164] In some embodiments, the display style of the newly added grid in the virtual scene is different from the display style of the existing grid in the virtual scene, and when the next round of interaction process begins, the display style of the newly added grid is adjusted to the same display style as the existing grid.
[0165] In some embodiments, the update module 5552 is further used to, in response to the first account winning in the current round of interaction, add at least one first grid in the virtual scene and keep the number of at least one second grid unchanged; and to, in response to the first account losing in the current round of interaction, keep the number of at least one first grid in the virtual scene unchanged and add at least one second grid.
[0166] In some embodiments, the update module 5552 is further used to add at least one first grid to at least one selected position in the virtual scene in response to a position selection operation; or to add at least one first grid to at least one randomly selected position in the virtual scene.
[0167] In some embodiments, the update module 5552 is further used to add at least one first grid in the virtual scene and cancel the display of at least one second grid in response to the first account winning the current round of interaction; and to cancel the display of at least one first grid in the virtual scene and add at least one second grid in response to the first account losing the current round of interaction.
[0168] In some embodiments, the update module 5552 is further used to cancel the display of at least one selected first grid in the virtual scene in response to a selection operation on at least one first grid; or to randomly cancel the display of at least one first grid from at least one first grid.
[0169] In some embodiments, the update module 5552 is further used to keep the number of at least one first grid unchanged in the virtual scene and cancel the display of at least one second grid in response to the first account winning in the current round of interaction; and to cancel the display of at least one first grid in the virtual scene and keep the number of at least one second grid unchanged in response to the first account losing in the current round of interaction.
[0170] In some embodiments, the update module 5552 is also used to increase a fourth number of first grids and a fifth number of second grids in the virtual scene in response to the first account winning in the current round of interaction; and to increase a fifth number of first grids and a fourth number of second grids in the virtual scene in response to the first account losing in the current round of interaction; wherein the fourth number is greater than the fifth number.
[0171] In some embodiments, the update module 5552 is further used to cancel the display of the first grid of the sixth quantity and the display of the second grid of the seventh quantity in the virtual scene in response to the first account winning in the current round of interaction; and to cancel the display of the first grid of the seventh quantity and the display of the second grid of the sixth quantity in the virtual scene in response to the first account losing in the current round of interaction; wherein the sixth quantity is less than the seventh quantity.
[0172] In some embodiments, at least one first grid and at least one second grid are staggered in the virtual scene, and the number of first virtual objects that can be placed in each first grid is positively correlated with the size of the first grid, and the number of second virtual objects that can be placed in each second grid is positively correlated with the size of the second grid.
[0173] 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 ,or FIG. 4A to FIG. 4E The present invention should be understood by referring to the description of any one of the accompanying drawings.
[0174] 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 interactive processing method of the virtual scene described in the embodiment of the present application.
[0175] The present application embodiment 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 interactive processing method of the virtual scene provided by the present application embodiment, for example, Figure 3 ,or FIG. 4A to FIG. 4E An interactive processing method for a virtual scene as shown in any of the accompanying drawings.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene, wherein the virtual scene includes a first account and a second account participating in the interaction; Displaying at least one first grid and at least one second grid in the virtual scene, wherein the first grid is used for the first account to place at least one first virtual object to interact with at least one second virtual object placed by the second account in the second grid; In response to the end of each round of the interactive process, the number of grids included in the virtual scene is updated.
2. The method according to claim 1, characterized in that The at least one first grid is located in a first area of the virtual scene, the at least one second grid is located in a second area of the virtual scene, and the first area and the second area are two independent areas in the virtual scene; The updating of the number of grids included in the virtual scene includes: At least one of the first grids is added in the first area, and at least one of the second grids is added in the second area.
3. The method according to claim 2, characterized in that The adding at least one of the first grids in the first area includes: In the first area, at least one first grid is added in a fixed order or randomly at at least one position adjacent to an edge grid in the at least one first grid.
4. The method according to claim 2, characterized in that: The adding at least one of the first grids in the first area includes: Perform one of the following actions: Adding a fixed number of the first grids in the first area; Adding a first number of the first grids in the first area, wherein the first number is positively correlated with the number of interaction rounds that have been currently performed; Adding a second number of the first grids in the first area, wherein the second number is positively correlated with the number of first virtual objects placed by the first account in the battle preparation area of the virtual scene; A third number of the first grids is added in the first area, wherein the third number is negatively correlated with the number of the first grids already in the first area.
5. The method according to claim 2, characterized in that: The method further comprises: In response to the first account winning in the current round of interaction, displaying at least one increase mark in the first area; In response to the selection operation on the at least one adding mark, a first grid is added at the position where the selected adding mark is located.
6. The method according to claim 5, characterized in that The displaying at least one addition mark in the first area includes: For at least one position in the first area adjacent to an edge grid in the at least one first grid, based on feature information of at least one first virtual object already placed in the at least one first grid, calling a machine learning model to perform prediction processing to obtain a winning probability corresponding to each of the positions; At least one increase mark is displayed at at least one of the positions where the winning probability is greater than the winning probability threshold.
7. The method according to any one of claims 2 to 6, characterized in that: The display style of the newly added grid in the virtual scene is different from the display style of the existing grid in the virtual scene, and when the next round of interaction process starts, the display style of the newly added grid is adjusted to the same display style as the existing grid.
8. The method according to claim 1, characterized in that: The updating of the number of grids included in the virtual scene includes: In response to the first account winning in the current round of interaction, adding at least one first grid in the virtual scene, and keeping the number of the at least one second grid unchanged; In response to the first account failing in the current round of interaction, the number of the at least one first grid in the virtual scene is kept unchanged, and at least one second grid is added.
9. The method according to claim 8, characterized in that The adding at least one of the first grids in the virtual scene comprises: In response to a position selection operation, at least one of the first grids is added to at least one selected position in the virtual scene; or, At least one first grid is added to at least one randomly selected position in the virtual scene.
10. The method according to claim 1, characterized in that The updating of the number of grids included in the virtual scene includes: In response to the first account winning in the current round of interaction, adding at least one of the first grids in the virtual scene, and canceling the display of at least one of the second grids; In response to the first account failing in the current round of interaction, at least one of the first grids is cancelled from display in the virtual scene, and at least one of the second grids is added.
11. The method according to claim 10, characterized in that The step of cancelling the display of at least one of the first grids in the virtual scene comprises: In response to a selection operation on the at least one first grid, canceling the display of the selected at least one first grid in the virtual scene; or, At least one of the at least one first grid is randomly undisplayed.
12. The method according to claim 1, characterized in that The updating of the number of grids included in the virtual scene includes: In response to the first account winning in the current round of interaction, maintaining the number of the at least one first grid in the virtual scene unchanged, and canceling the display of at least one second grid; In response to the first account failing in the current round of interaction, at least one of the first grids is cancelled from display in the virtual scene, and the number of the at least one second grid remains unchanged.
13. The method according to claim 1, characterized in that The updating of the number of grids included in the virtual scene includes: In response to the first account winning in the current round of interaction, adding a fourth number of the first grids and a fifth number of the second grids in the virtual scene; In response to the first account failing in the current round of interaction, adding a fifth number of the first grids and a fourth number of the second grids to the virtual scene; Among them, the fourth number is greater than the fifth number.
14. The method according to claim 1, characterized in that The updating of the grid data included in the virtual scene includes: In response to the first account winning in the current round of interaction, canceling the display of the sixth number of the first grids and canceling the display of the seventh number of the second grids in the virtual scene; In response to the first account failing in the current round of interaction, canceling the display of the seventh number of the first grids and canceling the display of the sixth number of the second grids in the virtual scene; Among them, the sixth number is smaller than the seventh number.
15. The method according to claim 1, characterized in that The at least one first grid and the at least one second grid are staggered in the virtual scene, and the number of first virtual objects that can be placed in each first grid is positively correlated with the size of the first grid, and the number of second virtual objects that can be placed in each second grid is positively correlated with the size of the second grid.
16. An interactive processing device for a virtual scene, characterized in that: The device comprises: A display module, used to display a virtual scene, wherein the virtual scene includes a first account and a second account participating in the interaction; The display module is further used to display at least one first grid and at least one second grid in the virtual scene, wherein the first grid is used for the first account to place at least one first virtual object to interact with at least one second virtual object placed by the second account in the second grid; The updating module is used to update the number of grids included in the virtual scene in response to the end of each round of the interaction process.
17. An electronic device, characterized in that: include: A memory for storing executable instructions; A processor is used to implement the interactive processing method of the virtual scene 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 interactive processing method of the virtual scene 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 instructions are executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 15 is implemented.