Interaction control method and device in game and electronic equipment

By providing graphical user interface and intelligent recommendation functions in the game, the game attributes of virtual objects are automatically recommended, which solves the problem of players in the prior art that manually view the relationships, improving the game experience and reducing the risk of churn.

CN119925921APending Publication Date: 2025-05-06NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411955706.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-27
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In existing games, players need to manually view the virtual object's game attribute restraint relationship, which leads to inconvenient information acquisition and complex operation, which easily leads to judgment errors, affects the player's game experience, and increases the risk of potential users' loss.

Method used

By providing a graphical user interface on the terminal device, based on the game attributes of the first virtual object, an alternative virtual object is determined from the virtual object owned by the current game account, an object identification of the alternative virtual object is displayed, and in response to the player's selection operation, the selected virtual object is added to the hostile camp.

Benefits of technology

Through the intelligent recommendation function, players can be directly provided with appropriate virtual objects, which reduces the difficulty of players choosing a game lineup, reduces mistakes in strategy selection, improves players' game experience, and reduces the risk of churn of potential users.

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Abstract

The invention provides an interaction control method and device in a game and electronic equipment, and the method comprises the steps: determining an alternative virtual object from virtual objects owned by a current game account, and displaying an object identifier of the alternative virtual object; at least part of the alternative virtual objects and the first virtual object have a game attribute restraining relationship; in response to a selection operation for the object identifier, determining an alternative virtual object corresponding to the selected object identifier as a second virtual object, and adding the second virtual object to a second game camp; and displaying the second virtual object on the graphical user interface. In the mode, through the intelligent recommendation function, the alternative virtual object suitable for the current game formation can be directly provided for the player, the player does not need to memorize information, the difficulty of the player in selecting the game formation is reduced, errors in strategy selection are reduced, the game experience feeling of the player is improved, and the loss risk of potential users is reduced.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to an interactive control method, device and electronic device in a game. Background Art

[0002] In some games, players need to choose their own game lineup based on the enemy lineup. Usually, the game lineup includes multiple virtual objects, each virtual object has corresponding game attributes, and there is a corresponding restraint relationship between the game attributes. In the related technology, players need to view the entrance according to the restraint relationship provided by the game, manually view the restraint relationship between the game attributes, and then select appropriate virtual objects to form their own game lineup according to the game attributes corresponding to the virtual objects in the enemy lineup, so as to improve the winning rate of the game lineup. However, this selection method is not convenient for information acquisition, the operation is complicated, and it is easy to lead to misjudgment; in addition, this method requires memorizing a lot of information, which affects the player's gaming experience and increases the risk of losing potential users. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide an interactive control method, device and electronic device in a game, which, through the intelligent recommendation function, eliminates the need for players to memorize information, thereby reducing the difficulty of players selecting game lineups and reducing mistakes in strategy selection, thereby improving players' gaming experience and reducing the risk of losing potential users.

[0004] In a first aspect, an embodiment of the present disclosure provides an interactive control method in a game, providing a graphical user interface through a terminal device, the graphical user interface including a first virtual object belonging to a first game camp, the method comprising: based on the game attributes of the first virtual object, determining alternative virtual objects from virtual objects owned by a current game account, and displaying object identifiers of the alternative virtual objects; wherein at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, determining the alternative virtual object corresponding to the selected object identifier as a second virtual object, and adding the second virtual object to a second game camp; wherein the second game camp and the first game camp are hostile camps; and displaying the second virtual object on the graphical user interface.

[0005] In a second aspect, an embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface includes a first virtual object belonging to a first game camp. The device includes: an object identification display module, which is used to determine alternative virtual objects from virtual objects owned by a current game account based on game attributes of the first virtual object, and display object identifications of the alternative virtual objects; wherein at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; a virtual object adding module, which is used to respond to a selection operation on the object identification, determine the alternative virtual object corresponding to the selected object identification as a second virtual object, and add the second virtual object to the second game camp; wherein the second game camp and the first game camp are hostile camps; and a virtual object display module, which is used to display the second virtual object on the graphical user interface.

[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method in the game of any one of the first aspects.

[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method in the game of any one of the first aspects.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] The present disclosure provides an interactive control method, device and electronic device in a game, which determines an alternative virtual object from the virtual objects owned by the current game account based on the game attribute of the first virtual object, and displays the object identifier of the alternative virtual object; wherein at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, determines the alternative virtual object corresponding to the selected object identifier as a second virtual object, and adds the second virtual object to the second game camp; wherein the second game camp is an enemy camp to the first game camp; and displays the second virtual object on a graphical user interface. In this method, through the intelligent recommendation function, the player can be directly provided with an alternative virtual object suitable for the current game camp, and the player does not need to remember the information, which reduces the difficulty of the player in selecting the game lineup, reduces the mistakes in strategy selection, thereby improving the player's game experience and reducing the risk of loss of potential users.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of an interactive control method in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0022] At present, in some games, such as turn-based games, players need to choose their own game lineup according to the enemy lineup. Usually, the game lineup includes multiple virtual objects, each virtual object has corresponding game attributes, and there is a corresponding restraint relationship between the game attributes, such as the five elements restraint relationship. In the related technology, players need to view the entrance according to the restraint relationship provided by the game, manually view the restraint relationship between the game attributes, and then select the appropriate virtual objects to form their own game lineup according to the game attributes corresponding to the virtual objects in the enemy lineup. For example, players need to click on the entrance to view various attribute restraint relationships, and then select our virtual objects according to the game attributes of the enemy lineup. To improve the winning rate of the game lineup. However, this selection method is not convenient for information acquisition, the operation is complicated, and it is easy to cause misjudgment; in addition, this method requires memorizing a large amount of information, which affects the player's gaming experience and increases the risk of loss of potential users.

[0023] In other related technologies, a simple prompt of game attributes is provided in the game interface, and the player still needs to find a suitable virtual object according to the prompt. This method is of limited help to the player and is not very strategic. Based on this, an interactive control method, device and electronic device in a game are provided in an embodiment of the present disclosure. The technology can be applied to mobile phones, notebooks, tablet computers and other devices.

[0024] In one embodiment of the present disclosure, the interactive control method in the game can be run on a local terminal device or a server. When the interactive control method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0025] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0026] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0027] In a possible implementation, an embodiment of the present invention provides an interactive control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. The graphical user interface includes a first virtual object belonging to a first game camp, such as Figure 1 As shown, the method comprises the following steps:

[0028] Step S102, based on the game attribute of the first virtual object, determining candidate virtual objects from the virtual objects owned by the current game account, and displaying object identifiers of the candidate virtual objects; wherein at least some of the candidate virtual objects have a restraining relationship with the first virtual object in terms of game attributes;

[0029] The above-mentioned first game camp usually includes at least one virtual object, that is, the first virtual object belonging to the first game camp includes one or more. The above-mentioned first virtual object belonging to the first game camp can be selected by the game system or by the player. An embodiment: in response to a first interactive operation on the first virtual object, based on the game attributes of the first virtual object, an alternative virtual object is determined from the virtual objects owned by the current game account, and the object identifier of the alternative virtual object is displayed; wherein the first interactive operation can be a touch operation on a graphical user interface, such as a sliding operation (sliding up, sliding down), a clicking operation (single-click, double-click), a long press operation, etc.; the above-mentioned first interactive operation can also be an operation on an external device, such as a key operation on a keyboard, an operation on a game controller key or a joystick.

[0030] The above-mentioned game attributes include multiple game attributes, and there is a restraint relationship between the multiple game attributes; optionally, the game attributes include the first game attribute, the second game attribute, the third game attribute, the fourth game attribute, the third game attribute, the fourth game attribute, and the fifth game attribute. For example, the five elements restrain each other, wood restrains earth, earth restrains water, water restrains fire, fire restrains metal, and metal restrains wood.

[0031] The virtual objects owned by the current game account can be purchased by the player, issued by the system, or obtained as rewards after completing game tasks, etc. The candidate virtual objects usually include multiple ones, and the game attributes of at least some of the candidate virtual objects restrain the game attributes of the first virtual object. If the game attributes of the candidate virtual object do not restrain the game attributes of the first virtual object, the combat power value of the candidate virtual object is usually much greater than the combat power value of the first virtual object.

[0032] Optionally, according to the game attributes of the first virtual object, an alternative virtual object that restrains the game attributes of the first virtual object is determined from the virtual objects owned by the current game account. Optionally, according to the game attributes and combat power value of the first virtual object, the relative combat power value of the game attributes and combat power value of the virtual object owned by the current game account compared with the game attributes and combat power value of the first virtual object is determined, and the virtual object whose relative combat power value is greater than a specified threshold is determined as an alternative virtual object. Optionally, according to the game attributes of the first virtual object, a virtual object that does not have a restraining relationship of game attributes with the first virtual object is determined from the virtual objects owned by the current game account, and a virtual object whose combat power value in the virtual object and the combat power value of the first virtual object differ by a preset threshold is determined as an alternative virtual object. That is, if the alternative virtual object does not have a restraining relationship of game attributes with the first virtual object, the difference between the combat power value of the alternative virtual object and the combat power value of the first virtual object is greater than the preset threshold.

[0033] The object identifier of the candidate virtual object may be the object name of the candidate virtual object or the avatar of the candidate virtual object. Optionally, the candidate virtual objects are displayed in order of their combat power values. Optionally, the object identifier also displays an identifier for indicating game attributes and combat power values.

[0034] Optionally, before step S102, the method further includes displaying a target control on a graphical user interface, responding to a trigger operation on the target control, and controlling the game to enter an intelligent recommendation mode.

[0035] Step S104, in response to the selection operation on the object identifier, determining the candidate virtual object corresponding to the selected object identifier as the second virtual object, and adding the second virtual object to the second game camp; wherein the second game camp and the first game camp are hostile camps;

[0036] The selection operation may be a single click operation, a double click operation, a long press operation, a sliding operation, etc. The second game camp generally refers to the game camp corresponding to the current game account. The second game camp may include one or more virtual objects.

[0037] Step S106: displaying the second virtual object on the graphical user interface.

[0038] Typically, the graphical user interface includes a plurality of object placement positions for displaying virtual objects belonging to the second game camp. Optionally, a target position where no virtual object is placed is determined among the plurality of object placement positions, and the second virtual object is displayed at any position of the target position, or the second virtual object is displayed at the target position that is ranked first among the target positions, such as displaying the second virtual object at the target position that is ranked first from left to right among the target positions, or displaying the second virtual object at the target position that is ranked first from top to bottom among the target positions, etc.

[0039] Optionally, the object identifier of the second virtual object is displayed, or the object model of the second virtual object is displayed, or the object name of the second virtual object is displayed.

[0040] The above disclosed embodiment provides an interactive control method in a game, which determines an alternative virtual object from the virtual objects owned by the current game account based on the game attribute of the first virtual object, and displays the object identifier of the alternative virtual object; wherein at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, determines the alternative virtual object corresponding to the selected object identifier as a second virtual object, and adds the second virtual object to the second game camp; wherein the second game camp is an enemy camp to the first game camp; and displays the second virtual object in a graphical user interface. In this method, through simple interactive operations and intelligent recommendation functions, alternative virtual objects suitable for the current game camp can be directly provided to the player, and the player does not need to remember information, which reduces the difficulty of the player in selecting the game lineup and reduces the mistakes in strategy selection, thereby improving the player's game experience and reducing the risk of loss of potential users.

[0041] The above-mentioned alternative virtual objects include multiple virtual objects; the above-mentioned step of displaying the object identification of the alternative virtual objects, a possible implementation method is: displaying a first recommendation list on the graphical user interface, and displaying the object identification of the alternative virtual objects in the first recommendation list in the order of the combat power values ​​of the alternative virtual objects from high to low.

[0042] The first recommendation list may be in various shapes, such as a circular list, a semicircular list, a horizontal list, a vertical list, etc. The combat power values ​​of the candidate virtual objects usually refer to the initial combat power values. If the virtual objects have a restraining relationship with each other, the combat power values ​​of the virtual objects will usually increase.

[0043] For example, Figure 2 As shown, the player clicks the target control (such as "Open Five Elements Counteraction Recommendation" in the figure), slides upward on the first virtual object A, and displays a first recommendation list in the graphical user interface. In the first recommendation list, object identifiers of multiple alternative virtual objects are displayed (identifier a, identifier b, identifier c, identifier d, etc.).

[0044] In this method, multiple alternative virtual objects that have a game attribute restraint relationship with the first virtual object can be recommended through simple interactive operations, and arranged in order from high to low in terms of combat power value, so that players can complete the selection of objects for battle more quickly and accurately.

[0045] The method further includes: in response to a sliding operation on the first recommendation list, controlling the scrolling of the object identifiers of the candidate virtual objects.

[0046] Usually, the first recommendation list cannot fully display every candidate virtual object, so the player can slide the first recommendation list to control the object identifiers of the candidate virtual objects to scroll and display in the list.

[0047] The above method also includes: displaying a first label and / or a second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object; wherein the first label is used to indicate that there is a restraining relationship between the game attributes of the alternative virtual object and the first virtual object; and the second label is used to indicate the combat power value of the alternative virtual object.

[0048] The first label can be a pattern or text, for example, the first label is "grams"; the second label can also be a pattern or text, for example, the second label is a sword pattern Usually, the first tag is used to indicate that the game attribute of the candidate virtual object restrains the game attribute of the first virtual object. The second tag is used to indicate that the combat power value of the candidate virtual object is much greater than the combat power values ​​of other candidate virtual objects.

[0049] For example, Figure 3 As shown, the second label is displayed on the mark a The first label “gram” is displayed on the logo b, the logo c and the logo d.

[0050] In this way, by displaying the first label and the second label on the object identifier, it is more convenient for players to select virtual objects in the second game camp, further reducing the mistakes of players in strategic selection, increasing the winning rate of the second game camp, and thus improving the overall game experience.

[0051] A possible implementation of the above step of displaying the first label and / or the second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object is as follows: if the game attributes of the alternative virtual object restrain the game attributes of the first virtual object, the first label is displayed on the object identifier of the alternative virtual object, or the first label and the second label are displayed on the object identifier of the alternative virtual object; if the game attributes of the alternative virtual object do not restrain the game attributes of the first virtual object, the second label is displayed on the object identifier of the alternative virtual object.

[0052] It is understandable that the main purpose of displaying the first label is to remind the player that the game attributes of the candidate virtual object restrain the game attributes of the first virtual object, and the second label may or may not be displayed. The purpose of only displaying the second label is to remind the player that the game attributes of the candidate virtual object do not have a restraining relationship with the game attributes of the first virtual object, but the combat power value of the candidate virtual object is very high, and even if it does not restrain the first virtual object, it can still crush the first virtual object in combat power.

[0053] The above-mentioned graphical user interface displays at least one empty space mark, and the empty space mark is used to indicate the display position of the virtual object belonging to the second game camp; a possible implementation method of the step of displaying the second virtual object in the graphical user interface is:

[0054] The second virtual object is displayed on the target empty space mark of the graphical user interface; wherein the target empty space mark is the empty space mark arranged in the first position among the at least one empty space mark.

[0055] The above-mentioned empty space mark can be various patterns, such as a circular pattern, a triangular pattern, a diamond pattern, etc. The empty space mark is used to place the virtual object belonging to the second game camp.

[0056] Optionally, a "Waiting for Battle" label is displayed on the above-mentioned vacant position mark; before the step of displaying the second virtual object on the target vacant position mark of the graphical user interface, the above-mentioned method further includes: canceling the "Waiting for Battle" label displayed on the target vacant position mark.

[0057] For example, Figure 4 As shown, the graphical user interface displays three empty slot markers (three ovals in the figure), and each empty slot marker has a "waiting to play" label displayed on it. The player selects the second virtual object corresponding to the marker b, and the waiting to play label displayed on the first empty slot marker is cancelled, and the second virtual object is displayed on the first empty slot marker.

[0058] A possible implementation of the above step of determining the candidate virtual object from the virtual objects owned by the current game account based on the game attributes of the first virtual object is as follows: according to the game attributes of the first virtual object, the virtual objects owned by the current game account whose game attributes restrain the first virtual object are determined as candidate virtual objects.

[0059] For example, the game attribute of the first virtual object is gold, and the virtual object with the game attribute of fire among the virtual objects owned by the current game account is determined as the candidate virtual object.

[0060] Another possible implementation method is: based on the game attributes of the first virtual object, a virtual object that has no game attribute restraining relationship with the first virtual object is determined from the virtual objects owned by the current game account, and a virtual object whose combat power value difference with the combat power value of the first virtual object is greater than a preset threshold is determined as an alternative virtual object.

[0061] For example, the game attribute of the first virtual object is gold, and the virtual objects with game attributes of earth, water and gold are determined from the virtual objects owned by the current game account. Then, the virtual objects whose combat power values ​​differ from the combat power values ​​of the first virtual object by more than a preset threshold are determined as candidate virtual objects; the preset threshold can be set in advance according to game needs.

[0062] In the above-mentioned intelligent recommendation method, suitable alternative virtual objects can be intelligently provided to players for selection based on the combat power value and game attributes of the first virtual object, which significantly reduces the difficulty for players to understand the restraint relationship and select suitable virtual objects, and further improves the player's gaming experience.

[0063] The above method also includes: responding to a second interactive operation on a target virtual object among virtual objects belonging to the second game camp, displaying a switching mark; responding to a triggering operation on the switching mark, based on the game attributes of the first virtual object and the game attributes of the designated virtual object belonging to the second game camp, determining from the first virtual objects an intermediate virtual object that does not have a restraining relationship of game attributes with the designated virtual object; wherein the designated virtual object is a virtual object other than the target virtual object belonging to the second game camp; based on the game attributes of the intermediate virtual object, determining the virtual object to be switched from the virtual objects owned by the current game account, and displaying the object mark of the virtual object to be switched; wherein at least some of the virtual objects to be switched have a restraining relationship of game attributes with the intermediate virtual object.

[0064] The second interactive operation may be a touch operation on a graphical user interface, such as a slide operation (upward slide operation, downward slide operation), a click operation (single click operation, double click operation), a long press operation, etc.; the second interactive operation may also be an operation on an external device, such as a key operation on a keyboard, a key operation on a game controller, or an operation on a joystick. The switching mark may be text or a pattern.

[0065] Optionally, according to the game attributes of the intermediate virtual object, a virtual object whose game attributes restrain the intermediate virtual object among the virtual objects owned by the current game account is determined as the virtual object to be switched. Optionally, according to the game attributes of the intermediate virtual object, a virtual object that does not have a restraining relationship with the intermediate virtual object in game attributes is determined from the virtual objects owned by the current game account, and a virtual object whose combat power value in the virtual object has a difference greater than a preset threshold value from the combat power value of the intermediate virtual object is determined as the virtual object to be switched.

[0066] For example, the first virtual object includes the first virtual object a, the first virtual object b and the first virtual object c, and the game attributes are gold, earth and fire respectively. The designated virtual objects belonging to the second game camp include object 1 and object 2, and the game attributes are fire and wood respectively. The middle virtual object that does not have a restraining relationship with the designated virtual object in terms of game attributes is determined from the first virtual objects as the first virtual object with the game attribute of fire; based on the game attributes of the middle virtual object, the virtual object with the game attribute of water among the virtual objects owned by the current game account is determined as the virtual object to be switched.

[0067] For example, Figure 5 As shown, a long press operation on the target virtual object (object 3) displays a switching mark. The player clicks the switching mark to display the virtual object to be switched.

[0068] A possible implementation of the above-mentioned step of displaying the object identification of the virtual object to be switched is as follows: displaying a second recommendation list in the graphical user interface, in which the object identification of the virtual object to be switched is displayed in descending order of the combat power value of the virtual object to be switched.

[0069] The second recommendation list may be the same as or different from the first recommendation list. In response to a sliding operation on the second recommendation list, the object identifier of the virtual object to be switched is controlled to scroll.

[0070] The above method also includes: according to the game attributes and combat power value of the virtual object to be switched, displaying the attribute identifier corresponding to the game attribute and / or the combat power identifier corresponding to the combat power value on the object identifier of the virtual object to be switched.

[0071] The above attribute identifier can be a text or a pattern, for example, the attribute identifier corresponding to gold is "gold", the attribute identifier corresponding to fire is "fire", etc. For another example, the combat power identifier corresponding to a combat power value of 100 is "100", etc.

[0072] After the step of responding to the second interactive operation on the target virtual object among the virtual objects belonging to the second game camp, the method further includes: displaying a quit mark, and canceling the display of the target virtual object in response to a trigger operation on the quit mark.

[0073] For example, Figure 5 As shown, a long press operation on the target virtual object (object 3) displays a drop-out mark. The player clicks the drop-out mark to remove the target virtual object from the second game camp and cancels the display of the target virtual object.

[0074] The graphical user interface displays at least one empty slot mark, and the target virtual object is displayed on the target empty slot mark; after the step of canceling the display of the target virtual object, the method further includes: displaying a waiting-for-battle mark on the target empty slot mark.

[0075] For example, Figure 6 As shown, the player clicks on the exit mark, cancels the display of the target virtual object, and then restores the display of the waiting to enter the battle mark on the target empty space mark.

[0076] In the above methods, the entry threshold is lowered: through the intelligent recommendation function, the difficulty of players in understanding the mutual restraint relationship and selecting the appropriate virtual object is significantly reduced. The mistakes of players in strategic selection are reduced, and the winning rate of players is increased, thereby improving the overall game experience. The negative emotions caused by frequent failures are reduced, and the risk of loss of game users is reduced. The operation process is optimized, so that players can complete the selection of virtual objects more quickly and accurately.

[0077] Corresponding to the above method embodiment, the embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device, and the graphical user interface includes a first virtual object belonging to a first game camp, such as Figure 7 As shown, the device comprises:

[0078] The object identification display module 701 is used to determine candidate virtual objects from the virtual objects owned by the current game account based on the game attributes of the first virtual object, and display the object identifications of the candidate virtual objects; wherein at least some of the candidate virtual objects have a restraining relationship with the first virtual object in terms of game attributes;

[0079] The virtual object adding module 702 is used to respond to the selection operation on the object identifier, determine the candidate virtual object corresponding to the selected object identifier as the second virtual object, and add the second virtual object to the second game camp; wherein the second game camp and the first game camp are hostile camps;

[0080] The virtual object display module 703 is used to display the second virtual object on the graphical user interface.

[0081] The above disclosed embodiment provides an interactive control device in a game, which determines an alternative virtual object from the virtual objects owned by the current game account based on the game attribute of the first virtual object, and displays the object identifier of the alternative virtual object; wherein at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, determines the alternative virtual object corresponding to the selected object identifier as a second virtual object, and adds the second virtual object to the second game camp; wherein the second game camp is an enemy camp to the first game camp; and displays the second virtual object in a graphical user interface. In this method, through simple interactive operations and intelligent recommendation functions, alternative virtual objects suitable for the current game camp can be directly provided to the player, and the player does not need to remember information, which reduces the difficulty of the player in selecting the game lineup and reduces the mistakes in strategy selection, thereby improving the player's game experience and reducing the risk of loss of potential users.

[0082] The above-mentioned candidate virtual objects include multiple virtual objects; the above-mentioned object identification display module is also used to: display a first recommendation list on the graphical user interface, and in the first recommendation list, the object identifications of the candidate virtual objects are displayed in order from high to low according to the combat power values ​​of the candidate virtual objects.

[0083] The above-mentioned device also includes a first display module, which is used to: display a first label and / or a second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object; wherein the first label is used to indicate that there is a restraining relationship between the alternative virtual object and the first virtual object in terms of game attributes; and the second label is used to indicate the combat power value of the alternative virtual object.

[0084] The above-mentioned first display module is also used for: if the game attributes of the alternative virtual object restrain the game attributes of the first virtual object, displaying the first label on the object identifier of the alternative virtual object, or displaying the first label and the second label on the object identifier of the alternative virtual object; if the game attributes of the alternative virtual object do not restrain the game attributes of the first virtual object, displaying the second label on the object identifier of the alternative virtual object.

[0085] The above-mentioned graphical user interface displays at least one empty slot identifier, which is used to indicate the display position of the virtual object belonging to the second game camp; the above-mentioned virtual object display module is also used to: display the second virtual object on the target empty slot identifier of the graphical user interface; wherein the target empty slot identifier is the empty slot identifier arranged in the first position among the at least one empty slot identifier.

[0086] The above-mentioned vacant position mark displays a "waiting to join the battle" label; the above-mentioned virtual object display module is also used to: cancel the "waiting to join the battle" label displayed on the target vacant position mark.

[0087] The above-mentioned device also includes a sliding module, which is used to: respond to a sliding operation on the first recommendation list and control the scrolling of the object identifiers of the candidate virtual objects.

[0088] If there is no restraint relationship between the game attributes of the candidate virtual object and the first virtual object, the difference between the combat power value of the candidate virtual object and the combat power value of the first virtual object is greater than a preset threshold.

[0089] The object identification display module is further used to: determine, according to the game attribute of the first virtual object, a virtual object owned by the current game account whose game attribute restrains the first virtual object as a candidate virtual object.

[0090] The object identification display module is also used to: determine, according to the game attributes of the first virtual object, from the virtual objects owned by the current game account, a virtual object that has no game attribute restraining relationship with the first virtual object, and determine a virtual object whose combat power value difference with the combat power value of the first virtual object is greater than a preset threshold as an alternative virtual object.

[0091] The above-mentioned device also includes a second interaction module, which is used to: respond to a second interaction operation on a target virtual object among virtual objects belonging to the second game camp, and display a switching mark; respond to a trigger operation on the switching mark, based on the game attributes of the first virtual object and the game attributes of the designated virtual object belonging to the second game camp, determine from the first virtual objects an intermediate virtual object that does not have a restraining relationship of game attributes with the designated virtual object; wherein the designated virtual object is a virtual object other than the target virtual object belonging to the second game camp; based on the game attributes of the intermediate virtual object, determine the virtual object to be switched from the virtual objects owned by the current game account, and display the object mark of the virtual object to be switched; wherein at least some of the virtual objects to be switched have a restraining relationship of game attributes with the intermediate virtual object.

[0092] The above switching mode is also used to: display a second recommendation list on the graphical user interface, in which the object identifiers of the virtual objects to be switched are displayed in descending order of the combat power values ​​of the virtual objects to be switched.

[0093] The above switching mode is also used to: display the attribute identifier corresponding to the game attribute and / or the combat power identifier corresponding to the combat power value on the object identifier of the virtual object to be switched according to the game attribute and combat power value of the virtual object to be switched.

[0094] The above switching mode is also used to: display the exit mark, respond to the trigger operation on the exit mark, and cancel the display of the target virtual object.

[0095] The above-mentioned graphical user interface displays at least one empty space mark, and the target virtual object is displayed on the target empty space mark; the above-mentioned switching mode is also used to: display the waiting mark on the target empty space mark.

[0096] The interactive control device in the game provided by the embodiment of the present disclosure has the same technical features as the interactive control method in the game provided by the above-mentioned embodiment, so it can also solve the same technical problems and achieve the same technical effects.

[0097] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above game. The electronic device can be a server or a terminal device.

[0098] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the interactive control method in the above-mentioned game.

[0099] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0100] Among them, the memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0101] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0102] The processor in the above electronic device can implement the following operations in the interactive control method in the above game by executing the machine executable instructions:

[0103] Based on the game attributes of the first virtual object, an alternative virtual object is determined from the virtual objects owned by the current game account, and the object identifier of the alternative virtual object is displayed; wherein, at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, the alternative virtual object corresponding to the selected object identifier is determined as a second virtual object, and the second virtual object is added to a second game camp; wherein the second game camp and the first game camp are hostile camps; and the second virtual object is displayed on a graphical user interface.

[0104] The above-mentioned alternative virtual objects include multiple virtual objects; the step of displaying the object identification of the alternative virtual objects includes: displaying a first recommendation list in a graphical user interface, and displaying the object identification of the alternative virtual objects in the first recommendation list in the order of the combat power values ​​of the alternative virtual objects from high to low.

[0105] The above method also includes: displaying a first label and / or a second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object; wherein the first label is used to indicate that there is a restraining relationship between the game attributes of the alternative virtual object and the first virtual object; and the second label is used to indicate the combat power value of the alternative virtual object.

[0106] The above-mentioned step of displaying the first label and / or the second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object includes: if the game attributes of the alternative virtual object restrain the game attributes of the first virtual object, displaying the first label on the object identifier of the alternative virtual object, or displaying the first label and the second label on the object identifier of the alternative virtual object; if the game attributes of the alternative virtual object do not restrain the game attributes of the first virtual object, displaying the second label on the object identifier of the alternative virtual object.

[0107] The above-mentioned graphical user interface displays at least one empty slot identifier, which is used to indicate the display position of a virtual object belonging to a second game camp; the step of displaying the second virtual object on the graphical user interface includes: displaying the second virtual object on a target empty slot identifier of the graphical user interface; wherein the target empty slot identifier is the empty slot identifier arranged in the first position among the at least one empty slot identifier.

[0108] The above-mentioned vacant position mark displays a "waiting to join the battle" label; before the step of displaying the second virtual object on the target vacant position mark of the graphical user interface, the method also includes: canceling the "waiting to join the battle" label displayed on the target vacant position mark.

[0109] The method further includes: in response to a sliding operation on the first recommendation list, controlling the scrolling of the object identifiers of the candidate virtual objects.

[0110] If there is no restraint relationship between the game attributes of the candidate virtual object and the first virtual object, the difference between the combat power value of the candidate virtual object and the combat power value of the first virtual object is greater than a preset threshold.

[0111] The step of determining the candidate virtual object from the virtual objects owned by the current game account based on the game attribute of the first virtual object includes: according to the game attribute of the first virtual object, determining the virtual object owned by the current game account whose game attribute restrains the first virtual object as the candidate virtual object.

[0112] The above-mentioned step of determining the candidate virtual object from the virtual objects owned by the current game account based on the game attributes of the first virtual object includes: determining, from the virtual objects owned by the current game account, virtual objects that have no game attribute restraint relationship with the first virtual object according to the game attributes of the first virtual object, and determining the virtual objects whose combat power values ​​differ from the combat power values ​​of the first virtual object by more than a preset threshold as candidate virtual objects.

[0113] The above method also includes: responding to a second interactive operation on a target virtual object among virtual objects belonging to the second game camp, displaying a switching mark; responding to a triggering operation on the switching mark, based on the game attributes of the first virtual object and the game attributes of the designated virtual object belonging to the second game camp, determining from the first virtual objects an intermediate virtual object that does not have a restraining relationship of game attributes with the designated virtual object; wherein the designated virtual object is a virtual object other than the target virtual object belonging to the second game camp; based on the game attributes of the intermediate virtual object, determining the virtual object to be switched from the virtual objects owned by the current game account, and displaying the object mark of the virtual object to be switched; wherein at least some of the virtual objects to be switched have a restraining relationship of game attributes with the intermediate virtual object.

[0114] The step of displaying the object identification of the virtual object to be switched includes: displaying a second recommendation list on the graphical user interface, and displaying the object identification of the virtual object to be switched in the second recommendation list in descending order of the combat power value of the virtual object to be switched.

[0115] The above method also includes: according to the game attributes and combat power value of the virtual object to be switched, displaying the attribute identifier corresponding to the game attribute and / or the combat power identifier corresponding to the combat power value on the object identifier of the virtual object to be switched.

[0116] After the above step of responding to the second interactive operation on the target virtual object among the virtual objects belonging to the second game camp, the method further includes: displaying a quit mark, and canceling the display of the target virtual object in response to a trigger operation on the quit mark.

[0117] The above-mentioned graphical user interface displays at least one empty space mark, and the target virtual object is displayed on the target empty space mark; after the step of canceling the display of the target virtual object, the method also includes: displaying a waiting mark on the target empty space mark.

[0118] In the above method, through simple interactive operations and intelligent recommendation functions, players can be directly provided with alternative virtual objects suitable for the current game camp. Players do not need to remember information, which reduces the difficulty of players choosing game lineups and reduces mistakes in strategic choices, thereby improving players' gaming experience and reducing the risk of losing potential users.

[0119] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.

[0120] The machine executable instructions stored in the machine readable storage medium can implement the following operations in the interactive control method in the game by executing the machine executable instructions:

[0121] Based on the game attributes of the first virtual object, an alternative virtual object is determined from the virtual objects owned by the current game account, and the object identifier of the alternative virtual object is displayed; wherein, at least some of the alternative virtual objects have a restraining relationship with the first virtual object in terms of game attributes; in response to a selection operation on the object identifier, the alternative virtual object corresponding to the selected object identifier is determined as a second virtual object, and the second virtual object is added to a second game camp; wherein the second game camp and the first game camp are hostile camps; and the second virtual object is displayed on a graphical user interface.

[0122] The above-mentioned alternative virtual objects include multiple virtual objects; the step of displaying the object identification of the alternative virtual objects includes: displaying a first recommendation list in a graphical user interface, and displaying the object identification of the alternative virtual objects in the first recommendation list in the order of the combat power values ​​of the alternative virtual objects from high to low.

[0123] The above method also includes: displaying a first label and / or a second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object; wherein the first label is used to indicate that there is a restraining relationship between the game attributes of the alternative virtual object and the first virtual object; and the second label is used to indicate the combat power value of the alternative virtual object.

[0124] The above-mentioned step of displaying the first label and / or the second label on the object identifier of the alternative virtual object according to the game attributes and combat power value of the alternative virtual object includes: if the game attributes of the alternative virtual object restrain the game attributes of the first virtual object, displaying the first label on the object identifier of the alternative virtual object, or displaying the first label and the second label on the object identifier of the alternative virtual object; if the game attributes of the alternative virtual object do not restrain the game attributes of the first virtual object, displaying the second label on the object identifier of the alternative virtual object.

[0125] The above-mentioned graphical user interface displays at least one empty slot identifier, which is used to indicate the display position of a virtual object belonging to a second game camp; the step of displaying the second virtual object on the graphical user interface includes: displaying the second virtual object on a target empty slot identifier of the graphical user interface; wherein the target empty slot identifier is the empty slot identifier arranged in the first position among the at least one empty slot identifier.

[0126] The above-mentioned vacant position mark displays a "waiting to join the battle" label; before the step of displaying the second virtual object on the target vacant position mark of the graphical user interface, the method also includes: canceling the "waiting to join the battle" label displayed on the target vacant position mark.

[0127] The method further includes: in response to a sliding operation on the first recommendation list, controlling the scrolling of the object identifiers of the candidate virtual objects.

[0128] If there is no restraint relationship between the game attributes of the candidate virtual object and the first virtual object, the difference between the combat power value of the candidate virtual object and the combat power value of the first virtual object is greater than a preset threshold.

[0129] The step of determining the candidate virtual object from the virtual objects owned by the current game account based on the game attribute of the first virtual object includes: according to the game attribute of the first virtual object, determining the virtual object owned by the current game account whose game attribute restrains the first virtual object as the candidate virtual object.

[0130] The above-mentioned step of determining the candidate virtual object from the virtual objects owned by the current game account based on the game attributes of the first virtual object includes: determining, from the virtual objects owned by the current game account, virtual objects that have no game attribute restraint relationship with the first virtual object according to the game attributes of the first virtual object, and determining the virtual objects whose combat power values ​​differ from the combat power values ​​of the first virtual object by more than a preset threshold as candidate virtual objects.

[0131] The above method also includes: responding to a second interactive operation on a target virtual object among virtual objects belonging to the second game camp, displaying a switching mark; responding to a triggering operation on the switching mark, based on the game attributes of the first virtual object and the game attributes of the designated virtual object belonging to the second game camp, determining from the first virtual objects an intermediate virtual object that does not have a restraining relationship of game attributes with the designated virtual object; wherein the designated virtual object is a virtual object other than the target virtual object belonging to the second game camp; based on the game attributes of the intermediate virtual object, determining the virtual object to be switched from the virtual objects owned by the current game account, and displaying the object mark of the virtual object to be switched; wherein at least some of the virtual objects to be switched have a restraining relationship of game attributes with the intermediate virtual object.

[0132] The step of displaying the object identification of the virtual object to be switched includes: displaying a second recommendation list on the graphical user interface, and displaying the object identification of the virtual object to be switched in the second recommendation list in descending order of the combat power value of the virtual object to be switched.

[0133] The above method also includes: according to the game attributes and combat power value of the virtual object to be switched, displaying the attribute identifier corresponding to the game attribute and / or the combat power identifier corresponding to the combat power value on the object identifier of the virtual object to be switched.

[0134] After the above step of responding to the second interactive operation on the target virtual object among the virtual objects belonging to the second game camp, the method further includes: displaying a quit mark, and canceling the display of the target virtual object in response to a trigger operation on the quit mark.

[0135] The above-mentioned graphical user interface displays at least one empty space mark, and the target virtual object is displayed on the target empty space mark; after the step of canceling the display of the target virtual object, the method also includes: displaying a waiting mark on the target empty space mark.

[0136] In the above method, through simple interactive operations and intelligent recommendation functions, players can be directly provided with alternative virtual objects suitable for the current game camp. Players do not need to remember information, which reduces the difficulty of players choosing game lineups and reduces mistakes in strategic choices, thereby improving players' gaming experience and reducing the risk of losing potential users.

[0137] The computer program product of the interactive control method, device and system in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0138] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0139] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0140] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0141] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0142] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a first virtual object belonging to a first game camp, and the method includes: Based on the game attribute of the first virtual object, determine candidate virtual objects from the virtual objects owned by the current game account, and display object identifiers of the candidate virtual objects; wherein at least some of the candidate virtual objects have a restraining relationship with the first virtual object in terms of game attributes; In response to a selection operation on the object identifier, determining the candidate virtual object corresponding to the selected object identifier as a second virtual object, and adding the second virtual object to a second game camp; wherein the second game camp is an enemy camp to the first game camp; The second virtual object is displayed on the graphical user interface.

2. The method according to claim 1, characterized in that The candidate virtual objects include a plurality of virtual objects; the step of displaying the object identifiers of the candidate virtual objects includes: A first recommendation list is displayed on the graphical user interface, and the object identifiers of the candidate virtual objects are displayed in the first recommendation list in descending order of the combat power values ​​of the candidate virtual objects.

3. The method according to claim 1 or 2, characterized in that: The method further comprises: According to the game attributes and combat power value of the alternative virtual object, a first label and / or a second label is displayed on the object identifier of the alternative virtual object; wherein the first label is used to indicate that there is a restraining relationship between the game attributes of the alternative virtual object and the first virtual object; and the second label is used to indicate the combat power value of the alternative virtual object.

4. The method according to claim 3, characterized in that The step of displaying a first label and / or a second label on the object identifier of the candidate virtual object according to the game attribute and the combat power value of the candidate virtual object comprises: If the game attribute of the candidate virtual object restrains the game attribute of the first virtual object, displaying a first label on the object identifier of the candidate virtual object, or displaying a first label and a second label on the object identifier of the candidate virtual object; If the game attribute of the candidate virtual object does not restrain the game attribute of the first virtual object, a second label is displayed on the object identifier of the candidate virtual object.

5. The method according to claim 1, characterized in that: The graphical user interface displays at least one empty space mark, and the empty space mark is used to indicate the display position of the virtual object belonging to the second game camp; The step of displaying the second virtual object in the graphical user interface comprises: The second virtual object is displayed on a target empty space marker of the graphical user interface; wherein the target empty space marker is an empty space marker arranged at a first position among the at least one empty space marker.

6. The method according to claim 5, characterized in that The empty position mark displays a waiting-to-be-entered label; before the step of displaying the second virtual object on the target empty position mark of the graphical user interface, the method further includes: Cancel the waiting label displayed on the target empty position mark.

7. The method according to claim 2, characterized in that The method further comprises: In response to a sliding operation on the first recommendation list, the object identifiers of the candidate virtual objects are controlled to scroll.

8. The method according to claim 1, characterized in that: If there is no restraint relationship between the game attributes of the candidate virtual object and the first virtual object, the difference between the combat power value of the candidate virtual object and the combat power value of the first virtual object is greater than a preset threshold.

9. The method according to claim 1, characterized in that: The step of determining a candidate virtual object from virtual objects owned by the current game account based on the game attribute of the first virtual object comprises: According to the game attribute of the first virtual object, a virtual object owned by the current game account and having a game attribute that restrains the first virtual object is determined as a candidate virtual object.

10. The method according to claim 1, characterized in that The step of determining a candidate virtual object from virtual objects owned by the current game account based on the game attribute of the first virtual object comprises: According to the game attributes of the first virtual object, a virtual object that has no game attribute restraining relationship with the first virtual object is determined from the virtual objects owned by the current game account, and a virtual object among the virtual objects whose combat power value difference with the combat power value of the first virtual object is greater than a preset threshold is determined as an alternative virtual object.

11. The method according to claim 1, characterized in that The method further comprises: In response to a second interactive operation on a target virtual object among virtual objects belonging to the second game camp, displaying a switching mark; In response to a trigger operation for the switching mark, based on the game attributes of the first virtual object and the game attributes of a designated virtual object belonging to the second game camp, determining from the first virtual objects an intermediate virtual object that has no restraining relationship with the designated virtual object in terms of game attributes; wherein the designated virtual object is a virtual object belonging to the second game camp other than the target virtual object; Based on the game attributes of the intermediate virtual object, the virtual object to be switched is determined from the virtual objects owned by the current game account, and the object identifier of the virtual object to be switched is displayed; wherein at least some of the virtual objects to be switched have a restraining relationship with the intermediate virtual object in terms of game attributes.

12. The method according to claim 11, characterized in that The step of displaying the object identification of the virtual object to be switched includes: A second recommendation list is displayed on the graphical user interface, and the object identifiers of the virtual objects to be switched are displayed in the second recommendation list in descending order of the combat power values ​​of the virtual objects to be switched.

13. The method according to claim 11 or 12, characterized in that: The method further comprises: According to the game attribute and the combat power value of the virtual object to be switched, the attribute identifier corresponding to the game attribute and / or the combat power identifier corresponding to the combat power value are displayed on the object identifier of the virtual object to be switched.

14. The method according to claim 11, characterized in that After the step of responding to a second interactive operation on a target virtual object among virtual objects belonging to the second game camp, the method further includes: The exit mark is displayed, and in response to a trigger operation on the exit mark, the target virtual object is canceled from being displayed.

15. The method according to claim 14, characterized in that The graphical user interface displays at least one empty space mark, and the target virtual object is displayed on the target empty space mark; After the step of canceling the display of the target virtual object, the method further includes: displaying a waiting-for-battle mark on the target vacant position mark.

16. An interactive control device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a first virtual object belonging to a first game camp, and the apparatus includes: an object identification display module, configured to determine candidate virtual objects from virtual objects owned by a current game account based on the game attributes of the first virtual object, and to display object identifications of the candidate virtual objects; wherein at least some of the candidate virtual objects have a restraining relationship with the first virtual object in terms of game attributes; a virtual object adding module, configured to respond to a selection operation on the object identifier, determine the candidate virtual object corresponding to the selected object identifier as a second virtual object, and add the second virtual object to a second game camp; wherein the second game camp is an enemy camp to the first game camp; A virtual object display module is used to display the second virtual object on the graphical user interface.

17. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method in the game described in any one of claims 1-15.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method in the game described in any one of claims 1-15.