Virtual scene interaction processing method and device, equipment, medium and program product

By displaying the interaction range of the target virtual object in the virtual scene, the problem of low human-computer interaction efficiency in the virtual scene is solved, efficient interaction processing is achieved, and resources are saved.

CN119971476APending Publication Date: 2025-05-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202311514960.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-13
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

In the prior art, human-computer interaction efficiency in virtual scenarios is low, and additional communication resources and computing resources are required, which affects the user experience.

Method used

By displaying a virtual scene in the human-computer interaction interface, in response to the map display trigger operation, the interaction range of the target virtual object is displayed, specifically the range that the virtual weapon it holds can attack.

Benefits of technology

It improves the efficiency of human-computer interaction in virtual scenes, saves communication resources and computing resources, and realizes effective collaboration of virtual objects.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119971476A_ABST
    Figure CN119971476A_ABST
Patent Text Reader

Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that a virtual scene is displayed in a human-computer interaction interface, and the virtual scene comprises a plurality of virtual objects; displaying a map in the virtual scene in response to a display trigger operation for the map of the virtual scene; in response to meeting the interaction condition, the interaction range of the target virtual object is displayed in the map, the target virtual object is at least part of the virtual objects in the multiple virtual objects, and the interaction range is the range capable of being attacked by the virtual weapon held by the target virtual object.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to computer application technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product 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 interaction process between virtual objects.

[0003] In related technologies, after the virtual scene is running, the player account corresponding to the virtual object needs to communicate indirectly by using out-of-game strategies or out-of-game social software to understand the interaction range of other virtual objects (such as the gun mounting angle, etc.) and finally complete the battle task together. Since this interaction method requires additional communication resources and computing resources, the human-computer interaction efficiency is poor, which in turn affects the user experience. Summary of the invention

[0004] 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 improve the efficiency of human-computer interaction in a virtual scene.

[0005] The technical solution of the embodiment of the present application is implemented as follows:

[0006] The present application provides a method for interactive processing of a virtual scene, including:

[0007] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0008] In response to a display triggering operation for the map of the virtual scene, displaying the map in the virtual scene;

[0009] In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.

[0010] The present application provides a method for interactive processing of a virtual scene, including:

[0011] Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0012] In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.

[0013] The embodiment of the present application provides an interactive processing device for a virtual scene, including:

[0014] A first display module, used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0015] A second display module, configured to display the map in the virtual scene in response to a display triggering operation for the map of the virtual scene;

[0016] The first interaction module is used to display the interaction range of the target virtual object in the map in response to satisfying the interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.

[0017] The embodiment of the present application provides an interactive processing device for a virtual scene, including:

[0018] A third display module is used to display a virtual scene in the human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects;

[0019] The second interaction module is used to display the interaction range of the target virtual object in the virtual scene in response to the interaction condition being met, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.

[0020] An embodiment of the present application provides an electronic device, the electronic device comprising:

[0021] Memory for storing computer programs or computer executable instructions;

[0022] 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 computer program or computer executable instructions stored in the memory.

[0023] An embodiment of the present application provides a computer-readable storage medium storing a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the method for interactive processing of a virtual scene provided in the embodiment of the present application is implemented.

[0024] An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, can implement the interactive processing method of the virtual scene provided in the embodiment of the present application.

[0025] The embodiments of the present application have the following beneficial effects:

[0026] By displaying the interaction range of the target virtual object in the mini-map to indicate the attack range of the virtual weapon held by the target virtual object, it is possible to efficiently understand the interaction range of the target virtual object and achieve effective collaboration of virtual objects. Compared with related technologies that require additional communication resources and computing resources for communication, it saves related communication resources and computing resources and improves the efficiency of human-computer interaction in virtual scenes. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] Figure 1 This is a schematic diagram of a gun mount provided in an embodiment of the present application;

[0028] Figure 2A This is a schematic diagram of a first application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0029] Figure 2B 2 is a schematic diagram of a second application mode of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0030] Figure 3A is a first structural schematic diagram of an electronic device for interactive processing provided by an embodiment of the present application;

[0031] Figure 3B is a second structural diagram of an electronic device for interactive processing provided in an embodiment of the present application;

[0032] Figure 4A It is a first flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0033] Figure 4B It is a second flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0034] Figure 4C 3 is a schematic diagram of a third flow chart of the interactive processing method of a virtual scene provided in an embodiment of the present application;

[0035] Figure 4D It is a fourth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0036] Figure 5 It is a sixth flow chart of the interactive processing method of the virtual scene provided in the embodiment of the present application;

[0037] Fig. 6A It is a schematic diagram of a "gun mount related" module provided in an embodiment of the present application;

[0038] Figure 6B is a schematic diagram of a gun mounting range provided in an embodiment of the present application;

[0039] Figure 7 is a schematic diagram of an ant line provided in an embodiment of the present application;

[0040] Fig. 8A is a schematic diagram of prompt information provided in an embodiment of the present application;

[0041] Figure 8B It is a schematic diagram of a planning prompt provided in an embodiment of the present application;

[0042] Fig. 9 This is a logical diagram of a “team gun range” provided in an embodiment of the present application;

[0043] Fig.10 It is a logical diagram of "gun mounting planning" provided in an embodiment of the present application;

[0044] Fig.11 It is a logical diagram of “intelligent planning” provided in the embodiment of the present application;

[0045] Fig.12 It is the area that the team members can cover with their guns under ideal circumstances provided by the embodiment of the present application;

[0046] Fig.13A It is a schematic diagram of the area that can be covered by the unobstructed unloading gun provided in the embodiment of the present application;

[0047] Fig. 13B This is a first schematic diagram of the area that can be covered by the unloading gun with an obstruction provided in an embodiment of the present application;

[0048] Fig. 13C This is a second schematic diagram of the area that can be covered by the lowered gun with an obstruction provided in an embodiment of the present application. DETAILED DESCRIPTION

[0049] 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.

[0050] In the following description, the terms "first\second" involved 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.

[0051] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 2) Client: An application running in a terminal to provide various services, such as a video player client, a game client, etc.

[0056] 3) Virtual scene: A virtual game scene displayed (or provided) when the game program is running on the terminal. The virtual 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.

[0057] 4) 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. 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.

[0058] Among them, the virtual command object is a virtual object with command function in the virtual scene (one player account can control at least one virtual command object), such as the gang leader or full-time commander of the social group in the game, who is responsible for coordinating the current offensive strategy and team goal division of the social group. The virtual collaboration object is a virtual object used to perform game tasks in the virtual scene (one player account can control at least one virtual collaboration object), such as an ordinary member of the social group in the game, who is responsible for performing the current offensive task of the social group.

[0059] 5) Scene data: represents the various characteristics of virtual objects in the virtual scene during the interaction process, for example, it can include the position of the virtual object in the virtual scene. Of course, different types of characteristics can be included according to the type of virtual scene; for example, in the virtual scene of the game, the scene data can include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and can also represent the attribute values ​​of various states of the game character, such as health value (also called red volume) and magic value (also called blue volume).

[0060] 6) Interaction process: the process by which virtual objects in a virtual scene develop according to the time or state of interaction, for example, the process by which virtual objects fight against each other in a game; the process by which virtual objects fight against each other in a scene in a game.

[0061] 7) Gun-mounting: refers to the behavior of a virtual object controlled by a user (or player) occupying a position in the game and not moving there, but aiming at a certain direction with the virtual weapon in hand to observe the situation and pre-aiming at the enemy. Gun-mounting is usually done inside a building in the game, and less often in an open outdoor scene. Figure 1 It shows that teammate No. 2 and teammate No. 3 are in the same building. Teammate No. 2 is setting up his gun at the northwest corner facing southeast, and teammate No. 3 is setting up his gun at the southwest corner facing northeast.

[0062] 8) User Interface (UI): refers to the overall design of the software's human-computer interaction, operating logic, and interface aesthetics. The user interface is a medium for interaction and information exchange between the system and the user. It realizes the conversion between the internal form of information and the form acceptable to humans. The user interface is software designed between the user and the hardware for interaction and communication between them. The purpose is to enable users to operate the hardware conveniently and efficiently to achieve two-way interaction and complete the work they want to do with the help of the hardware. The definition of the user interface is broad, including human-computer interaction and graphical user interface. The user interface exists in all fields involving information exchange between humans and machines.

[0063] 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 improve the efficiency of human-computer interaction in a virtual scene. In order to facilitate easier understanding of the interactive processing method of a virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the interactive processing method of a virtual scene provided by the embodiments of the present application is first described. The virtual scene in the interactive processing method of a virtual scene provided by the embodiments of the present application can be completely based on terminal output, or based on the coordinated output of a terminal and a server.

[0064] In some embodiments, the virtual scene can be an environment for game characters to interact. For example, it can be an environment for game characters to fight in the virtual scene. By controlling the actions of the game characters, both parties can interact in the virtual scene, allowing users to relieve life stress during the game.

[0065] In one implementation scenario, see Figure 2A , Figure 2A It is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided in the embodiment of the present application, which is suitable for some application modes that completely rely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of the virtual scene is completed through various types of terminals 400 such as smart phones, tablet computers and virtual reality / augmented reality devices.

[0066] As an example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).

[0067] When forming a visual perception of the virtual scene 100, the terminal 400 calculates the data required for display through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene through the graphics output hardware, for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0068] As an example, a client 410 (e.g., a stand-alone game application) is running on the terminal 400. During the operation of the client 410, a virtual scene including role-playing is output. The virtual scene may be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight against each other. Taking the first-person perspective display of the virtual scene 100 as an example, a plurality of virtual objects are displayed in the virtual scene 100. In response to a display trigger operation for a map of the virtual scene, a map 110 is displayed in the virtual scene. In response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110. Alternatively, in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110. The target virtual object is at least part of the multiple virtual objects, and the interactive range is the range within which the virtual weapon held by the target virtual object can attack. The multiple virtual objects may be game characters controlled by a user (or player), that is, the virtual object is controlled by a real user, and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and may also remain stationary, jump, and use various functions (such as skills and props).

[0069] In another implementation scenario, see Figure 2B , Figure 2B It is a schematic diagram of an application mode of the interactive processing method of the virtual scene provided in an embodiment of the present application, which is applied to the terminal 400 and the server 200, and is suitable for an application mode that relies on the computing power of the server 200 to complete the virtual scene calculation and output the virtual scene at the terminal 400.

[0070] Taking the visual perception of the virtual scene 100 as an example, the server 200 calculates the virtual scene related display data (such as scene data) and sends it to the terminal 400 through the network 300. The terminal 400 relies on the graphics computing hardware to complete the loading, parsing and rendering of the 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 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0071] As an example, a client 410 (e.g., a network version of a game application) is running on the terminal 400, and the game interaction with other users is performed by connecting to the server 200 (e.g., a game server). The terminal 400 outputs the virtual scene 100 of the client 410. Taking the first-person perspective display of the virtual scene 100 as an example, a plurality of virtual objects are displayed in the virtual scene 100. In response to a display trigger operation for a map of the virtual scene, a map 110 is displayed in the virtual scene; in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the map 110; or, in response to satisfying an interaction condition, an interaction range 120 of a target virtual object is displayed in the virtual scene. The target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack. The multiple virtual objects can be game characters controlled by users (or players), that is, the virtual objects are controlled by real users and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene, and can also remain still, jump, and use various functions (such as skills and props).

[0072] In some embodiments, the terminal 400 can implement the interactive processing method of the virtual scene provided in the embodiment of the present application by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a battle game APP (i.e., the above-mentioned client 410); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game applet that can be embedded in any APP. In short, the above-mentioned computer program can be an application, module or plug-in in any form.

[0073] Taking a computer program as an application program as an example, in actual implementation, the terminal 400 installs and runs an application program that supports a virtual scene. The application program can be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user uses the terminal 400 to operate a 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 virtual object can be a virtual character, such as a simulated character or an anime character.

[0074] In some embodiments, Figure 2B 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, CDN, and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 400 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.

[0075] The structure of the electronic device for interactive processing provided by the embodiment of the present application is described below. Figure 3A , Figure 3A 4 is a schematic diagram of the structure of an electronic device 500 for interactive processing provided in an embodiment of the present application. Taking the electronic device 500 as a terminal 400 as an example, Figure 3A The electronic device 500 for interactive processing 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 through a bus system 540. It can be understood that the bus system 540 is used to realize the 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 used in the following examples. Figure 3A Various buses are labeled as bus system 540 .

[0076] 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.

[0077] The memory 550 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. Among them, 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 embodiment of the present application is intended to include any suitable type of memory. The memory 550 optionally includes one or more storage devices that are physically far away from the processor 510.

[0078] 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.

[0079] 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;

[0080] A network communication module 552, used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB), etc.;

[0081] In some embodiments, the information processing device provided in the embodiments of the present application can be implemented in software. The information processing device provided in the embodiments of the present application can be provided as various software embodiments, including various forms including applications, software, software modules, scripts or codes.

[0082] Figure 3A An interactive processing device 555 of a virtual scene stored in a memory 550 is shown, which may be software in the form of a program or plug-in, and includes a series of modules, including a first display module 5551, a second display module 5552, and a first interactive module 5553. These modules are logical and therefore may be arbitrarily combined or further split according to the functions implemented. The functions of each module will be described below.

[0083] See also Figure 3B , Figure 3B is a schematic diagram of the structure of an electronic device 600 provided in an embodiment of the present application, and takes the electronic device 600 as a terminal 400 as an example for explanation, Figure 3B The electronic device 600 shown includes: at least one processor 610, a memory 650, at least one network interface 620 and a user interface 630. The various components in the electronic device 600 are coupled together via a bus system 640. The memory 650 includes an operating system 651 and a network communication module 652. It should be noted that Figure 3B The function of the structure in Figure 3A The information processing device provided in the embodiment of the present application can be implemented in software. Figure 3B An information processing device 655 stored in a memory 650 is shown, which may be software in the form of programs and plug-ins, including the following software modules: a third display module 6551, a second interaction module 6552. These modules are logical and can therefore be arbitrarily combined or further split according to the functions implemented.

[0084] As mentioned above, the interactive processing method of the virtual scene provided in the embodiment of the present application can be implemented by various types of electronic devices, such as a terminal, a server, or a combination of the two. Therefore, the execution subject of each step will not be repeated below. Figure 4A , Figure 4A is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, combined with Figure 4A The steps shown are explained.

[0085] It should be noted that Figure 4A The method shown can be executed by various forms of computer programs running on the terminal 400, and is not limited to the above-mentioned client 410, but can also be the above-mentioned operating system 461, software modules and scripts. Therefore, the client should not be regarded as a limitation on the embodiments of the present application.

[0086] In step 101, a virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects.

[0087] It should be noted that multiple virtual objects may belong to at least one virtual camp, for example, multiple virtual objects belong to one virtual camp, that is, multiple virtual objects are used to cooperate to complete game tasks; each virtual object may belong to a different virtual camp, and different virtual camps may confront each other, for example, some of the multiple virtual objects are in the same virtual camp, and another part of the multiple virtual objects are in another virtual camp, and the two virtual camps confront each other.

[0088] In step 102, in response to a display triggering operation for a map of a virtual scene, a map is displayed in the virtual scene.

[0089] For example, when a game needs to be guided by a map, a map displaying a virtual scene can be triggered to display the map in the virtual scene. The map here can be a large map of the virtual scene or a small map of the virtual scene.

[0090] In step 103, in response to the interaction condition being met, the interaction range of the target virtual object is displayed in the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.

[0091] Here, the interaction range may be an attack range within the field of view of the virtual weapon, and the interaction range may also include an attack range beyond the field of view. For example, when the virtual weapon is a virtual gun, the interaction range is the attack range within the field of view when the virtual object holds the virtual weapon for aiming, such as the gun range; when the virtual weapon is a virtual shell, the interaction range is the attack range when the virtual object holds the virtual weapon for throwing, and the attack range may exceed the field of view of the virtual object. Among them, the embodiments of the present application are not limited to the shape of the interaction range, for example, the interaction range may be a fan, a triangle, etc.

[0092] In some embodiments, the interaction condition may be receiving a display triggering operation for the interaction scope.

[0093] As an example of a display trigger operation, before displaying the interactive range of the target virtual object in the map, an interactive range trigger control is displayed in the virtual scene, and the trigger operation for the interactive range trigger control is determined as a display trigger operation. Fig. 6A As shown, when the player opens the map in the game, the "Team Gun Range" switch 602 (i.e., the interactive range trigger control) is displayed in the virtual scene, wherein the "Team Gun Range" switch 602 is off by default, i.e., the initial state, and the trigger operation of the "Team Gun Range" switch 602 is determined as a display trigger operation, wherein the embodiment of the present application is not limited to the form of the trigger operation, and may be a click, a double-click, etc.

[0094] As an example of a display trigger operation, before the interactive range of the target virtual object is displayed in the map, first prompt information for the interactive range is displayed in the virtual scene, and a confirmation operation for the first prompt information is determined as a display trigger operation.

[0095] In some embodiments, the interaction condition may be that the number of virtual objects holding virtual weapons for attacking in the virtual scene reaches a first threshold value, wherein the virtual objects holding virtual weapons for attacking may be allied virtual objects or antagonistic virtual objects, wherein the allied virtual objects are virtual objects in the same camp as the first virtual object, and the antagonistic virtual objects are virtual objects in the antagonistic camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface. When the number of virtual objects holding virtual weapons for attacking in the virtual scene reaches the first threshold value, it indicates that the interaction range needs to be checked at this time in order to make reasonable plans to complete the game task.

[0096] In some embodiments, the interaction condition may be that a virtual object in the same camp as the first virtual object is attacked, and the first virtual object is a virtual object controlled in the human-computer interaction interface. When the virtual object in the same camp as the first virtual object is attacked, it indicates that the interaction range needs to be displayed so as to make reasonable planning and counterattack.

[0097] In some embodiments, the interaction condition may be that the number of times the account controlling the first virtual object performs a display trigger operation reaches a first count threshold. When the number of times the account controlling the first virtual object performs a display trigger operation reaches the first count threshold, it indicates that the account controlling the first virtual object is accustomed to viewing the interaction range, and therefore, the interaction range may be automatically displayed for viewing by the account controlling the first virtual object.

[0098] In some embodiments, the interaction condition may be a predicted instruction for displaying the interaction range returned by the neural network model. The predicted instruction is obtained by performing the following processing by the neural network model: based on the account characteristics of the account manipulating the first virtual object and the scene data of the virtual scene, the neural network model is called to perform prediction processing to obtain the predicted instruction for displaying the interaction range; wherein the neural network model is trained by the account characteristic samples of the account samples, the scene data samples and the predicted instruction annotations.

[0099] Among them, the embodiments of the present application are not limited to the model structure of the neural network model. For example, the neural network model can be a convolutional neural network, a deep neural network, etc.

[0100] It should be noted that before applying the neural network model, it is necessary to train the initial neural network model, and then put the trained neural network model into use, and use artificial intelligence technology to combine the player's habits and the current game scene to predict whether the interactive range needs to be displayed. Among them, the neural network model is trained through account feature samples, scene data samples and prediction instruction annotations of account samples. For example, based on the account feature samples and scene data samples of the account samples, the initial neural network model is called for prediction processing to obtain a prediction instruction (for example, the prediction instruction is 1, which means that the interactive range needs to be displayed; the prediction instruction is 0, then the interactive range does not need to be displayed). After determining the value of the loss function of the neural network model through the prediction instruction and the prediction instruction annotation, it can be determined whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the neural network model is determined based on the loss function, and the error information is back-propagated in the neural network model, and the model parameters of each layer are updated during the propagation process. Among them, the embodiment of the present application is not limited to the form of the loss function, for example, it can be a cross entropy loss function, an L2 loss function, etc.

[0101] Here, back propagation is explained. The training sample data is input into the input layer of the neural network model, passes through the hidden layer, and finally reaches the output layer and outputs the result. This is the forward propagation process of the neural network model. Since there is an error between the output result of the neural network model and the actual result, the error between the output result and the actual value is calculated, and the error is back-propagated from the output layer to the hidden layer until it propagates to the input layer. In the process of back propagation, the value of the model parameter is adjusted according to the error, that is, the loss function is constructed according to the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error expansion, the gradient of the model parameters is inverted and summed with the original parameters of each layer model. The summed result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters; the above process is continuously iterated until convergence.

[0102] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is the angle range within which the virtual weapon held by the target virtual object can attack. Figure 6BAs shown, the gun mounting range includes a field of view angle range 6051 (i.e., an attack angle range) with the current orientation of the target virtual object as the center line when the gun is mounted, and a field of view distance 6052 (i.e., an attack distance) under the field of view angle range. The gun mounting range is a triangular area with the virtual object controlled by the player as the vertex of an equilateral triangle (the field of view angle range 6051 is 60°) and a height (i.e., field of view distance 6052) of 800m. Of course, the field of view angle range 6051 and the field of view distance 6052 can be adjusted according to the scale of the large map of each game, and the embodiment of the present application is not limited to the field of view angle range 6051 and the field of view distance 6052.

[0103] In some embodiments, the target virtual object is a virtual object in the same camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; the "displaying the interaction range of the target virtual object in the map" in step 103 can be implemented in the following way: displaying the identifier of the target virtual object in the map, and displaying the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, special effects. Fig. 6A As shown, according to the color of the number (ie, identification) of the teammate (ie, the virtual object in the same camp as the first virtual object), a gun range 605 of the corresponding color is displayed on the map.

[0104] In some embodiments, the target virtual object includes an ally virtual object and an antagonist virtual object, the ally virtual object is a virtual object in the same camp as the first virtual object, the antagonist virtual object is a virtual object in the antagonist camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; the "displaying the interaction range of the target virtual object in the map" in step 103 can be implemented in the following manner: in the map, the interaction range of the antagonist virtual object is displayed by a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, special effect. The interaction range of the ally virtual object and the interaction range of the antagonist virtual object are displayed differently so that the player can view the interaction range.

[0105] In some embodiments, before displaying the interactive range of the target virtual object in the map, multiple candidate types of virtual objects whose interactive range needs to be displayed are displayed in the virtual scene; in response to the selection operation for the candidate type, the virtual object of the selected candidate type is used as the target virtual object. The multiple candidate types may include teammates, enemies, custom, etc. By selecting the candidate type, the interactive range to be displayed is selected.

[0106] In some embodiments, after the interaction range of the target virtual object is displayed in the map, in response to any virtual object among the target virtual objects holding a virtual weapon to complete an attack, the attack trajectory of the virtual weapon held by any virtual object is displayed in the interaction range of any virtual object. For example, when the virtual weapon is a virtual gun, the attack trajectory is a gun line trajectory. In response to the virtual weapon held by any virtual object hitting the target, the mark of the target is displayed in the map, wherein the target can be any virtual object in the virtual scene, and can also be a virtual object in the virtual scene.

[0107] like Fig. 6A As shown, according to the color of the teammate's number, a gun range 605 (i.e., interactive range) of the corresponding color is displayed on the big map. When the virtual object controlled by the player fires, a gray ant line 606 is displayed on the big map to express the gun line trajectory of the virtual weapon. If the virtual weapon hits the enemy (i.e., the target), the enemy will be automatically punctuated 607.

[0108] See also Figure 4B , Figure 4B is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application, Figure 4B Show Figure 4A After step 103, step 104 is also included: in step 104, in response to a planning operation for any interaction range, the any interaction range is updated and displayed based on the planning operation, wherein the any interaction range is the interaction range of any virtual object in the target virtual object. Here, the first virtual object acts as a planner and manually plans the interaction range displayed in the map to realize the manual planning function.

[0109] In some embodiments, in response to a planning operation for any interaction range, any interaction range is updated and displayed based on the planning operation, including: displaying an interaction planning control in a virtual scene; in response to a triggering operation for the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a move operation for any interaction range in a plannable state, controlling the movement of the arbitrary interaction range.

[0110] like Figure 7 As shown, a "gun-mounting planning" switch (i.e., interactive planning control) is displayed in the virtual scene. At this time, the "gun-mounting planning" switch is off by default. In response to the triggering operation of the "gun-mounting planning" switch, the "gun-mounting planning" switch is turned on, and a double-arrow ant line 701 (i.e., the second prompt information) is displayed at the interactive range displayed in the map, informing the player that the interactive range can be moved, that is, the interactive range is in a planable state. Of course, the second prompt information can also be a prompt text, for example, the text of "plannable interactive range".

[0111] In some embodiments, in response to a planning operation for any interaction range, updating and displaying the any interaction range based on the planning operation includes: in response to a moving operation for any interaction range, controlling the any interaction range to move.

[0112] See also Figure 4C , Figure 4C is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application, Figure 4C Show Figure 4B After step 104, step 105 is also included: in step 105, in response to the confirmation operation for the planned operation, the third prompt information of the planned operation is sent to the human-computer interaction interface for controlling any virtual object, wherein the third prompt information is used to instruct the control of any virtual object to move in the virtual scene, so that any interaction range is updated to the interaction range corresponding to the planned operation.

[0113] In some embodiments, step 105 can be implemented in the following manner: in response to completing the planning operation, a fourth prompt message is displayed in the map, wherein the fourth prompt message is used to indicate confirmation of the planning operation; in response to the confirmation operation on the fourth prompt message, the third prompt message of the planning operation is sent to the human-computer interaction interface for controlling any virtual object.

[0114] like Fig. 8A As shown, in response to the interaction range of any virtual object in the large map being moved, the interaction range of any virtual object will turn bright yellow as a prompt, and at the same time, it will rotate in a circle with the current position of any virtual object as the center, and the angle of rotation is consistent with the angle of the player's movement. When the moving gesture is released (i.e., the planning operation is completed), a prompt message 801 (i.e., the fourth prompt message) will appear next to the moved interaction range. If the "×" cancel control 802 in the prompt message 801 is clicked, the planning operation will be canceled; if the "√" confirmation control 803 in the prompt message 801 is clicked, the prompt information of the planning operation (i.e., the planning prompt) will be sent to the human-computer interaction interface for controlling any virtual object.

[0115] See also Figure 4D , Figure 4D is a flowchart of an interactive processing method for a virtual scene provided in an embodiment of the present application, Figure 4D Show Figure 4A It also includes step 106 and step 107.

[0116] In step 106 , the intelligent planning control is displayed in the virtual scene.

[0117] In some embodiments, step 106 can be implemented in the following ways: in response to the target virtual object in the map not being planned, displaying a smart planning control in a triggerable state in the virtual scene; in response to the target virtual object in the map being planned, displaying a smart planning control in an untriggerable state in the virtual scene, wherein the display parameters of the smart planning control in the triggerable state are different from the display parameters of the smart planning control in the untriggerable state.

[0118] For example, when there is no planning operation on the scene (that is, the target virtual object in the map has not been planned), the "Smart Planning" button (that is, the smart planning control) is highlighted (that is, the smart planning control is in a triggerable state); when there is still a planning operation on the current scene (that is, the target virtual object in the map is planned), the "Smart Planning" button is grayed out (that is, the smart planning control is in an untriggerable state).

[0119] In some embodiments, when the smart planning control is in an untriggerable state, in response to a trigger operation on the smart planning control, a sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.

[0120] Continuing with the above example, when the "Smart Planning" button is grayed out (i.e., the smart planning control is in an untriggerable state), the player's click will be ineffective, and a system prompt (i.e., the sixth prompt message) will pop up to remind the player that the target virtual object in the map is being planned and the smart planning function cannot be used.

[0121] In step 107, in response to a trigger operation on the intelligent planning control, a fifth prompt information of the target interaction range of the candidate virtual object is sent to the human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to instruct the manipulation of the candidate virtual object to move in the virtual scene so that the interaction range of the candidate virtual object is updated to the target interaction range.

[0122] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, the first interaction range and the second interaction range of each candidate virtual object are determined, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is another candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to no overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.

[0123] It should be noted that, since the gun mounting range of the virtual object in certain directions may be blocked, the gun mounting range of the virtual object in different directions covers different areas.

[0124] In some embodiments, the candidate virtual object is at least one of the following: a virtual object selected from the target virtual objects through a selection operation; a virtual object in the target object used to assist in the attack; a virtual object for which the number of planned operations exceeds a second numerical threshold.

[0125] As mentioned above, the interactive processing method of the virtual scene provided in the embodiment of the present application can be implemented by various types of electronic devices, such as a terminal, a server, or a combination of the two. Therefore, the execution subject of each step will not be repeated below. Figure 5 , Figure 5 is a flowchart of the interactive processing method of the virtual scene provided in the embodiment of the present application, combined with Figure 5 The steps shown are explained.

[0126] In step 201, a virtual scene is displayed in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects.

[0127] In step 202, in response to the interaction condition being met, the interaction range of the target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.

[0128] In some embodiments, the interaction conditions include one of the following: receiving a display trigger operation for the interaction range; the number of virtual objects holding virtual weapons to attack in the virtual scene reaches a first number threshold; a virtual object in the same camp as the first virtual object is attacked, and the first virtual object is the virtual object being controlled in the human-computer interaction interface; the number of times the account that controls the first virtual object performs a display trigger operation reaches a first number threshold; receiving a prediction instruction for the display interaction range returned by the neural network model.

[0129] In some embodiments, the prediction instruction is obtained by performing the following processing on a neural network model: based on the account characteristics of the account manipulating the first virtual object and the scene data of the virtual scene, the neural network model is called to perform prediction processing to obtain a prediction instruction that displays the interaction range; wherein the neural network model is obtained by training through account feature samples of account samples, scene data samples and prediction instruction annotations.

[0130] In some embodiments, an interaction range trigger control is displayed in a virtual scene, and a trigger operation on the interaction range trigger control is determined as a display trigger operation; or, first prompt information for the interaction range is displayed in a virtual scene, and a confirmation operation on the first prompt information is determined as a display trigger operation.

[0131] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is the angle range within which the virtual weapon held by the target virtual object can attack.

[0132] In some embodiments, the target virtual object is a virtual object in the same camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; displaying the interaction range of the target virtual object in the virtual scene can be achieved in the following way: in the virtual scene, displaying the identifier of the target virtual object, and displaying the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, and special effects.

[0133] In some embodiments, the target virtual object includes an ally virtual object and an antagonistic virtual object, the ally virtual object is a virtual object in the same camp as the first virtual object, the antagonistic virtual object is a virtual object in the antagonistic camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; displaying the interaction range of the target virtual object in the virtual scene can be achieved in the following way: in the virtual scene, displaying the interaction range of the antagonistic virtual object by a second display parameter, wherein the second display parameter is different from the display parameter adopted for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.

[0134] In some embodiments, before displaying the interaction range of the target virtual object in the virtual scene, multiple candidate types of virtual objects whose interaction ranges need to be displayed are displayed in the virtual scene; in response to a selection operation on a candidate type, the virtual object of the selected candidate type is used as the target virtual object.

[0135] In some embodiments, after the interaction range of the target virtual object is displayed in the virtual scene, in response to any virtual object among the target virtual objects holding a virtual weapon to complete an attack, the attack trajectory of the virtual weapon held by any virtual object is displayed in the interaction range of any virtual object; in response to the virtual weapon held by any virtual object hitting the target, the target mark is displayed in the virtual scene.

[0136] In some embodiments, after the interaction range of the target virtual object is displayed in the virtual scene, in response to a planning operation for any interaction range, the display of the any interaction range is updated based on the planning operation, wherein the any interaction range is the interaction range of any virtual object in the target virtual object.

[0137] In some embodiments, in response to a planning operation for any interaction range, updating and displaying any interaction range based on the planning operation can be achieved in the following ways: displaying an interaction planning control in a virtual scene; in response to a triggering operation for the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a move operation for any interaction range in a plannable state, controlling the movement of any interaction range.

[0138] In some embodiments, in response to a planned operation for any interaction range, after updating and displaying any interaction range based on the planned operation, in response to a confirmation operation for the planned operation, a third prompt information of the planned operation is sent to a human-computer interaction interface for controlling any virtual object, wherein the third prompt information is used to instruct the control of any virtual object to move in the virtual scene, so that the arbitrary interaction range is updated to the interaction range corresponding to the planned operation.

[0139] In some embodiments, in response to a confirmation operation for a planned operation, a third prompt message of the planned operation is sent to a human-computer interaction interface for manipulating any virtual object. This can be achieved in the following ways: in response to completing the planned operation, a fourth prompt message is displayed in a virtual scene, wherein the fourth prompt message is used to indicate confirmation of the planned operation; in response to a confirmation operation for the fourth prompt message, the third prompt message of the planned operation is sent to the human-computer interaction interface for manipulating any virtual object.

[0140] In some embodiments, when the interaction range of the target virtual object is displayed in the virtual scene, an intelligent planning control is displayed in the virtual scene; after the interaction range of the target virtual object is displayed in the virtual scene, in response to a trigger operation on the intelligent planning control, fifth prompt information of the target interaction range of the candidate virtual object is sent to the human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to instruct the manipulation of the candidate virtual object to move in the virtual scene so that the interaction range of the candidate virtual object is updated to the target interaction range.

[0141] In some embodiments, displaying a smart planning control in a virtual scene can be achieved in the following ways: in response to a target virtual object in the virtual scene not being planned, displaying a smart planning control in a triggerable state in the virtual scene; in response to a target virtual object in the virtual scene being planned, displaying a smart planning control in an untriggerable state in the virtual scene, wherein display parameters of the smart planning control in the triggerable state are different from display parameters of the smart planning control in the untriggerable state.

[0142] In some embodiments, when the smart planning control is in an untriggerable state, in response to a trigger operation on the smart planning control, a sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the virtual scene is being planned.

[0143] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, the first interaction range and the second interaction range of each candidate virtual object are determined, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is another candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to no overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.

[0144] In some embodiments, the candidate virtual object is at least one of the following: a virtual object selected from the target virtual objects through a selection operation; a virtual object in the target object used to assist in the attack; a virtual object for which the number of planned operations exceeds a second numerical threshold.

[0145] The following is an explanation of an exemplary application of an embodiment of the present application in a practical application scenario.

[0146] The embodiments of the present application can be applied to various virtual scenes, such as virtual scenes of games, and can simulate the real battle process between virtual objects.

[0147] The following is an example of a shooting game in a virtual scene:

[0148] In related technologies, when players have sufficient supplies and play conservatively to rush for rankings, they often look for a suitable building or a high place on a certain terrain to set up their guns, so as to ensure the safety of the team (also known as the camp) and the integrity of the information during the battle as much as possible.

[0149] During the implementation process, the applicant found that there were many problems in the process of setting up the gun. Unless the microphones were turned on, players could not communicate about the arrangement of setting up the gun. The virtual objects controlled by the players were very easy to be set up heavily. Secondly, even if the gun was set up, it was impossible to understand the setting angles of other virtual objects. There were also no prompts for novices on the setting position.

[0150] Therefore, players cannot effectively plan and communicate when setting up their guns. In response to this, the embodiment of the present application provides an interactive processing method for a virtual scene, which can display the trajectory (i.e., the attack trajectory) and the range of the gun when setting up the gun, automatically mark the enemy when attacking, and use intelligent planning when planning is not possible, thus meeting all the demands of players for setting up the guns in various situations, improving the blank of the current gun setting mechanism, and improving the user experience of the game.

[0151] The following describes the interactive processing method of the virtual scene provided by the embodiment of the present application from the product side.

[0152] The embodiment of the present application aims to "enable the team to clearly know the angle of the gun, allow the commander to plan the gun and provide intelligent planning". By adding a UI of the "gun-related" module on the left side of the large map (including a "team gun-mounting range" switch, a "gun-mounting planning" switch and an "intelligent planning" button), the large map side increases the gun-mounting range of teammates (implemented through the UI), the large map side increases the trajectory of the player after firing, the large map side increases the "drag and rotate" gesture, the virtual scene increases the actual gun-mounting range of the player, and the virtual scene increases the gun-mounting indications of command recommendations and intelligent recommendations. The specific logic of the product side is as follows:

[0153] 1. If Fig. 6A As shown, when the player opens the large map in the game, a "gun mounting related" module 601 (implemented through UI) will be displayed in the lower left corner of the large map. The "gun mounting related" module 601 includes a text title "gun mounting related" and a "team gun mounting range" switch 602, wherein the "team gun mounting range" switch 602 is off by default, i.e., the initial state.

[0154] 2. If Fig. 6A As shown, in response to a click operation on the "Team Gun Mount Range" switch, the "Team Gun Mount Range" switch is turned on, and a "Gurn Mount Planning" switch 603 and a "Smart Planning" button 604 are displayed below the "Team Gun Mount Range" switch, and the "Gurn Mount Planning" switch is off by default at this time; according to the color of the teammate's number, a gun mount range 605 of the corresponding color is displayed on the large map, and when the virtual object controlled by the player opens fire, a gray ant line 606 is displayed on the large map to express the gun line trajectory of the virtual weapon. If the virtual weapon hits the enemy, the enemy will be automatically punctuated 607 and synchronized within the team.

[0155] The gun-holding range is the field of view of the virtual object when holding the virtual weapon and aiming. Figure 6BAs shown, the gun mounting range includes the field of view angle range 6051 when the gun is mounted and the field of view distance 6052 under the field of view angle range. The gun mounting range is a triangular area with the virtual object controlled by the player as the vertex of an equilateral triangle (the field of view angle range 6051 is 60°) and a height (i.e., field of view distance 6052) of 800m. Of course, the field of view angle range 6051 and the field of view distance 6052 can be adjusted according to the scale of the large map of each game. The embodiment of the present application is not limited to the field of view angle range 6051 and the field of view distance 6052.

[0156] 3. If Figure 7 As shown, in response to a click operation of the "gun mounting planning" switch, the "gun mounting planning" switch is turned on, and a double-arrow ant line 701 will be displayed at the teammate's gun mounting range in the team on the large map, informing the player that the gun mounting range can be moved.

[0157] 4. If Fig. 8A As shown, in response to the teammate's gun range being moved in the large map, the gun range will turn bright yellow as a prompt, and at the same time, it will rotate in a circle with the teammate's current position as the center, and the rotation angle will be consistent with the angle of the player's movement; when the move gesture is released, a prompt message 801 (TIPS) will appear next to the moved gun range, and if the "×" cancel control 802 in the prompt message 801 is clicked, the planning operation will be canceled; if the "√" confirmation control 803 in the prompt message 801 is clicked, the prompt information of the planning operation (referred to as the planning prompt) will be sent to the planned teammate, and the planning prompt will be displayed in the large map and virtual scene of the planned teammate, and the gun range displayed in the large map of the planner will return to the original state (such as Fig. 6A The gun range shown or Figure 7 The system will then display the gun mount range as shown above, and provide a system prompt, such as a text prompt of "Planning for teammate 1 has been completed".

[0158] For example, Figure 8B As shown, the planning prompt 804 is displayed in the virtual scene of the planned teammate, and the planning prompt 804 is used to prompt the planned teammate to move according to the planning prompt 804.

[0159] 5. If the planned teammate moves or waits for a set period of time (for example, 10 seconds), the planning prompt will be cancelled.

[0160] 6. When other players are planning, the "Smart Planning" button will be grayed out and unclickable, that is, the "Smart Planning" button is in an untriggerable state. Only when no player is planning, the "Smart Planning" button will be highlighted. In response to the "Smart Planning" button being clicked, the system will calculate the appropriate gun mount recommendations (i.e., the new gun mount range) for all virtual objects according to the algorithm rules, and send the calculated gun mount recommendation planning prompts to all virtual objects, and display the calculated gun mount recommendation planning prompts on the large map and virtual scene of all virtual objects.

[0161] The following is a technical description of the interactive processing method of the virtual scene provided in the embodiment of the present application.

[0162] The core functions of the embodiment of the present application include three functions: "team gun mounting range", "gun mounting planning" and "intelligent planning". These three functions are interrelated and influence each other. These three functions are explained separately below.

[0163] First, combine Fig. 9 The Team Gun Range logic diagram shown illustrates the Team Gun Range functionality.

[0164] Step 11, determine whether the "Team Gun Range" switch is clicked. When the "Team Gun Range" switch is clicked, go to step 12; when the "Team Gun Range" switch is not clicked, end the process.

[0165] Here, when the player opens the large map interface in the game, the "Gun Mounting Related" module will be displayed in the lower left corner. The "Gun Mounting Related" module contains a text title "Gun Mounting Related" and a "Team Gun Mounting Range" switch, among which the "Team Gun Mounting Range" switch is off by default.

[0166] Step 12. Display the "Gun Mount Planning" switch and "Smart Planning" button, and display the teammates' gun mount range on the large map.

[0167] Here, if the "Team Gun Range" switch is clicked, the "Team Gun Range" switch will be switched to display. A new "Gun Range Planning" switch and "Smart Planning" button will be added below the "Team Gun Range" switch, and the teammates' gun range will be displayed on the large map.

[0168] Step 13. When teammates shoot, the trajectory of the virtual weapon's gun line will be displayed on the large map.

[0169] Here, if a teammate shoots, the teammate's position will be one endpoint and the bullet shooting point will be the other endpoint, forming an ant line, that is, the gun line trajectory, and the ant line will be displayed on the large map.

[0170] Step 14: When the virtual weapon hits the enemy, the enemy is automatically marked.

[0171] Here, if the virtual weapon hits the enemy, the enemy needs to be marked.

[0172] It should be noted that Fig. 9 The entire process shown requires real-time judgment on whether the "Team Gun Mounting Range" switch is clicked again. If the "Team Gun Mounting Range" switch is clicked again, the "Team Gun Mounting Range" switch is switched back to hidden and returns to the initial state. The gun mounting range UI displayed on the large map, the "Gun Mounting Planning" switch and the "Smart Planning" button are all hidden.

[0173] Then, combine Fig.10 The "Gun Mounting Planning" logic diagram shown illustrates the "Gun Mounting Planning" function.

[0174] Step 21, determine whether the "gun mounting planning" switch is clicked. When the "gun mounting planning" switch is clicked, go to step 22; when the "gun mounting planning" switch is not clicked, end the process.

[0175] Here, when the "Team Gun Mounting Range" switch is turned on, it is necessary to further determine whether the "Gun Mounting Planning" switch is clicked.

[0176] Step 22: Turn on the "gun mount planning" function and display the plannable prompt information on the large map.

[0177] Here, switch the "Gun Mount Planning" switch to on, and the large map will display the plannable prompt information. For example, a double-arrow ant line will be displayed at the gun mounting range of teammates in the team on the large map.

[0178] Step 23: When the gun mounting range in the large map is planned, the planned gun mounting range in the large map enters the planning state.

[0179] Here, planning the gun mounting range is achieved in the following way: first determine whether the hot zone (i.e. the area corresponding to the gun mounting range) is pressed and dragged. If the hot zone is dragged, the planned gun mounting range (i.e. the gun mounting range corresponding to the pressed hot zone) will begin to enter the planning state, and the gun mounting range entering the planning state will turn bright yellow as a prompt.

[0180] Step 24: When the planned gun mounting range is released, a prompt message is displayed next to the planned gun mounting range.

[0181] Here, when the planned gun range is released, that is, the player releases his finger, a prompt message (TIPS) will be displayed next to the planned gun plan. If the "×" cancel control in the prompt message is clicked, the planning operation will be canceled, that is, the TIPS will be hidden and the planning will fail. No adjustment will be made and the process will end; if the "√" confirmation control in the prompt message is clicked, the TIPS will be hidden, and the planner's large map will be restored to its original state. The planned teammates will receive the planning prompt, and the "Smart Planning" button will enter an untriggerable state (i.e. disabled state) because there is a plan on the field. If the planned teammate moves or waits for a set time (e.g. 10 seconds), the display of the planning prompt will be cancelled.

[0182] Finally, combine Fig.11 The Smart Planning logic diagram shown illustrates the Smart Planning functionality.

[0183] Step 31. When the "gun mount planning" switch is turned on, determine whether there is a planning operation at present. If there is a planning operation, go to step 32; if there is no planning operation, go to step 33.

[0184] Here, the planning operation refers to an operation of planning for a planning range on the field.

[0185] Step 32: The “Smart Planning” button is grayed out.

[0186] Here, when there are planning operations on the current field, the "Smart Planning" button will be grayed out, and it will be invalid when the player clicks it, and a system prompt will pop up to provide a reminder.

[0187] Step 33: When the "Smart Planning" button is clicked, the gun mounting range of all virtual objects is calculated according to the algorithm rules and pushed to all virtual objects.

[0188] Here, when there is no planning operation on the spot, the "Smart Planning" button is highlighted. After the "Smart Planning" button is clicked, the most appropriate gun mounting range for all virtual objects is calculated according to the algorithm rules and sent to all virtual objects.

[0189] The algorithm rules of "intelligent planning" are explained in detail below.

[0190] It should be noted that the algorithm rules are calculated based on the purpose of "the largest area that team members can cover with their guns".

[0191] First, draw a circle with each teammate's current position in the virtual scene as the center and 400 meters as the radius to draw the area that the team members can cover with their guns in an ideal situation. Fig.12As shown, when there are 4 team members, circle 1201 is the area covered by teammate 1 under ideal circumstances, circle 1202 is the area covered by teammate 2 under ideal circumstances, circle 1203 is the area covered by teammate 3 under ideal circumstances, and circle 1204 is the area covered by teammate 4 under ideal circumstances.

[0192] Then, calculate the area that each teammate can cover at each 60° position. The following is an explanation of the two situations: when there is no obstruction and when there is an obstruction:

[0193] Situation 1: There is no obstruction for teammates in a certain direction.

[0194] like Fig.13A As shown, the virtual object has no obstructions in a certain direction, and the area that can be covered by the gun mount is an equilateral triangle (that is, the shape of the interaction range is an equilateral triangle). According to the area calculation formula of an isosceles triangle, the area that teammates can cover when mounting their guns in the 60° direction is the area of ​​an equilateral triangle, that is, 600 (base length) * 400 (height) / 2 = 1,200,000 square meters.

[0195] Case 2: There is an obstruction in a certain direction for the teammate.

[0196] In this case, the area that teammates can cover when setting up their guns at 60° = the area of ​​the equilateral triangle - the coverage area of ​​the shield - the area blocked by the shield.

[0197] like Fig. 13B As shown in FIG. 1 , if there is an obstruction 1301 in a certain direction of the virtual object, the part 1302 blocked by the obstruction cannot be covered, that is, the field of vision cannot reach it when the gun is set. Fig. 13C As shown, when calculating the area that a teammate can cover when mounting a gun at 60°, the coverage area 1303 of the obstruction and the area 1304 blocked by the obstruction need to be excluded.

[0198] Next, determine the gun mount range with the largest coverage area for each teammate, and take the gun mount range with the largest coverage area as the optimal solution for that teammate. And determine the gun mount range with the second largest coverage area for each teammate, and take the gun mount range with the second largest coverage area as the suboptimal solution for that teammate.

[0199] Finally, determine whether the optimal solutions between teammates overlap. If the optimal solutions between teammates overlap, determine the maximum value among the suboptimal solutions of the overlapping teammates, and update the gun mounting range corresponding to the maximum value to the suboptimal solution, thereby determining the gun mounting recommendations for all teammates. At this time, the gun mounting area between teams reaches the maximum value.

[0200] In summary, the interactive processing method of the virtual scene provided by the embodiment of the present application, when the "gun display" function is turned on, the current gun range of teammates will be displayed on the big map, and the range that teammates can reach will also be displayed on the virtual scene, so that it can be clearly seen which places are not reached and which places are over-reached; secondly, after the teammates shoot, the gun line trajectory will be displayed and synchronized to all teammates, so that they can clearly know where the shooting destination is, and it will automatically mark after hitting the enemy; then if the player has the desire to command, he can also plan the gun, and after the plan is determined, the planned teammates can see the corresponding prompts on the big map and the scene; finally, after adopting "intelligent planning", the system will determine the current optimal gun range of each teammate according to the algorithm rules. In this way, all the needs of the player for the whole set of processes before and after setting the gun in the game are met, so that the player can set the gun more conveniently, quickly and intelligently during the game, which increases the competitiveness of the game, reduces the threshold for players to set the gun, and promotes team communication in the game. Moreover, the entire system only requires players to click and drag two existing interactive gestures to complete all operations. There is also a function such as intelligent planning that can complete all operations in one step. It does not require any other complex interactive operations and understanding, thereby reducing the player's learning cost, increasing user experience, and facilitating players to better experience core combat.

[0201] So far, the interactive processing method of the virtual scene provided by the embodiment of the present application has been described in combination with the exemplary application and implementation of the electronic device provided by the embodiment of the present application. The following will continue to describe the interactive processing device 555 for the virtual scene provided by the embodiment of the present application and the various modules in the interactive processing 655 of the virtual scene to cooperate to implement the interactive processing scheme of the virtual scene.

[0202] The first display module 5551 is used to display a virtual scene in a human-computer interaction interface, wherein the virtual scene includes multiple virtual objects; the second display module 5552 is used to display the map in the virtual scene in response to a display trigger operation for the map of the virtual scene; the first interaction module 5553 is used to display the interaction range of the target virtual object in the map in response to satisfying the interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range that the virtual weapon held by the target virtual object can attack.

[0203] In some embodiments, the interaction condition includes one of the following: receiving a display trigger operation for the interaction range; the number of virtual objects in the virtual scene holding the virtual weapon to attack reaches a first quantity threshold; a virtual object in the same camp as a first virtual object is attacked, and the first virtual object is a virtual object controlled in the human-computer interaction interface; the number of times the account that controls the first virtual object executes the display trigger operation reaches a first number threshold; receiving a prediction instruction returned by a neural network model to display the interaction range.

[0204] In some embodiments, the prediction instruction is obtained by performing the following processing by the neural network model: based on the account characteristics of the account that manipulates the first virtual object and the scene data of the virtual scene, calling the neural network model to perform prediction processing to obtain a prediction instruction that displays the interaction range; wherein the neural network model is obtained by training through account feature samples of account samples, scene data samples and prediction instruction annotations.

[0205] In some embodiments, the first interaction module 5553 is also used to display an interaction range trigger control in the virtual scene, and determine the trigger operation for the interaction range trigger control as the display trigger operation; or, display the first prompt information for the interaction range in the virtual scene, and determine the confirmation operation for the first prompt information as the display trigger operation.

[0206] In some embodiments, the interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range, wherein the attack angle range is an angle range within which the virtual weapon held by the target virtual object can attack.

[0207] In some embodiments, the target virtual object is a virtual object in the same camp as the first virtual object, and the first virtual object is the virtual object controlled in the human-computer interaction interface; the first interaction module 5553 is also used to display the identifier of the target virtual object in the map, and to display the interaction range corresponding to different identifiers through different first display parameters, wherein the first display parameter includes at least one of the following: color, size, shape, and special effects.

[0208] In some embodiments, the target virtual object includes an ally virtual object and an antagonistic virtual object, the ally virtual object is a virtual object in the same camp as the first virtual object, the antagonistic virtual object is a virtual object in the antagonistic camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; the first interaction module 5553 is also used to display the interaction range of the antagonistic virtual object in the map through a second display parameter, wherein the second display parameter is different from the display parameter adopted for the interaction range of the ally virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.

[0209] In some embodiments, before displaying the interaction range of the target virtual object in the map, the first interaction module 5553 is also used to display multiple candidate types of virtual objects whose interaction range needs to be displayed in the virtual scene; in response to a selection operation on the candidate type, the selected virtual object of the candidate type is used as the target virtual object.

[0210] In some embodiments, after the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is also used to display the attack trajectory of the virtual weapon held by any of the target virtual objects within the interaction range of any of the virtual objects in response to any of the virtual objects holding the virtual weapon completing an attack; and display the mark of the target in the map in response to the virtual weapon held by any of the virtual objects hitting the target.

[0211] In some embodiments, after the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is also used to respond to a planning operation for any of the interaction ranges, and update the display of any of the interaction ranges based on the planning operation, wherein any of the interaction ranges is the interaction range of any of the virtual objects in the target virtual object.

[0212] In some embodiments, the first interaction module 5553 is also used to display an interaction planning control in the virtual scene; in response to a trigger operation on the interaction planning control, display second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; in response to a move operation on any of the interaction ranges in the plannable state, control any of the interaction ranges to move.

[0213] In some embodiments, in response to a planned operation for any of the interaction ranges, after updating and displaying any of the interaction ranges based on the planned operation, the first interaction module 5553 is also used to respond to a confirmation operation for the planned operation, and send a third prompt information of the planned operation to a human-computer interaction interface for controlling any of the virtual objects, wherein the third prompt information is used to instruct the control of any of the virtual objects to move in the virtual scene, so that any of the interaction ranges is updated to the interaction range corresponding to the planned operation.

[0214] In some embodiments, the first interaction module 5553 is also used to display a fourth prompt information in the map in response to completing the planning operation, wherein the fourth prompt information is used to indicate confirmation of the planning operation; in response to the confirmation operation on the fourth prompt information, the third prompt information of the planning operation is sent to the human-computer interaction interface for controlling any of the virtual objects.

[0215] In some embodiments, when the interaction range of the target virtual object is displayed in the map, the first interaction module 5553 is also used to display an intelligent planning control in the virtual scene; after the interaction range of the target virtual object is displayed in the map, the method further includes: in response to a trigger operation on the intelligent planning control, sending fifth prompt information of the target interaction range of the candidate virtual object to a human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, the area covered by the target interaction range of the candidate virtual object is larger than the area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to indicate that the candidate virtual object is manipulated to move in the virtual scene so that the interaction range of the candidate virtual object is updated to the target interaction range.

[0216] In some embodiments, the first interaction module 5553 is also used to display a smart planning control in a triggerable state in the virtual scene in response to the target virtual object in the map not being planned; and to display a smart planning control in an untriggerable state in the virtual scene in response to the target virtual object in the map being planned, wherein the display parameters of the smart planning control in the triggerable state are different from the display parameters of the smart planning control in the untriggerable state.

[0217] In some embodiments, when the intelligent planning control is in an untriggerable state, the first interaction module 5553 is also used to display a sixth prompt information in the virtual scene in response to a trigger operation on the intelligent planning control, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.

[0218] In some embodiments, when there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface that controls the candidate virtual object, the first interaction module 5553 is also used to determine the first interaction range and the second interaction range of each candidate virtual object, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; in response to overlap between the first interaction ranges of any two candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two candidate virtual objects, and the second candidate virtual object is another candidate virtual object among any two candidate virtual objects except the first candidate virtual object; in response to no overlap between the first interaction ranges of any two candidate virtual objects, the first interaction ranges of any two candidate virtual objects are used as the target interaction ranges of any two candidate virtual objects.

[0219] The third display module 6551 is used to display a virtual scene in the human-computer interaction interface, wherein the virtual scene includes multiple virtual objects; the second interaction module 6552 is used to display the interaction range of the target virtual object in the virtual scene in response to satisfying the interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range that the virtual weapon held by the target virtual object can attack.

[0220] 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 electronic device reads the computer program or the computer executable instruction from the computer-readable storage medium, and the processor executes the computer program or the computer executable instruction, so that the electronic device executes the interactive processing method of the virtual scene described in the embodiment of the present application.

[0221] The present application embodiment provides a computer-readable storage medium storing computer executable instructions, wherein the computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs 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 4A The interactive processing method of the virtual scene is shown.

[0222] 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.

[0223] In some embodiments, computer 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.

[0224] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).

[0225] As an example, computer 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.

[0226] It is understandable that in the embodiments of the present application, related data such as user information is involved. When the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0227] 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 in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to a display triggering operation for the map of the virtual scene, displaying the map in the virtual scene; In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the map, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.

2. The method according to claim 1, characterized in that The interaction condition includes one of the following: Receiving a display triggering operation for the interaction range; The number of virtual objects in the virtual scene holding the virtual weapon to attack reaches a first number threshold; A virtual object in the same camp as a first virtual object is attacked, wherein the first virtual object is a virtual object controlled in the human-computer interaction interface; The number of times the account controlling the first virtual object performs the display triggering operation reaches a first number threshold; Receive a prediction instruction returned by the neural network model that displays the interaction scope.

3. The method according to claim 2, characterized in that The predicted instruction is obtained by executing the following processing by the neural network model: Based on the account characteristics of the account that controls the first virtual object and the scene data of the virtual scene, calling the neural network model to perform prediction processing to obtain a prediction instruction that displays the interaction range; The neural network model is obtained by training through account feature samples, scene data samples and prediction instruction annotations of account samples.

4. The method according to claim 2, characterized in that: The method further comprises: Displaying an interactive range trigger control in the virtual scene, and determining a trigger operation for the interactive range trigger control as the display trigger operation; or, First prompt information for the interactive range is displayed in the virtual scene, and a confirmation operation for the first prompt information is determined as the display triggering operation.

5. The method according to claim 1, characterized in that The interaction range includes an attack angle range with the current orientation of the target virtual object as the center line and an attack distance within the attack angle range. The attack angle range is an angle range within which the virtual weapon held by the target virtual object can attack.

6. The method according to claim 5, characterized in that The target virtual object is a virtual object in the same camp as the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; The displaying the interactive range of the target virtual object in the map includes: In the map, the identifier of the target virtual object is displayed, and the interaction ranges corresponding to different identifiers are displayed through different first display parameters, wherein the first display parameters include at least one of the following: color, size, shape, and special effects.

7. The method according to claim 5, characterized in that The target virtual object includes an ally virtual object and an antagonistic virtual object, wherein the ally virtual object is a virtual object in the same camp as the first virtual object, and the antagonistic virtual object is a virtual object in the antagonistic camp of the first virtual object, and the first virtual object is a virtual object controlled in the human-computer interaction interface; The displaying the interactive range of the target virtual object in the map includes: In the map, the interaction range of the opposing virtual object is displayed by a second display parameter, wherein the second display parameter is different from the display parameter used for the interaction range of the allied virtual object, and the second display parameter includes at least one of the following: color, size, shape, and special effects.

8. The method according to claim 5, characterized in that Before displaying the interactive range of the target virtual object in the map, the method further includes: Displaying multiple candidate types of virtual objects whose interaction ranges need to be displayed in the virtual scene; In response to a selection operation on the candidate type, a virtual object of the selected candidate type is used as the target virtual object.

9. The method according to any one of claims 1 to 8, characterized in that: After displaying the interactive range of the target virtual object in the map, the method further includes: In response to any of the target virtual objects holding the virtual weapon completing an attack, displaying an attack trajectory of the virtual weapon held by any of the virtual objects in an interactive range of any of the virtual objects; In response to the virtual weapon held by any of the virtual objects hitting a target, a mark of the target is displayed in the map.

10. The method according to any one of claims 1 to 8, characterized in that: After displaying the interactive range of the target virtual object in the map, the method further includes: In response to a planning operation for any of the interaction ranges, any of the interaction ranges are updated and displayed based on the planning operation, wherein any of the interaction ranges is an interaction range of any of the virtual objects in the target virtual objects.

11. The method according to claim 10, characterized in that In response to the planning operation for any of the interaction ranges, updating and displaying any of the interaction ranges based on the planning operation includes: displaying interactive planning controls in the virtual scene; In response to a trigger operation on the interaction planning control, displaying second prompt information of the interaction range of the target virtual object, wherein the second prompt information is used to indicate that the interaction range is in a plannable state; In response to a movement operation on any of the interaction ranges in the programmable state, any of the interaction ranges is controlled to move.

12. The method according to claim 10, characterized in that After responding to the planning operation for any of the interaction ranges and updating and displaying any of the interaction ranges based on the planning operation, the method further includes: In response to a confirmation operation for the planned operation, a third prompt information of the planned operation is sent to a human-computer interaction interface for controlling any of the virtual objects, wherein the third prompt information is used to instruct the control of any of the virtual objects to move in the virtual scene, so that any of the interaction ranges is updated to the interaction range corresponding to the planned operation.

13. The method according to claim 12, characterized in that In response to the confirmation operation for the planned operation, sending the third prompt information of the planned operation to the human-computer interaction interface for manipulating any of the virtual objects includes: In response to completing the planning operation, displaying fourth prompt information in the map, wherein the fourth prompt information is used to indicate confirmation of the planning operation; In response to a confirmation operation on the fourth prompt information, the third prompt information of the planned operation is sent to a human-computer interaction interface for manipulating any of the virtual objects.

14. The method according to any one of claims 1 to 13, characterized in that: When the interactive range of the target virtual object is displayed in the map, the method further includes: Displaying intelligent planning controls in the virtual scene; After displaying the interactive range of the target virtual object in the map, the method further includes: In response to a trigger operation on the intelligent planning control, fifth prompt information of a target interaction range of a candidate virtual object is sent to a human-computer interaction interface for manipulating the candidate virtual object, wherein the candidate virtual object is at least one virtual object among the target virtual objects, the target interaction range is a new interaction range of the candidate virtual object automatically determined, an area covered by the target interaction range of the candidate virtual object is larger than an area covered by the interaction range of the candidate virtual object, and the fifth prompt information is used to instruct manipulation of the candidate virtual object to move in the virtual scene so that the interaction range of the candidate virtual object is updated to the target interaction range.

15. The method according to claim 14, characterized in that The displaying of the intelligent planning control in the virtual scene comprises: In response to the target virtual object in the map not being planned, displaying a smart planning control in a triggerable state in the virtual scene; In response to the target virtual object in the map being planned, a smart planning control in an untriggerable state is displayed in the virtual scene, wherein display parameters of the smart planning control in a triggerable state are different from display parameters of the smart planning control in an untriggerable state.

16. The method according to claim 14, characterized in that When the intelligent planning control is in an untriggerable state, the method further includes: In response to a triggering operation on the intelligent planning control, sixth prompt information is displayed in the virtual scene, wherein the sixth prompt information is used to indicate that the target virtual object in the map is being planned.

17. The method according to claim 14, characterized in that When there are multiple candidate virtual objects, before sending the fifth prompt information of the target interaction range of the candidate virtual object to the human-computer interaction interface for manipulating the candidate virtual object, the method further includes: Determine a first interaction range and a second interaction range of each candidate virtual object, wherein the first interaction range is the interaction range with the largest coverage area, and the second interaction range is the interaction range with the second largest coverage area; In response to an overlap between the first interaction ranges of any two of the candidate virtual objects, the second interaction range of the first candidate virtual object is used as the target interaction range of the first candidate virtual object, and the first interaction range of the second candidate virtual object is used as the target interaction range of the second candidate virtual object, wherein the first candidate virtual object is the candidate virtual object with the largest second interaction range among any two of the candidate virtual objects, and the second candidate virtual object is the other candidate virtual object among any two of the candidate virtual objects except the first candidate virtual object; In response to the fact that there is no overlap between the first interaction ranges of any two of the candidate virtual objects, the first interaction ranges of any two of the candidate virtual objects are used as target interaction ranges of any two of the candidate virtual objects.

18. The method according to claim 14, characterized in that The candidate virtual object is at least one of the following: a virtual object selected from the target virtual objects through a selection operation; a virtual object in the target object used to assist in attacking; a virtual object for which the number of planned operations exceeds a second numerical threshold.

19. A method for interactive processing of a virtual scene, characterized in that: The method comprises: Displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; In response to satisfying the interaction condition, an interaction range of a target virtual object is displayed in the virtual scene, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is a range within which a virtual weapon held by the target virtual object can attack.

20. An interactive processing device for a virtual scene, characterized in that: The device comprises: A first display module, used for displaying a virtual scene in a human-computer interaction interface, wherein the virtual scene includes a plurality of virtual objects; A second display module, configured to display the map in the virtual scene in response to a display triggering operation for the map of the virtual scene; The first interaction module is used to display the interaction range of the target virtual object in the map in response to satisfying the interaction condition, wherein the target virtual object is at least part of the multiple virtual objects, and the interaction range is the range within which the virtual weapon held by the target virtual object can attack.

21. An electronic device, characterized in that: The electronic device comprises: Memory for storing computer programs or computer executable instructions; A processor, used to implement the interactive processing method of the virtual scene described in any one of claims 1 to 19 when executing the computer program or computer executable instructions stored in the memory.

22. A computer-readable storage medium, characterized in that: A computer program or a computer executable instruction is stored, and when the computer program or the computer executable instruction is executed by a processor, the interactive processing method of the virtual scene described in any one of claims 1 to 19 is implemented.

23. 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 19 is implemented.