An information processing method and device in a game, electronic equipment and storage medium
By generating visual elements based on the severity of player errors, the problem of low human-computer interaction efficiency in multiplayer online cooperative games is solved, improving the team cooperation atmosphere and player enthusiasm.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2025-03-26
- Publication Date
- 2026-05-26
Smart Images

Figure CN120001039B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to an information processing method, apparatus, electronic device, and storage medium for games. Background Technology
[0002] With the increasing popularity of multiplayer online cooperative games, player interaction and collaboration have become key factors in enhancing the gaming experience. In games, a player's actions not only affect their own development but also profoundly impact the performance of the entire team. Especially in tasks requiring high levels of coordination and cooperation, a mistake by any single player can lead to the failure of the entire team. This can result in dissatisfaction among players, reduced player motivation, and even a negative impact on the positive cooperative atmosphere among team members.
[0003] In existing technologies, the mechanisms of multiplayer online cooperative games primarily focus on rewarding successful actions, while paying less attention to feedback and handling in failure scenarios. Traditional methods mostly address player mistakes through punishment or negative feedback, which often exacerbates the player's error rate and reduces the efficiency of human-computer interaction. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide an information processing method, device, electronic device and storage medium in games to solve the problem of low efficiency in human-computer interaction.
[0005] In a first aspect, embodiments of this application provide an information processing method for a game, which provides a first graphical user interface through a first terminal device. The first graphical user interface displays at least a portion of the game scene, and the game scene includes a first controlled virtual object controlled by the first terminal device. The method includes:
[0006] In response to the current game behavior of the first controlled virtual object satisfying the error behavior judgment criteria, an error behavior rating is determined to reflect the severity of the error.
[0007] Based on the error behavior rating, generate target visual elements corresponding to the first controlled virtual object;
[0008] Provide the target visual elements on the first graphical user interface.
[0009] Secondly, embodiments of this application also provide an information processing device for a game, which provides a first graphical user interface through a first terminal device. The first graphical user interface displays at least a portion of the game scene, and the game scene includes a first controlled virtual object controlled by the first terminal device. The device includes:
[0010] The rating determination module is used to determine a fault behavior rating that reflects the severity of the fault in response to the current game behavior of the first controlled virtual object meeting the fault behavior judgment conditions.
[0011] The visual element determination module is used to generate target visual elements corresponding to the first controlled virtual object based on the error behavior rating.
[0012] The visual element display module is used to provide target visual elements on the first graphical user interface.
[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform steps of the information processing method in the game described above.
[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the information processing method in the game described above.
[0015] The embodiments of this application bring the following beneficial effects:
[0016] This application provides an information processing method, apparatus, electronic device, and storage medium for games. In response to a first controlled virtual object's current game behavior meeting a fault behavior determination condition, a fault behavior rating is determined to reflect the severity of the fault in the current game behavior. Based on the fault behavior rating, a target visual element corresponding to the first controlled virtual object is determined. The target visual element is provided on a first graphical user interface. This allows for the determination of the target visual element based on the fault behavior rating when the current game behavior is a fault behavior. In addition to providing normal feedback on the current game behavior, the target visual element is displayed as a fault reward on the first graphical user interface, avoiding further aggravation of the player's fault rate due to punishment or negative feedback. Compared with existing information processing methods in games, this solves the problem of low human-computer interaction efficiency.
[0017] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 A flowchart of the information processing method in a game provided in an embodiment of this application is shown;
[0020] Figure 2 A flowchart of the error behavior rating determination method provided in an embodiment of this application is shown;
[0021] Figure 3 A flowchart of a voting interaction method for a first controlled virtual object provided in an embodiment of this application is shown;
[0022] Figure 4 A schematic diagram of the structure of the information processing device in the game provided in the embodiment of this application is shown;
[0023] Figure 5 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation
[0024] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0025] It is worth noting that prior to this application, with the increasing popularity of multiplayer online cooperative games, player interaction and collaboration have become key factors in enhancing the gaming experience, such as in multiplayer online battle arena (MOBA) games or survival games. In these games, a player's actions not only affect their own development but also profoundly influence the performance of the entire team. Especially in tasks requiring high levels of coordination and cooperation, any mistake by a single player can lead to the failure of the entire team.
[0026] For example: a player accidentally triggers a trap during team battle, causing massive damage to all team members and ultimately leading to the team's defeat. Or, a player dies multiple times due to operational errors, thus affecting the entire team's performance.
[0027] This situation may lead to dissatisfaction among players, reduce their enthusiasm, and even affect the positive cooperative atmosphere among team members. In current technology, the mechanisms of multiplayer online cooperative games primarily focus on rewarding successful actions, while paying less attention to feedback and handling of failures. Traditional methods mostly address player mistakes through punishment or negative feedback, which often exacerbates the error rate and reduces the efficiency of human-computer interaction.
[0028] The following explains the terms used in the embodiments of this application.
[0029] Graphical User Interface:
[0030] It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal in order to select commands, launch programs, or perform other tasks.
[0031] Game scene:
[0032] A game scene is a virtual environment displayed (or provided) by an application while it is running on a terminal device or server; that is, the scene used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual objects during gameplay. These virtual objects can perform actions such as movement and skill release in the virtual scene based on the user's (i.e., the player's) commands to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scene where the user controls the complete game logic of the virtual objects. Optionally, a game scene can also be used for virtual environment battles between at least two virtual objects, and the game scene has virtual resources available for use by at least two virtual objects. For example, a game scene can include any one or more of the following elements: game background elements, game virtual character elements, game item elements, etc.
[0033] In an optional implementation, the information processing method in a game according to one embodiment of this disclosure can run on a local terminal device or a server. When the information processing method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game loading method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0036] In one possible implementation, this invention provides an information processing method for games, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0037] Based on this, embodiments of this application provide an information processing method in games to improve human-computer interaction efficiency.
[0038] Please see Figure 1 , Figure 1 This is a flowchart illustrating an information processing method in a game, as provided in an embodiment of this application. Figure 1As shown in the embodiments of this application, the information processing method in the game includes:
[0039] Step S101: In response to the current game behavior of the first controlled virtual object satisfying the error behavior judgment condition, determine the error behavior rating used to reflect the severity of the error.
[0040] Step S102: Based on the error behavior rating, generate target visual elements corresponding to the first controlled virtual object;
[0041] Step S103: Provide the target visual elements on the first graphical user interface.
[0042] The information processing method in the game provided in this application can determine the target visual element based on the rating of the mistake behavior when the current game behavior is a mistake behavior. On the basis of providing normal behavioral feedback for the current game behavior, the target visual element is displayed as a mistake reward on the first graphical user interface, which avoids further aggravating the player's mistake rate due to punishment or negative feedback, and solves the problem of low efficiency of human-computer interaction.
[0043] To facilitate understanding of this embodiment, the following description uses the application of a game information processing method to a terminal device as an example to illustrate the exemplary steps provided in this application embodiment. A first graphical user interface is provided through a first terminal device, which displays at least a portion of the game scene. The game scene includes a first controlled virtual object controlled by the first terminal device.
[0044] In step S101, in response to the current game behavior of the first controlled virtual object satisfying the error behavior determination condition, an error behavior rating is determined to reflect the severity of the error.
[0045] In this step, the first controlled virtual object is a virtual object controlled by the user through the first terminal device. As an example, the first controlled virtual object can be a controlled virtual character.
[0046] In a multiplayer online cooperative game, a first controlled virtual object teams up with multiple second controlled virtual objects to participate in a game. Victory can be achieved either by the first controlled virtual object's team defeating the opposing team, or by the first controlled virtual object's team completing a designated in-game task. In this scenario, the first controlled virtual object and the multiple second controlled virtual objects are all in the same game environment, and the multiple second controlled virtual objects are the first controlled virtual object's teammates. Each second controlled virtual object is controlled through a second terminal device, which provides a second graphical user interface.
[0047] In one example, each time the first controlled virtual object performs a game action, it provides corresponding behavioral feedback on the first graphical user interface. That is, in response to the current game action of the first controlled virtual object, the graphical user interface provides behavioral feedback corresponding to the current game action, so as to determine whether to provide the target visual element based on providing behavioral feedback.
[0048] For example, if the current game action is to attack an enemy target and the attack hits, the enemy target's hit animation will play in the first graphical user interface, along with the specific damage dealt. Conversely, if the attack misses, the text "Missed" will be displayed above the enemy target's model in the first graphical user interface. The above content constitutes behavioral feedback corresponding to the current game action. At this point, it is not determined whether the current game action is an erroneous action. Furthermore, providing behavioral feedback corresponding to the current game action in the first graphical user interface is existing technology. This behavioral feedback differs from the target visual elements in this application, which are additional content provided besides the behavioral feedback.
[0049] In this embodiment, to determine whether to provide target visual elements, the first terminal device or game server needs to collect game behavior data of the first controlled virtual object in the current game in real time. The collected game behavior data includes, but is not limited to, operational behavior data, combat performance data, and environmental interaction data. Operational behavior data refers to data related to controlling the first controlled virtual object to release virtual skills, use virtual items, and move its position. Operational behavior data includes virtual skill identifiers, virtual skill parameters, whether the skill hit, skill release time, and the virtual object's position coordinates. Combat performance data refers to data related to the first controlled virtual object's performance in combat. Combat performance data includes damage caused by skills, number of deaths, and task completion progress. Environmental interaction data refers to data representing the interaction between the first controlled virtual object and the game environment. Environmental interaction data includes triggering mechanisms and falling from platforms. Simultaneously, the collected game behavior data is uploaded to the game server. The game server uses the WebSocket protocol to achieve low-latency data transmission to ensure real-time performance.
[0050] The current game behavior of the first controlled virtual object is detected to determine whether it meets the criteria for determining an erroneous behavior. If the current game behavior is a preset erroneous behavior, it is determined that the current game behavior meets the criteria for determining an erroneous behavior; if the current game behavior is not a preset erroneous behavior, it is determined that the current game behavior does not meet the criteria for determining an erroneous behavior.
[0051] The preset error behaviors include, but are not limited to: accidentally triggering mechanisms, misusing skills, and incorrect paths. Accidentally triggering mechanisms can refer to the current game behavior causing negative status effects on oneself or teammates due to the triggered mechanism, such as triggering a freezing trap, causing the entire team to be slowed down. Misusing skills can refer to the current game behavior causing negative effects on oneself or teammates due to the release of virtual skills, such as causing teammates to be injured or missing enemy targets. Incorrect paths can refer to the current game behavior causing negative effects on oneself or teammates due to positional movement, such as causing oneself or teammates to deviate from the mission point or fall off a platform. If the current game behavior meets the error behavior judgment conditions, then the current game behavior that meets the error behavior judgment conditions will be determined as the current error behavior; if the current game behavior does not meet the error behavior judgment conditions, then the current game behavior is not an error behavior, and the target visual element will not be provided in the first graphical user interface.
[0052] The following reference Figure 2 This section will introduce the process for determining the rating of misbehavior.
[0053] Figure 2 A flowchart of the error behavior rating determination method provided in the embodiments of this application is shown, such as... Figure 2 As shown, the method for determining the rating of misconduct includes:
[0054] Step S1011: Evaluate the scope of impact of the current erroneous behavior to obtain the first erroneous evaluation index.
[0055] The scope of influence can refer to the range of virtual objects affected by the current mistake. The scope of influence includes affecting only oneself, affecting teammates, and affecting both oneself and teammates.
[0056] When determining the first error evaluation index, if the impact of the current error includes second controlled virtual objects in the same team as the first controlled virtual object (i.e., the virtual objects affected by the current error include teammates), then the first error evaluation index is determined based on the number of second controlled virtual objects affected and the degree of impact of the current error on the team. The degree of impact on the team refers to its influence on whether the team can achieve victory in the entire game; the degree of impact of different error behaviors on the team is predefined.
[0057] Here, the number of affected second controlled virtual objects and their impact on the team are positively correlated with the first error evaluation index. A larger number of affected second controlled virtual objects indicates a wider impact range and a more severe error, resulting in a higher value for the first error evaluation index. Conversely, a smaller number of affected second controlled virtual objects indicates a smaller impact range and a less severe error, resulting in a lower value for the first error evaluation index. Similarly, a greater impact on the team indicates a more severe error, resulting in a higher value for the first error evaluation index; conversely, a lesser impact indicates a less severe error, resulting in a lower value for the first error evaluation index.
[0058] For example, the specific value of the first error evaluation index can be determined based on the mapping relationship between the number of affected second virtual objects, the degree of impact on the team, and the value of the first error evaluation index. The degree of impact can be determined by the consequences of the current error. For instance, the impact of a current error that only injures a teammate but does not kill them is less than the impact of a current error that kills a teammate; the impact of a current error that kills a teammate but does not lead to team failure is less than the impact of a current error that kills a teammate and leads to team failure. The consequences of the current error are recorded in the collected game behavior data and transmitted to the game server. Furthermore, if the current error has multiple layers of impact on the team, the degree of impact is determined based on the final result. For example, if the current error injures a teammate, leading to their death, and directly causing team failure, then team failure is selected as the final result, and the degree of impact on the team is determined based on the final result.
[0059] If the affected virtual object is the first controlled virtual object (meaning the virtual object affected by the current erroneous action is oneself, excluding teammates), then the first erroneous evaluation index is determined based on the degree of impact of the current erroneous action on oneself. A greater degree of impact indicates a more serious error, and therefore a higher value for the first erroneous evaluation index; conversely, a smaller degree of impact indicates a less serious error, and therefore a lower value for the first erroneous evaluation index. The degree of impact on oneself can also be determined based on the consequences of the current erroneous action. For example, the impact of accidentally triggering a mechanism causing self-harm is less than the impact of accidentally triggering a mechanism causing self-death, and the impact of accidentally triggering a mechanism causing self-harm is greater than the impact of missing an enemy target.
[0060] Specifically, a mapping relationship between different results caused by the current mistake and the value of the mistake evaluation index can be preset in advance. Based on this mapping relationship, the specific value of the first mistake evaluation index can be determined. For example, the value of the first mistake evaluation index corresponding to self-injury caused by accidentally touching the mechanism can be set to 5, and the value of the first mistake evaluation index corresponding to self-death caused by accidentally touching the mechanism can be set to 10.
[0061] Then, the sum of the first error evaluation index value of the current mistake and the first error evaluation index values of the same mistake throughout the entire game is calculated, and this sum is determined as the first error evaluation index corresponding to the current game behavior. Here, "same mistake throughout the game" refers to a historical behavior identical to the current mistake. For example, if the current mistake is falling from a platform, then "same mistake throughout the game" refers to previous instances of falling from platforms. In this case, the first error evaluation index values corresponding to multiple instances of falling from platforms are accumulated.
[0062] It should be noted that the value of the first error evaluation index when the scope of influence includes teammates will be significantly greater than the value of the first error evaluation index when the scope of influence of the error is only oneself. For example, the ratio of the value of the first error evaluation index when the scope of influence of the error includes teammates to the value of the first error evaluation index when the scope of influence of the error is only oneself can be set to be greater than a set ratio threshold, so that when the scope of influence of the error is expanded to teammates, the target visual element will be more easily triggered or the triggered target visual element will be more prominent.
[0063] Step S1012: Evaluate the manipulation performance of the first controlled virtual object to obtain a second error evaluation index.
[0064] Control performance can refer to the performance of the first controlled virtual object in terms of operation and control. For example, control performance can be the performance in terms of skill release and displacement control.
[0065] Since the current game action has been identified as a mistake, the overall game control data of the first controlled virtual object up to this point needs to be updated promptly based on this mistake. For example, if the current mistake is releasing a virtual skill that misses the enemy target, then the skill hit rate data needs to be updated. The overall game control data is obtained by organizing and analyzing the collected game action data. This data characterizes the first controlled virtual object's performance in terms of control and includes, but is not limited to, the number of deaths, operation frequency, skill hit rate, and probability of accidentally triggering mechanisms.
[0066] Then, the updated game control data is compared with reference control data to obtain control deviation data. For example, the skill hit rate is compared with the reference skill hit rate, and the difference between the two is calculated. This difference is determined as the control deviation data corresponding to the skill hit rate. Similarly, the probability of accidentally triggering a mechanism is compared with the reference mechanism trigger probability, and the difference between the two is determined as the control deviation data corresponding to the probability of accidentally triggering a mechanism. The reference control data is a value calculated based on historical data from different players in the game.
[0067] Finally, the manipulation deviation data is input into the error detection model, which outputs the specific value of the second error evaluation index. When the manipulation deviation data is negative, the larger the manipulation deviation data, the worse the overall game performance, and the larger the value of the second error evaluation index; conversely, the smaller the manipulation deviation data, the better the overall game performance, and the smaller the value of the second error evaluation index. The error detection model is a pre-trained prediction model used to evaluate the manipulation performance of the first controlled virtual object in the entire game up to this point. As an example, the error detection model can be a random forest model or an XGBoost model.
[0068] Step S1013: Determine the error behavior rating based on the first error evaluation index and / or the second error evaluation index.
[0069] Here, the error behavior rating is used to evaluate the severity of the first controlled virtual object's error in the entire game up to the present, from the perspective of the scope of the error's impact and / or its own control performance. The higher the error behavior rating, the higher the severity of the error; the lower the error behavior rating, the lower the severity of the error. The values of the first error evaluation index and the second error evaluation index can be specific numerical values, such as a score range of 0 to 100. By using the specific values of the first error evaluation index and / or the second error evaluation index, the error behavior rating of the current error behavior can be determined.
[0070] In one example, since the evaluation of one's own performance is based solely on oneself, the impact of mistakes on teammates is weakened. Therefore, the first and second error evaluation indicators can be combined to incorporate the impact of the current mistake on the team into the evaluation system.
[0071] Specifically, the first and second error evaluation indicators can be compared to determine if the difference between them exceeds a set threshold. Then, based on the comparison result, the weights of each indicator are determined. For example, if the difference is greater than the threshold, it indicates the error will significantly impact team performance, and the first indicator should have a higher weight. Similarly, if the difference is less than or equal to the threshold, it indicates the error has not significantly impacted team performance, and the second indicator should have a higher weight. This adaptive selection of appropriate weights for the two error evaluation indicators improves the accuracy of error rating.
[0072] Finally, based on the sum of the weights of the first and second error evaluation indicators, the error behavior rating is determined. For example, if the first error evaluation indicator is 80 and the second error evaluation indicator is 50, and the difference between the two indicators is greater than 15, then a higher weight of 0.6 is assigned to the first error evaluation indicator, and a weight of 0.4 is assigned to the second error evaluation indicator. The final sum of weights is 80 × 0.6 + 50 × 0.4 = 68. Then, based on the numerical range of the sum of weights, the error behavior rating is determined. For example, a numerical range of 0–20 corresponds to the first error behavior rating, indicating no error; a numerical range of 21–40 corresponds to the second error behavior rating, indicating a low-level error; a numerical range of 41–60 corresponds to the third error behavior rating, indicating a medium-level error; a numerical range of 61–80 corresponds to the fourth error behavior rating, indicating a high-level error; and a numerical range greater than 81 corresponds to the fifth error behavior rating, indicating a major error. Therefore, when the sum of weights is 68, the error behavior rating is high-level error.
[0073] To facilitate differentiation, the error behavior ratings are divided into low-level error behavior ratings and high-level error behavior ratings according to their severity from low to high. Taking the example above, the first to third error behavior ratings can be classified as low-level error behavior ratings, and the fourth and fifth error behavior ratings can be classified as high-level error behavior ratings.
[0074] In one example, to promptly display prominent target visual elements when the impact of the current erroneous behavior is large, the error detection model can be trained to control the value of its output second error evaluation index within a preset range, such as 0 to 50. This ensures that when the impact of the current erroneous behavior is large, the difference between the first and second error evaluation indices is greater than a set threshold, thereby increasing the weight of the first error evaluation index and making it easier to determine the erroneous behavior rating as a high-level erroneous behavior rating.
[0075] In step S102, based on the error behavior rating, target visual elements corresponding to the first controlled virtual object are generated.
[0076] In this step, different error behavior ratings correspond to different target visual elements. The higher the error behavior rating, the more serious the error, and the more prominent the target visual element.
[0077] In this embodiment, the target visual element is determined based on the mapping relationship between the error behavior rating and the template. The template is used to determine how the visual element is displayed; for example, the template can present the visual element statically, dynamically, in terms of color, size, etc., and different visual effects can be achieved simply by changing the parameters in the template.
[0078] If the error behavior rating is low, it indicates that the scope and degree of impact are relatively small. In this case, the target visual element is determined to be in static form, and the target visual element in static form corresponding to the first controlled virtual object is generated according to the template corresponding to the error behavior rating. For example, if the error behavior rating is first, and the template is a text template, the identifier of the target virtual object can be added to the text template to generate the target visual element in text form.
[0079] If the error behavior rating is high-level, it indicates that the scope and degree of impact are both large. In this case, the target visual element is determined to be dynamic, and the target visual element in dynamic form corresponding to the first controlled virtual object is generated according to the template corresponding to the error behavior rating. For example, if the error behavior rating is the fifth level, the template is an animation template. In this case, the identifier of the target virtual object can be added to the animation template to generate the target visual element in animation form.
[0080] Here, the target virtual object added to the template under the same error behavior rating can be selected based on the scope of influence. For example, when the scope of influence includes the first controlled virtual object and all second controlled virtual objects and is displayed in animation form, then all controlled virtual objects within the team are selected and added to the animation template; when the scope of influence only includes the first controlled virtual object and is displayed in animation form, then the first controlled virtual object is selected and added to the animation template.
[0081] In addition, the template corresponding to each error behavior rating can be fixed or randomly selected. Those skilled in the art can select the template to use according to the actual situation, and this application does not limit it.
[0082] In step S103, the target visual element is provided on the first graphical user interface.
[0083] In this step, behavioral feedback corresponding to the current game behavior is provided on the first graphical user interface, and target visual elements are provided based on the behavioral feedback.
[0084] At this time, if the error behavior rating is a low error behavior rating, then a preset text for the first controlled virtual object is provided on the first graphical user interface, such as: The first controlled virtual object successfully slowed down the team's progress; if the error behavior rating is a high error behavior rating, then an animation of the first controlled virtual object and its teammates being knocked out of the game is played on the first graphical user interface.
[0085] In one example, when it is determined that a target visual element is to be provided, the target visual element needs to be displayed on the second graphical user interface corresponding to the target member in the team who is affected by the current erroneous behavior.
[0086] Therefore, the target visual element is not only provided on the first graphical user interface, but also on the second graphical user interface corresponding to the second controlled virtual object that is in the same group as the first controlled virtual object.
[0087] For example, while playing the animation of the first controlled virtual object and its teammates being knocked out on the first graphical user interface, the animation of the first controlled virtual object and its teammates being knocked out is also played on the second graphical user interface of each team member.
[0088] In one example, to increase interaction between players, when the first controlled virtual object meets the voting trigger condition, a vote can be used to force the first controlled virtual object to perform the corresponding behavior.
[0089] The following reference Figure 3 Let's take a detailed look at the voting process for the first controlled virtual object.
[0090] Figure 3 A flowchart of a voting interaction method for a first controlled virtual object provided in an embodiment of this application is shown, such as... Figure 3 As shown, the voting interaction method for the first controlled virtual object includes:
[0091] Step S1031: Determine whether the first controlled virtual object meets the voting triggering conditions.
[0092] The voting trigger condition is a preset trigger condition. For example, if the first controlled virtual object reaches the fifth error behavior rating three times during the entire game, the voting trigger condition is determined to be met. Or, if the first controlled virtual object has died three times, the voting trigger condition is determined to be met.
[0093] Step S1032: If the voting triggering condition is met, a voting window for the first controlled virtual object is provided in the second graphical user interface of each teammate.
[0094] The voting window displays several interactive options, including but not limited to: slowing down the first controlled virtual object, forcibly teleporting the first controlled virtual object to a designated area, and forgiving the first controlled virtual object. Each teammate can choose any interactive option in the voting window to determine the final voting result.
[0095] Step S1033: In response to the selection operation of the interactive option in the voting window, determine the voting result and apply the control mechanism corresponding to the voting result to the first controlled virtual object.
[0096] Since there are multiple second-controlled virtual objects, the number of times each interactive option is selected in all voting windows is counted, and the target interactive option with the most selections is determined as the voting result. Then, the control mechanism corresponding to the target interactive option is executed for the first-controlled virtual object.
[0097] For example, if the target interactive option is to forcibly transfer the first controlled virtual object to a designated area, then the voting results are published on the first graphical user interface and each second graphical user interface, and the first controlled virtual object is directly forcibly transferred to the designated area based on the voting results.
[0098] In one feasible embodiment of this application, the game control data up to the present time also includes error frequency. Error frequency is used to characterize the frequency of the first controlled virtual object's error behavior in the entire game up to the present time. Rewards corresponding to the current error behavior are issued to the first controlled virtual object according to this error frequency. Furthermore, error frequency and the reward issued for the current error behavior are negatively correlated; that is, the higher the error frequency, the lower the reward for the current error behavior; and the lower the error frequency, the higher the reward for the current error behavior. This achieves the effect of giving positive rewards for occasional errors and gradually reducing rewards for frequent errors. The reward corresponding to the current error behavior can be a fun cosmetic reward, including but not limited to: titles, emoticons, and skins. For example, titles could be "Best Dragging Player" or "King of Comedy"; emoticons could be regretful animated expressions when making a mistake; and skins could be humorous skins.
[0099] Based on the same inventive concept, this application also provides an information processing device in the game corresponding to the information processing method in the game. Since the principle of the device in this application is similar to the information processing method in the game described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0100] Please see Figure 4 , Figure 4 This is a schematic diagram of the structure of an information processing device for a game provided in an embodiment of this application. Figure 4 As shown, a first graphical user interface is provided through a first terminal device, and at least a portion of the game scene is displayed on the first graphical user interface. The information processing device 200 in the game includes:
[0101] The rating determination module 201 is used to determine a fault behavior rating that reflects the severity of the fault in response to the current game behavior of the first controlled virtual object meeting the fault behavior judgment conditions.
[0102] Visual element determination module 202 is used to generate target visual elements corresponding to the first controlled virtual object based on the error behavior rating.
[0103] The visual element display module 203 is used to provide target visual elements on the first graphical user interface.
[0104] In a feasible embodiment of this application, the rating determination module 201 includes a first evaluation index determination module, a second evaluation index determination module, and a final rating determination module. The first evaluation index determination module is used to: evaluate the impact range of the current erroneous behavior and obtain a first erroneous evaluation index, wherein the current erroneous behavior is a current game behavior that meets the erroneous behavior judgment conditions. The second evaluation index determination module is used to: evaluate the control performance of the first controlled virtual object and obtain a second erroneous evaluation index. The final rating determination module is used to: determine the erroneous behavior rating based on the first erroneous evaluation index and / or the second erroneous evaluation index.
[0105] In a feasible embodiment of this application, the first evaluation index determination module is specifically used to: if the scope of influence includes a second controlled virtual object that is in the same team as the first controlled virtual object, then determine the first error evaluation index based on the number of second controlled virtual objects affected and the degree of influence of the current error behavior on the team; if the scope of influence is only the first controlled virtual object, then determine the first error evaluation index based on the degree of influence of the current error behavior on itself.
[0106] In a feasible embodiment of this application, the second evaluation index determination module is specifically used to: update the overall game control data of the first controlled virtual object up to the present based on the current error behavior; compare the updated overall game control data with the reference control data to obtain control deviation data; and input the control deviation data into the error detection model to determine the second error evaluation index.
[0107] In a feasible embodiment of this application, the final rating determination module is specifically used to: compare the first error evaluation index with the second error evaluation index; determine the weights of the first error evaluation index and the second error evaluation index according to the comparison result; and determine the error behavior rating based on the sum of the weights of the first error evaluation index and the second error evaluation index.
[0108] In a feasible embodiment of this application, the error behavior rating includes a low-level error behavior rating and a high-level error behavior rating, with severity ranging from low to high. The visual element determination module 202 is specifically used to: generate a static target visual element if the error behavior rating is a low-level error behavior rating; and generate a dynamic target visual element if the error behavior rating is a high-level error behavior rating.
[0109] In a feasible embodiment of this application, the information processing device 200 in the game further includes a behavior feedback display module, which is used to: provide behavior feedback corresponding to the current game behavior on a first graphical user interface, so as to provide target visual elements based on providing behavior feedback.
[0110] In a feasible embodiment of this application, the error behavior rating includes a low-level error behavior rating and a high-level error behavior rating, with the severity ranging from low to high. The visual element display module 203 is specifically used to: if the error behavior rating is a low-level error behavior rating, provide preset text for the first controlled virtual object on the first graphical user interface; if the error behavior rating is a high-level error behavior rating, provide an animation of the first controlled virtual object and its teammates being knocked away on the first graphical user interface.
[0111] In a feasible embodiment of this application, the game scene includes a second controlled virtual object controlled by a second terminal device, and a second graphical user interface is provided by the second terminal device. The information processing device 200 in the game also includes a voting module, which includes a voting condition determination module, a voting window display module, and a voting result determination module. The voting condition determination module is used to: determine whether the first controlled virtual object meets the voting triggering conditions; the voting window display module is used to: if the voting triggering conditions are met, provide a voting window for the first controlled virtual object in the second graphical user interface; the voting result determination module is used to: in response to the selection operation of the interactive option in the voting window, determine the voting result, and apply the control mechanism corresponding to the voting result to the first controlled virtual object.
[0112] In a feasible embodiment of this application, the second controlled virtual object includes multiple objects, and the voting result determination module is specifically used to: count the number of times each interactive option is selected in all voting windows, and determine the target interactive option with the most selections as the voting result.
[0113] In a feasible embodiment of this application, the control mechanism corresponding to the voting result includes at least one of the following: moving the first controlled virtual object to a designated area, changing the combat attributes of the first controlled virtual object, and providing preset prompt information on the first graphical user interface.
[0114] In a feasible embodiment of this application, the game control data up to the present includes the error frequency, and the information processing device 200 in the game also includes a reward distribution module, which is used to: distribute a reward corresponding to the current error behavior to the first controlled virtual object according to the error frequency.
[0115] In one feasible embodiment of this application, the target visual element is also provided on a second graphical user interface corresponding to a target second controlled virtual object that is in the same group as the first controlled virtual object.
[0116] The information processing device in the game provided in this application embodiment can determine the target visual element based on the rating of the mistake behavior when the current game behavior is a mistake behavior. On the basis of providing normal behavioral feedback for the current game behavior, the target visual element is displayed as a mistake reward on the first graphical user interface, which avoids further aggravating the player's mistake rate due to punishment or negative feedback, and solves the problem of low efficiency of human-computer interaction.
[0117] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5 As shown, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.
[0118] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 and the memory 320 communicate via the bus 330. When the machine-readable instructions are executed by the processor 310, they can perform the operations described above. Figure 1 The steps of the information processing method in the game shown in the embodiment are specifically implemented as follows:
[0119] A first graphical user interface is provided through a first terminal device. The first graphical user interface displays at least a portion of the game scene. The game scene includes a first controlled virtual object controlled by the first terminal device. In response to the current game behavior of the first controlled virtual object satisfying the error behavior judgment condition, an error behavior rating is determined to reflect the severity of the error. Based on the error behavior rating, a target visual element corresponding to the first controlled virtual object is generated. The target visual element is provided on the first graphical user interface.
[0120] The electronic device provided in this application embodiment can determine the target visual element based on the rating of the mistake behavior when the current game behavior is a mistake behavior. On the basis of providing normal behavioral feedback for the current game behavior, the target visual element is displayed as a mistake reward on the first graphical user interface, which avoids further aggravating the player's mistake rate due to punishment or negative feedback, and solves the problem of low efficiency of human-computer interaction.
[0121] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the information processing method in the game shown in the embodiment are specifically implemented as follows:
[0122] A first graphical user interface is provided through a first terminal device. The first graphical user interface displays at least a portion of the game scene. The game scene includes a first controlled virtual object controlled by the first terminal device. In response to the current game behavior of the first controlled virtual object satisfying the error behavior judgment condition, an error behavior rating is determined to reflect the severity of the error. Based on the error behavior rating, a target visual element corresponding to the first controlled virtual object is generated. The target visual element is provided on the first graphical user interface.
[0123] The computer-readable storage medium provided in this application embodiment can determine the target visual element based on the rating of the mistake behavior when the current game behavior is a mistake behavior, and display the target visual element as a mistake reward on the first graphical user interface, so as to avoid further aggravating the player's mistake rate due to punishment or negative feedback, and solve the problem of low efficiency of human-computer interaction.
[0124] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0125] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0126] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0127] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0128] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0129] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. An information processing method in a game, characterized in that, The method includes providing a first graphical user interface (GUI) via a first terminal device, the GUI displaying at least a portion of a game scene, the game scene including a first controlled virtual object controlled by the first terminal device, and the method comprising: In response to the fact that the current game behavior of the first controlled virtual object meets the error behavior judgment condition, an error behavior rating is determined to reflect the severity of the error. The error behavior rating is determined based on a first error evaluation index and a second error evaluation index, or based on the second error evaluation index. Based on the error behavior rating, a target visual element corresponding to the first controlled virtual object is generated; The target visual element is provided on the first graphical user interface; The first error evaluation index is determined in the following manner: The impact range of the current erroneous behavior is evaluated to obtain the first erroneous evaluation index, wherein the current erroneous behavior is the current game behavior that meets the erroneous behavior judgment conditions; The second error evaluation index is determined in the following manner: Based on the current erroneous behavior, update the entire game control data of the first controlled virtual object up to the present; The updated game control data is compared with the reference control data to obtain control deviation data. The control deviation data is input into the error detection model to determine the second error evaluation index.
2. The method according to claim 1, characterized in that, The determination of the error behavior rating used to reflect the severity of the error includes: The manipulation performance of the first controlled virtual object is evaluated to obtain a second error evaluation index; The error behavior rating is determined based on the first error evaluation index and / or the second error evaluation index.
3. The method according to claim 2, characterized in that, The evaluation of the impact range of the current erroneous behavior to obtain the first erroneous evaluation index includes: If the scope of influence includes a second controlled virtual object that is in the same team as the first controlled virtual object, then the first error evaluation index is determined based on the number of second controlled virtual objects affected and the degree of influence of the current error behavior on the team. If the scope of the impact is limited to the first controlled virtual object, then the first error evaluation index is determined based on the degree of impact of the current erroneous behavior on itself.
4. The method according to claim 2, characterized in that, The step of determining the error behavior rating based on the first error evaluation index and / or the second error evaluation index includes: Compare the first error evaluation index with the second error evaluation index; The weights of the first error evaluation index and the second error evaluation index are determined based on the comparison results. The error behavior rating is determined based on the sum of the weights of the first error evaluation index and the second error evaluation index.
5. The method according to claim 1, characterized in that, The error behavior rating includes a low-level error behavior rating and a high-level error behavior rating, with severity ranging from low to high. The step of generating target visual elements corresponding to the first controlled virtual object based on the error behavior rating includes: If the error behavior rating is a low-level error behavior rating, then a static target visual element is generated. If the error behavior rating is a high-level error behavior rating, then a dynamic form of target visual elements is generated.
6. The method according to claim 1, characterized in that, Before determining the error behavior rating used to reflect the severity of the error, the following is also included: Provide behavioral feedback corresponding to the current game behavior on the first graphical user interface, so as to provide the target visual element based on providing the behavioral feedback.
7. The method according to claim 1, characterized in that, The error behavior rating includes a low-level error behavior rating and a high-level error behavior rating, ranging from low to high severity. Providing the target visual element on the first graphical user interface includes: If the error behavior rating is a low-level error behavior rating, then preset text for the first controlled virtual object is provided on the first graphical user interface; If the error behavior rating is a high-level error behavior rating, then an animation of the first controlled virtual object and its teammates being knocked away is provided on the first graphical user interface.
8. The method according to claim 1, characterized in that, The game scene includes a second controlled virtual object controlled via a second terminal device, and the second terminal device provides a second graphical user interface. The method further includes: Determine whether the first controlled virtual object meets the voting triggering conditions; If the voting triggering conditions are met, a voting window for the first controlled virtual object is provided in the second graphical user interface; In response to the selection operation of the interactive option in the voting window, the voting result is determined, and the control mechanism corresponding to the voting result is applied to the first controlled virtual object.
9. The method according to claim 8, characterized in that, The second controlled virtual object includes multiple objects, and the step of determining the voting result in response to a selection operation of an interactive option in the voting window includes: The number of times each interactive option is selected across all voting windows is counted, and the target interactive option with the most selections is determined as the voting result.
10. The method according to claim 8, characterized in that, The control mechanism corresponding to the voting result includes at least one of the following: moving the first controlled virtual object to a designated area, changing the combat attributes of the first controlled virtual object, and providing preset prompt information on the first graphical user interface.
11. The method according to claim 1, characterized in that, The game control data up to the present includes the error frequency, and the method further includes: Based on the error frequency, a reward corresponding to the current error behavior is issued to the first controlled virtual object.
12. The method according to claim 1, characterized in that, The target visual element is also provided on a second graphical user interface corresponding to a second controlled virtual object that is in the same group as the first controlled virtual object.
13. An information processing device for games, characterized in that, A first graphical user interface is provided through a first terminal device, the first graphical user interface displaying at least a portion of the game scene, the game scene including a first controlled virtual object controlled by the first terminal device, including: The rating determination module is used to determine a fault behavior rating that reflects the severity of the fault in response to the current game behavior of the first controlled virtual object meeting the fault behavior judgment conditions. The fault behavior rating is determined based on a first fault evaluation index and a second fault evaluation index, or based on the second fault evaluation index. A visual element determination module is used to generate target visual elements corresponding to the first controlled virtual object based on the error behavior rating. A visual element display module is used to provide the target visual element on the first graphical user interface; The first error evaluation index is determined in the following manner: The impact range of the current erroneous behavior is evaluated to obtain the first erroneous evaluation index, wherein the current erroneous behavior is the current game behavior that meets the erroneous behavior judgment conditions; The second error evaluation index is determined in the following manner: Based on the current erroneous behavior, update the entire game control data of the first controlled virtual object up to the present; The updated game control data is compared with the reference control data to obtain control deviation data. The control deviation data is input into the error detection model to determine the second error evaluation index.
14. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the information processing method in the game as claimed in any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the information processing method in the game as described in any one of claims 1 to 12.