Virtual scene display method and device, electronic equipment, computer readable storage medium and computer program product
By displaying the location and environmental status information of the acquisition point in the map of the virtual scene, the problem of difficulty for users to find the acquisition point is solved and the human-computer interaction efficiency is improved.
Patent Information
- Application Number
- CN202510440010.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-09
- Publication Date
- 2025-05-30
AI Technical Summary
In virtual scenarios, it is difficult for users to find the collection point, resulting in low human-computer interaction efficiency and a lot of waste of computing resources.
By displaying the map identifier of the collection point in the map, including its location and environmental status information, the map's ability to guide the collection point is improved.
It improves the efficiency of players finding collection points, reduces the waste of computing resources for human-computer interaction, and improves the overall interaction efficiency.
Smart Images

Figure CN120053976A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to human-computer interaction technology, and in particular, to a method, device, electronic device, computer-readable storage medium, and computer program product for displaying a virtual scene. Background Art
[0002] In the virtual scene in the related art, a collection area is provided for players. The collection area can provide a large number of props for virtual props controlled by users. However, due to the large corresponding range of the virtual scene, it is difficult for users to find the collection point in the virtual scene, so a large amount of computing resources are consumed in the searching process for useless human-computer interaction, resulting in low human-computer interaction efficiency. Summary of the Invention
[0003] Embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for displaying a virtual scene, which can improve the guiding ability of the collection point corresponding to the map, thereby improving the human-computer interaction efficiency.
[0004] The technical solution of the embodiments of the present application is implemented as follows:
[0005] Embodiments of the present application provide a method for displaying a virtual scene, including:
[0006] Display a virtual scene and a map corresponding to the virtual scene;
[0007] Display a first map identifier of a first collection point in the map, where the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point.
[0008] Embodiments of the present application provide a device for displaying a virtual scene, including:
[0009] A first display module for displaying a virtual scene and a map corresponding to the virtual scene;
[0010] A second display module for displaying a first map identifier of a first collection point in the map, where the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point.
[0011] In the above solution, the second display module is further configured to: display a first control corresponding to the search function of the first collection point in the virtual scene; in response to a trigger operation of a first account controlling a first virtual object on the first control, display the first map identifier of the first collection point in the map used by the first virtual object.
[0012] In the above solution, the second display module is further configured to: in response to the distance between the first collection point and the first virtual object being not greater than the first distance threshold, display a first map identifier of the first collection point on the map.
[0013] In the above solution, the second display module is further configured to: in response to the distances between all collection points and the first virtual object being greater than the second distance threshold, display a prompt message in the virtual scene, where the prompt message indicates that no collection points are found within the area range corresponding to the second distance threshold of the first virtual object, and the second distance threshold is greater than the first distance threshold.
[0014] In the above solution, the second display module is further configured to: in response to the distance between the first collection point and the first virtual object being greater than the first distance threshold and not greater than the second distance threshold, display a direction identifier corresponding to the first map identifier on the map; where the direction identifier is used to indicate the direction of the first map identifier relative to the first virtual object, the second distance threshold is greater than the first distance threshold, and the display style of the first map identifier is related to the distance.
[0015] In the above solution, the second display module is further configured to: in response to the distance between the first collection point and the first virtual object changing from being not greater than the second distance threshold to being greater than the second distance threshold, hide the first map identifier and the direction identifier corresponding to the first map identifier on the map.
[0016] In the above solution, the display time period of the first map identifier is within a subset of the first time period starting from the completion of the trigger operation.
[0017] In the above solution, the second display module is further configured to: in response to the cumulative collection times of the first collection point reaching the collection times threshold, hide the first map identifier of the first collection point on the map; in response to the cumulative collection times of the second collection point being reset to zero from the collection times threshold, display the hidden second map identifier of the second collection point on the map.
[0018] In the above solution, the second display module is further configured to: when the environmental status information includes a danger level, display the first map identifier on the map based on a display method corresponding to the danger level of the first collection point, and the degree of prominence of the display method is positively correlated with the danger level; when the environmental status information includes distribution information of other virtual objects, display the first map identifier including the distribution information on the map.
[0019] In the above solution, when the environmental state information includes the distribution information of other virtual objects, the first map identifier includes a first icon representing the acquisition meaning and a second icon representing the other virtual objects, and the number of the second icons is the same as the number of the other virtual objects.
[0020] In the above solution, the second display module is further configured to: display the first map identifier of the first acquisition point in the map based on a display mode corresponding to the acquisition point recommendation degree of the first acquisition point, where the significance degree of the display mode is positively correlated with the acquisition point recommendation degree.
[0021] In the above solution, the second display module is further configured to: obtain the environmental state information of each candidate acquisition point, the resource information of each candidate acquisition point, and the task information of the first virtual object in the virtual scene; encode the environmental state information to obtain an environmental state feature, encode the resource information to obtain a resource feature, and encode the task information to obtain a task feature; perform a mapping process on the environmental state feature, the resource feature, and the task feature to obtain the acquisition point recommendation degree corresponding to each candidate acquisition point; and use the candidate acquisition points with the acquisition point recommendation degree higher than the acquisition point recommendation degree threshold as the first acquisition point.
[0022] In the above solution, the second display module is further configured to: when the other virtual object is a virtual object having an adversarial relationship with the first virtual object, display the distribution information of the other virtual object based on a first display mode; when the other virtual object is a virtual object having a cooperative relationship with the first virtual object, display the distribution information of the other virtual object based on a second display mode; where the first display mode is different from the second display mode.
[0023] In the above solution, the second display module is further configured to: in response to the distance between the first virtual object and the first acquisition point being less than a third distance threshold, display a second control corresponding to the first acquisition point; in response to a trigger operation of the first virtual object on the second control, display candidate acquisition objects; and in response to a trigger operation on a target acquisition object, perform an acquisition operation on the target acquisition object, where the target acquisition object is from the candidate acquisition objects.
[0024] In the above solution, the second display module is further configured to: display the multiple candidate acquisition objects in any one of the following orders: the order of the values of the candidate acquisition objects from high to low; the order of the acquisition success rates of the candidate acquisition objects from high to low; the order of the demand priorities of the candidate acquisition objects from high to low.
[0025] In the above solution, the second display module is further configured to: display the recommended acquisition object among the candidate acquisition objects based on a third display mode, and display the other acquisition objects among the candidate acquisition objects based on a fourth display mode, where the saliency of the third display mode is higher than that of the fourth display mode, and the other acquisition objects are candidate acquisition objects other than the recommended acquisition object.
[0026] In the above solution, the second display module is further configured to: obtain the task feature of the first virtual object in the virtual scene and the state feature of the first virtual object in the virtual scene; perform a fusion process on the task feature and the state feature to obtain a fusion feature; obtain the acquisition object feature of each candidate acquisition object; determine the first similarity between the acquisition object feature of each candidate acquisition object and the fusion feature, and determine the candidate acquisition object corresponding to the maximum first similarity as the recommended acquisition object.
[0027] In the above solution, the second display module is further configured to: determine the acquisition level of each candidate acquisition object based on the acquisition success rate of each candidate acquisition object; when the acquisition levels of multiple candidate acquisition objects are different, obtain at least one candidate acquisition object with the highest acquisition level; when the number of at least one candidate acquisition object with the highest acquisition level is one, use the candidate acquisition object with the highest acquisition level as the recommended acquisition object. When the number of at least one candidate acquisition object with the highest acquisition level is multiple, determine the recommended acquisition object based on the requirement priorities corresponding to the multiple candidate acquisition objects with the highest acquisition levels; when the acquisition levels of multiple candidate acquisition objects are the same, determine the recommended acquisition object based on the requirement priorities corresponding to the multiple candidate acquisition objects.
[0028] In the above solution, the second display module is further configured to: obtain the requirement priorities corresponding to multiple candidate acquisition objects; when the requirement priorities of multiple candidate acquisition objects are different, obtain at least one candidate acquisition object with the highest requirement priority; when the number of at least one candidate acquisition object with the highest requirement priority is one, use the candidate acquisition object with the highest requirement priority as the recommended acquisition object; when the number of at least one candidate acquisition object with the highest requirement priority is multiple, determine the candidate acquisition object with the highest value among the multiple candidate acquisition objects with the highest requirement priorities as the recommended acquisition object; when the requirement priorities of multiple candidate acquisition objects are the same, determine the candidate acquisition object with the highest value as the recommended acquisition object.
[0029] An embodiment of the present application provides an electronic device, including:
[0030] a memory for storing computer-executable instructions;
[0031] A processor, when executing computer-executable instructions stored in the memory, implements the virtual scene display method provided by the embodiments of the present application.
[0032] The embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the virtual scene display method provided by the embodiments of the present application.
[0033] The embodiments of the present application have the following beneficial effects:
[0034] Displaying a virtual scene and a map corresponding to the virtual scene, and displaying a first map identifier of a first collection point in the map. The first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map corresponding to the collection point, thereby helping players to reach the collection point more conveniently, thus improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] Figures 1A - 1B is a schematic diagram of a human-computer interaction interface provided in the related art;
[0036] Figure 2 is a schematic structural diagram of a virtual scene display system provided by the embodiments of the present application;
[0037] Figure 3 is a schematic structural diagram of an electronic device provided by the embodiments of the present application;
[0038] Figures 4A - 4B is a schematic flowchart of a virtual scene display method provided by the embodiments of the present application;
[0039] Figures 5A - 5C is a schematic diagram of a human-computer interaction interface of a virtual scene display method provided by the embodiments of the present application;
[0040] Figures 6A - 6D is a schematic diagram of a human-computer interaction interface of a virtual scene display method provided by the embodiments of the present application;
[0041] Figures 7A - 7B is a schematic diagram of a human-computer interaction interface of a virtual scene display method provided by the embodiments of the present application;
[0042] Figure 8 is a schematic flowchart of a virtual scene display method provided by the embodiments of the present application;
[0043] Figure 9It is a schematic diagram of a map identifier for the virtual scene display method provided by an embodiment of this application. Detailed implementation manners
[0044] In order to make the objectives, technical solutions and advantages of this application clearer, the following will further describe this application in detail with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of this application.
[0045] It can be understood that in the embodiments of this application, data related to user information and the like are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards.
[0046] In the following descriptions, "some embodiments" are involved, which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0047] In the following descriptions, the terms "first / second..." only distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second..." can be interchanged with a specific order or sequence when permitted, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.
[0048] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other relevant parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of that module or unit.
[0049] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field 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.
[0050] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described. The nouns and terms involved in the embodiments of this application are subject to the following explanations.
[0051] 1) Client: An application program running on a terminal for providing various services, such as a video playback client, a game client, etc.
[0052] 2) Responsive to: Used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations to be executed can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of multiple operations to be executed.
[0053] 3) Virtual scene: A virtual scene displayed (or provided) when an application program runs on a terminal. This virtual scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of this application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities. Users can control virtual objects to move in this virtual scene.
[0054] 4) Collection point: In a game, a collection point is one of the core mechanisms for players to obtain various resources, and is usually closely associated with systems such as character growth, equipment making, and task completion. A collection point is a preset resource output location in the game. Players can obtain specific materials (such as ores, herbs, fish, etc.) through interactions (such as mining, fishing, picking, etc.). These resources are used to strengthen characters (such as breakthrough materials), synthesize equipment, make potions, or meet task requirements.
[0055] See Figure 1A , in the related art, the gardener in the virtual scene can find the location of good materials within a certain time by using the skill "triangulation", but the specific collection points within the collection circle 301 are not marked on the large map, and it is not shown whether it is safe near the collection points. Only the collection circle 301 is shown on the large map to indicate that there are collection points within the corresponding range of the collection circle. See Figure 1B , in the related art, when there are many collection options 302 during collection, it is difficult for players to choose which one to collect.
[0056] The related art does not show the detailed locations of specific collection points, cannot identify whether it is safe near the collection points, and does not show whether the specific collection points are safe or not; there are many candidate collection objects in the collection list, and it is impossible to determine which item to collect, which is not conducive to players' decision-making and operations, and the sorting of candidate collection objects is chaotic and does not sort the candidate collection objects according to rules.
[0057] The embodiments of this application can intelligently identify the environment of the collection point, clarify the exact location of the collection point within the collection area, scan the number of monsters around the collection point, display the distribution of monster positions on the map and mark them. Dangerous collection points are displayed with a red round bottom to warn players of the danger here. If there are no monsters around the collection point, it is displayed with a green round bottom to indicate that the collection point is safe. By intelligently scanning the distribution of monsters around the collection point, the collection points are classified into safe and dangerous types. Safe points are displayed with a green round bottom, and dangerous points are displayed with a red round bottom, allowing players to distinguish whether a collection point is dangerous in advance and facilitating players' decision-making on where to collect.
[0058] Through the embodiments of this application, by comprehensively analyzing elements such as the game environment, character status, tasks, and in-game chamber of commerce sales, the optimal candidate collection objects are highlighted and a preferred mark is displayed, and their collection buttons are highlighted, which is convenient for players to select the optimal candidate collection objects, maximizing the benefits of the collection behavior and improving the collection efficiency at the same time.
[0059] The embodiments of this application provide a display method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can improve the guiding ability of the map corresponding to the collection point, thereby improving the human-computer interaction efficiency.
[0060] See Figure 2 , Figure 2 is a schematic structural diagram of the display system in the virtual scene provided by the embodiments of this application. Figure 2 In the virtual scene shown in, the display system 100 in the virtual scene is to support the display application in a virtual scene. The terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0061] The virtual scene and the map corresponding to the virtual scene are displayed on the terminal 400; a first map identifier of the first collection point is displayed in the map, where the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point.
[0062] As an example, when the terminal 400 receives a movement operation for controlling the first virtual object, the terminal 400 sends the movement data corresponding to the movement operation to the server 200 through the network 300. The server 200 detects that the position of the first virtual object in the virtual scene is close to the first collection point. The server 200 returns the display data of the first collection point in the map to the terminal 400. As a result, the virtual scene can be displayed on the human-computer interaction interface of the terminal 400, and the first map identifier can be displayed in the map of the virtual scene. Here, the display data returned by the server 200 is generated according to the position of the first collection point and the environmental status information of the first collection point.
[0063] Displaying collection point identifiers on a map is an effective way to enhance the player experience and optimize the efficiency of resource acquisition. In some embodiments, virtual collection points can be combined with the real-world scene, and virtual resource points (collection points) can be marked on a real map through GPS data, and the collection point identifier can be superimposed on the real-world scene using the mobile phone camera.
[0064] In some embodiments, the user's real-time longitude and latitude are obtained through satellite signals, and the indoor accuracy is improved by combining cellular network / Wi-Fi triangulation. Using the data of the mobile phone camera, gyroscope, and accelerometer, a real-time 3D environment model is constructed. The collection points (such as light columns, dynamic icons) are anchored to the planes (ground, wall) of the real world through a rendering engine.
[0065] As an example, a gamification experience solution can be implemented, where different real-world scene anchor points are used as collection points. For example, ecological samples can be collected at specific tree species in a park in the real world, and ancient runes can be collected from museum display cases in the real world. Both ecological samples and ancient runes are virtual items in the virtual scene. Players can reach the corresponding collection point locations in the real world through the map projected from the virtual scene (the map shows the locations of the collection points, i.e., the locations of specific tree species in the park and museum display cases), thereby realizing the collection operation for virtual items.
[0066] Through the virtual scene display method provided by the embodiments of the present application, a virtual scene and a map corresponding to the virtual scene are displayed, and a first map identifier of a first collection point is displayed in the map. The first map identifier of the first collection point is used to indicate the location of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map corresponding to the collection point, thereby helping players reach the collection point more conveniently, thus improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency.
[0067] See Figure 3 , Figure 3 is a schematic structural diagram of an electronic device 500 provided by the embodiments of the present application. The electronic device 500 can be Figure 2 the terminal 400 in Figure 3 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is 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, in Figure 3Various buses are labeled as bus system 540 .
[0068] 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.
[0069] 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.
[0070] In some embodiments, the memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as exemplified below. An operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks; a network communication module 552, for reaching other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, wireless compatibility certification (Wi Fi), and a universal serial bus (USB, Universal Serial Bus), etc.
[0071] In some embodiments, the display device of the virtual scene provided in the embodiments of the present application can be implemented in software. The display device of the virtual scene 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. Figure 3 A display device 555 of a virtual scene stored in a memory 550 is shown, which may be software in the form of a program and a plug-in, and includes a series of modules, including a first display module 5551 and a second display module 5552. 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.
[0072] In some other embodiments, the device provided by the embodiments of the present application can be implemented in a hardware manner. As an example, the device provided by the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual scene display method provided by the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can employ one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.
[0073] In some embodiments, the terminal or the server can implement the virtual scene display method provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or a software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as an instant messaging APP, a live broadcast APP, or a game APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded into the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer programs can be application programs, modules, or plugins in any form.
[0074] Next, taking the example of the terminal in Figure 2 independently executing the virtual scene display method provided by the embodiments of the present application for illustration. Refer to Figure 4A , Figure 4A which is a schematic flowchart of the virtual scene display method provided by the embodiments of the present application, and will be described in conjunction with the steps shown in Figure 4A .
[0075] In step 101, display the virtual scene and the map corresponding to the virtual scene.
[0076] In the actual application process, the terminal may be installed with a game application and / or an application capable of displaying a virtual scene. Among them, the game can be any one of an open-world game, a massively multiplayer online role-playing game, a first-person shooter game, a third-person shooter game, a multiplayer online battle arena game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game.
[0077] The following is described in conjunction with the game application. The description of the application capable of displaying a virtual scene is the same as that of the game application and will not be elaborated here. As an example, in response to a start instruction for the game application installed on the terminal, the virtual scene of the game application can be displayed on the terminal, and a first virtual object can be displayed in the virtual scene. Other virtual objects other than the first virtual object can also be displayed. Here, the first virtual object refers to the virtual object controlled by the first player. Here, the map refers to the map used by the first virtual object, that is, the map used to provide geographical orientation guidance to the first player. That is, the display process here is carried out in the human-computer interaction interface controlled by the first player.
[0078] The above virtual object refers to the images of various people and objects that can interact in the virtual scene, or the movable objects in the virtual scene. The movable object can be a virtual character, a virtual animal, an anime character, etc. For example: the characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual scene. The virtual object can be a virtual image in the virtual scene used to represent the user. The virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene. For example, the virtual object can be a user role controlled by an operation on the client, or an artificial intelligence (AI) set in the virtual scene battle through training, or a non-player character (NPC) set in the virtual scene interaction. Among them, the number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined according to the number of clients joining the interaction.
[0079] In step 102, a first map identifier of the first collection point is displayed in the map, where the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point.
[0080] As an example, the server can search for collection points near the first virtual object. Here, "near" is restricted by distance. For example, within 100 meters of the first virtual object represents being near the first virtual object. The positions of the nearby collection points and the environmental status information of the nearby collection points can be displayed on the map. Here, the environmental status information can refer to the safety of the collection point, the terrain environment, and so on.
[0081] As an example, the server can also search for collection points within the entire virtual scene. The positions of the collection points and the environmental status information of the collection points can be displayed on the map. Here, the environmental status information can refer to the safety of the collection point, the terrain environment, and so on.
[0082] As an example, the server can also search for collection points that can be collected. Since each collection point has its own maximum number of collection times, if the cumulative collection times of some collection points have reached their maximum number of collection times, they will not be displayed on the map to avoid guiding the first virtual object to a collection point only to find that it cannot be collected. Therefore, the positions of the collection points whose cumulative collection times have not reached the maximum number of collection times and the environmental status information of the corresponding collection points are displayed on the map. Here, the environmental status information can refer to the safety of the collection point, the terrain environment, and so on.
[0083] Through the embodiments of the present application, a virtual scene and a map corresponding to the virtual scene are displayed, and a first map identifier of a first collection point is displayed on the map. The first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map for the corresponding collection point, thereby helping players to reach the collection point more conveniently, thus improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency.
[0084] In some embodiments, the step of displaying the first map identifier of the first collection point on the map in step 102 can be implemented by the following technical solution: display a first control corresponding to the search function of the first collection point in the virtual scene; in response to the trigger operation of the first account controlling the first virtual object on the first control, display the first map identifier of the first collection point on the map used by the first virtual object.
[0085] As an example, see Figure 5A, in the human-computer interaction interface 501A, a first control 502A (representing the map exploration skill) is displayed. In response to a trigger operation on the first control 502A, the system searches for the collection point location near the first virtual object 503A, where the first virtual object is the virtual object controlled by the player who performs the trigger operation. Before responding to the trigger operation, only the object identifier 505A of the first virtual object is displayed on the map 504A to indicate the location of the first virtual object. After responding to the trigger operation on the first control, the first map identifier of the first collection point (such as the collection point near the first virtual object 503A) is displayed in the map, and the first map identifier here can indicate the specific location of the first collection point.
[0086] Through the embodiments of the present application, a first control can be provided to the player, and the player can actively turn on the function of displaying the map identifier of the collection point, thereby avoiding the waste of display resources caused by the long-term display of the map identifier of the collection point, and through the human-computer interaction method, the use of this function can meet the user's expectations, thereby improving the human-computer interaction efficiency.
[0087] In some embodiments, the above-mentioned displaying the first map identifier of the first collection point in the map can be implemented by the following technical solution: in response to the distance between the first collection point and the first virtual object being not greater than the first distance threshold, the first map identifier of the first collection point is displayed in the map.
[0088] As an example, see Figure 5C , the system searches for the collection point location near the first virtual object. If the first collection point is within a 100-meter circumference range of the first virtual object 504C, the specific location of the collection point is displayed in the map 501C.
[0089] Through the embodiments of the present application, only the collection points near the first virtual object can be displayed, that is, the displayed collection points are the collection points that the first virtual object can easily reach, that is, they belong to the effective guiding information for the player, which can not only improve the display resources, but also improve the guiding effect on the player, thereby improving the human-computer interaction efficiency.
[0090] In some embodiments, in response to the distance between all collection points and the first virtual object being greater than the second distance threshold, a prompt message is displayed in the virtual scene, where the prompt message indicates that no collection points are found within the area range corresponding to the second distance threshold of the first virtual object, and the second distance threshold is greater than the first distance threshold.
[0091] As an example, when the system searches for the location of the collection point near the first virtual object, if no collection point is detected within 300 meters (the second distance threshold) near the first virtual object, a prompt text will be displayed to notify the player that no collection point has been found within 300 meters near the first virtual object. Through the embodiments of the present application, players can be urged to move their positions as soon as possible and avoid staying, so as to find the collection point as soon as possible and improve the efficiency of human-computer interaction.
[0092] In some embodiments, in response to the distance between the first collection point and the first virtual object being greater than the first distance threshold and not greater than the second distance threshold, an orientation identifier corresponding to the first map identifier is displayed on the map; wherein, the orientation identifier is used to indicate the direction of the first map identifier relative to the first virtual object, the second distance threshold is greater than the first distance threshold, and the display style of the first map identifier is related to the distance.
[0093] As an example, refer to Figure 5B , the system searches for the location of the collection point near the first virtual object. If the collection point is outside the 100-meter circular range of the first virtual object, the collection point icon 502B and the orientation arrow 503B are displayed in the map 501B. The first virtual object 504B can move near the collection point according to the orientation indicated by the orientation arrow 503B.
[0094] As an example, for different distance ranges, the display styles of the first map identifier are also different. For example, when the distance between the first collection point and the first virtual object is not greater than the first distance threshold, the first map identifier here includes a round-bottom background + icon. When the distance between the first collection point and the first virtual object is greater than the first distance threshold and not greater than the second distance threshold, the first map identifier here includes only the icon and does not display the round-bottom background. Different display styles can represent different information meanings. For example, the round-bottom background can represent the environmental information of the collection point. Therefore, the amount of information of the first map identifier here is negatively correlated with the distance, that is, the closer the distance, the greater the amount of information represented by the display style.
[0095] Moreover, as the first virtual object moves, the distance between the first virtual object and the first collection point changes. As the distance changes from being greater than the second distance threshold to not being greater than the second distance threshold, that is, the distance between the first collection point and the first virtual object shrinks, the map will change from initially only displaying the map identifier of the first virtual object to simultaneously displaying the map identifier of the first virtual object and the first map identifier corresponding to the first collection point. However, the first map identifier here only represents the general area where the first collection point is located, rather than the specific location. Therefore, the orientation identifier can be used to prompt the moving direction of the first virtual object towards the first collection point.
[0096] Through the embodiments of the present application, the map can be displayed in hierarchical levels. The hierarchical division here is determined according to the distance between the first virtual object and the first collection point. Different distances are used to define whether the map identifier is displayed and the meaning represented by the map identifier. In this way, more guiding information can be provided to the player, and while providing the guiding information, the utilization rate of display resources can also be balanced.
[0097] In some embodiments, in response to the distance between the first collection point and the first virtual object changing from not greater than the second distance threshold to greater than the second distance threshold, the first map identifier and the orientation identifier corresponding to the first map identifier are hidden in the map.
[0098] As an example, as the distance changes from not greater than the second distance threshold to greater than the second distance threshold, that is, the distance between the first collection point and the first virtual object continues to increase, the map will change from initially displaying both the map identifier of the first virtual object and the first map identifier corresponding to the first collection point to only displaying the map identifier of the first virtual object. Here, the first map identifier is only used to represent the general area where the first collection point is located, rather than the specific position. Therefore, the orientation identifier can be used to prompt the moving direction of the first virtual object towards the first collection point.
[0099] Through the embodiments of the present application, the map can be displayed in hierarchical levels. The hierarchical division here is determined according to the distance between the first virtual object and the first collection point. Different distances are used to define whether the map identifier is displayed and the meaning represented by the map identifier. In this way, more guiding information can be provided to the player, and while providing the guiding information, the utilization rate of display resources can also be balanced.
[0100] In some embodiments, the display time period of the first map identifier is a subset of the first time period starting from the completion of the triggering operation.
[0101] As an example, referring to Figure 7B it can be seen that the first collection point search function here is Figure 7BThe map exploration skill is shown. The activation and use of the skill can only be carried out within a limited time period. Here, viewing the collection point closest to the first virtual object on the map can last for 20 seconds. The 20 seconds here refers to the first time period starting from the completion of the trigger operation. For example, if the timestamp of the completion of the trigger operation is t1, the first time period is from t1 to t1 + 20. If the display condition of the first map identifier is met (a collection point can be found nearby), then it can be displayed within the time period from t1 to t1 + 20. If the display condition is met from the very beginning and remains met within this time period, then it will be continuously displayed within this time period, that is, the display time period here is the first time period. If the display condition is not met at the beginning (no collection point can be found nearby) and only starts to be met from t1 + 10, then it will only be displayed within the time period from t1 + 10 to t1 + 20, and the display time period here is a part of the first time period. If the display condition is met from the very beginning (a collection point can be found nearby), then it will start to be displayed from t1, but from t1 + 5, the display condition is not met (since the first virtual object moves away from the collection point, resulting in no collection point being found nearby), then the display stops from t1 + 5. Along with the movement of the first virtual object, from t1 + 10, the display condition is met again (since the first virtual object moves closer to the collection point, resulting in a collection point being found nearby again), and until t1 + 20, the display condition is met, then it continues to be displayed within the time period from t1 + 10 to t1 + 20. The display time period here is specifically the two time periods from t1 to t1 + 5 and from t1 + 10 to t1 + 20, and these two time periods are parts of the first time period.
[0102] Through the embodiments of the present application, the server does not need to continuously search for and display nearby collection points, which can effectively save the computing resources of the server. And through such a design method, the entire function can become more valuable and can enhance the interestingness of game interaction.
[0103] In some embodiments, in response to the cumulative collection times of the first collection point reaching the collection times threshold, the first map identifier of the first collection point is hidden in the map; in response to the cumulative collection times of the second collection point being reset to zero from the collection times threshold, the second map identifier of the second collection point that was hidden is displayed in the map.
[0104] As an example, see Figure 7A, each collection point has a maximum number of collectible times. For the first collection point, each time a collection operation is performed at this collection point, the collection times will be accumulated once. If the accumulated collection times of the first collection point reach the maximum collectible times (collection times threshold), the first collection point can no longer be collected. Therefore, the first map identifier of the first collection point can be hidden in the map. Otherwise, the first virtual object cannot perform a collection operation at the first collection point after reaching the first collection point. The accumulated collection times can also be reset. For example, after the accumulated collection times reach the collection times threshold, wait for a second duration, then the accumulated collection times can be reset, that is, the accumulated collection times are reset to 0. For example, when the first collection point is displayed in step 102, the second collection point near the first collection point is hidden for the above reasons. The accumulated collection times of the second collection point can be reset, and the collection times start to be accumulated again. In this way, the second map identifier of the hidden second collection point can be redisplayed in the map. Here, the second map identifier can be a map identifier indicating the specific location of the second collection point or can also be a map identifier indicating the area where the second collection point is located.
[0105] Through the embodiments of the present application, only the map identifiers of the collection points that can be collected can be displayed in the map, so that the guiding information provided by the map is effective, thereby avoiding the virtual object reaching a collection point that cannot be collected according to the guidance, resulting in low human-computer interaction efficiency.
[0106] In some embodiments, the step 102 of displaying the first map identifier of the first collection point in the map can be implemented by the following technical solution: when the environmental status information includes a danger level, the first map identifier is displayed in the map based on a display method corresponding to the danger level of the first collection point, and the degree of prominence of the display method is positively correlated with the danger level; when the environmental status information includes the distribution information of other virtual objects, the first map identifier including the distribution information is displayed in the map.
[0107] As an example, refer to Figure 9 , the danger level here can include two levels: dangerous and safe. Different display methods will be adopted for different danger levels. The display method here corresponds to the danger level, and the degree of prominence of the display method is positively correlated with the danger level. For example, for a safe first collection point, the first map identifier is a collection icon presented on a green round bottom, and for a dangerous first collection point, the first map identifier is a collection icon presented on a red round bottom. Here, other virtual objects can refer to monsters that present an adversarial relationship with the first virtual object. The first map identifier including the distribution information of the monsters can be displayed in the map. For example Figure 9The first map identifier shown shows a first map identifier including an icon, a red round bottom, and a monster distribution icon. Here, the first map identifier can simultaneously reflect the distribution information and danger level of other virtual objects, or reflect one of them.
[0108] As an example, in addition to the above-mentioned danger level and the distribution information of other virtual objects, the environmental status information has other interpretations. The environmental status information in the game refers to various dynamic or static elements that affect the operation of the game world, player interaction, and immersion. The environmental status information can be physical environmental information: terrain and landforms, such as plains, mountains, waters, caves, building structures, etc., which will all affect character movement and combat strategies. The environmental status information can be a weather system: rain, snow, sandstorms, lightning, etc., which may affect the field of vision, character attributes, or skill effects. The environmental status information can be a dynamic environment, such as destructible / changeable objects: such as collapsed bridges, blown-up walls, dynamic weather and disasters: event-based environmental changes such as earthquakes, floods, volcanic eruptions, etc., which will also affect character movement and combat. The environmental status information can be resource distribution information: resource information such as minerals, herbs, water sources, etc. The environmental status information can be environmental interaction elements: traps and mechanisms: such as spikes, flamethrowers, which need to be triggered or avoided by players, interactive objects: doors, switches, treasure chests, etc., which provide exploration rewards or paths, physical effects: wind, water flow, gravity, etc., which affect the movement of characters or objects. The environmental status information can be environmental status parameters: temperature and humidity, extreme climates affect character survival, light intensity, which affects stealth effects or field of vision range, pollution / corrosion value, which causes continuous damage to characters or equipment in specific areas. The environmental status information can be game mechanism-related environments: area status, safe areas, combat areas, restricted areas, etc.
[0109] Through the embodiments of the present application, the danger level and the distribution information of other virtual objects can be provided to players, which can help players make judgment and selection and improve the efficiency of human-computer interaction.
[0110] In some embodiments, the environmental status information includes the distribution information of other virtual objects. When the other virtual object is a virtual object having an adversarial relationship with the first virtual object, the distribution information of the other virtual object is displayed based on a first display method; when the other virtual object is a virtual object having a cooperative relationship with the first virtual object, the distribution information of the other virtual object is displayed based on a second display method; wherein, the first display method is different from the second display method.
[0111] As an example, if other virtual objects here are teammates of the first virtual object or virtual objects that can provide assistance to the first virtual object, then the distribution information in the first map identifier is displayed in the second display manner. If other virtual objects here are virtual objects that will attack the first virtual object, such as monsters in the virtual scene, then the distribution information in the first map identifier is displayed in the first display manner.
[0112] Through the embodiments of the present application, the first map identifier can provide players with not only the distribution information of other virtual objects, but also more fine-grained information, which helps players make judgment and selection and can improve the efficiency of human-computer interaction.
[0113] In some embodiments, when the environmental state information includes the distribution information of other virtual objects, the first map identifier includes a first icon representing the acquisition meaning and a second icon representing other virtual objects, and the number of the second icons is the same as the number of the other virtual objects.
[0114] As an example, the distribution information of monsters (other virtual objects) can be presented using monster icons (second icons). If there are multiple monsters distributed at the collection point, then multiple second icons can be displayed at the corresponding position of the first icon. If there are N monsters distributed at the collection point, then N second icons are displayed at the first icon. Additionally, it can be shown in a schematic and simplified manner, that is, no matter how many monsters are distributed, only one monster icon is displayed, indicating that there are monsters at the collection point.
[0115] As an example, for the case where the second icon represents the actual number, further, the number of the second icons here can be positively correlated with the number of other virtual objects. For example, if there are 10 monsters distributed, then 2 monster icons are displayed; if there are 5 monsters distributed, then 1 monster icon is displayed. In this way, the number of monsters can also be represented by the number of icons, but it can also avoid waste of display resources.
[0116] In some embodiments, the icon position relationship between the second icon and the first icon corresponds to the actual position relationship between the other virtual object and the first collection point.
[0117] As an example, specifically, multiple monster icons can be displayed at the first icon according to the corresponding position relationship. For example, if there is 1 monster on the left side of the collection point and 1 monster on the right side of the collection point, then 1 monster icon is displayed on the left side of the first icon and 1 monster icon is displayed on the right side of the first icon. Combining the above-mentioned scheme of positively correlated display of numbers, if there are 10 monsters on the left side of the collection point and 5 monsters on the right side of the collection point, then 2 monster icons are displayed on the left side of the first icon and 1 monster icon is displayed on the right side of the first icon.
[0118] Through the embodiments of the present application, the first map identifier can be used to warn the player of information such as the number of monsters and the distribution positions of the monsters, thereby helping the player to make an early judgment and improving the human-computer interaction efficiency.
[0119] In some embodiments, the size of the second image is positively correlated with the danger level of other virtual objects at the first collection point.
[0120] As an example, for monsters of different strengths, the size of the monster icons can be used for distinction. For example, if there are 10 very strong monsters, 5 relatively strong monsters, and 5 weak monsters distributed, then 2 first-size monster icons, 1 second-size monster image, and 1 third-size monster icon can be used to surround the icon representing the collection meaning in the first map identifier, where the first size is greater than the second size and the second size is greater than the third size.
[0121] Through the embodiments of the present application, the first map identifier can be used to warn the player of the intensity level information of the monsters, thereby helping the player to make an early judgment and improving the human-computer interaction efficiency.
[0122] In some embodiments, the first map identifier of the first collection point is displayed on the map in step 102, which can be implemented by the following technical solution: based on the display method corresponding to the collection point recommendation degree of the first collection point, the first map identifier of the first collection point is displayed on the map, where the prominence of the display method is positively correlated with the collection point recommendation degree.
[0123] As an example, the collection point recommendation degree of the first collection point A is higher than that of the first collection point B. Therefore, the prominence of the display method of the first map identifier of the first collection point A is higher than that of the display method of the first map identifier of the first collection point B. For example, the first map identifier of the first collection point A can be a highlighted map identifier, and a path navigation corresponding to the first collection point A can also be provided, that is, for the first collection point with the highest collection point recommendation degree, a path navigation from the real-time position of the first virtual object to the first collection point is provided.
[0124] Through the embodiments of the present application, the player can be recommended the first collection point, which is convenient for the player to select the optimal first collection point from multiple first collection points, thereby improving the human-computer interaction rate.
[0125] In some embodiments, the environmental status information of each candidate collection point, the resource information of each candidate collection point, and the task information of the first virtual object in the virtual scene are obtained; the environmental status information is encoded to obtain an environmental status feature, the resource information is encoded to obtain a resource feature, and the task information is encoded to obtain a task feature; the environmental status feature, the resource feature, and the task feature are subjected to a mapping process to obtain a collection point recommendation degree corresponding to each candidate collection point; the candidate collection points with a collection point recommendation degree higher than the collection point recommendation degree threshold are used as the first collection points.
[0126] As an example, the purpose of this embodiment is to dynamically screen relatively recommended collection points for the first virtual object in the virtual scene as the first collection points for display through multi-dimensional feature fusion and intelligent recommendation algorithms. Its core process is divided into four stages: data acquisition, feature encoding, feature mapping, and recommendation decision-making. The following is a detailed description.
[0127] As an example, the environmental status information has been explained in detail above and will not be elaborated here. The resource information refers to the attributes of the resources that can be obtained within the collection point. The data types of the resource information include: resource type (wood, ore, herbs, etc.), resource quantity (the current collectible quantity), and collection difficulty (time-consuming, required tools, level, success rate). The task information refers to the goals and constraints of the player's current task. The data types of the task information include: task goal (the resource type and quantity to be collected), task constraint (remaining time, area limit, priority weight), and player status (backpack capacity, equipment level, health value).
[0128] As an example, feature encoding is to convert the original data into a numerical feature vector that can be processed by the model. The environmental status feature encoding can adopt one-hot encoding, which is suitable for a small number of discrete values (such as terrain type: mountain → [1, 0, 0], water area → [0, 1, 0]), and can also adopt embedding encoding, which learns a low-dimensional dense vector through a neural network and is suitable for high-cardinality features (such as dynamic weather combinations). The resource feature encoding can be the resource type matching degree, that is, the similarity with the task target resource (for example, if the task requires wood, the matching degree of the wood point is 1, and that of the iron ore is 0). The task feature encoding can be to encode the time urgency, for example, normalizing the reciprocal of the remaining task time (such as remaining 5 minutes, the maximum allowed time is 10 minutes, then the urgency = 1 - 5 / 10 = 0.5), and can also weight the task priority, and the task priority (0.0 to 1.0) is directly used as the weight coefficient.
[0129] As an example, for feature mapping and recommendation score calculation, the encoded features are input into a mapping model to output the recommendation scores for each collection point. Feature fusion methods include directly concatenating each feature vector and dynamically allocating weights through an attention mechanism. The recommendation prediction model can be a linear regression model, which is suitable for scenarios with simple relationships between features and high interpretability requirements, or a multi-layer perceptron model, which is suitable for modeling complex non-linear relationships.
[0130] As an example, the supervision signal for model training can use historical collection data annotations (such as collection efficiency, task success rate) as labels. The loss function can be the mean squared error (MSE) or the contrastive loss.
[0131] As an example, the threshold can be adjusted dynamically or a fixed threshold can be adopted. When using a fixed threshold, it is set based on experience (such as recommendation score > 0.7). The adaptive threshold is dynamically adjusted according to the remaining time of the task or the player's state. The more urgent the time, the lower the threshold to ensure sufficient candidate points are recommended. For example, the threshold is positively correlated with the time urgency.
[0132] Through multi-source data fusion and an intelligent mapping model, dynamic optimization recommendations for collection points in a virtual scene are achieved, significantly enhancing the player experience and task efficiency.
[0133] In some embodiments, referring to Figure 4B after performing step 102, steps 103 to 105 shown in Figure 4B can also be performed.
[0134] In step 103, in response to the distance between the first virtual object and the first collection point being less than a third distance threshold, a second control corresponding to the first collection point is displayed.
[0135] In step 104, in response to a trigger operation of the first virtual object on the second control, candidate collection objects are displayed.
[0136] In step 105, in response to a trigger operation on a target collection object, a collection operation is performed on the target collection object, where the target collection object is selected from the candidate collection objects.
[0137] As an example, referring to Figure 6A when the first virtual object 601A moves near a collection point (the distance between the first virtual object and the first collection point is less than the third distance threshold), when it is within 3 meters of the collection point, the name button 602A (the second control) of the collection point is displayed in the virtual scene. In response to a trigger operation of the first virtual object 601A on the name button 602A of the collection point, the collection preparation state is entered. Referring to Figure 6B, in the acquisition preparation state, an acquisition list 601B (presenting candidate acquisition objects) is displayed in the upper right corner of the virtual scene. Refer to Figure 6C , in response to a click operation on the acquisition button 602C to the right of the candidate acquisition object 601C, an acquisition operation is executed. If the acquisition is successful, a prompt message 603C is displayed, and the prompt message 603C can be "Obtained item XX × N". Refer to Figure 6D , if the acquisition fails, a prompt message 601D is also displayed, and the prompt message 601D can be "Acquisition failed".
[0138] Through the embodiments of the present application, the display of the second control can be dynamically controlled, and then the acquisition list is displayed by triggering the second control. Therefore, the acquisition list does not need to be continuously displayed, which can save display resources and avoid visual interference to players caused by the continuous display of the list.
[0139] In some embodiments, the candidate acquisition objects are displayed in step 104, which can be implemented by the following technical solutions: the multiple candidate acquisition objects are displayed in any one of the following orders: the order from high to low value of the candidate acquisition objects; the order from high to low acquisition success rate of the candidate acquisition objects; the order from high to low demand priority of the candidate acquisition objects.
[0140] As an example, sorting by value from high to low is suitable for scenarios where resources are sufficient but time is limited. Assume the sorting result is: the value of D (gold mine) is 100 (epic rarity), the value of B (iron ore) is 50 (rarity), the value of A (oak tree) is 10 (common), directly matching the task objective, and the value of C (herb) is 5 (low). In the current scene, the player has sufficient resources and enough backpack capacity, so it meets the core objective of sorting by value from high to low, that is, to preferentially acquire the gold mine.
[0141] As an example, the core objective of sorting by acquisition success rate from high to low is to minimize the failure risk, which is suitable for the situation where the state of the first virtual object is poor (low health, insufficient equipment durability). Assume the sorting result is: the success rate of C (herb) is 99%, the success rate of A (oak tree) is 95%, the success rate of B (iron ore) is 40%, and the success rate of D (gold mine) is 10%. The current player has a low health value, which meets the core objective of acquiring according to the success rate, and preferentially acquires herbs to improve the survival ability.
[0142] As an example, the core goal of sorting by requirement priority from high to low is to strictly match the task requirements, which is suitable for the situation where the main task is urgent. Suppose the sorting result is as follows: A (oak) is the target item currently required by the collection note, B (iron ore) is the item required for daily tasks, C (herbs) is the item required for levequest payment, and D (gold ore) is the item for sale in the guild. According to the sorting of the target item currently required by the collection note > the item required for daily tasks > the item required for levequest payment > the item for sale in the guild, if the player's current main task is urgent, then A should be collected first to complete the current main task.
[0143] As an example, after the scene changes, the sorting rule can be switched according to the actual situation. If the player is suddenly attacked, the status feature is updated to 20% of the health value, and the system can switch the sorting rule in real time: that is, sort by success rate, and give priority to collecting herbs to restore health (object C).
[0144] Through the embodiments of the present application, different sorting rules can be provided to the user, so that recommended collection objects can be provided to the player from different perspectives, improving the efficiency of human-computer interaction.
[0145] In some embodiments, to display the candidate collection objects in step 104, the following technical solution can be adopted: display the recommended collection objects among the candidate collection objects based on the third display method, and display the other collection objects among the candidate collection objects based on the fourth display method, where the prominence of the third display method is higher than that of the fourth display method, and the other collection objects are candidate collection objects other than the recommended collection objects.
[0146] As an example, the recommended collection object is displayed with a preferred marker icon, and its collection button is highlighted. Through differentiation, it can effectively recommend to the player, that is, the player can quickly perceive which candidate collection object is the recommended collection object and perform the collection operation on the recommended collection object. Here, the prominence of the third display method is greater than that of the fourth display method, so the recommended collection object will be more obvious.
[0147] As an example, the prominence here can be achieved through color and contrast. The third display method uses high-saturation warning colors, and the fourth display method uses low-saturation neutral colors (such as gray and light blue). For example, for the recommended collection object (herbs), a red border and a flashing light effect are displayed, and for other candidate collection objects (iron ore), a gray semi-transparent icon is displayed without dynamic effects.
[0148] As an example, the prominence here can be achieved through size and shape. The icon used in the third display method is enlarged to 150% - 200% and uses special-shaped marks (such as stars and exclamation marks). The fourth display method maintains the standard size (100%) and uses regular circular / square icons.
[0149] As an example, the prominence here can be achieved through dynamic effects. The third display method uses periodic pulse flashing (frequency 2 Hz) and a path guiding arrow dynamically pointing. The fourth display method is static display or without animation.
[0150] In some embodiments, the recommended collection object and other candidate collection objects can also be distinguished by the difference in feedback intensity. For example, for the recommended collection object, when the collection is successful, a full-screen special effect and vibration are played, and when it fails, a red warning pop-up window appears. For other candidate collection objects, only a regular text prompt is displayed without physical feedback.
[0151] In some embodiments, voice / sound effect guidance can also be performed. For example, for the recommended collection object, a voice prompt ("Collect herbs first!") is triggered, accompanied by urgent background music. For other candidate collection objects, there is no voice prompt, only environmental sound effects (such as the sound of wind blowing through the leaves).
[0152] Through the embodiments of the present application, recommendations can be effectively made to players in a differentiated manner. This can not only improve the utilization rate of display resources, that is, there is no need to display the recommended collection object separately from other candidate collection objects, but also prompt the user which is the recommended collection object, thereby improving the efficiency of human-computer interaction.
[0153] In some embodiments, obtain the task characteristics of the first virtual object in the virtual scene and the state characteristics of the first virtual object in the virtual scene; perform a fusion process on the task characteristics and the state characteristics to obtain a fusion characteristic; obtain the collection object characteristics of each candidate collection object; perform a mapping process on the collection object characteristics of the candidate collection object and the fusion characteristic to obtain a collection object recommendation degree, and determine the candidate collection object with the maximum collection object recommendation degree as the recommended collection object.
[0154] As an example, the core purpose of the embodiments of the present application is to dynamically recommend the optimal collection object in the virtual scene through feature fusion and similarity calculation. The overall process can be divided into four stages: feature extraction, feature fusion, and recommendation decision-making.
[0155] As an example, task characteristics refer to attributes directly related to the tasks that players need to complete in the current virtual scene. For example, task types: collection, combat, puzzle-solving, escort, etc.; task target requirements: required resource types (wood, ore, specific props); task constraint conditions: time limit, area limit, success rate requirements; task priorities: weight differences between main tasks and side tasks.
[0156] As an example, the status feature refers to the real-time status information of the player in the virtual scene. For example, the object's own status: health value, equipment level, backpack capacity, skill cooldown time; environmental status: current area danger level, weather impact (such as rainy days reducing movement speed); dynamic interaction status: relationship value with other virtual objects, triggered mechanism status.
[0157] As an example, the collection object feature refers to the inherent and dynamic properties of the candidate collection object (such as ore, treasure chest). For example, inherent properties: resource type, rarity, base value; dynamic properties: current location, respawn time, collection difficulty (requiring specific tools or skills); environmental relevance: whether it is in the task target area, interaction relationship with other objects (such as the strength of guarding monsters).
[0158] As an example, the task feature can read the target description and constraint conditions from the task system database, and the status feature can be obtained in real time through sensors or game engine interfaces. Convert non-numerical features (such as resource type) into vectors or embeddings, for example, using One-Hot encoding or pre-trained models to generate semantic vectors. The fusion of task features and status features can directly splice the task and status feature vectors or perform weighted fusion. Here, the weighted fusion refers to assigning weights according to task priorities or environmental importance. Neural network fusion can also be used, and a multi-layer perceptron (MLP) or attention mechanism (Attention) can be used to automatically learn the fusion strategy. The recommendation decision can be implemented using a neural network model.
[0159] As an example, in the resource collection scenario of a survival game, the task feature is to collect 10 pieces of wood within 5 minutes (priority 0.9), the status feature is that the health value of the first virtual object is 30%, holding an axe, and there are wolves around (danger coefficient 0.8). The collection features of the candidate collection objects are: Tree A, 5 meters away, requires 3 cuts, and there are no enemies nearby; Tree B, 2 meters away, requires 5 cuts, and there is a wolf nearby (1 meter away). The fusion feature obtained by fusing the task feature and the status feature can represent the following content: Due to time constraints and low health, the algorithm tends to choose Tree A (although it is farther away, it is safe and efficient).
[0160] Through the embodiments of the present application, by fusing the task objective and the real-time status, intelligent decision-making in a dynamic scenario is achieved, which can effectively improve the recommendation accuracy, thereby further improving the human-computer interaction efficiency.
[0161] In some embodiments, the collection level of each candidate collection object is determined based on the collection success rate of each candidate collection object; when the collection levels of multiple candidate collection objects are different, at least one candidate collection object with the highest collection level is obtained; when the number of at least one candidate collection object with the highest collection level is one, the candidate collection object with the highest collection level is used as the recommended collection object. When the number of at least one candidate collection object with the highest collection level is multiple, the recommended collection object is determined based on the requirement priorities corresponding to the multiple candidate collection objects with the highest collection levels; when the collection levels of multiple candidate collection objects are the same, the recommended collection object is determined based on the requirement priorities corresponding to the multiple candidate collection objects.
[0162] As an example, assume there are 5 candidate collection objects A, B, C, D, and E. The collection success rate of A is 100%, the collection success rate of B is 90%, the collection success rate of C is 85%, the collection success rate of D is 50%, and the collection success rate of E is 40%. Here, the collection levels of A, B, and C are 10, and the collection levels of D and E are both 5. Obtain the 3 candidate collection objects A, B, and C with the highest collection levels, and then continue to judge the requirement priorities of the candidate collection objects A, B, and C. Sort according to the requirement priority of the target item currently needed in the collection notes > items required for daily tasks > items required for leifu payment > items for sale in the chamber of commerce. A is the target item currently needed in the collection notes, B is the target item currently needed in the collection notes, and C is an item required for daily tasks. Therefore, the requirement priority of A is the same as that of B, but both are higher than the requirement priority of C. The recommended collection object is determined based on the requirement priorities of A, B, and C.
[0163] Through the embodiments of the present application, the candidate collection objects are sorted according to 2 dimensions. The priorities of the 2 dimensions are different. The collection success rate is sorted first, and then the requirement priority is sorted. The embodiments of the present application default this sorting priority to help players pre-confirm the recommended collection objects in advance, saving the player's selection time and improving the player's human-computer interaction efficiency.
[0164] In some embodiments, the determination of the recommended collection object based on the requirement priorities corresponding to the multiple candidate collection objects can be achieved through the following technical solutions: Obtain the requirement priorities corresponding to the multiple candidate collection objects; when the requirement priorities of the multiple candidate collection objects are different, obtain at least one candidate collection object with the highest requirement priority; when the number of at least one candidate collection object with the highest requirement priority is one, use the candidate collection object with the highest requirement priority as the recommended collection object; when the number of at least one candidate collection object with the highest requirement priority is multiple, determine the candidate collection object with the highest value among the multiple candidate collection objects with the highest requirement priority as the recommended collection object; when the requirement priorities of the multiple candidate collection objects are the same, determine the candidate collection object with the highest value as the recommended collection object.
[0165] As an example, continue to judge the requirement priorities of candidate collection objects A, B, and C. Sort them according to the requirement priority: the target items currently needed in the collection notes > the items required for daily tasks > the items required for paying li fu > the items sold in the chamber of commerce. A is the target item currently needed in the collection notes, B is the target item currently needed in the collection notes, and C is the item required for daily tasks. Therefore, the requirement priority of A is the same as that of B, but both are higher than that of C. Based on the requirement priorities of A, B, and C, determine the recommended collection object. Obtain candidate collection objects A and B with the highest requirement priority, and then continue to judge the values between them. The value of A is 100, and the value of B is 80. Therefore, the value of A is higher than that of B, and A is used as the recommended collection object.
[0166] Through the embodiments of the present application, the candidate collection objects are sorted according to two dimensions. The priorities of the two dimensions are different. First, the requirement priority is sorted, and then the value is sorted. The embodiments of the present application default this sorting priority to help players pre-confirm the recommended collection object in advance, saving the player's selection time and improving the human-computer interaction efficiency of the player.
[0167] Through the embodiments of the present application, the virtual scene and the map corresponding to the virtual scene are displayed. The first map identifier of the first collection point is displayed on the map. The first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map corresponding to the collection point, so as to help players reach the collection point more conveniently, thereby improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency.
[0168] Next, the exemplary application of the embodiments of the present application in an actual application scenario will be described.
[0169] Through the embodiments of the present application, a virtual scene and a map corresponding to the virtual scene can be displayed, and a first map identifier of a first collection point is displayed on the map. The first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map corresponding to the collection point, so as to help players reach the collection point more conveniently, thereby improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency.
[0170] In some embodiments, a first control (representing the map exploration skill) is displayed on the human-computer interaction interface. In response to a trigger operation on the first control, the system searches for the position of the collection point near the first virtual object. Here, the first virtual object is the virtual object controlled by the player who performs the trigger operation. According to the azimuth, position, and safety situation of the collection point displayed on the map, the system controls the first virtual object to move to the collection point, triggers the collection point button to enter the collection operation interface. The collection operation interface displays a collection list, and the collection list shows the candidate collection objects that can be collected. The recommended collection objects display preferred icons. Clicking the collection button starts the collection, and the collection consumes durability. If the collection is successful, the candidate collection object is obtained; if the collection fails, the candidate collection object cannot be obtained.
[0171] See Figure 5A , a first control 502A (representing the map exploration skill) is displayed on the human-computer interaction interface 501A. In response to a trigger operation on the first control 502A, the system searches for the position of the collection point near the first virtual object 503A. Here, the first virtual object is the virtual object controlled by the player who performs the trigger operation. Before responding to the trigger operation, only the object identifier 505A of the first virtual object is displayed on the map 504A, which is used to indicate the position of the first virtual object.
[0172] See Figure 5B , the system searches for the position of the collection point near the first virtual object. If the collection point is outside the 100-meter circular range of the first virtual object, the collection point icon 502B and the azimuth arrow 503B are displayed on the map 501B. The first virtual object 504B can move to near the collection point according to the azimuth indicated by the azimuth arrow 503B.
[0173] See Figure 5C, the system searches for the location of the collection point near the first virtual object. If the collection point is within the 100-meter circumference of the first virtual object 504C, the specific location of the collection point is displayed on the map 501C. By scanning the surrounding environment and monster distribution of the collection point, the safety status of the collection point is displayed. The map identifier 502C corresponding to a safe collection point includes an icon and a green round base, and the map identifier 503C corresponding to a dangerous collection point includes an icon, a red round base, and a monster distribution icon.
[0174] See Figure 6A , the first virtual object 601A moves near the collection point. When it is within 3 meters of the collection point, the name button 602A of the collection point is displayed in the virtual scene. In response to the trigger operation of the first virtual object 601A on the name button 602A of the collection point, the collection preparation state is entered.
[0175] See Figure 6B , in the collection preparation state, the collection list 601B is displayed in the upper right corner of the virtual scene. The recommended collection object 602B is correspondingly displayed with the optimal mark icon 603B and is displayed in the first position of the collection list 601B.
[0176] See Figure 6C , in response to the click operation on the collection button 602C on the right side of the candidate collection object 601C, the collection operation is executed. If the collection is successful, the prompt message 603C is displayed. The prompt message 603C can be "Obtain candidate collection object ×N of so-and-so". See Figure 6D , if the collection fails, the prompt message 601D is also displayed. The prompt message 601D can be "Collection failed".
[0177] In some embodiments, it is necessary to trigger the map exploration skill to search for the location of the collection point near the first virtual object. The system searches for the location of the collection point near the first virtual object and displays the corresponding azimuth or collection point icon. By scanning the surrounding environment and monster distribution of the collection point, the safety status of the collection point is displayed. See Figure 9 , a safe collection point displays an icon and a green round base, and a dangerous collection point displays an icon, a red round base, and a monster distribution icon.
[0178] In some embodiments, the collection rules are as follows: There is an upper limit on the number of collection times for a single collection point. Each collection consumes durability. When the durability is 0, collection cannot be performed, and other collection points need to be found for collection; for the candidate collection objects in the collection list, there are ordinary collection rates and high-quality collection rates. When the collection rate is too low, the collection may fail. The system recommends the recommended collection objects based on comprehensive factors such as the overall game environment and the character state. When preparing for collection, see the collection item information structure Figure 7A, an icon can be displayed at the candidate collection object to indicate whether the candidate collection object is collected in the illustrated handbook, an icon can be displayed at the candidate collection object to indicate that the candidate collection object is a recommended collection object, and the normal collection rate and high-quality collection rate can also be displayed at the corresponding position of the candidate collection object. An improvement mark will also be displayed near the normal collection rate and high-quality collection rate, which can be displayed when the skill activation probability is increased. The name of the collected item and the collection button will also be displayed near the candidate collection object. After the collection button is triggered, the collection button will be grayscale processed and then activated after the collection is completed.
[0179] In some embodiments, refer to Figure 7B , the map exploration skill is an active skill. Activating the map exploration skill can find the azimuth or location of nearby collection points. The duration of the map exploration skill is 20 seconds. Collection: The collection skill is an active skill. The collection skill will consume durability and attempt to collect the candidate collection object (this skill can be cast by clicking the collection button on the right side of the collected item during the collection process).
[0180] The following will combine Figure 8 The flowchart shown below details the usage process of the map exploration skill.
[0181] In step 801, a click operation for the map exploration skill is received.
[0182] In step 802, the system detects whether there is a collection point within a 300-meter radius of the character.
[0183] If there is no collection point, step 803 is executed. In step 803, the player is prompted via text: There is no collection point nearby. Go and check elsewhere.
[0184] If there is a collection point, step 804 is executed. In step 804, the player is prompted via text: An X-level high-quality material has been found N meters east / south / west / north. If there are multiple collection points, the position of the collection point closest to the player is prompted.
[0185] In step 805, it is determined whether the collection point is within a 100-meter radius of the character.
[0186] If the collection point is not within a 100-meter radius, step 806 is executed. In step 806, the collection point icon and the azimuth arrow are displayed on the upper-right corner map.
[0187] In step 807, the character moves to a position near 100 meters of the collection point according to the direction arrow of the collection point.
[0188] If the collection point is within a 100-meter radius, step 808 is executed. In step 808, the detailed collection point position is displayed on the upper-right corner mini-map.
[0189] In step 809, the system scans whether there are monsters around the collection point within a radius of 15 meters centered on the collection point.
[0190] If there are monsters, the collection point displays a red round bottom, indicating that the collection point is dangerous, and corresponding monster markers are displayed according to the number and location of the monsters. The distribution of monsters can be intuitively foreseen on the map to predict danger. If there are no monsters, the collection point displays a green round bottom, indicating safety.
[0191] In step 810, the character moves to a safe collection point, receives a click operation on the name button of the collection point, and enters the collection operation interface.
[0192] In step 811, N candidate collection objects that can be collected at the current collection point are displayed in the upper left corner.
[0193] In step 812, the system identifies comprehensive factors such as the player's current operation, character status, and game business environment, and follows the principle that the goals required by the collection notes take precedence over daily tasks, over leeway payment, and over chamber of commerce sales. Considering the comprehensive collection success rate, it recommends collection objects.
[0194] The system intelligently identifies comprehensive factors such as the collection success rate of candidate collection objects, the player's current operation, the game economic ecosystem environment, the character level status, and the character behavior tasks. The judgment logic for its recommended collection objects is as follows:
[0195] First, judge the collection success rate of candidate collection objects. If the collection success rates of candidate collection objects vary greatly (the difference exceeds 15%), the collection recommendation priority follows: candidate collection objects with a high collection success rate > candidate collection objects with a low collection success rate; when the collection success rates of candidate collection objects are similar (the difference ≤ 15%), continue with the following judgment:
[0196] For candidate collection objects required by multiple systems, their priority ranking is: candidate collection objects required by the current goals of the collection notes > candidate collection objects required by daily tasks > candidate collection objects required by leeway payment > candidate collection objects for chamber of commerce sales;
[0197] For candidate collection objects within the same system, the collection priority ranking is: when the ordinary collection success rates are similar (the difference does not exceed 10%), high-value candidate collection objects > low-value candidate collection objects.
[0198] In step 813, the recommended collection object displays a preferred marker icon, and its collection button is highlighted. Clicking the collection button can start the collection.
[0199] In step 814, the system determines whether the collection is successful based on the ordinary collection rate and high-quality collection rate of the collection target.
[0200] Receive a click operation on the collection button for a candidate collection object, and based on the current collection success rate of the candidate collection object, perform the following judgment: In the case of successful collection, according to the quality of the candidate collection object collected, there are two cases for the collection result: collecting an ordinary candidate collection object or collecting a high-quality candidate collection object. In the case of failed collection, a collection failure will be prompted.
[0201] If it is determined that the collection is successful, step 815 is executed. In step 815, a candidate collection object is obtained successfully. Otherwise, step 816 is executed. In step 816, a collection failure is prompted via text.
[0202] In step 817, it is judged whether the number of collection times at the collection point has been exhausted.
[0203] If it has not been exhausted, step 818 is executed. In step 818, a click operation on the collection button is received to continue the collection.
[0204] The embodiments of the present application have the following beneficial effects: During the production type game process, users can more efficiently and intuitively discover collection points, and predict the safe and dangerous states of the collection points, so as to better judge which collection point to go to, greatly improving the game efficiency and reducing the time cost of users' search; intelligent recommendation of collection objects can solve the problem of users' difficulty in selection, reduce the time and energy of users to consult and remember the candidate collection objects required by different systems and submit candidate collection objects, greatly improving the game collection efficiency, and greatly enriching the game collection experience.
[0205] It can be understood that in the embodiments of the present application, data related to user information, etc. 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 the relevant laws, regulations, and standards of relevant countries and regions.
[0206] Next, the implementation of the virtual scene display device 555 provided by the embodiments of the present application as an exemplary structure of software modules will be continued. In some embodiments, as Figure 3 shown, the software modules in the virtual scene display device 555 stored in the memory 540 may include: a first display module 5551 for displaying the virtual scene and the map corresponding to the virtual scene; a second display module 5552 for displaying a first map identifier of a first collection point in the map, where the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point.
[0207] In some embodiments, the second display module 5552 is further configured to: display a first control corresponding to the first collection point search function in the virtual scene; in response to a trigger operation of a first account that controls a first virtual object on the first control, display a first map identifier of the first collection point in the map used by the first virtual object.
[0208] In some embodiments, the second display module 5552 is further configured to: in response to the distance between the first collection point and the first virtual object being not greater than a first distance threshold, display a first map identifier of the first collection point in the map.
[0209] In some embodiments, the second display module 5552 is further configured to: in response to the distance between all collection points and the first virtual object being greater than a second distance threshold, display a prompt message in the virtual scene, where the prompt message indicates that no collection points are found within the area range corresponding to the second distance threshold of the first virtual object, and the second distance threshold is greater than the first distance threshold.
[0210] In some embodiments, the second display module 5552 is further configured to: in response to the distance between the first collection point and the first virtual object being greater than the first distance threshold and not greater than the second distance threshold, display a direction identifier corresponding to the first map identifier in the map; where the direction identifier is used to indicate the direction of the first map identifier relative to the first virtual object, the second distance threshold is greater than the first distance threshold, and the display style of the first map identifier is related to the distance.
[0211] In some embodiments, the second display module 5552 is further configured to: in response to the distance between the first collection point and the first virtual object changing from being not greater than the second distance threshold to being greater than the second distance threshold, hide the first map identifier and the direction identifier corresponding to the first map identifier in the map.
[0212] In some embodiments, the display time period of the first map identifier is within a subset of a first time period starting from the completion of the trigger operation.
[0213] In some embodiments, the second display module 5552 is further configured to: in response to the cumulative collection times of the first collection point reaching a collection times threshold, hide the first map identifier of the first collection point in the map; in response to the cumulative collection times of a second collection point being reset from the collection times threshold to zero, display the hidden second map identifier of the second collection point in the map.
[0214] In some embodiments, the second display module 5552 is further configured to: when the environmental status information includes a danger level, display the first map identifier in the map based on a display mode corresponding to the danger level of the first collection point; when the environmental status information includes distribution information of other virtual objects, display the first map identifier including the distribution information in the map.
[0215] In some embodiments, when the environmental status information includes distribution information of other virtual objects, the first map identifier includes a first icon representing the collection meaning and a second icon representing other virtual objects, and the number of the second icons is the same as the number of the other virtual objects.
[0216] In some embodiments, the second display module 5552 is further configured to: when the other virtual object is a virtual object having an adversarial relationship with the first virtual object, display the distribution information of the other virtual object based on a first display mode; when the other virtual object is a virtual object having a cooperative relationship with the first virtual object, display the distribution information of the other virtual object based on a second display mode; wherein, the first display mode is different from the second display mode.
[0217] In some embodiments, the second display module 5552 is further configured to: display the first map identifier of the first collection point in the map based on a display mode corresponding to the collection point recommendation degree of the first collection point, wherein the significance level of the display mode is positively correlated with the collection point recommendation degree.
[0218] In some embodiments, the second display module 5552 is further configured to: obtain the environmental status information of each candidate collection point, the resource information of each candidate collection point, and the task information of the first virtual object in the virtual scene; encode the environmental status information to obtain an environmental status feature, encode the resource information to obtain a resource feature, and encode the task information to obtain a task feature; perform a mapping process on the environmental status feature, the resource feature, and the task feature to obtain the collection point recommendation degree corresponding to each candidate collection point; and use the candidate collection points with the collection point recommendation degree higher than the collection point recommendation degree threshold as the first collection point.
[0219] In some embodiments, the second display module 5552 is further configured to: display a second control corresponding to the first acquisition point in response to the distance between the first virtual object and the first acquisition point being less than a third distance threshold; display candidate acquisition objects in response to a trigger operation of the first virtual object on the second control; and perform an acquisition operation on the target acquisition object in response to a trigger operation on the target acquisition object, where the target acquisition object is selected from the candidate acquisition objects.
[0220] In some embodiments, the second display module 5552 is further configured to: display the multiple candidate acquisition objects in any one of the following orders: the order from the highest value to the lowest value of the candidate acquisition objects; the order from the highest acquisition success rate to the lowest acquisition success rate of the candidate acquisition objects; the order from the highest demand priority to the lowest demand priority of the candidate acquisition objects.
[0221] In some embodiments, the second display module 5552 is further configured to: display a recommended acquisition object among the candidate acquisition objects based on a third display mode, and display other acquisition objects among the candidate acquisition objects based on a fourth display mode, where the prominence of the third display mode is higher than that of the fourth display mode, and the other acquisition objects are candidate acquisition objects other than the recommended acquisition object.
[0222] In some embodiments, the second display module 5552 is further configured to: obtain the task characteristics of the first virtual object in the virtual scene and the state characteristics of the first virtual object in the virtual scene; perform a fusion process on the task characteristics and the state characteristics to obtain fusion characteristics; obtain the acquisition object characteristics of each candidate acquisition object; determine a first similarity between the acquisition object characteristics of each candidate acquisition object and the fusion characteristics, and determine the candidate acquisition object corresponding to the maximum first similarity as the recommended acquisition object.
[0223] In some embodiments, the second display module 5552 is further configured to: determine the acquisition level of each candidate acquisition object based on the acquisition success rate of each candidate acquisition object; when the acquisition levels of the multiple candidate acquisition objects are different, obtain at least one candidate acquisition object with the highest acquisition level; when the number of at least one candidate acquisition object with the highest acquisition level is one, use the candidate acquisition object with the highest acquisition level as the recommended acquisition object. When the number of at least one candidate acquisition object with the highest acquisition level is multiple, determine the recommended acquisition object based on the demand priorities corresponding to the multiple candidate acquisition objects with the highest acquisition levels; when the acquisition levels of the multiple candidate acquisition objects are the same, determine the recommended acquisition object based on the demand priorities corresponding to the multiple candidate acquisition objects.
[0224] In some embodiments, the second display module 5552 is further configured to: obtain the requirement priorities corresponding to a plurality of the candidate collection objects; when the requirement priorities of the plurality of candidate collection objects are different, obtain at least one candidate collection object with the highest requirement priority; when the number of at least one candidate collection object with the highest requirement priority is one, use the candidate collection object with the highest requirement priority as the recommended collection object; when the number of at least one candidate collection object with the highest requirement priority is multiple, determine the candidate collection object with the highest value among the multiple candidate collection objects with the highest requirement priority as the recommended collection object; when the requirement priorities of the plurality of candidate collection objects are the same, determine the candidate collection object with the highest value as the recommended collection object.
[0225] An embodiment of the present application provides a computer program product, which includes computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the virtual scene display method described above in the embodiments of the present application.
[0226] An embodiment of the present application provides a computer-readable storage medium storing executable instructions, where the executable instructions are stored, and when the executable instructions are executed by a processor, the processor will be caused to execute the virtual scene display method provided in the embodiments of the present application. For example, Figures 4A - 4B the virtual scene display method shown.
[0227] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.
[0228] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, and may be 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 being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0229] By way of example, the computer-executable instructions may or may not correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, stored in a single file dedicated to the program under discussion, or, stored in multiple cooperating files (e.g., files that store one or more modules, subroutines, or portions of code).
[0230] By way of example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0231] In summary, by displaying a virtual scene and a map corresponding to the virtual scene in an embodiment of the present application, and displaying a first map identifier of a first collection point in the map, the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and the environmental status information of the first collection point, which can improve the guiding ability of the map corresponding to the collection point, thereby helping players to reach the collection point more conveniently, thus improving the human-computer interaction efficiency. In addition, through the environmental status information, players can perceive the environmental information around the collection point, which is beneficial for players to select a safer and more convenient collection point and also beneficial for improving the human-computer interaction efficiency.
[0232] 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 replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.
Claims
1. A method for displaying a virtual scene, characterized in that: The method comprises: Displaying a virtual scene and a map corresponding to the virtual scene; A first map identifier of a first collection point is displayed in the map, wherein the first map identifier of the first collection point is used to indicate a position of the first collection point in the virtual scene and environmental status information of the first collection point.
2. The method according to claim 1, characterized in that The step of displaying a first map mark of a first collection point in the map includes: Displaying a first control corresponding to a first acquisition point search function in the virtual scene; In response to a triggering operation on the first control by a first account controlling the first virtual object, a first map identifier of the first collection point is displayed in a map used by the first virtual object.
3. The method according to claim 2, characterized in that The displaying the first map mark of the first collection point in the map includes: In response to the distance between the first collection point and the first virtual object being not greater than a first distance threshold, a first map identifier of the first collection point is displayed in the map.
4. The method according to claim 3, characterized in that The method further comprises: In response to the distances between all acquisition points and the first virtual object being greater than a second distance threshold, prompt information is displayed in the virtual scene, wherein the prompt information indicates that no acquisition points are found within an area of the first virtual object corresponding to the second distance threshold, and the second distance threshold is greater than the first distance threshold.
5. The method according to claim 3, characterized in that: The method further comprises: In response to the distance between the first collection point and the first virtual object being greater than the first distance threshold and not greater than a second distance threshold, displaying a position mark corresponding to the first map mark in the map; The orientation mark is used to indicate the direction of the first map mark relative to the first virtual object, the second distance threshold is greater than the first distance threshold, and the display style of the first map mark is related to the distance.
6. The method according to claim 5, characterized in that The method further comprises: In response to the distance between the first collection point and the first virtual object changing from being less than the second distance threshold to being greater than the second distance threshold, the first map identifier and the location identifier corresponding to the first map identifier are hidden in the map.
7. The method according to claim 2, characterized in that The display time period of the first map marker is within a subset of the first time period starting from the completion of the triggering operation.
8. The method according to claim 1, characterized in that The method further comprises: In response to the accumulated number of collection times of the first collection point reaching a collection times threshold, hiding a first map identifier of the first collection point in the map; In response to the cumulative number of collection times of the second collection point being reset to zero from the collection times threshold, a second map marker in which the second collection point is hidden is displayed in the map.
9. The method according to claim 1, characterized in that: The step of displaying a first map mark of a first collection point in the map includes: When the environmental status information includes a danger level, displaying the first map identifier in the map based on a display mode corresponding to the danger level of the first collection point, the prominence of the display mode being positively correlated with the danger level; When the environmental status information includes distribution information of other virtual objects, a first map marker including the distribution information is displayed in the map.
10. The method according to claim 9, characterized in that When the environmental status information includes distribution information of other virtual objects, the first map identifier includes a first icon representing a collection meaning and a second icon representing other virtual objects, and the number of the second icons is the same as the number of the other virtual objects.
11. The method according to claim 9, characterized in that The environmental status information includes distribution information of other virtual objects. When the other virtual objects are virtual objects that have an adversarial relationship with the first virtual object, the distribution information of the other virtual objects is displayed based on a first display mode; when the other virtual objects are virtual objects that have a cooperative relationship with the first virtual object, the distribution information of the other virtual objects is displayed based on a second display mode; wherein the first display mode is different from the second display mode.
12. The method according to claim 1, characterized in that The step of displaying a first map mark of a first collection point in the map includes: Based on a display mode corresponding to the collection point recommendation degree of the first collection point, a first map identifier of the first collection point is displayed in the map, wherein a prominence of the display mode is positively correlated with the collection point recommendation degree.
13. The method according to claim 12, characterized in that The method further comprises: Acquire environmental status information of each candidate collection point, resource information of each candidate collection point, and task information of the first virtual object in the virtual scene; Encoding the environment state information to obtain environment state characteristics, encoding the resource information to obtain resource characteristics, and encoding the task information to obtain task characteristics; Mapping the environment state feature, the resource feature and the task feature to obtain a collection point recommendation degree corresponding to each candidate collection point; The candidate collection point whose collection point recommendation degree is higher than the collection point recommendation degree threshold is used as the first collection point.
14. The method according to claim 1, characterized in that The method further comprises: In response to the distance between the first virtual object and the first acquisition point being less than a third distance threshold, displaying a second control corresponding to the first acquisition point; In response to a triggering operation of the first virtual object on the second control, displaying candidate acquisition objects; In response to a trigger operation on a target acquisition object, a collection operation is performed on the target acquisition object, wherein the target acquisition object is derived from the candidate acquisition object.
15. The method according to claim 14, characterized in that The displaying of candidate acquisition objects includes: The plurality of candidate acquisition objects are displayed in any one of the following orders: The order of the candidate acquisition objects from high to low value; The order of the acquisition success rates of the candidate acquisition objects from high to low; The order of the demand priorities of the candidate acquisition objects from high to low.
16. The method according to claim 14, characterized in that The displaying of candidate acquisition objects includes: The recommended collection objects among the candidate collection objects are displayed based on a third display mode, and the other collection objects among the candidate collection objects are displayed based on a fourth display mode, wherein the prominence of the third display mode is higher than the prominence of the fourth display mode, and the other collection objects are candidate collection objects other than the recommended collection objects.
17. The method according to claim 16, characterized in that The method further comprises: Acquire a task feature of a first virtual object in the virtual scene and a state feature of the first virtual object in the virtual scene; Fusing the task feature and the state feature to obtain a fused feature; Acquire a collection object feature of each of the candidate collection objects; Mapping processing is performed on the acquisition object features of the candidate acquisition objects and the fusion features to obtain the acquisition object recommendation degree, and the candidate acquisition object with the maximum acquisition object recommendation degree is determined as the recommended acquisition object.
18. The method according to claim 16, characterized in that The method further comprises: Determining the acquisition level of each candidate acquisition object based on the acquisition success rate of each candidate acquisition object; When the collection levels of the plurality of candidate collection objects are different, obtaining at least one candidate collection object with the highest collection level; When the number of at least one candidate acquisition object with the highest acquisition level is one, taking the candidate acquisition object with the highest acquisition level as the recommended acquisition object; When the number of at least one candidate acquisition object with the highest acquisition level is multiple, determining the recommended acquisition object based on the demand priorities corresponding to the multiple candidate acquisition objects with the highest acquisition levels; When the acquisition levels of the plurality of candidate acquisition objects are the same, the recommended acquisition object is determined based on the demand priorities corresponding to the plurality of candidate acquisition objects.
19. The method according to claim 18, characterized in that The determining the recommended acquisition object based on the demand priorities corresponding to the plurality of candidate acquisition objects includes: When the demand priorities of the plurality of candidate acquisition objects are different, obtaining at least one candidate acquisition object with the highest demand priority; When the number of at least one candidate acquisition object with the highest demand priority is one, taking the candidate acquisition object with the highest demand priority as the recommended acquisition object; When there are multiple candidate acquisition objects with the highest priority level, the candidate acquisition object with the highest value among the multiple candidate acquisition objects with the highest priority level is determined as the recommended acquisition object; When the demand priorities of a plurality of candidate acquisition objects are the same, the candidate acquisition object with the highest value is determined as the recommended acquisition object.
20. A virtual scene display device, characterized in that: The device comprises: A first display module, used for displaying a virtual scene and a map corresponding to the virtual scene; The second display module is used to display a first map identifier of the first collection point in the map, wherein the first map identifier of the first collection point is used to indicate the position of the first collection point in the virtual scene and environmental status information of the first collection point.
21. An electronic device, characterized in that: The electronic device comprises: A memory for storing computer executable instructions; A processor, configured to implement the method for displaying a virtual scene as described in any one of claims 1 to 19 when executing the computer executable instructions stored in the memory.
22. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the method for displaying a virtual scene according to any one of claims 1 to 19 is implemented.
23. A computer program product comprising computer executable instructions, characterized in that: When the computer executable instructions are executed by a processor, the method for displaying a virtual scene according to any one of claims 1 to 19 is implemented.