Virtual resource allocation method, device and equipment

By updating the battle situation dimensions and allocation strategies, virtual resources are allocated to virtual characters, and the problem of fixed virtual resource allocation methods in the existing technology is solved, and the game experience and gameplay richness is improved.

CN120132330APending Publication Date: 2025-06-13GUANGZHOU YIWAN NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510406281.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

In the prior art, virtual characters attack virtual objects to obtain virtual resources is relatively fixed, resulting in insufficient richness of allocating virtual resources, which affects the player's gaming experience.

Method used

By obtaining the first and second battle information of the target battle, adjusting instructions and preset resource allocation modes according to the virtual user's battle mode, updating the battle situation dimensions to determine the allocation strategy of the virtual resources, and then allocating virtual resources to all virtual characters.

Benefits of technology

It has increased the richness of gameplay for obtaining virtual resources, improved the player's gaming experience, met the combat needs of different players, and improved the immersion and fun of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual resource allocation method, device and equipment, and the method comprises the steps: firstly obtaining first battle information based on a first battle condition dimension for a target battle existing in a game, and obtaining a battle mode adjustment instruction sent by a virtual user; and according to the first battle information and the battle mode adjustment instruction, determining whether a preset resource allocation mode adjustment rule is satisfied. And under the condition that the resource allocation mode adjustment rule is satisfied, updating the dimension of the battle information needing to be acquired from the first battle condition dimension to a second battle condition dimension, and acquiring second battle information of the target battle under the second battle condition dimension. And finally, according to the second battle information and the resource allocation strategy set, allocating virtual resources to all the virtual roles participating in the target battle. In this way, more interesting and fresh playing methods can be provided for players flexibly based on the battle situation and the requirements of the players, and therefore the game immersion and game experience of the players are improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular, to a method, apparatus, and device for allocating virtual resources. Background Art

[0002] In virtual scenarios such as games, players can control virtual characters as virtual users and interact with other virtual objects in the virtual scenario. For example, in simulation business games, virtual users can control virtual characters and attack non-player characters (NPCs) in the virtual scenario to obtain virtual resources.

[0003] Currently, for virtual characters attacking virtual objects, the method of allocating virtual resources to virtual characters is relatively fixed, and there may only be one strategy for allocating virtual resources. The fixed method of allocating virtual resources will lead to insufficient richness in the way of allocating virtual resources. Facing the fixed method of allocating virtual resources, players are prone to losing freshness, resulting in a poor gaming experience for players. Summary of the Invention

[0004] In view of this, this application provides a method, apparatus, and device for allocating virtual resources, which can increase the richness of the gameplay for obtaining virtual resources and improve the gaming experience of players.

[0005] The technical solutions provided by this application are as follows:

[0006] In a first aspect, this application provides a method for allocating virtual resources, the method including:

[0007] Obtaining first battle information of a target battle in a first battle situation dimension, and receiving a battle mode adjustment instruction sent by a virtual user; the virtual user is a player who controls a virtual character to participate in the target battle;

[0008] Updating the first battle situation dimension according to the first battle information, the battle mode adjustment instruction, and a preset resource allocation mode adjustment rule to determine a second battle situation dimension, and obtaining second battle information of the target battle in the second battle situation dimension;

[0009] Allocating virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set.

[0010] In a possible implementation manner, the target battle is a battle in which the virtual character attacks a non-player controlled virtual object, the number of information dimensions included in the first battle situation dimension is different from the number of information dimensions included in the second battle situation dimension, and the information dimension includes one or more of the following:

[0011] The damage values of each of the virtual characters participating in the target battle against the non-player controlled virtual object;

[0012] The damage value of the non-player controlled virtual object against the virtual characters participating in the target battle;

[0013] The damage values between the virtual characters participating in the target battle.

[0014] In a possible implementation manner, the preset resource allocation mode adjustment rule includes a battle information rule and a battle mode adjustment rule. The battle information rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the first battle information, and the battle mode adjustment rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the battle mode adjustment instruction.

[0015] In a possible implementation manner, the battle information rule includes: the damage values of multiple virtual characters participating in the target battle against the same non-player controlled virtual object, and the multiple virtual characters belong to at least two camps;

[0016] And,

[0017] The current attribute value of the non-player controlled virtual object and the current attribute values of the virtual characters in the at least two camps satisfy the condition for continuing the battle.

[0018] In a possible implementation manner, the current attribute value includes the current health value. The condition for continuing the battle includes that the current health value of the non-player controlled virtual object is less than or equal to the health value threshold, the non-player controlled virtual object is not defeated, and the virtual characters in the at least two camps survive;

[0019] And / or,

[0020] The current attribute value of the non-player controlled virtual object includes the current win rate, the current attribute value of the virtual character includes the current health value, and the condition for continuing the battle includes that the current win rate of the non-player controlled virtual object is less than or equal to the win rate threshold, the non-player controlled virtual object is not defeated, and the virtual characters in the at least two camps survive.

[0021] In a possible implementation manner, the battle mode adjustment rule includes any one or more of the following:

[0022] The number of virtual users who select to adjust the battle mode is greater than or equal to the first quantity threshold, and the first quantity threshold is determined based on the total number of virtual users;

[0023] The total attack power of the virtual characters controlled by the virtual users who select to adjust the battle mode is greater than or equal to the attack power threshold;

[0024] Within the same camp, the number of virtual users who select to adjust the battle mode is greater than or equal to a second quantity threshold, and the second quantity threshold is determined based on the total number of virtual users who control virtual characters within the camp.

[0025] In a possible implementation manner, the allocating virtual resources to all virtual characters includes:

[0026] In response to determining that the target battle ends, virtual resources are allocated to all virtual characters, and the end of the battle includes that the non-player controlled virtual object is defeated and / or at least one of the multiple camps is defeated or surrenders.

[0027] In a possible implementation manner, the allocating virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set includes:

[0028] Determine the total amount of virtual resources according to the resource attribute parameters corresponding to the non-player controlled virtual object and the number of virtual characters participating in the target battle;

[0029] Determine the contribution value of each virtual character participating in the target battle according to the second battle information;

[0030] Allocate virtual resources to the virtual characters participating in the target battle according to the contribution value and the total amount of virtual resources.

[0031] In a second aspect, the present application provides an apparatus for allocating virtual resources, and the apparatus includes:

[0032] A first obtaining unit, configured to obtain first battle information of a target battle in a first battle situation dimension and receive a battle mode adjustment instruction sent by a virtual user; the virtual user is a player who controls a virtual character to participate in the target battle;

[0033] A second obtaining unit, configured to update the first battle situation dimension according to the first battle information, the battle mode adjustment instruction, and a preset resource allocation mode adjustment rule to determine a second battle situation dimension, and obtain second battle information of the target battle in the second battle situation dimension;

[0034] An allocation unit, configured to allocate virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set.

[0035] In a possible implementation manner, the target battle is a battle in which the virtual character attacks a non-player controlled virtual object, the number of information dimensions included in the first battle situation dimension is different from the number of information dimensions included in the second battle situation dimension, and the information dimension includes one or more of the following:

[0036] The damage values of each of the virtual characters participating in the target battle against the non-player controlled virtual object;

[0037] The damage value of the non-player controlled virtual object against the virtual characters participating in the target battle;

[0038] The damage values between the virtual characters participating in the target battle.

[0039] In a possible implementation manner, the preset resource allocation mode adjustment rule includes a battle information rule and a battle mode adjustment rule. The battle information rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the first battle information, and the battle mode adjustment rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the battle mode adjustment instruction.

[0040] In a possible implementation manner, the battle information rule includes: the damage values of multiple virtual characters participating in the target battle against the same non-player controlled virtual object, and the multiple virtual characters belong to at least two camps;

[0041] And,

[0042] The current attribute value of the non-player controlled virtual object and the current attribute values of the virtual characters in the at least two camps satisfy the condition for continuing the battle.

[0043] In a possible implementation manner, the current attribute value includes the current health value, and the condition for continuing the battle includes that the current health value of the non-player controlled virtual object is less than or equal to the health value threshold, the non-player controlled virtual object is not defeated, and the virtual characters in the at least two camps survive;

[0044] And / or,

[0045] The current attribute value of the non-player controlled virtual object includes the current win rate, the current attribute value of the virtual character includes the current health value, and the condition for continuing the battle includes that the current win rate of the non-player controlled virtual object is less than or equal to the win rate threshold, the non-player controlled virtual object is not defeated, and the virtual characters in the at least two camps survive.

[0046] In a possible implementation manner, the battle mode adjustment rule includes any one or more of the following:

[0047] The number of virtual users who select to adjust the battle mode is greater than or equal to a first quantity threshold, and the first quantity threshold is determined based on the total number of virtual users;

[0048] The total attack power of the virtual characters controlled by the virtual users who select to adjust the battle mode is greater than or equal to the attack power threshold;

[0049] Within the same camp, the number of virtual users who select to adjust the battle mode is greater than or equal to the second quantity threshold, and the second quantity threshold is determined based on the total number of virtual users who control the virtual characters within the camp.

[0050] In a possible implementation manner, the allocation unit is configured to allocate virtual resources to all virtual characters, including:

[0051] The allocation unit is configured to, in response to determining that the target battle ends, allocate virtual resources to all virtual characters, where the end of the battle includes that the non-player controlled virtual object is defeated, and / or at least one of the multiple camps is defeated or surrenders.

[0052] In a possible implementation manner, according to the second battle information and a preset resource allocation strategy set, the allocation unit is configured to allocate virtual resources to all virtual characters, including:

[0053] The allocation unit is configured to determine the total amount of virtual resources according to the resource attribute parameters corresponding to the non-player controlled virtual object and the number of virtual characters participating in the target battle; determine the contribution value of each virtual character participating in the target battle according to the second battle information; and allocate virtual resources to the virtual characters participating in the target battle according to the contribution value and the total amount of virtual resources.

[0054] In a third aspect, the present application provides a device, where the device includes a memory and a processor, the memory is used to store instructions or codes, and the processor is used to execute the instructions or codes so that the device executes the virtual resource allocation method according to any one of the foregoing first aspects.

[0055] In a fourth aspect, the present application provides a computer storage medium, where code is stored in the computer storage medium, and when the code is run, the device running the code implements the virtual resource allocation method according to any one of the foregoing first aspects.

[0056] In a fifth aspect, a computer program product including instructions is provided, and when it runs on a computer, it causes the computer to execute the virtual resource allocation method according to any one of the foregoing first aspects.

[0057] Thus, the present application has the following beneficial effects:

[0058] The present application provides a method, device and equipment for allocating virtual resources. In the method, first, for a target battle existing in a game, firstly obtain first battle information based on a first battle situation dimension, and obtain a battle mode adjustment instruction sent by a virtual user. The first battle information can reflect the battle situation of the current target battle. The battle mode adjustment instruction is used to reflect the adjustment requirements of the virtual user for the battle mode of the target battle. Then, according to the first battle information and the battle mode adjustment instruction, determine whether the preset resource allocation mode adjustment rule is met. In this way, the allocation strategy of virtual resources can be flexibly adjusted based on the resource allocation mode adjustment rule based on the battle situation of the target battle and the adjustment requirements of the virtual user. When the resource allocation mode adjustment rule is met, the dimension of the battle information to be obtained is updated from the first battle situation dimension to the second battle situation dimension, and the second battle information of the target battle under the second battle situation dimension is obtained. Finally, according to the second battle information and the resource allocation strategy set, virtual resources are allocated to all virtual characters participating in the target battle.

[0059] The virtual resource allocation method provided in the present application is based on the existing conventional battle resource allocation, and supplements the method of obtaining virtual resources that is more in line with the adjustment needs of players, so that it can be flexibly compatible with players who have different needs for the confrontation and fun of game battles, thereby improving the player's immersion in the game and the game experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0060] In order to more clearly illustrate the technical solutions in this embodiment or the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0061] Figure 1 A method flow chart of a method for allocating virtual resources provided in an embodiment of the present application;

[0062] Figure 2 A schematic diagram of the structure of a virtual resource allocation device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0063] In order to facilitate the understanding and explanation of the technical solutions provided by the embodiments of the present application, the background technology of the present application will be described below.

[0064] In some games, players, as virtual users in the game, can control virtual characters and interact with virtual characters controlled by other players or NPCs in a virtual scene, enhancing the players' gaming experience and facilitating the virtual characters' acquisition of virtual resources. Among them, NPCs can include not only virtual objects in the virtual scene but also objects for constructing the virtual environment. Objects for constructing the virtual environment include, for example, virtual buildings.

[0065] For example, in simulation business games, players can create virtual users in the game. Players can control the virtual characters corresponding to the virtual users, obtain virtual resources by attacking NPCs, and then complete the business tasks in the game.

[0066] Currently, there are mainly two ways for virtual characters to attack NPCs to obtain virtual resources.

[0067] The first way: The virtual character attacks the NPC independently, or the camp to which the virtual character belongs attacks the NPC independently.

[0068] In one case, the virtual character can attack the NPC independently and obtain the corresponding virtual resources according to the attack result.

[0069] In another case, in some games, the virtual character has a camp to which it belongs. Virtual characters in the same camp can cooperate to perform tasks. For example, virtual characters in the same camp can cooperate to attack the NPC. Virtual resources are allocated to the virtual characters according to their contributions to the camp.

[0070] The second way: Multiple camps cooperate to attack the NPC.

[0071] Virtual characters from multiple camps can choose to form an alliance and jointly attack the NPC. When allocating virtual resources, virtual resources are allocated to the virtual characters according to their contributions to the alliance.

[0072] For the above two ways of attacking NPCs to obtain virtual resources, virtual resources are mainly allocated to the virtual characters according to the attack results of the virtual characters and the NPCs. The way of allocating virtual resources is relatively single, and the richness of the gameplay for obtaining virtual resources is insufficient. After the players' freshness fades, it is easy to make the players feel bored and the players' gaming experience is not good.

[0073] Based on this, an embodiment of the present application provides a method for allocating virtual resources. According to the first battle information of the first battle situation dimension of the target battle in the game and the battle mode adjustment instruction sent by the virtual user, when the resource allocation mode adjustment rule is satisfied, the first battle situation dimension is switched to the second battle situation dimension. Based on the second battle information obtained according to the second battle situation dimension and the corresponding resource allocation strategy, virtual resources are allocated to the virtual character. In this way, based on the battle situation in the game and the needs of players, the allocation method of virtual resources can be flexibly switched, the richness of virtual resource allocation in the game can be improved, players are encouraged to try different types of virtual resource allocation methods, thereby enhancing the freshness of players towards the game and improving the game experience of players.

[0074] To facilitate understanding of the technical solution provided by the embodiment of the present application, the following describes the method for allocating virtual resources provided by the embodiment of the present application with reference to the accompanying drawings.

[0075] See Figure 1 as shown Figure 1 is a flowchart of a method for allocating virtual resources provided by an embodiment of the present application, including:

[0076] S101: Obtain the first battle information of the target battle in the first battle situation dimension, and receive the battle mode adjustment instruction sent by the virtual user.

[0077] In the virtual scene of the game, a player can act as a virtual user to control a virtual character. The virtual user is a user set in the virtual scene. The virtual user can use, for example, a user account as a distinguishing identifier.

[0078] The virtual character is a character that can be controlled by a player in the game. The virtual character is, for example, a virtual person or a virtual animal, etc. The specific type of the virtual character can be determined based on the virtual scene.

[0079] In addition, the virtual character also has the attribute of a camp. The camp to which the virtual character belongs is, for example, a different group such as a team or a group pre-divided. Virtual characters belonging to the same camp can cooperate to execute game tasks. The present application does not limit the way of dividing camps in the virtual scene. As an example, multiple optional camps are preset in the virtual scene. Each camp can have corresponding basic character attributes. When creating a virtual character, the virtual user can select the camp to which the virtual character belongs according to their preference. As another example, each virtual character has a corresponding independent camp. That is to say, each virtual character executes game tasks independently, and there is no cooperation between virtual characters.

[0080] In addition to the virtual characters that can be controlled by players, the virtual scene also includes NPCs. NPCs are, for example, characters such as buildings, plants, and people included in the virtual scene.

[0081] In a virtual scenario, a virtual character can initiate a target battle against an NPC or other virtual characters. By participating in the target battle, the virtual character can obtain virtual resources. When allocating virtual resources, the allocation can be based on the allocation strategies included in the resource allocation strategy set. The resource allocation strategy set includes at least two allocation strategies. Each allocation strategy corresponds to a battle mode respectively. The battle mode refers to the way in which the virtual character participates in the battle. As an example, taking the target battle as the battle between the virtual character and the NPC, there are two battle modes, namely the non-indiscriminate battle mode and the indiscriminate battle mode. The non-indiscriminate battle mode means the battle mode in which the virtual character only attacks the NPC. In the non-indiscriminate battle mode, virtual characters cannot attack each other and can only establish cooperative or alliance relationships. The indiscriminate battle mode is the battle mode in which the virtual character can attack other virtual characters and the NPC. Other virtual characters are, for example, virtual characters from other camps, or virtual characters without a cooperative or alliance relationship. In the indiscriminate battle mode, the virtual character can not only continue to attack the NPC, but also attack other non-cooperative virtual characters. The indiscriminate battle mode can enhance the confrontation in the process of obtaining virtual resources and enrich the game experience.

[0082] During the process of conducting the target battle, the battle mode can be adjusted based on the battle situation and the player's preferences.

[0083] The battle situation of the target battle can be determined according to the first battle information of the first battle situation dimension. The first battle situation dimension is determined by the battle mode in which the current target battle is located.

[0084] In a possible implementation, the battle situation dimension includes one or more information dimensions. The number of information dimensions included in different battle situation dimensions is different.

[0085] The information dimension includes one or more of the following:

[0086] The damage values of each virtual character participating in the target battle to the NPC, the damage value of the NPC to the virtual characters participating in the target battle, and the damage values between the virtual characters participating in the target battle.

[0087] The above three information dimensions respectively measure the damage situation in the battle between the virtual character and the NPC, and the damage situation in the battle between the virtual characters.

[0088] Specifically, the first attack data output by each virtual character participating in the target battle against the NPC can be obtained. The first attack data is used to measure the damage value of the virtual character to the NPC. As an example, the damage value is the health value reduced by the NPC as a result of the virtual character's current attack on the NPC.

[0089] Obtain the second attack data of the NPC against the virtual character participating in the target battle. The second attack data is used to measure the damage value of the NPC to the virtual character. As an example, the second attack data is the health value reduced by the virtual character due to the NPC's current attack on the virtual character.

[0090] Obtain the third attack data of the virtual character against other virtual characters participating in the target battle. The third attack data is used to measure the damage value of the virtual character to other virtual characters. As an example, the third attack data is the health value reduced by the other virtual character due to the virtual character's current attack on the other virtual character.

[0091] As an example, the target battle is triggered by the virtual character attacking the NPC, and the initial battle mode of the target battle is a non-indiscriminate battle mode, that is, the virtual character can only attack the NPC. Thus, the first battle information in the first battle situation dimension that can be obtained includes the damage values of each virtual character participating in the target battle to the NPC, and the damage value of the NPC to the virtual character participating in the target battle.

[0092] As another example, the target battle is triggered by the virtual character attacking the NPC, and the initial battle mode of the target battle is an indiscriminate battle mode, that is, the virtual character can attack the NPC or other virtual characters participating in the target battle. Thus, the first battle information in the first battle situation dimension that can be obtained includes the damage values of each virtual character participating in the target battle to the NPC, and the damage value of the NPC to the virtual character participating in the target battle, and the damage values between the virtual characters participating in the target battle.

[0093] The virtual user can send a battle mode adjustment instruction. The battle mode adjustment instruction is used to indicate switching the battle mode or not switching the battle mode. Based on the battle mode adjustment instruction, the player's preference for the battle mode can be determined, and then it can be determined whether to switch the battle mode according to the battle mode adjustment instruction.

[0094] The embodiments of the present application do not limit the way for the virtual user to send the battle mode adjustment instruction.

[0095] In a possible implementation, the battle mode selection information is first displayed to the virtual user. The battle mode selection information is used to prompt the player to select a battle mode. For example, the battle mode selection information includes a prompt statement, a battle mode introduction text, and a selection control. The prompt statement is used to prompt the virtual user, that is, the player, that they can select to switch the battle mode. The battle mode introduction text is used to describe the battle methods of the two battle modes before and after the switch, as well as the allocation rules of virtual resources under different battle modes. The selection control is used to generate a battle mode adjustment instruction after being triggered. The battle mode selection information can be displayed in the form of a pop-up window. During the process of displaying the battle mode selection information in the form of a pop-up window, the game progress is paused. Alternatively, the battle mode selection information is displayed in the form of a game system prompt message. The embodiments of the present application do not limit the display method of the battle mode selection information. The virtual user can trigger and send a battle mode adjustment instruction based on the battle mode selection information.

[0096] In another possible implementation, the battle mode adjustment instruction is a default instruction preset by the virtual user. The virtual user can preset the battle mode to be preferentially selected and generate the corresponding battle mode adjustment instruction. In the virtual scenario, the battle mode adjustment instruction preset by the virtual user can be directly obtained, which can reduce the selection operation of the virtual user in the virtual scenario, avoid interfering with the progress of the game, and improve the player's gaming experience.

[0097] S102: According to the first battle information, the battle mode adjustment instruction, and the preset resource allocation mode adjustment rules, update the first battle situation dimension to determine the second battle situation dimension, and obtain the second battle information of the target battle based on the second battle situation dimension.

[0098] The preset resource allocation mode adjustment rules are used to adjust the allocation mode of virtual resources. In a possible implementation, the resource allocation mode adjustment rules include a battle information rule and a battle mode adjustment rule. In this way, the resource allocation mode can be switched according to the current battle situation and the current battle mode.

[0099] The battle information rule and the battle mode adjustment rule are introduced and explained below respectively.

[0100] The battle information rule is used to indicate the conditions for triggering the update of the first battle situation dimension based on the first battle information. The battle information rule is also the rule for adjusting the battle mode in terms of battle information.

[0101] As an example, the battle mode of the current target battle is non-indiscriminate battle. The battle information rule includes: the multiple virtual characters participating in the target battle belong to at least two camps, and the current attribute values of the NPC and the current attribute values of the virtual characters in at least two camps meet the conditions for continuing the battle.

[0102] That is to say, if in the target battle, there are virtual characters of at least two camps attacking the NPC, and the NPC and the virtual characters can continue the battle, then from the perspective of battle information, the battle mode can be switched.

[0103] For example, obtain the attack instruction for the NPC, and based on the attack instruction, identify the virtual character that triggers the attack instruction. If it is determined that the virtual character is a virtual character of at least two camps, it is determined that the virtual characters of at least two camps trigger the attack instruction for the same NPC.

[0104] Among them, the camp to which the virtual character belongs can be determined through the camp information of the virtual character. For example, in the virtual scene of the game, all virtual characters are divided into 3 camps. When virtual characters of at least two camps attack the NPC at the same time, it is considered that the condition regarding the camps of the virtual characters is met. For example, when it is detected that virtual character A belonging to camp 1 and virtual character B belonging to camp 2 attack the NPC at the same time, it is determined that there are virtual characters of at least two camps attacking the NPC. It should be noted that virtual characters of multiple camps can attack the same NPC or different NPCs.

[0105] The specific types of the current attribute value of the NPC and the current attribute value of the virtual character can be determined based on the condition for continuing the battle. Two examples of the condition for continuing the battle are provided below.

[0106] Optionally, the current attribute value of the NPC and the current attribute value of the virtual character can be the current health value. The current health value is, for example, the blood volume. The current health value of the NPC can be determined based on the basic health value of the NPC and the attack data of each virtual object. Similarly, the current health value of the virtual object can be determined based on the basic health value of the virtual object and the attack data for that virtual object.

[0107] The condition for continuing the battle includes that the current health value of the NPC is less than or equal to the health value threshold, the NPC is not defeated, and at least two camps of virtual characters survive. That is to say, when at least two camps of virtual characters survive, but the current health value of the NPC is still small and not defeated, the condition for continuing the battle is met. The survival of at least two camps of virtual characters means that the current health value of the virtual character is greater than 0. The defeat of the NPC means that the current health value of the NPC is less than or equal to 0.

[0108] Optionally, the current attribute value of the NPC includes the current win rate. The current win rate of the NPC is the probability of the NPC winning the battle against the virtual character

[0109] The current winning rate of the NPC can be determined based on parameters such as the attack power of the NPC, the health value of the NPC, and the health value of the virtual character, according to the winning rate calculation formula. The current attribute value of the virtual character includes the current health value. The conditions for continuing the battle include that the current winning rate of the NPC is less than or equal to the winning rate threshold, the NPC has not been defeated, and virtual characters of at least two camps survive. That is to say, when virtual characters of at least two camps survive, the NPC has not been defeated, but the probability of defeating the NPC is relatively high, the conditions for continuing the battle are met. In this way, it can simulate the situation where, on the side of the virtual character, when the target battle with the NPC is about to win, new struggles occur within the virtual character for the sake of competing for interests, which conforms to the battle strategy in the actual scenario.

[0110] It should be noted that the conditions for continuing the battle can include one or more of the above two optional contents, and the present application does not make any limitations in this regard.

[0111] Next, the rules for adjusting the battle mode will be introduced.

[0112] The rules for adjusting the battle mode are used to indicate the conditions for triggering the update of the first battle situation dimension according to the battle mode adjustment instruction. The rules for adjusting the battle mode are also the rules for adjusting the battle mode in terms of the battle mode adjustment instruction.

[0113] As an example, the rules for adjusting the battle mode include any one or more of the following three contents.

[0114] The first one: The number of virtual users who choose to adjust the battle mode is greater than or equal to the first quantity threshold.

[0115] When the number of virtual users who choose to adjust the battle mode is relatively large, the battle mode is triggered to be switched. The first quantity threshold can be determined based on the total number of virtual users. As an example, the first quantity threshold can be expressed as a percentage. For example, the first quantity threshold is 80%. That is, when the number of virtual users who choose to adjust the battle mode is more than 80% of the total number of virtual users, the rules for adjusting the battle mode are met. From the aspect of the battle mode adjustment instruction, the battle mode can be adjusted.

[0116] The second one: The total attack power of the virtual characters controlled by the virtual users who choose to adjust the battle mode is greater than or equal to the attack power threshold.

[0117] The second rule for adjusting the battle mode is measured from the dimension of attack power. If the total attack power of the virtual characters who choose to adjust the battle mode is relatively high, it means that the virtual users who have a greater impact on the battle result are more inclined to adjust the battle mode, and the rules for adjusting the battle mode are met.

[0118] The attack power threshold can be determined based on the total attack power of attacking the NPC, or determined according to the health value of the NPC.

[0119] The third type: within the same camp, the number of virtual users who choose to adjust the battle mode is greater than or equal to the second quantity threshold.

[0120] The third battle mode adjustment rule is measured from the dimension of the camp. Among the virtual users corresponding to the virtual characters in the same camp, if there are more virtual users who choose to adjust the battle mode, the battle mode adjustment rule is satisfied. The second quantity threshold is determined based on the number of virtual users who control the virtual characters within the camp. As an example, the second quantity threshold can be expressed as a percentage. For example, the second quantity threshold is 90%. That is, within a camp, if more than 90% of the virtual users of the virtual characters choose to adjust the battle mode, the battle mode adjustment rule is satisfied.

[0121] Based on the resource allocation mode adjustment rules introduced above, when it is determined that the first battle information and the battle mode adjustment instruction satisfy the resource allocation mode adjustment rules, the current battle mode is adjusted. As an example, after adjusting the battle mode, battle mode adjustment information is displayed. The battle mode adjustment information includes the text introducing the battle method of the adjusted battle mode, and the resource allocation rules for virtual resources under the adjusted battle mode. This is convenient for virtual users to understand the switch of the battle mode in a timely manner, and thus convenient for virtual users to adjust the battle method in a timely manner.

[0122] After adjusting the battle mode, update the first battle situation dimension to the second battle situation dimension. Obtain the second battle information of the target battle according to the second battle situation dimension.

[0123] The second battle situation dimension corresponds to the adjusted battle mode. As an example, the adjusted battle mode is the undifferentiated battle mode. The second battle situation dimension includes the damage values of each virtual character participating in the target battle to the NPC, the damage values of the NPC to the virtual characters participating in the target battle, and the damage values among the virtual characters participating in the target battle.

[0124] S103: Allocate virtual resources to all virtual characters according to the second battle information and the preset resource allocation strategy set.

[0125] Allocate virtual resources to all virtual characters participating in the battle according to the battle situation of the target battle. The virtual characters participating in the target battle are the virtual characters that have participated in the target battle, including both the virtual characters that triggered the target battle and the virtual characters that joined the target battle after the target battle started.

[0126] In a possible implementation, when it is determined that the battle ends, virtual resources are allocated to the virtual characters according to the second battle information and the resource allocation strategies included in the resource allocation strategy set. As an example, the end of the battle means that the NPC in the target battle is defeated. As another example, the end of the battle means that at least one of the multiple camps participating in the battle is defeated or surrenders. As still another example, the end of the battle means that the NPC is defeated and at least one of the camps is defeated or surrenders.

[0127] The embodiments of the present application do not limit the type of virtual resources. As an example, the virtual resources are resources of an economic type or resources of a virtual item type.

[0128] Specifically, based on the second battle information, the participation degree of the virtual character in the battle process can be determined.

[0129] As an example, the total amount of virtual resources is first determined. For example, the total amount of virtual resources is determined based on the resource attribute parameters of the NPC and the number of virtual characters participating in the target battle. As an example, the total amount of virtual resources includes a fixed amount and a variable amount. The fixed amount is determined according to the attribute value of the NPC. The fixed amount is a pre-set amount of virtual resources that can be allocated by defeating the NPC. The variable amount is determined according to the number of virtual characters participating in the target battle. For example, the variable amount is the product of the number of virtual characters participating in the target battle and a pre-set basic amount of virtual resources.

[0130] In some possible implementations, the total amount of virtual resources can also include a weighted amount. The weighted amount is a special reward provided under some special target battles. As an example, in the target battle, when the difference between the numbers of virtual characters participating in the two camps is greater than the threshold, for the virtual characters of the camp with fewer virtual characters, in addition to the above-mentioned fixed amount and variable amount, the total amount of virtual resources also includes a weighted amount. As another example, in the battle, for the virtual characters of the camp that quickly wins the battle, in addition to the above-mentioned fixed amount and variable amount, the total amount of virtual resources also includes a weighted amount.

[0131] The weighted amount can be a pre-set fixed value. Or, the weighted amount is determined based on the attribute value of the NPC and the number of virtual characters participating in the battle. The embodiments of the present application do not limit this.

[0132] After determining the total amount of virtual resources, according to the second battle information, the contribution values of the respective virtual characters participating in the target battle are determined. As an example, the contribution value of a virtual character participating in the target battle can be measured based on the ratio of the damage value caused by the virtual character in the target battle to the total damage value of the target battle. As another example, the contribution value of a virtual character participating in the target battle can be measured based on the ratio of the attack value output by the virtual character to the total attack value of the camp to which the virtual character belongs in the target battle.

[0133] Finally, based on the contribution value and the total amount of virtual resources, determine the amount of virtual resources allocated to the virtual characters participating in the target battle. For example, the contribution value is represented in the form of a ratio. Calculate the product of the contribution value and the total amount of virtual resources to obtain the amount of virtual resources allocated to the virtual character. Allocate virtual resources to the virtual character according to the amount of virtual resources.

[0134] In this way, allocating virtual resources to virtual characters participating in the target battle based on the contribution value can improve the enthusiasm of players to control virtual characters to participate in battles, contribute to promoting the interaction between virtual characters and other virtual characters or NPCs, and enhance the players' gaming experience.

[0135] Based on the relevant content of S101 - S103 above, it can be seen that based on the battle situation of the target battle in the virtual scene and the adjustment requirements of the virtual user's battle mode, flexibly adjust the allocation strategy of the virtual resources of the virtual characters during the target battle. In this way, it is possible to expand the gameplay of obtaining virtual resources that meets the needs of players, thereby enhancing the fun and competitiveness during the game battle, reducing the players' familiarity and fatigue with a single virtual resource, increasing the players' freshness of multiple gameplay, and enhancing the game experience.

[0136] In addition, in the case of adjusting the battle mode to the undifferentiated battle mode, the NPC is not the only target that can be attacked. Virtual characters from different camps can attack each other, thereby obtaining more virtual resources and enhancing the fun of obtaining virtual resources. In the undifferentiated battle mode, since part of the attacks of the virtual characters are transferred to other virtual characters, the NPC also has room to restore its attribute values, greatly enhancing the uncertainty of the battle result and the strategic difficulty requirements for players to control virtual characters to attack, enhancing the competitiveness of the game, and enabling players to obtain a better gaming experience.

[0137] In terms of the use of rendering resources, in the undifferentiated battle mode, the battles between virtual characters and NPCs and the battles between virtual characters both belong to one battle and can be rendered in one thread. Compared with multiple virtual characters independently fighting with NPCs, which need to be rendered in multiple threads respectively, the rendering cost of the undifferentiated battle mode is lower, and it can save processing resources.

[0138] The above are some specific implementation methods of the virtual resource allocation method provided by the embodiments of the present application. Based on this, the present application also provides a corresponding virtual resource allocation device. The virtual resource allocation device provided by the embodiments of the present application will be introduced from the perspective of functional modularization below.

[0139] See Figure 2 , Figure 2The figure is a schematic structural diagram of an apparatus for allocating virtual resources provided by an embodiment of the present application. Specifically, Figure 2 The illustrated virtual resource allocation apparatus 200 includes:

[0140] A first acquisition unit 201, configured to acquire first battle information of a target battle in a first battle situation dimension, and receive a battle mode adjustment instruction sent by a virtual user; the virtual user is a player who controls a virtual character to participate in the target battle;

[0141] A second acquisition unit 202, configured to update the first battle situation dimension according to the first battle information, the battle mode adjustment instruction, and a preset resource allocation mode adjustment rule to determine a second battle situation dimension, and acquire second battle information of the target battle in the second battle situation dimension;

[0142] An allocation unit 203, configured to allocate virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set.

[0143] In a possible implementation manner, the target battle is a battle in which the virtual character attacks a non-player controlled virtual object, the number of information dimensions included in the first battle situation dimension is different from the number of information dimensions included in the second battle situation dimension, and the information dimension includes one or more of the following:

[0144] The damage values of each virtual character participating in the target battle to the non-player controlled virtual object;

[0145] The damage value of the non-player controlled virtual object to the virtual character participating in the target battle;

[0146] The damage values between the virtual characters participating in the target battle.

[0147] In a possible implementation manner, the preset resource allocation mode adjustment rule includes a battle information rule and a battle mode adjustment rule. The battle information rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the first battle information, and the battle mode adjustment rule is used to indicate the condition for triggering an update of the first battle situation dimension according to the battle mode adjustment instruction.

[0148] In a possible implementation manner, the battle information rule includes: the damage values of multiple virtual characters participating in the target battle to the same non-player controlled virtual object, and the multiple virtual characters belong to at least two camps;

[0149] And,

[0150] The current attribute values of the non-player controlled virtual object and the current attribute values of the virtual characters of the at least two camps satisfy the condition for continuing the battle.

[0151] In a possible implementation, the current attribute value includes the current health value, and the condition for continuing the battle includes that the current health value of the non-player controlled virtual object is less than or equal to the health threshold, the non-player controlled virtual object is not defeated, and the virtual characters of the at least two camps survive;

[0152] And / or,

[0153] The current attribute value of the non-player controlled virtual object includes the current win rate, the current attribute value of the virtual character includes the current health value, and the condition for continuing the battle includes that the current win rate of the non-player controlled virtual object is less than or equal to the win rate threshold, the non-player controlled virtual object is not defeated, and the virtual characters of the at least two camps survive.

[0154] In a possible implementation, the battle mode adjustment rule includes any one or more of the following:

[0155] The number of virtual users who select to adjust the battle mode is greater than or equal to the first quantity threshold, and the first quantity threshold is determined based on the total number of virtual users;

[0156] The total attack power of the virtual characters controlled by the virtual users who select to adjust the battle mode is greater than or equal to the attack power threshold;

[0157] Within the same camp, the number of virtual users who select to adjust the battle mode is greater than or equal to the second quantity threshold, and the second quantity threshold is determined based on the total number of virtual users who control the virtual characters within the camp.

[0158] In a possible implementation, the allocation unit 203 is configured to allocate virtual resources to all virtual characters, including:

[0159] The allocation unit 203 is configured to allocate virtual resources to all virtual characters in response to determining that the target battle ends, and the end of the battle includes that the non-player controlled virtual object is defeated, and / or at least one camp among the multiple camps is defeated or surrenders.

[0160] In a possible implementation, according to the second battle information and a preset resource allocation strategy set, the allocation unit 203 is configured to allocate virtual resources to all virtual characters, including:

[0161] The distribution unit 203 is configured to determine the total amount of virtual resources according to the resource attribute parameters corresponding to the non-player controlled virtual object and the number of virtual characters participating in the target battle; determine the contribution value of each virtual character participating in the target battle according to the second battle information; and allocate virtual resources to the virtual characters participating in the target battle according to the contribution value and the total amount of virtual resources.

[0162] The embodiments of the present application also provide corresponding devices, computer storage media, and computer program products for implementing the technical solutions provided by the embodiments of the present application.

[0163] Among them, the device includes a memory and a processor. The memory is used to store instructions or codes, and the processor is used to execute the instructions or codes so that the device executes the virtual resource allocation method described in any embodiment of the present application.

[0164] The computer storage medium stores codes. When the codes are run, the device running the codes implements the virtual resource allocation method described in any embodiment of the present application.

[0165] The computer program product includes instructions. When it runs on a computer, it causes the computer to execute the virtual resource allocation method described in any embodiment of the present application.

[0166] In the embodiments of the present application, the "first", "second", "third" (if any) in the names such as "first", "second", "third" are only used as name identifiers and do not represent the first, second, and third in order.

[0167] It should be noted that the embodiments in this specification are described in a progressive manner. The key points of each embodiment are the differences from other embodiments. The same or similar parts among the embodiments can be referred to each other. For the systems or devices disclosed in the embodiments, since they correspond to the methods disclosed in the embodiments, the descriptions are relatively simple, and the relevant parts can be referred to the description of the method part.

[0168] It should be understood that in this application, "at least one (item)" means one or more, and "a plurality" means two or more. "And / or" is used to describe the association relationship of associated objects and indicates that there can be three relationships. For example, "A and / or B" can mean: only A exists, only B exists, and both A and B exist at the same time. Among them, A and B can be singular or plural. The character " / " generally indicates that the associated objects before and after are in an "or" relationship. "At least one (item) of the following" or its similar expressions refer to any combination of these items, including any combination of single item (item) or plural items (items). For example, at least one (item) of a, b, or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.

[0169] It should also be noted that in this article, relational terms such as first and second are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprise", "include" or any other variant thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device comprising a series of elements not only includes those elements, but also includes other elements not expressly listed, or also includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "comprising an..." does not exclude the existence of additional identical elements in the process, method, article or device comprising the element.

[0170] The steps of the methods or algorithms described in connection with the embodiments disclosed herein can be implemented directly in hardware, software modules executed by a processor, or a combination of both. The software modules can be placed in a random access memory (RAM), internal memory, read-only memory (ROM), electrically programmable ROM, electrically erasable programmable ROM, registers, hard disk, removable disk, CD-ROM, or any other form of storage medium known in the art.

[0171] The above description of the disclosed embodiments enables those skilled in the art to implement or use this application. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein can be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application will not be limited to the embodiments shown herein, but rather to the widest scope consistent with the principles and novel features disclosed herein.

Claims

1. A method for allocating virtual resources, characterized in that: The method comprises: Acquiring first battle information of a target battle in a first battle situation dimension, and receiving a battle mode adjustment instruction sent by a virtual user; the virtual user is a player controlling a virtual character to participate in the target battle; According to the first battle information, the battle mode adjustment instruction and the preset resource allocation mode adjustment rule, the first battle situation dimension is updated to determine a second battle situation dimension, and second battle information of the target battle is obtained by using the second battle situation dimension; According to the second battle information and a preset resource allocation strategy set, virtual resources are allocated to all virtual characters.

2. The method according to claim 1, characterized in that The target battle is a battle in which the virtual character attacks a virtual object controlled by a non-player. The number of information dimensions included in the first battle situation dimension is different from the number of information dimensions included in the second battle situation dimension. The information dimensions include one or more of the following: The damage value of each virtual character participating in the target battle to the non-player-controlled virtual object; The damage value of the non-player-controlled virtual object to the virtual character participating in the target battle; The damage value between the virtual characters participating in the target battle.

3. The method according to claim 1, characterized in that The preset resource allocation mode adjustment rules include battle information rules and battle mode adjustment rules. The battle information rules are used to indicate the conditions for triggering the update of the first battle situation dimension according to the first battle information, and the battle mode adjustment rules are used to indicate the conditions for triggering the update of the first battle situation dimension according to the battle mode adjustment instructions.

4. The method according to claim 3, characterized in that The battle information rules include: damage values ​​of multiple virtual characters participating in the target battle to the same non-player controlled virtual object, the multiple virtual characters belonging to at least two camps; as well as, The current attribute value of the non-player-controlled virtual object and the current attribute values ​​of the virtual characters of the at least two camps meet the battle continuation condition.

5. The method according to claim 4, characterized in that The current attribute value includes the current health value, and the battle continuation condition includes that the current health value of the non-player-controlled virtual object is less than or equal to the health value threshold, the non-player-controlled virtual object is not defeated, and the virtual characters of the at least two camps are alive; and / or, The current attribute value of the non-player-controlled virtual object includes a current win rate, the current attribute value of the virtual character includes a current health value, and the continue battle condition includes that the current win rate of the non-player-controlled virtual object is less than or equal to a win rate threshold, the non-player-controlled virtual object is not defeated, and the virtual characters of at least two camps are alive.

6. The method according to claim 3, characterized in that The battle mode adjustment rules include any one or more of the following: The number of virtual users who choose to adjust the battle mode is greater than or equal to a first number threshold, and the first number threshold is determined based on the total number of virtual users; The total attack power of the virtual characters controlled by the virtual users who choose to adjust the battle mode is greater than or equal to the attack power threshold; In the same camp, the number of virtual users who choose to adjust the battle mode is greater than or equal to a second number threshold, and the second number threshold is determined based on the total number of virtual users controlling virtual characters in the camp.

7. The method according to any one of claims 1 to 6, characterized in that: The allocating virtual resources to all virtual characters includes: In response to determining that the target battle is over, allocating virtual resources to all virtual characters, wherein the battle end includes the non-player-controlled virtual object being defeated, and / or at least one of the multiple camps being defeated or surrendering.

8. The method according to any one of claims 1 to 6, characterized in that: The allocating virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set includes: Determining the total amount of virtual resources according to the resource attribute parameters corresponding to the non-player-controlled virtual object and the number of virtual characters participating in the target battle; Determining, according to the second battle information, the contribution value of each virtual character participating in the target battle; According to the contribution value and the total amount of virtual resources, virtual resources are allocated to the virtual characters participating in the target battle.

9. A virtual resource allocation device, characterized in that: The device comprises: A first acquisition unit is used to acquire first battle information of a target battle in a first battle situation dimension, and receive a battle mode adjustment instruction sent by a virtual user; the virtual user is a player who controls a virtual character to participate in the target battle; A second acquisition unit is used to update the first battle situation dimension to determine a second battle situation dimension according to the first battle information, the battle mode adjustment instruction and a preset resource allocation mode adjustment rule, and acquire second battle information of the target battle with the second battle situation dimension; The allocation unit is used to allocate virtual resources to all virtual characters according to the second battle information and a preset resource allocation strategy set.

10. A computer device, characterized in that: include: processor; as well as A memory having a computer program stored thereon, wherein the computer program, when executed by the processor, implements the method according to any one of claims 1 to 8.