Game control method and device, electronic equipment and storage medium
By collecting user voice information and controlling voice-controlled virtual objects in multiplayer competitive games, the problem of users having difficulty controlling multiple virtual objects at the same time is solved, achieving more flexible tactical execution and richer game control experience.
Patent Information
- Application Number
- CN202311779595.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-21
- Publication Date
- 2025-06-24
AI Technical Summary
In multiplayer competitive games, it is difficult for users to control multiple virtual objects at the same time, especially to issue control instructions for other virtual objects of the team other than the currently selected single virtual object without affecting the game operation.
The terminal device provides a graphical user interface of the target game, collects the user's voice information, and determines voice commands based on the voice information, and controls at least one voice-controlled virtual object to perform game behavior. The voice-controlled virtual object is a virtual object other than the main virtual object among multiple virtual objects, and the main virtual object is controlled by the user's operation instructions.
While using voice commands to control the main virtual objects, users can control other virtual objects other than the main virtual objects through voice commands, increasing the number of virtual objects at the same time, and providing convenience for users to issue multiple virtual objects in real time cooperation tactics.
Smart Images

Figure CN120189688A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of game control, and particularly relates to a game control method, device, electronic device, and storage medium. Background Art
[0002] This section aims to provide background or context for the embodiments of the present application described in the claims. The descriptions herein are not admitted to be prior art merely because they are included in this section.
[0003] Currently, the control of virtual objects in games is generally performed by physical buttons or virtual buttons on the device screen. When there are multiple virtual objects, it is difficult for users to control multiple virtual objects simultaneously. For example, in a multiplayer ball game, restricted by the limited click area or button positions of the device, it is difficult to issue control instructions for other virtual objects of the same team except the currently selected single virtual object without affecting the game operation to complete the immediate tactical execution arrangement. Summary of the Invention
[0004] In view of this, the purpose of the present application is to propose a game control method, device, electronic device, and storage medium to solve or partially solve the problems in the above background art.
[0005] Based on the above purpose, the present application provides a game control method. A graphical user interface of a target game is provided through a terminal device. The target game includes multiple virtual objects belonging to the same camp located in a game scene. The method includes:
[0006] Collecting voice information of the user during the target game process;
[0007] Determining a voice command that needs to be executed currently based on the voice information;
[0008] Controlling at least one voice-controlled virtual object to perform a game behavior based on the voice command. The voice-controlled virtual object is other virtual objects except the main controlled virtual object among the multiple virtual objects, and the main controlled virtual object is controlled by the user's operation command.
[0009] Based on the same inventive concept, an exemplary embodiment of the present application further provides a game control device. A graphical user interface of a target game is provided through a terminal device. The target game includes multiple virtual objects belonging to the same camp located in a game scene. The device includes:
[0010] A collection module for collecting voice information of the user during the target game process;
[0011] A determination module for determining a voice command that needs to be executed currently based on the voice information;
[0012] A control module that controls at least one voice-controlled virtual object to perform game behaviors based on the voice instruction; the voice-controlled virtual object is other virtual objects among the multiple virtual objects except the main control virtual object, and the main control virtual object is controlled by the user's operation instruction.
[0013] Based on the same inventive concept, an exemplary embodiment of the present application further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable by the processor. When the processor executes the program, the control method of the game as described above is implemented.
[0014] Based on the same inventive concept, an exemplary embodiment of the present application further provides a non-transitory computer-readable storage medium, which stores computer instructions for causing a computer to execute the control method of the game as described above.
[0015] Based on the same inventive concept, an exemplary embodiment of the present application further provides a computer program product, which includes a computer program executed by one or more processors to cause the processors to execute the adjustment method of the game sound as described above.
[0016] As can be seen from the above, the control method, device, electronic device, and storage medium of the game provided by the present application provide a graphical user interface of a target game through a terminal device. The target game includes multiple virtual objects belonging to the same camp located in a game scene, collects the user's voice information during the target game process, determines the current voice instruction to be executed according to the collected voice information, and then controls at least one voice-controlled virtual object to perform game behaviors based on the voice instruction; the voice-controlled virtual object is other virtual objects among the multiple virtual objects except the main control virtual object, and the main control virtual object is controlled by the user's operation instruction, so that while the user normally controls the main control virtual object, the user can control other virtual objects except the main control virtual object through voice instructions, further increasing the number of virtual objects that the user can control at the same time and facilitating the user to issue real-time tactics for the cooperation of multiple virtual objects. Description of the Drawings
[0017] In order to more clearly illustrate the technical solutions in the present application or related technologies, the following will briefly introduce the drawings required for use in the description of the embodiments or related technologies. Obviously, the drawings in the following description are only the embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0018] Figure 1Schematic diagram of an application scenario of an embodiment of the present application;
[0019] Figure 2 Flow schematic diagram of a control method for a game according to an embodiment of the present application;
[0020] Figure 3 Schematic diagram of the first game scenario according to an embodiment of the present application;
[0021] Figure 4 Schematic diagram of the second game scenario according to an embodiment of the present application;
[0022] Figure 5 Schematic diagram of the third game scenario according to an embodiment of the present application;
[0023] Figure 6 Schematic diagram of the fourth game scenario according to an embodiment of the present application;
[0024] Figure 7 Schematic diagram of the fifth game scenario according to an embodiment of the present application;
[0025] Figure 8 Schematic diagram of the sixth game scenario according to an embodiment of the present application;
[0026] Figure 9 Schematic diagram of the seventh game scenario according to an embodiment of the present application;
[0027] Figure 10 Schematic diagram of the eighth game scenario according to an embodiment of the present application;
[0028] Figure 11 Structural schematic diagram of a control device for a game according to an embodiment of the present application;
[0029] Figure 12 Structural schematic diagram of a specific electronic device according to an embodiment of the present application. Detailed implementation manners
[0030] The principles and spirit of the present application will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and then implement the present application, and do not limit the scope of the present application in any way. On the contrary, these embodiments are provided to make the present application more thorough and complete, and to be able to convey the scope of the present application completely to those skilled in the art.
[0031] It should be noted that, unless otherwise defined, the technical terms or scientific terms used in the embodiments of the present disclosure should have the ordinary meanings understood by those of ordinary skill in the art to which the present disclosure pertains. The terms "first", "second" and similar terms used in the embodiments of the present disclosure do not denote any order, quantity or importance, but are only used to distinguish different components. Words such as "including" or "comprising" mean that the elements or items appearing before the word cover the elements or items listed after the word and their equivalents, without excluding other elements or items. For example, a process, method, system, product or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices. Words such as "connected" or "coupled" are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. "Up", "down", "left", "right", etc. are only used to indicate relative positional relationships, and when the absolute position of the object being described changes, the relative positional relationship may also change accordingly. In addition, in the description of the present application, unless otherwise specified, the term "plural" means two or more. The term "and / or" describes the association relationship of associated objects and indicates that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0032] According to an embodiment of the present application, a control method, system, electronic device and storage medium for a game are provided.
[0033] In this document, it should be understood that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction and does not have any limiting meaning.
[0034] Next, with reference to several representative embodiments of the present application, the principles and spirit of the present application will be explained in detail. Summary of the Invention
[0036] In the current related technologies, the control of virtual objects in games is generally performed through physical buttons or virtual buttons on the device screen. For mobile games, during the game process, relying on the input method and limited input area of the mobile device screen, the design of the input behavior of multiple instructions for a single virtual object by players has approached saturation. It is difficult to add more and more complex input methods to issue instructions for other virtual objects simply by judging the contact between the finger and the screen, and it is also difficult to add instructions for more operation targets to perform real-time tactical adjustments. For console / PC games, during the game process, relying on physical buttons such as gamepads / keyboards, the design of multiple instructions for a single virtual object is also close to saturation for the method of players inputting multiple instructions with their fingers. It is difficult to add more and more complex input methods to issue instructions for other players, and it is also difficult to add instructions for more operation targets to perform real-time tactical adjustments. Therefore, there is a lack of a real-time method for issuing tactical instructions for non-selected virtual objects and the entire team, and the function is difficult to use. Therefore, in the related technologies, when there are multiple virtual objects, it is difficult for users to control multiple virtual objects simultaneously. For example, in a multiplayer ball sports game, restricted by the limited click area of the device or button positions, it is difficult to issue control instructions for other virtual objects of the same team except the currently selected single virtual object without affecting the game operation to complete the real-time tactical execution arrangement.
[0037] In addition, in some related technologies, prefabricated tactics are also used, changed after pausing, or the operation interface and operation process are controlled through relatively complex gamepad / keyboard operation settings to make adjustments during the game. However, in this related technology, the tactical setting and change mainly focus on realizing operations before the game and during the interruption of the game process, and it is impossible to quickly issue instructions for non-currently operated virtual objects of one's own team in response to the immediate game situation and make a what-you-see-is-what-you-get tactical change response. Moreover, by setting tactics before the game and pausing the game during the game to input tactical setting adjustments and change instructions, the tactical setting or response is slow and the perception is weak, and it is difficult to make a reaction feedback that meets the player's expectations immediately during the game process.
[0038] To solve the above problems, the present application provides a game control method, which specifically includes:
[0039] Provide a graphical user interface of a target game through a terminal device. The target game includes multiple virtual objects belonging to the same camp located in a game scene. First, collect the voice information of the user during the process of the target game, and determine the voice command to be executed currently according to the collected voice information. Then, control at least one voice-controlled virtual object to perform a game behavior according to the voice command. The voice-controlled virtual object is other virtual objects except the master virtual object among the multiple virtual objects, and the master virtual object is controlled by the operation command of the user, so that while the user normally controls the master virtual object, the user can control other virtual objects except the master virtual object through voice commands, further increasing the number of virtual objects that the user can control simultaneously and facilitating the user to issue real-time tactics for the cooperation of multiple virtual objects.
[0040] For example, when the game control method of the present application is applied in the application scenario of a football / basketball game attack: the player's own ball-holding player is in the current operation state, responding to the operation input command of the player's mobile phone screen / physical button. The player's own non-ball-holding players respond to the game AI calculation and move on the predetermined running position route to support the attack. The player issues a preset running position command voice containing the name of the player's own non-ball-holding player, so that the player immediately terminates the movement on the predetermined route of the AI calculation, instead changes the movement route according to the form of the preset running position command, completes a running position more in line with the player's expectations, and executes offensive tactics such as receiving the ball / pulling / assisting in blocking.
[0041] After introducing the basic principle of the present application, the various non-limiting implementation manners of the present application will be specifically introduced below.
[0042] Overview of Application Scenarios
[0043] In some specific application scenarios, the game control method of the present application can be applied to various systems involving the control of game virtual objects. Optionally, the system can be a game system. As an example, refer to Figure 1, the application scenario includes at least one server 102 and at least one terminal 101. Terminal devices include, but are not limited to, desktop computers, mobile phones, mobile computers, tablets, media players, smart wearable devices, personal digital assistants (PDAs), or other electronic devices capable of implementing the above functions. The server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The server and the terminal can communicate through a network to achieve data transmission. Among them, the network can be a wired network or a wireless network, and the present application does not make specific limitations on this.
[0044] The server can be a server that provides various services. Specifically, the server can be used to provide background services for the application programs running on the terminal. Optionally, in some implementation manners, the game control method provided in the embodiments of the present application can be executed by the terminal device or the server. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers or as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules used to provide distributed services) or as a single software or software module. The embodiments of the present application do not make specific limitations on this.
[0045] Optionally, the above-mentioned wireless network or wired network uses standard communication technologies and / or protocols. The network is usually the Internet, but can also be any network, including but not limited to any combination of a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile, wired or wireless network, a private network or a virtual private network). In some embodiments, technologies and / or formats including hyper text mark-up language (HTML), extensible mark-up language (XML), etc. are used to represent data exchanged through the network. In addition, conventional encryption technologies such as secure socket layer (SSL), transport layer security (TLS), virtual private network (VPN), internet protocol security (IPsec), etc. can also be used to encrypt all or some of the links. In other embodiments, customized and / or proprietary data communication technologies can also be used to replace or supplement the above-mentioned data communication technologies.
[0046] Next, in combination with specific application scenarios, the control method of the game according to the exemplary embodiments of the present application will be described. It should be noted that the above application scenarios are only shown for the convenience of understanding the spirit and principle of the present application, and the embodiments of the present application are not limited in this regard. On the contrary, the embodiments of the present application can be applied to any applicable scenario.
[0047] It should be understood that although Figure 2 the steps in the flowchart of Figure 2 are shown in sequence according to the indication of the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless there is a clear indication in this document, the execution of these steps has no strict order limit, and these steps can be executed in other orders. Moreover,
[0048] Exemplary Method
[0049] Refer to Figure 2, an embodiment of the present application provides a control method for a game. The execution subject of the control method for the game can be, but is not limited to, a server or a terminal device. The method provides a graphical user interface of a target game through the terminal device, and the target game includes a plurality of virtual objects belonging to the same camp located in the game scene; the method includes the following steps:
[0050] S101, collect the voice information of the user during the process of the target game.
[0051] In specific implementation, the language information of the user can be directly collected during the game process. For example, before the game starts, the language collection switch is pre-opened, and then after the user enters the game, voice collection can be directly performed. It is also possible to set a voice collection start instruction, and then perform voice collection after receiving the user's trigger of the voice collection start instruction. How to specifically trigger the voice start instruction can be set as needed, and this is not limited. For example, the received voice start instruction from the user can be a start instruction issued by the user through a hardware device. For example, the voice start instruction is enabled through a preset key on the keyboard or the handle. Optionally, the voice start instruction can also be a start instruction enabled by the user through a virtual key on the device display screen. The collected voice information of the user is the voice statement issued by the user.
[0052] In some embodiments, when using the method of the embodiment of the present application, the microphone collection permission can be obtained first, and the AI voice recognition plug-in can be accessed to obtain the voice command of the player through the microphone of the device, such as the microphone of the mobile phone, the microphone in the handle, the external microphone device, etc. Optionally, a key operation for invoking the collection of voice commands can be added to the corresponding control device.
[0053] In some embodiments, after responding to receiving the user's voice start instruction, the method further includes:
[0054] Display a voice collection control in the graphical user interface; the voice collection control includes a progress control for indicating the remaining time of voice collection;
[0055] Determine whether the voice information can be recognized within the remaining time;
[0056] In response to being able to recognize the voice information, display the text sequence corresponding to the voice information;
[0057] In response to being unable to recognize the voice information, stop collecting the voice information and prompt a voice collection failure in the game scene.
[0058] During specific implementation, after the user triggers the button corresponding to the voice activation command, the microphone of the device is turned on to collect the player's voice information. Meanwhile, a voice collection control indicating the voice collection status appears in the game screen (in the graphical user interface), as shown in Figure 3 to prompt the user that they can input voice commands, and to prevent the user from generating irrelevant voices or sounds during the game, which may affect the execution of game tactics. Optionally, the voice collection control includes a progress control that displays the remaining time for voice collection, to prompt the user to complete the input of voice information within a specified time. The specific display form of the progress control can be set as needed, and no limitation is imposed on this.
[0059] Meanwhile, when the user's voice information is collected, it is further determined whether the collected voice information can be recognized. If it can be recognized, the text sequence corresponding to the voice information is displayed in the game scene, as shown in Figure 4 to help the user determine whether the game has accurately recognized their voice information. When the collected voice information cannot be recognized, it may be that the user's voice information is unclear and difficult to recognize. In this case, the collection of the voice information is stopped, and a voice collection failure is prompted in the game scene to remind the user to collect voice information again. In some embodiments, if the user's voice information is unclear and difficult to recognize, or no voice information is recorded within a certain time limit in the voice collection state, the voice collection state is turned off, and a prompt message indicating that the voice collection state has been turned off is displayed in the game screen. Clearly inform the user that no voice command has been input this time and no relevant command needs to be executed. As shown in Figure 5 and Figure 6 , Figure 5 indicates that the voice information is being recognized, but no specific voice information has been recognized, Figure 6 indicates that the voice information recognition has ended and the voice information cannot be recognized. At this time, a "voice collection failure" prompt is sent to the user.
[0060] In some embodiments, after the text sequence corresponding to the voice information is displayed in the game scene, the method further includes:
[0061] extracting preset tactical vocabulary from the text sequence based on a preset tactical vocabulary set;
[0062] adjusting the display form of the preset tactical vocabulary in the game scene to prompt the user to input precise voice commands.
[0063] In specific implementation, to further improve the accuracy of the voice information input by the user, the preset tactical vocabulary in the text sequence can be extracted according to a preset tactical vocabulary set. The preset tactical vocabulary set includes multiple preset tactical vocabularies set in advance. These preset tactical vocabularies can help the game system accurately recognize voice commands. The preset tactical vocabulary can include fields such as the names, numbers, positions, running directions, and behavior descriptions of specific virtual objects. After extracting the preset tactical vocabulary in the text sequence, the display form of the preset tactical vocabulary in the game scene can be adjusted. The specific display form can be set as needed. For example, settings such as font color, size, and highlighting can be made. Refer to Figure 7 , where Shaquille O'Neal and cutting inside are two preset tactical vocabularies (keywords), and their display forms are significantly different from other vocabularies.
[0064] To enable the user to input voice commands more accurately, in some embodiments, a series of related functions will be set to conduct user teaching and prompts, including but not limited to: novice teaching guidance, tips popped up during the game, adding voice command teaching in the training mode, and providing a preset voice command table similar to a physical button operation instruction table. Thus, the user can be aware of such functions, be promoted in a timely manner to use this function, train themselves to use and improve their proficiency in this function, and master it more advanced, etc.
[0065] In some embodiments, a preset statement voice combination can be formed using the preset tactical vocabulary, and various commands can be accurately issued to the virtual object through this preset statement voice combination. This preset statement voice combination is equivalent to the combination keys of physical button input devices such as keyboards / joysticks, and the user can master and learn it in the same form. In addition, the preset statement voice mainly contains key tactical statement words, rather than complete long sentences. Triggering the commands pointed to by the keyword can issue commands more accurately. And because natural language can be converted into specific commands, the user's learning cost will be lower, and they can explore independently during the game process, search for more efficient natural language expressions, and use this method to pursue a greater chance of winning.
[0066] S102, determining the voice command that needs to be executed currently based on the voice information.
[0067] In specific implementation, after collecting the voice information, the voice command that needs to be executed currently can be determined according to the voice information. Optionally, any voice recognition technology in related technologies can be used to determine the voice command corresponding to the voice information.
[0068] To accurately determine the voice command that needs to be executed currently, in some embodiments, determining the voice command that needs to be executed currently based on the voice information specifically includes:
[0069] Convert the collected voice information into a text sequence;
[0070] Split the text sequence into multiple combined words;
[0071] For each combined word, determine the target preset tactical word corresponding to the combined word from a preset tactical word set;
[0072] Determine the voice command based on the target preset tactical word.
[0073] In specific implementation, the collected voice information can be converted into a text sequence through a neural network model first. The specific neural network model can be selected according to needs. For example, DeepSpeech can be used to extract features from the sound, such as audio spectrum and voice features, and then map these features to the corresponding text sequence to convert the voice into text. Then, the text sequence is split into multiple combined words. The specific splitting process can adopt any one of the word segmentation tools in related technologies, which is not limited herein. For example, using the word segmentation tool Tokenizer can split a continuous text into individual words (combined words) or symbols according to certain rules. Finally, in order to enable the game system to better recognize the normal intention of the instructions issued by the user, the target preset tactical word corresponding to the combined word can be determined from the preset tactical word set, that is, the split combined word is converted into a preset tactical word that can be better recognized by the game system. Optionally, in some embodiments, the conversion of the combined word can be achieved through Mapping (phrase mapping). The Mapping (phrase mapping) can perform semantic conversion on specific phrases through the context of the game, and the converted information can be better used by the game layer logic. For example, if the voice information input by the user includes the name of a virtual object (player), such as "O'Neal", it will be converted into "Center (Role Center)" according to the role of the personnel in the team.
[0074] In some embodiments, to determine the target preset tactical word corresponding to the combined word from the preset tactical word set, the target preset tactical word with the closest semantics to the combined word can be determined from the preset tactical word set through semantic recognition.
[0075] In some embodiments, after determining the voice command to be executed currently based on the voice information, the method further includes:
[0076] Display the text information corresponding to the voice command.
[0077] In specific implementation, to better assist the user in confirming whether the voice command issued is accurate, after determining the voice command to be executed currently based on the voice information, the text information corresponding to the voice command is displayed in the graphical user interface. Optionally, the text information corresponding to the voice command is text information composed of target preset tactical vocabulary. Refer to Figure 8 , where "center cut inside the paint tactic" is the text information corresponding to the current voice command.
[0078] S103, control at least one voice-controlled virtual object to perform a game behavior based on the voice command; wherein, the voice-controlled virtual object is other virtual objects among the multiple virtual objects except the main control virtual object, and the main control virtual object is controlled by the user's operation command.
[0079] In specific implementation, after determining the voice command, the voice-controlled virtual object can be controlled according to the voice command. It should be noted that the voice-controlled virtual object is other virtual objects among the multiple virtual objects except the main control virtual object, and the main control virtual object is controlled by the user's operation command, and this operation command is a non-voice operation command, that is, while the user controls the main control virtual object through normal operation commands, the user can control other virtual objects except the main control virtual object through voice commands. Optionally, in a sports competition game, when the game camp controlled by the user is the attacking side, the main control virtual object can be the virtual object holding the ball. When the game camp controlled by the user is the defending side, the virtual object closest to the ball can be determined as the main control virtual object, or the main control virtual character can be determined from multiple virtual characters according to the user's selection operation.
[0080] In order to accurately control the target voice-controlled virtual object according to the voice command, in some embodiments, controlling the target voice-controlled virtual object based on the voice command specifically includes:
[0081] Determine the target voice-controlled virtual object to be voice-controlled currently and the target game behavior of the target voice-controlled virtual object from multiple voice-controlled virtual objects based on the voice command;
[0082] Control the target voice-controlled virtual object based on the target game behavior.
[0083] In specific implementation, first determine the target voice-controlled virtual object to be voice-controlled according to the voice command, generally determine the target voice-controlled virtual object through the name part in the voice command, then determine the target game behavior of the target voice-controlled virtual object according to the action part in the voice command, and control the target voice-controlled virtual object according to the target game behavior.
[0084] In some embodiments, the voice command includes object information and action information; determining a target voice-controlled virtual object that needs to be voice-controlled currently and a target game action of the target voice-controlled virtual object from a plurality of voice-controlled virtual objects based on the voice command specifically includes:
[0085] Determining a target voice-controlled virtual object that needs to be voice-controlled currently from a plurality of voice-controlled virtual objects based on the object information, and determining a target game action of the target voice-controlled virtual object based on the action information.
[0086] In specific implementation, the voice command generally includes object information and action information. The object information mainly refers to the name, character type, etc. of the game character. The action information mainly refers to the game actions that the game character needs to execute. This game action can be a tactic that the game character needs to execute. For example, in a basketball game, offensive tactics include running positions, screens, pre-grabbing rebounds, cutting without the ball, positioning, etc., and defensive tactics include zone defense, man-to-man defense, pressing, protecting rebounds, etc. Optionally, in some embodiments, the action information can also be some instructions regarding position movement. For example, in a basketball game, the action information can include: entering within the three-point line, going under the backboard, going outside the three-point line, etc. Optionally, in some embodiments, considering that some users may be in a hurry when issuing voice commands and may not issue complete action information, some position information can be recognized as action information. For example, a user issues "O'Neal under the backboard", and at this time, "under the backboard" can be recognized as action information, and the user controls the character to move to the position under the backboard.
[0087] In some embodiments, determining a target game action of the target voice-controlled virtual object based on the action information specifically includes:
[0088] Determining a plurality of alternative game actions that the target voice-controlled virtual object may execute based on the action information;
[0089] Obtaining relevant information corresponding to the voice command; wherein, the relevant information includes one or more of historical game data of the target game, character types of the plurality of virtual objects, and position information of the plurality of virtual objects; wherein, different associated information corresponds to different game actions;
[0090] Determining the target game action corresponding to the associated information from the plurality of alternative game actions.
[0091] In specific implementation, considering that the voice commands issued by users are sometimes not precise enough and belong to a broad and simple command. Therefore, after receiving a voice command, there may be multiple alternative game actions that all conform to the action information of the voice command. For example, if an action information is to enter within the three-point line, at this time, according to this action information, the specific game actions that the target voice-controlled object can perform include: setting a screen within the three-point line, running positions within the three-point line, switching defenses inside, preparing to receive the ball, preventing the opposing virtual object from breaking through, etc. Therefore, when the action information cannot be refined to a specific game action, it is necessary to further determine the final target game action through relevant information. Optionally, different game actions corresponding to different associated information can be set in advance. For example, when an associated information includes historical game data and the role types of the multiple virtual objects, by knowing from the historical game data that the current target voice-controlled virtual object is on the offensive side, and obtaining from the role types of the multiple virtual objects that the role type of the current target voice-controlled virtual object is center and the role type of the current main control virtual object is point guard, then the game action corresponding to this associated information is for the center to enter the three-point line to set a screen. At this time, if a voice command of "xxx enters the three-point line" is received from the user, it can be determined that the current target game action is for the center to enter the three-point line to set a screen. For example, when an associated information includes historical game data, by knowing from the historical game data that the current target voice-controlled virtual object is on the offensive side and the opposing ball-holding virtual object often performs a three-step layup in the historical data, therefore, the game action corresponding to this associated information is to prevent the opposing virtual object from breaking through. For example, when an associated information includes the role types of the multiple virtual objects and the position information of the multiple virtual objects, by knowing from the role types of the multiple virtual objects that the current main control virtual object is a point guard and the current target voice-controlled virtual object is a shooting guard, and by knowing from the position information of the multiple virtual objects that the distance between the current target voice-controlled virtual object and the current main control virtual object is less than a preset distance, then the game action corresponding to this associated information is to run positions within the three-point line. Among them, the role types of the multiple virtual objects include the role types of each virtual object, for example, the first role type of the target voice-controlled virtual object and the second role type of the main control virtual object. The position information of the multiple virtual objects includes the position information of each virtual object, for example, the first position information of the target voice-controlled virtual object, the second position information of the main control virtual object, and the third position information of the opposing virtual object. Historical game data includes various game data that the target game has already carried out, for example, the current situation on the game court, the game score, the game data of each virtual object, etc.
[0092] In some embodiments, when a certain behavior information is moving to the backboard point, an evaluation point can be generated, and then the point is calculated based on the positions of teammates and opponents on the court and the position of the basket. Usually, the score of the evaluation point (according to the formula configured by the planner) or the distance from the target voice-controlled virtual object to the evaluation point is used to select a specific moving point.
[0093] In some embodiments, the relevant information may be the first character type of the target voice-controlled virtual object; determining the target game behavior corresponding to the associated information from the multiple alternative game behaviors specifically includes:
[0094] Determining the target game behavior corresponding to the first character type from the multiple alternative game behaviors.
[0095] Specifically, when the associated information is the first character type of the target voice-controlled virtual object, the target game behavior can be determined from the multiple alternative game behaviors according to the first character type. Optionally, the common game behaviors of the virtual objects of each character type can be added in advance, that is, the game behaviors corresponding to each character type. Optionally, the game behaviors corresponding to each character type can be one or more, and no limitation is made thereto. For example, when the first character type is a center, its corresponding game behaviors are setting screens, rebounding, etc.; when the first character type is a shooting guard, its corresponding game behaviors are running positions, interior defense switches, etc. After determining the multiple alternative game behaviors that the target voice-controlled virtual object may execute according to the behavior information, the target game behavior is further determined from the multiple alternative game behaviors according to the game behaviors corresponding to the first character type. Optionally, when there are multiple game behaviors determined by the game behaviors corresponding to the first character type, any one of them can be randomly selected as the target game behavior.
[0096] In some embodiments, determining the target game behavior of the target voice-controlled virtual object based on the behavior information specifically includes:
[0097] Obtaining the first position information of the target voice-controlled virtual object in the game scene;
[0098] Determining the target position when the target voice-controlled virtual object executes the target game behavior based on the first position information.
[0099] In specific implementation, after determining the target game behavior, it is sometimes necessary to further determine the specific target position of the target voice-controlled virtual object when performing the target game behavior. For example, a certain target game behavior is to grab a rebound under the basket, but there are multiple positions under the basket where the target game behavior of grabbing a rebound can be achieved. In some embodiments, a default position for each target game behavior can be set, that is, the target game behavior is performed according to this default position. In this embodiment, in order to enable the target voice-controlled character to better perform the target game behavior according to its own position, first obtain the first position information of the target voice-controlled virtual object in the game scene, and then determine the target position of the target voice-controlled virtual object when performing the target game behavior according to this first position information. Optionally, the position closest to the first position information that can perform the target game behavior can be determined as the target position, or the position that is most easily reached by the current target voice-controlled virtual object when performing the target game behavior can be determined according to the first position information.
[0100] In some embodiments, controlling the target voice-controlled virtual object based on the target game behavior specifically includes:
[0101] Obtain the first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0102] Obtain the second priority of the target game behavior;
[0103] In response to the second priority being greater than or equal to the first priority, control the target voice-controlled virtual object to perform the target game behavior;
[0104] In response to the second priority being less than the first priority, control the target voice-controlled virtual object to perform the original execution action.
[0105] In specific implementation, considering that when the target voice-controlled virtual object is an AI virtual object, it has some original execution actions. To avoid conflicts between the target game behavior and the original execution actions, a comprehensive priority ranking can be set for all the execution actions that the virtual object can perform, and a weighting rule combined with the immediate situation of the game can be set, so that when the voice command is issued, the priorities of the voice command (target game behavior) and the current behavior command (original execution action) are compared to determine whether to execute. For example, the priority of "DropBall" is lower than that of "Pass". Therefore, during a general game match, when the "Pass" command is being executed, the execution of this behavior will not be interrupted to execute the "DropBall" command issued through the voice command. However, when a virtual object steps on the boundary while holding the ball and triggers the out-of-bounds logic, at this time, it will receive the "DropBall" command issued by the system. At this time, the priority of "DropBall" will be higher than that of the voice command "Pass".
[0106] In some embodiments, controlling the target voice-controlled virtual object based on the target game behavior specifically includes:
[0107] Obtaining a first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0108] Obtaining a second priority of the target game behavior;
[0109] In response to the second priority being greater than the first priority and the target voice-controlled virtual object satisfying the action switching condition, controlling the target voice-controlled virtual object to execute the target game behavior;
[0110] In response to the second priority being greater than the first priority and the target voice-controlled virtual object not satisfying the action switching condition, controlling the target voice-controlled virtual object to execute the original execution action.
[0111] In specific implementation, to avoid lags in the game or abnormal game screens, when the second priority is greater than the first priority and the target voice-controlled virtual object satisfies the action switching condition, control the target voice-controlled virtual object to execute the target game behavior, and when the second priority is greater than the first priority and the target voice-controlled virtual object does not satisfy the action switching condition, control the target voice-controlled virtual object to execute the original execution action.
[0112] In some embodiments, determining the target game behavior of the target voice-controlled virtual object based on the voice command specifically includes:
[0113] In response to the voice instruction matching multiple preset execution instructions;
[0114] Generate multiple first recommended execution instructions based on the multiple preset execution instructions;
[0115] In response to the user's selection operation of determining a first target recommended instruction from the multiple first recommended execution instructions, determine the target game behavior based on the first target recommended instruction.
[0116] In specific implementation, when the voice instruction matches multiple preset execution instructions, optionally, it can be determined whether they match by whether the voice instruction coincides or partially coincides with the preset execution instruction. To more accurately execute the user's voice instruction, first generate multiple first recommended execution instructions according to the multiple preset execution instructions, and then the user determines a first target recommended instruction from the multiple first recommended execution instructions, that is, after receiving the user's selection operation of determining a first target recommended instruction from the multiple first recommended execution instructions, determine the target game behavior based on the first target recommended instruction. Refer to Figure 9 , Figure 9 In, a total of 3 first recommended execution instructions are generated, and the user can issue a selection operation through buttons or voice to select a first target recommended instruction from them.
[0117] In some embodiments, generating multiple first recommended execution instructions based on the multiple preset execution instructions specifically includes:
[0118] Obtain relevant information corresponding to the voice instruction; wherein, the relevant information includes one or more of the historical game data of the target game, the role types of the multiple virtual objects, and the position information of the multiple virtual objects;
[0119] Sort the multiple preset execution instructions based on the relevant information, and generate multiple first recommended execution instructions based on the sorting result.
[0120] In specific implementation, in order to better recommend multiple recommended execution instructions to the user, the multiple preset execution instructions can be sorted based on the relevant information, and multiple recommended execution instructions can be generated based on the sorting result. Optionally, after sorting, all sorted preset execution instructions can be used as recommended execution instructions, or the top several preset execution instructions can be selected as recommended execution instructions, and this is not limited.
[0121] In some embodiments, sorting the multiple preset execution instructions based on the relevant information specifically includes:
[0122] Determine the conditional scoring results of each of the preset execution instructions corresponding to the relevant information from the preset conditional scoring configuration table; wherein, the preset conditional scoring configuration table includes the conditional scoring results of each of the preset execution instructions corresponding to each type of the relevant information;
[0123] Sort the multiple preset execution instructions based on the conditional scoring results of each of the preset execution instructions.
[0124] In specific implementation, in order to accurately sort the multiple preset execution instructions, a preset conditional scoring configuration table for scoring each of the preset execution instructions can be set in advance. The preset conditional scoring configuration table includes the conditional scoring results of each of the preset execution instructions corresponding to each type of the relevant information, that is, the conditional scoring results of each of the preset execution instructions under the current relevant information can be found from the preset conditional scoring configuration table. Optionally, the specific preset conditional scoring configuration table can be set as needed. For example, under normal circumstances, it is a relatively common game behavior for a center to set a pick. Therefore, when it is determined through a certain piece of relevant information that the current ball-holding virtual object (the main control virtual object) is a point guard, and then the target voice-controlled virtual object is a center, at this time, the score of the instruction for the center to set a pick obtained from the preset conditional scoring configuration table can be made higher than that of the center's running position.
[0125] In some embodiments, each preset execution instruction can be scored through the relevant information, and the scoring mechanism performs conditional scoring based on a preset conditional configuration table. The conditional score that meets the preset conditional configuration table will increase, and the higher the score, the more suitable the behavior represents. For example, the current ball-holding virtual object (the main control virtual object) is a point guard, and then the target voice-controlled virtual object is a center. In this way, the behavior with a relatively high search behavior score may be "the center sets a pick" because in reality, it is very common for a "center" to set a pick, while it is basically impossible for a "point guard" to set a pick because the effect is not good. Therefore, if the ball-holder is a center and the target voice-controlled virtual object is a "point guard", the score of the pick will be very low and it will not be included in the candidate list. Behaviors such as screening or running to an open shooting position will be recommended because their scores are higher. These scoring factors closely related to the game execution behavior can be configured as needed.
[0126] In some embodiments, determining the target game behavior of the target voice-controlled virtual object based on the voice instruction specifically includes:
[0127] In response to the voice instruction not matching all of the preset execution instructions;
[0128] Obtain the relevant information corresponding to the voice instruction; wherein, the relevant information includes one or more of the historical game data of the target game, the role types of the multiple virtual objects, and the position information of the multiple virtual objects;
[0129] Generate multiple second recommended execution instructions based on the relevant information;
[0130] In response to the user's selection operation of determining the second target recommended instruction from the multiple second recommended execution instructions, determine the target game behavior based on the second target recommended instruction.
[0131] In specific implementation, when the voice instruction does not match all the preset execution instructions, that is, the voice instruction cannot match the existing tactical instructions, multiple tactical instructions are recommended according to the relevant information corresponding to the voice instruction, such as comprehensive information such as the current game situation / player game style / team player characteristics, etc. Multiple tactical instructions (recommended execution instructions) are displayed on the game screen for inquiry, and the user is allowed to select a single recommended execution instruction again through a fixed voice instruction or physical button. After the user completes the selection operation, determine the target game behavior according to the selected target recommended instruction. Refer to Figure 10 , wherein, Figure 10 A total of 3 second recommended execution instructions are generated according to the relevant information. The user can select the execution instructions they need through the selection operation, so as to complete the control of the target voice-controlled virtual object.
[0132] In some embodiments, generating multiple second recommended execution instructions based on the relevant information specifically includes:
[0133] Generate multiple predicted execution instructions based on the historical game data;
[0134] Determine the multiple second recommended execution instructions from the multiple predicted execution instructions based on the role types of the multiple virtual objects and / or the position information of the multiple virtual objects.
[0135] In specific implementation, in order to accurately generate multiple second recommended execution instructions according to the relevant information, multiple predicted execution instructions of the target voice-controlled virtual object can be generated first according to the historical game data of the target game. Optionally, some execution instructions with a higher frequency of occurrence in the historical game data can be used as predicted execution instructions, or an AI model can be directly trained through the historical game data to predict the execution instructions. After generating multiple preset execution instructions, further determine the multiple second recommended execution instructions from the multiple predicted execution instructions based on the role types of the multiple virtual objects and / or the position information of the multiple virtual objects. For example, the second recommended execution instruction that better conforms to the current standing position can be determined from the multiple predicted execution instructions through the standing positions of the current virtual objects in the game scene.
[0136] The game control method provided by this application, when receiving a voice activation instruction from a user, collects the user's voice information, determines the current voice instruction to be executed based on the collected voice information, and then controls the voice-controlled virtual object according to the voice instruction; the voice-controlled virtual object is other virtual objects among the multiple virtual objects except the main control virtual object, and the main control virtual object is controlled by the user's operation instruction, so that while the user normally controls the main control virtual object, they can control other virtual objects except the main control virtual object through voice instructions, further increasing the number of virtual objects that the user can control simultaneously and facilitating the user to issue real-time tactics for the cooperation of multiple virtual objects. In addition, compared with related technologies, this application restores the real ball game control experience more. It makes the voice instruction one of the input methods for the simulated control of multiplayer ball games, making the ball game control more autonomous, simulated, and rich, and restoring the experience of an on-site coach's instant command. Moreover, this application provides more input methods, which can free the fingers, expand another input method, make the controllability of the ball game more diverse, solve the problem that it is difficult or impossible to control more of one's own players to perform the desired running positions and receptions in traditional simulated control of multiplayer ball games, and respond to the current game situation with instant tactical changes to enhance the competitive experience of the ball game. At the same time, the game control method of this application does not affect the game competition process, making the game competition still smooth. It realizes the issuance of instant tactical instructions, does not require pre-setting or interrupting the game for adjustment and issuance, and does not lose the real-time instruction issuance and control of the currently selected player, adding richer tactical execution, performance, and feedback while still enabling the game to proceed smoothly.
[0137] It should be noted that the method of the embodiment of this application can be executed by a single device, such as a computer or a server, etc. The method of this embodiment can also be applied to a distributed scenario and completed by the cooperation of multiple devices. In this case of a distributed scenario, one of the multiple devices can only execute one or more steps of the method of the embodiment of this application, and these multiple devices will interact with each other to complete the described method.
[0138] It should be noted that some embodiments of this application have been described above. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be executed in a different order from that in the above embodiments and still achieve the desired result. Additionally, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired result. In certain embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0139] Exemplary Device
[0140] Based on the same inventive concept, corresponding to any of the above-described method embodiments, the present application further provides a control device for a game. The device provides a graphical user interface of a target game through a terminal device. The target game includes a plurality of virtual objects belonging to the same camp located in a game scene.
[0141] Reference Figure 11 , the control device for the game includes:
[0142] An acquisition module 201 that acquires voice information of a user during the target game;
[0143] A determination module 202 that determines a voice command to be executed currently based on the voice information;
[0144] A control module 203 that controls at least one voice-controlled virtual object to perform a game behavior based on the voice command; wherein, the voice-controlled virtual object is other virtual objects except the main control virtual object among the plurality of virtual objects, and the main control virtual object is controlled by an operation command of the user.
[0145] In some embodiments, the determination module is specifically configured to:
[0146] Convert the acquired voice information into a character sequence;
[0147] Split the character sequence into a plurality of combined words;
[0148] For each combined word, determine a target preset tactical word corresponding to the combined word from a preset tactical word set;
[0149] Determine the voice command based on the target preset tactical word.
[0150] In some embodiments, the control module includes:
[0151] An object determination unit that determines a target voice-controlled virtual object to be voice-controlled currently and a target game behavior of the target voice-controlled virtual object from a plurality of voice-controlled virtual objects based on the voice command;
[0152] An execution control unit that controls the target voice-controlled virtual object based on the target game behavior.
[0153] In some embodiments, the voice command includes object information and behavior information; the object determination unit is specifically configured to:
[0154] Determine a target voice-controlled virtual object to be voice-controlled currently from a plurality of voice-controlled virtual objects based on the object information, and determine the target game behavior of the target voice-controlled virtual object based on the behavior information.
[0155] In some embodiments, the object determination unit is specifically configured to:
[0156] Obtain the first position information of the target voice-controlled virtual object in the game scene;
[0157] Based on the first position information, determine the target position when the target voice-controlled virtual object performs the target game behavior.
[0158] In some embodiments, the object determination unit is specifically configured to:
[0159] Based on the behavior information, determine multiple alternative game behaviors that the target voice-controlled virtual object may perform;
[0160] Obtain the relevant information corresponding to the voice command; wherein, the relevant information includes one or more of the historical game data of the target game, the character types of the multiple virtual objects, and the position information of the multiple virtual objects; wherein, different associated information corresponds to different game behaviors;
[0161] Determine the target game behavior corresponding to the associated information from the multiple alternative game behaviors.
[0162] In some embodiments, the relevant information includes the first character type of the target voice-controlled virtual object; the object determination unit is specifically configured to:
[0163] Based on the initial game behavior and the first character type, determine the target game behavior.
[0164] In some embodiments, the execution control unit is specifically configured to:
[0165] Obtain the first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0166] Obtain the second priority of the target game behavior;
[0167] In response to the second priority being greater than or equal to the first priority, control the target voice-controlled virtual object to perform the target game behavior;
[0168] In response to the second priority being less than the first priority, control the target voice-controlled virtual object to perform the original execution action.
[0169] In some embodiments, the execution control unit is specifically configured to:
[0170] Obtain the first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0171] Obtain the second priority of the target game behavior;
[0172] In response to the second priority being greater than the first priority and the target voice-controlled virtual object satisfying the action switching condition, control the target voice-controlled virtual object to perform the target game behavior;
[0173] In response to the second priority being greater than the first priority and the target voice-controlled virtual object not satisfying the action switching condition, control the target voice-controlled virtual object to perform the original execution action.
[0174] In some embodiments, the object determination unit is specifically configured to:
[0175] In response to the voice command matching a plurality of preset execution commands;
[0176] Generate a plurality of first recommended execution commands based on the plurality of preset execution commands;
[0177] In response to the user's selection operation of determining a first target recommended command from the plurality of first recommended execution commands, determine the target game behavior based on the first target recommended command.
[0178] In some embodiments, the object determination unit is specifically configured to:
[0179] Obtain relevant information corresponding to the voice command; wherein, the relevant information includes one or more of historical game data of the target game, character types of the plurality of virtual objects, and location information of the plurality of virtual objects;
[0180] Sort the plurality of preset execution commands based on the relevant information, and generate a plurality of first recommended execution commands based on the sorting result.
[0181] In some embodiments, the object determination unit is specifically configured to:
[0182] In response to the voice command not matching any of the preset execution commands;
[0183] Obtain relevant information corresponding to the voice command; wherein, the relevant information includes one or more of historical game data of the target game, character types of the plurality of virtual objects, and location information of the plurality of virtual objects;
[0184] Generate a plurality of second recommended execution commands based on the relevant information;
[0185] In response to the user's selection operation of determining a second target recommended command from the plurality of second recommended execution commands, determine the target game behavior based on the second target recommended command.
[0186] In some embodiments, the object determination unit is specifically configured to:
[0187] Generate a plurality of predicted execution instructions based on the historical game data;
[0188] Determine the plurality of second recommended execution instructions from the plurality of predicted execution instructions based on the role types of the plurality of virtual objects and / or the location information of the plurality of virtual objects.
[0189] In some embodiments, the device further includes a control display module for:
[0190] Display a voice collection control in the graphical user interface; the voice collection control includes a progress control for indicating the remaining time of voice collection;
[0191] Determine whether the voice information can be recognized within the remaining time;
[0192] In response to being able to recognize the voice information, display the text sequence corresponding to the voice information;
[0193] In response to being unable to recognize the voice information, stop collecting the voice information and prompt a voice collection failure in the game scene.
[0194] In some embodiments, the device further includes a text display module for:
[0195] Display the text information corresponding to the voice command.
[0196] In some embodiments, the device further includes a text display module, and is further configured to:
[0197] Extract preset tactical vocabulary from the text sequence based on a preset tactical vocabulary set;
[0198] Adjust the display form of the preset tactical vocabulary in the game scene to prompt the user for accurate voice input.
[0199] For the convenience of description, when describing the above system, various modules are described separately according to their functions. Of course, when implementing the present application, the functions of each module can be implemented in the same or multiple software and / or hardware.
[0200] The system of the above embodiments is used to implement the corresponding game control method in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be described herein again.
[0201] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the program, it implements the control method of the game described in any one of the above embodiments.
[0202] Figure 12 FIG. shows a more specific schematic diagram of the hardware structure of the electronic device provided in this embodiment. The device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. Among them, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are communicatively connected to each other inside the device through the bus 1050.
[0203] The processor 1010 may be implemented in a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, etc., and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0204] The memory 1020 may be implemented in the form of a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When implementing the technical solutions provided in the embodiments of this specification through software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.
[0205] The input / output interface 1030 is used to connect to an input / output module to implement information input and output. The input / output module may be configured as a component in the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Among them, the input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.
[0206] The communication interface 1040 is used to connect to a communication module (not shown in the figure) to implement communication interaction between this device and other devices. Among them, the communication module may implement communication in a wired manner (such as USB, network cable, etc.) or in a wireless manner (such as mobile network, WIFI, Bluetooth, etc.).
[0207] The bus 1050 includes a path for transmitting information among various components of the device, such as the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040.
[0208] It should be noted that although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040, and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device may also only include the components necessary to implement the solution of the embodiments of this specification, and does not necessarily include all the components shown in the figure.
[0209] The electronic device of the above embodiment is used to implement the corresponding game control method in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be elaborated here.
[0210] The memory 1020 stores machine-readable instructions executable by the processor 1010. When the electronic device runs, the processor 1010 communicates with the memory 1020 through the bus 1050, so that the processor 1010 executes the following instructions when running: collecting the voice information of the user during the target game process, determining the current voice instruction to be executed according to the collected voice information, and then controlling at least one voice-controlled virtual object to perform game actions according to the voice instruction; the voice-controlled virtual object is other virtual objects except the main control virtual object among the multiple virtual objects, and the main control virtual object is controlled by the operation instruction of the user.
[0211] In a possible implementation manner, in the instructions executed by the processor 1010, determining the current voice instruction to be executed based on the voice information specifically includes:
[0212] Converting the collected voice information into a text sequence;
[0213] Splitting the text sequence into multiple combined words;
[0214] For each combined word, determining the target preset tactical word corresponding to the combined word from a preset tactical word set;
[0215] Determining the voice instruction based on the target preset tactical word.
[0216] In a possible implementation manner, in the instructions executed by the processor 1010, controlling the target voice-controlled virtual object based on the voice instruction specifically includes:
[0217] Determine the target voice-controlled virtual object that needs to be voice-controlled currently from multiple voice-controlled virtual objects based on the voice instruction, and the target game behavior of the target voice-controlled virtual object;
[0218] Control the target voice-controlled virtual object based on the target game behavior.
[0219] In a possible implementation manner, among the instructions executed by the processor 1010, the voice instruction includes object information and behavior information; determining the target voice-controlled virtual object that needs to be voice-controlled currently from multiple voice-controlled virtual objects based on the voice instruction, and the target game behavior of the target voice-controlled virtual object specifically includes
[0220] Determine the target voice-controlled virtual object that needs to be voice-controlled currently from multiple voice-controlled virtual objects based on the object information, and determine the target game behavior of the target voice-controlled virtual object based on the behavior information.
[0221] In a possible implementation manner, among the instructions executed by the processor 1010, the relevant information includes the first character type of the target voice-controlled virtual object; determining the target game behavior corresponding to the associated information from the multiple alternative game behaviors specifically includes:
[0222] Determine the target game behavior corresponding to the first character type from the multiple alternative game behaviors.
[0223] In a possible implementation manner, among the instructions executed by the processor 1010, determining the target game behavior of the target voice-controlled virtual object based on the behavior information specifically includes:
[0224] Obtain the first position information of the target voice-controlled virtual object in the game scene;
[0225] Determine the target position when the target voice-controlled virtual object executes the target game behavior based on the first position information.
[0226] In a possible implementation manner, among the instructions executed by the processor 1010, determining the target game behavior of the target voice-controlled virtual object based on the behavior information specifically includes:
[0227] Determine multiple alternative game behaviors that the target voice-controlled virtual object may execute based on the behavior information;
[0228] Obtain the relevant information corresponding to the voice instruction; wherein, the relevant information includes one or more of the historical game data of the target game, the character types of the multiple virtual objects, and the position information of the multiple virtual objects; wherein, different associated information corresponds to different game behaviors;
[0229] Determine the target game behavior corresponding to the association information from the multiple alternative game behaviors.
[0230] In a possible implementation, among the instructions executed by the processor 1010, controlling the target voice-controlled virtual object based on the target game behavior specifically includes:
[0231] Obtain a first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0232] Obtain a second priority of the target game behavior;
[0233] In response to the second priority being greater than or equal to the first priority, control the target voice-controlled virtual object to execute the target game behavior;
[0234] In response to the second priority being less than the first priority, control the target voice-controlled virtual object to execute the original execution action.
[0235] In a possible implementation, among the instructions executed by the processor 1010, controlling the target voice-controlled virtual object based on the target game behavior specifically includes:
[0236] Obtain a first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object;
[0237] Obtain a second priority of the target game behavior;
[0238] In response to the second priority being greater than the first priority and the target voice-controlled virtual object satisfying the action switching condition, control the target voice-controlled virtual object to execute the target game behavior;
[0239] In response to the second priority being greater than the first priority and the target voice-controlled virtual object not satisfying the action switching condition, control the target voice-controlled virtual object to execute the original execution action.
[0240] In a possible implementation, among the instructions executed by the processor 1010, determining the target game behavior of the target voice-controlled virtual object based on the voice command specifically includes:
[0241] In response to the voice command matching multiple preset execution commands;
[0242] Generate multiple first recommended execution commands based on the multiple preset execution commands;
[0243] In response to the user's selection operation of determining a first target recommendation instruction from the multiple first recommendation execution instructions, determine the target game behavior based on the first target recommendation instruction.
[0244] In a possible implementation manner, among the instructions executed by the processor 1010, generating multiple first recommendation execution instructions based on the multiple preset execution instructions specifically includes:
[0245] Obtain relevant information corresponding to the voice instruction; wherein, the relevant information includes one or more of the historical game data of the target game, the character types of the multiple virtual objects, and the position information of the multiple virtual objects;
[0246] Sort the multiple preset execution instructions based on the relevant information, and generate multiple first recommendation execution instructions based on the sorting result.
[0247] In a possible implementation manner, among the instructions executed by the processor 1010, determining the target game behavior of the target voice-controlled virtual object based on the voice instruction specifically includes:
[0248] In response to the voice instruction not matching all the preset execution instructions;
[0249] Obtain relevant information corresponding to the voice instruction; wherein, the relevant information includes one or more of the historical game data of the target game, the character types of the multiple virtual objects, and the position information of the multiple virtual objects;
[0250] Generate multiple second recommendation execution instructions based on the relevant information;
[0251] In response to the user's selection operation of determining a second target recommendation instruction from the multiple second recommendation execution instructions, determine the target game behavior based on the second target recommendation instruction.
[0252] In a possible implementation manner, among the instructions executed by the processor 1010, generating multiple second recommendation execution instructions based on the relevant information specifically includes:
[0253] Generate multiple predicted execution instructions based on the historical game data;
[0254] Determine the multiple second recommendation execution instructions from the multiple predicted execution instructions based on the character types of the multiple virtual objects and / or the position information of the multiple virtual objects.
[0255] In a possible implementation manner, among the instructions executed by the processor 1010, after receiving the user's voice start instruction, the method further includes:
[0256] Display a voice collection control in the graphical user interface; the voice collection control includes a progress control for indicating the remaining time of voice collection;
[0257] Within the remaining time, determine whether the voice information can be recognized;
[0258] In response to being able to recognize the voice information, display the text sequence corresponding to the voice information;
[0259] In response to being unable to recognize the voice information, stop collecting the voice information and prompt a voice collection failure in the game scene.
[0260] In a possible implementation, after determining the voice command to be executed currently based on the voice information in the instructions executed by the processor 1010, the method further includes:
[0261] Display the text information corresponding to the voice command in the game scene.
[0262] In a possible implementation, after displaying the text sequence corresponding to the voice information in the game scene in the instructions executed by the processor 1010, the method further includes:
[0263] Extract the preset tactical vocabulary in the text sequence based on a preset tactical vocabulary set;
[0264] Adjust the display form of the preset tactical vocabulary in the game scene to prompt the user to perform precise voice input.
[0265] In the above manner, when the electronic device is running, collect the voice information of the user during the target game process, determine the voice command to be executed currently according to the collected voice information, and then control at least one voice-controlled virtual object to perform game actions according to the voice command; the voice-controlled virtual object is other virtual objects except the main control virtual object among the multiple virtual objects, and the main control virtual object is controlled by the user's operation command, so that while the user normally controls the main control virtual object, the user can control other virtual objects except the main control virtual object through voice commands, further increasing the number of virtual objects that the user can control simultaneously and facilitating the user to issue tactics for the cooperation of multiple virtual objects in real time.
[0266] Exemplary Program Product
[0267] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application further provides a non-transitory computer-readable storage medium, and the non-transitory computer-readable storage medium stores computer instructions for causing the computer to execute the control method of the game as described in any of the above embodiments.
[0268] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette tapes, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible by a computing device.
[0269] The computer instructions stored in the storage medium of the above embodiment are used to cause the computer to execute the game control method described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be elaborated here.
[0270] Based on the same inventive concept, corresponding to the method of any of the above embodiments, the present application also provides a computer program product, which includes a computer program. In some embodiments, the computer program instructions can be executed by one or more processors of the computer to cause the computer and / or the processor to execute the game control method described in the above embodiments. Corresponding to the execution subject of each step in each embodiment of the scenario editing method, the processor that executes the corresponding step can belong to the corresponding execution subject.
[0271] The computer program product of the above embodiment is used to cause the computer and / or the processor to execute the game control method described in any of the above embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be elaborated here.
[0272] It can be understood that before using the technical solutions of each embodiment of the present application, the types, usage scopes, usage scenarios, etc. of the personal information involved will be informed to the user in an appropriate manner, and the user's authorization will be obtained.
[0273] For example, in response to receiving an active request from the user, a prompt message is sent to the user to clearly prompt the user that the operation requested to be executed will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, application program, server, or storage medium that executes the technical solution of the present application according to the prompt message.
[0274] As an optional but non-limiting implementation, in response to receiving an active request from a user, the way to send a prompt message to the user can be, for example, in the form of a pop-up window. The prompt message can be presented in text in the pop-up window. In addition, the pop-up window can also carry a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device.
[0275] It can be understood that the above notification and the process of obtaining user authorization are only illustrative and do not limit the implementation of this application. Other ways that meet relevant laws and regulations can also be applied to the implementation of this application.
[0276] Those skilled in the art should understand that the implementation of this application can be realized as a system, a method, or a computer program product. Therefore, this application can be specifically realized in the following forms, namely: completely hardware, completely software (including firmware, resident software, microcode, etc.), or a combination of hardware and software, which is generally referred to as "circuit", "module", or "system" in this article. In addition, in some embodiments, this application can also be realized in the form of a computer program product in one or more computer-readable media, and the computer-readable media contains computer-readable program code.
[0277] Any combination of one or more computer-readable media can be adopted. The computer-readable media can be a computer-readable signal medium or a computer-readable storage medium. The computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination of the above. More specific examples (non-exhaustive examples) of the computer-readable storage medium can include, for example: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In this document, the computer-readable storage medium can be any tangible medium that contains or stores a program, and this program can be used by or in combination with an instruction execution system, device, or component.
[0278] The computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, which carries the computer-readable program code. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. The computer-readable signal medium can also be any computer-readable medium other than the computer-readable storage medium, and this computer-readable medium can send, propagate, or transmit a program for use by or in combination with an instruction execution system, device, or component.
[0279] The program code contained on a computer-readable medium can be transmitted using any appropriate medium, including but not limited to wireless, wire, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0280] The computer program code for performing the operations of this application can be written in one or more programming languages or combinations thereof. The programming languages include object-oriented programming languages such as Java, Smalltalk, C++, and also include conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, executed as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer can be connected to the user's computer through any type of network (including a local area network (LAN) or a wide area network (WAN)), or, it can be connected to an external computer (e.g., by connecting through the Internet using an Internet service provider).
[0281] It should be understood that each block of the flowchart and / or block diagram, and combinations of blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, thereby producing a machine. These computer program instructions, when executed by a computer or other programmable data processing device, produce a device for implementing the functions / operations specified in the blocks of the flowchart and / or block diagram.
[0282] These computer program instructions can also be stored in a computer-readable medium capable of causing a computer or other programmable data processing device to work in a specific manner. In this way, the instructions stored in the computer-readable medium produce a product that includes an instruction device for implementing the functions / operations specified in the blocks of the flowchart and / or block diagram.
[0283] The computer program instructions can also be loaded onto a computer, other programmable data processing device, or other device, such that a series of operation steps are performed on the computer, other programmable data processing device, or other device to produce a computer-implemented process. Thus, the instructions executed on the computer or other programmable device can provide a process for implementing the functions / operations specified in the blocks of the flowchart and / or block diagram.
[0284] The flowcharts and block diagrams in the accompanying drawings illustrate the possible architectures, functions, and operations of systems, methods, and computer program products according to various embodiments of the present application. Among them, each block in the flowchart or block diagram may represent a module, a program segment, or a part of code, and the above-mentioned module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order from that marked in the accompanying drawings. For example, two consecutive blocks shown may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram or flowchart, as well as the combination of blocks in the block diagram or flowchart, can be implemented by a dedicated hardware-based system for performing the specified functions or operations, or can be implemented by a combination of dedicated hardware and computer instructions.
[0285] It should be noted that although several modules or units of devices for action execution are mentioned in the above detailed description, such a division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of the two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0286] Those of ordinary skill in the art should understand that: the discussion of any of the above embodiments is only exemplary and is not intended to imply that the scope of the present application (including the claims) is limited to these examples; under the idea of the present application, the technical features between the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations in different aspects of the embodiments of the present application as described above, and they are not provided in detail for the sake of brevity.
[0287] In addition, for the sake of simplicity of description and discussion, and in order not to make the embodiments of the present application difficult to understand, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. In addition, the device may be shown in the form of a block diagram in order not to make the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform on which the embodiments of the present application are to be implemented (that is, these details should be completely within the understanding of those skilled in the art). In the case where specific details (such as circuits) are set forth to describe the exemplary embodiments of the present application, it will be apparent to those skilled in the art that the embodiments of the present application can be implemented without these specific details or with variations of these specific details. Therefore, these descriptions should be considered illustrative rather than restrictive.
[0288] Although the present application has been described in connection with specific embodiments thereof, many alternatives, modifications, and variations of these embodiments will be apparent to those of ordinary skill in the art in light of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.
[0289] Embodiments of the present application are intended to cover all such alternatives, modifications, and variations that fall within the broad scope of the appended claims. Accordingly, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principle of the embodiments of the present application shall be included within the protection scope of the present application.
Claims
1. A control method for a game, characterized in that, Providing a graphical user interface of a target game through a terminal device, where the target game includes multiple virtual objects belonging to the same camp in a game scene; the method includes: Collecting the user's voice information during the process of the target game; Determining a voice command that needs to be executed currently based on the voice information; Controlling at least one voice-controlled virtual object to perform a game behavior based on the voice command; wherein, the voice-controlled virtual object is other virtual objects except the main controlled virtual object among the multiple virtual objects, and the main controlled virtual object is controlled by the user's operation command.
2. The method according to claim 1, wherein Determining a voice command that needs to be executed currently based on the voice information, specifically including: Converting the collected voice information into a text sequence; Splitting the text sequence into multiple combined words; For each combined word, determining a target preset tactical word corresponding to the combined word from a preset tactical word set; Determining the voice command based on the target preset tactical word.
3. The method according to claim 1, wherein Controlling a target voice-controlled virtual object to perform a game behavior based on the voice command, specifically including: Determining a target voice-controlled virtual object that needs to be voice-controlled currently and the target game behavior of the target voice-controlled virtual object from multiple voice-controlled virtual objects based on the voice command; Controlling the target voice-controlled virtual object to perform the target game behavior.
4. The method according to claim 3, wherein The voice command includes object information and behavior information; determining a target voice-controlled virtual object that needs to be voice-controlled currently and the target game behavior of the target voice-controlled virtual object from multiple voice-controlled virtual objects based on the voice command, specifically including Determining a target voice-controlled virtual object that needs to be voice-controlled currently from multiple voice-controlled virtual objects based on the object information, and determining the target game behavior of the target voice-controlled virtual object based on the behavior information.
5. The method according to claim 4, wherein Determining the target game behavior of the target voice-controlled virtual object based on the behavior information, specifically including: Determining multiple alternative game behaviors that the target voice-controlled virtual object may perform based on the behavior information; Obtaining relevant information corresponding to the voice command; wherein, the relevant information includes one or more of the historical game data of the target game, the role types of the multiple virtual objects, and the position information of the multiple virtual objects; wherein, different associated information corresponds to different game behaviors; Determining the target game behavior corresponding to the associated information from the multiple alternative game behaviors.
6. The method according to claim 4, wherein Determining the target game behavior of the target voice-controlled virtual object based on the behavior information, specifically including: Obtaining the first position information of the target voice-controlled virtual object in the game scene; Determining the target position when the target voice-controlled virtual object performs the target game behavior based on the first position information.
7. The method according to claim 3, characterized in that, Controlling the target voice-controlled virtual object based on the target game behavior, specifically including: Obtaining the first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object; Obtaining the second priority of the target game behavior; Responding to the second priority being greater than or equal to the first priority, and controlling the target voice-controlled virtual object to perform the target game behavior; In response to the second priority being less than the first priority, control the target voice-controlled virtual object to perform the original execution action.
8. The method according to claim 3, characterized in that Controlling the target voice-controlled virtual object based on the target game behavior specifically includes: Obtain the first priority of the original execution action corresponding to the target voice-controlled virtual object; wherein, the target voice-controlled virtual object is an AI virtual object; Obtain the second priority of the target game behavior; In response to the second priority being greater than the first priority and the target voice-controlled virtual object satisfying the action switching condition, control the target voice-controlled virtual object to perform the target game behavior; In response to the second priority being greater than the first priority and the target voice-controlled virtual object not satisfying the action switching condition, control the target voice-controlled virtual object to perform the original execution action.
9. The method according to claim 3, characterized in that, Determining the target game behavior of the target voice-controlled virtual object based on the voice command specifically includes: In response to the voice command matching multiple preset execution commands; Generate multiple first recommended execution commands based on the multiple preset execution commands; In response to the user's selection operation of determining the first target recommended command from the multiple first recommended execution commands, determine the target game behavior based on the first target recommended command.
10. The method according to claim 9, wherein Generating multiple first recommended execution commands based on the multiple preset execution commands specifically includes: Obtain the relevant information corresponding to the voice command; wherein, the relevant information includes one or more of the historical game data of the target game, the role types of the multiple virtual objects, and the location information of the multiple virtual objects; Sort the multiple preset execution commands based on the relevant information, and generate multiple first recommended execution commands based on the sorting result.
11. The method according to claim 3, characterized in that, Determining the target game behavior of the target voice-controlled virtual object based on the voice command specifically includes: In response to the voice command not matching all the preset execution commands; Obtain the relevant information corresponding to the voice command; wherein, the relevant information includes one or more of the historical game data of the target game, the role types of the multiple virtual objects, and the location information of the multiple virtual objects; Generate multiple second recommended execution commands based on the relevant information; In response to the user's selection operation of determining the second target recommended command from the multiple second recommended execution commands, determine the target game behavior based on the second target recommended command.
12. The method according to claim 11, wherein Generating multiple second recommended execution commands based on the relevant information specifically includes: Generate multiple predicted execution commands based on the historical game data; Determine the multiple second recommended execution commands from the multiple predicted execution commands based on the role types of the multiple virtual objects and / or the location information of the multiple virtual objects.
13. The method according to claim 1, wherein After receiving the user's voice start command in response, the method further includes: Display a voice collection control in the graphical user interface; the voice collection control includes a progress control for indicating the remaining time of voice collection; During the remaining time, determine whether the voice information can be recognized; In response to being able to recognize the voice information, display the text sequence corresponding to the voice information; In response to the failure to recognize the voice information, stop collecting the voice information and prompt that the voice collection fails.
14. The method according to claim 1, wherein After determining the voice command to be executed currently based on the voice information, the method further includes: Display the text information corresponding to the voice command.
15. The method according to claim 1, characterized in that, After displaying the character sequence corresponding to the voice information in the game scene, the method further includes: Extract the preset tactical vocabulary in the character sequence based on the preset tactical vocabulary set; Adjust the display form of the preset tactical vocabulary in the game scene to prompt the user to perform accurate voice input.
16. A control device for a game, characterized in that, Provide a graphical user interface of a target game through a terminal device, where the target game includes a plurality of virtual objects belonging to the same camp located in the game scene; the device includes: A collection module that collects the voice information of the user during the target game process; A determination module that determines the voice command to be executed currently based on the voice information; A control module that controls at least one voice-controlled virtual object to perform game behaviors based on the voice command; wherein, the voice-controlled virtual object is other virtual objects except the main control virtual object among the plurality of virtual objects, and the main control virtual object is controlled by the operation command of the user.
17. An electronic device, characterized in that, It includes a memory, a processor, and a computer program stored on the memory and executable by the processor. When the processor executes the program, it implements the method according to any one of claims 1 to 15.
18. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a computer to execute the method according to any one of claims 1 to 15.