Information processing method and device in game, electronic equipment and storage medium

By providing dynamically adjusted teaching videos in the game, the problem of players encountering stuck points or being unable to pass in the game is solved, seamless teaching guidance is achieved and the game experience is improved.

CN120189702APending Publication Date: 2025-06-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510397815.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2025-06-24

AI Technical Summary

Technical Problem

In existing games, players often encounter blocks or cannot pass when exploring, solving puzzles or challenging difficult levels, which will affect the game experience and need to use in-game or external tutorials to solve the problem.

Method used

The graphic user interface is provided through the terminal device, the game scene is displayed, and the teaching trigger instructions are responded to the graphical user interface, and the floating window is displayed for playing teaching videos. Obtain the real-time state parameters of the controlled virtual object in the game scene, and dynamically adjust the playback progress of the teaching video based on these parameters to keep it synchronized with the current game progress of the controlled virtual object.

Benefits of technology

Players can obtain teaching guidance that matches the current game progress in real time without switching interfaces, maintaining the consistency and immersion of game operations, and improving game efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium. According to the method, a floating window is displayed in a graphical user interface by responding to a teaching trigger instruction, and the floating window is used for playing a teaching video; acquiring real-time state parameters of the controlled virtual object in the game scene; and dynamically adjusting the playing progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playing progress is kept synchronous with the current game progress of the controlled virtual object. In this way, a player can obtain the teaching guidance matched with the current game progress in real time without switching the interface, and the continuity and immersion of game operation are kept.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, apparatus, electronic device, and storage medium for information processing in a game. Background Art

[0002] In existing games, when players explore, solve puzzles, or challenge high-difficulty levels, they often encounter bottlenecks or situations where they cannot pass. At this time, players usually need to rely on in-game guided tutorials or external video tutorials to solve the problems. However, such methods require players to interrupt the game process to watch the tutorials, affecting the game experience. Summary of the Invention

[0003] The purpose of the present disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in a game, so as to simplify the process for players to obtain game help, improve the operation coherence during the game process, and enhance the game efficiency.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for information processing in a game. A graphical user interface is provided through a terminal device, and the graphical user interface at least partially displays a game scene. The method includes: in response to a teaching trigger, displaying a floating window in the graphical user interface, where the floating window is used to play a teaching video; obtaining real-time state parameters of a controlled virtual object in the game scene; and dynamically adjusting the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playback progress is synchronized with the current game progress of the controlled virtual object.

[0005] In a second aspect, an embodiment of the present disclosure further provides an apparatus for information processing in a game. The apparatus provides a graphical user interface through a terminal device, and the graphical user interface at least partially displays a game scene. The apparatus includes: a display module, configured to display a floating window in the graphical user interface in response to a teaching trigger instruction, where the floating window is used to play a teaching video; an obtaining module, configured to obtain real-time state parameters of a controlled virtual object in the game scene; and an adjustment module, configured to dynamically adjust the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playback progress is synchronized with the current game progress of the controlled virtual object.

[0006] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned method for information processing in a game.

[0007] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-mentioned method for information processing in a game.

[0008] An embodiment of the present disclosure provides a method, apparatus, electronic device, and storage medium for information processing in a game. The method provides a graphical user interface through a terminal device, and at least part of the graphical user interface displays a game scene. The method includes: responding to a teaching trigger instruction to display a floating window in the graphical user interface, where the floating window is used to play a teaching video; obtaining real-time state parameters of a controlled virtual object in the game scene; and dynamically adjusting the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object so that the playback progress is synchronized with the current game progress of the controlled virtual object. In this way, the player can obtain real-time teaching guidance matching the current game progress without switching interfaces, maintaining the coherence and immersion of the game operation. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0010] Figure 1 It is a schematic flowchart of a method for information processing in a game provided by an embodiment of the present disclosure; Figure 2 It is a schematic diagram of an information processing apparatus in a game provided by an embodiment of the present disclosure; Figure 3 It is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0011] The following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the embodiments. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0012] This embodiment provides a method for information processing in a game. This method provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface. The game interface includes a game scene screen and a user interface (User Interface, UI interface). Among them, the game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used for information interaction with the user and may include game design elements such as buttons, animations, texts, sounds, windows, etc. that directly or indirectly contact the user. In an alternative embodiment, the interface elements in the user interface may include the following controls: (1) Controls related to controlling the character, such as skill controls, movement controls, function controls, etc.; (2) Controls for indicating information, which can also be called indication information identifiers, such as direction indication identifiers, character indication identifiers, character stamina identifiers, prop pickup points or treasure chest location points, etc.; (3) Information display controls, which can also be called information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether in a coma, poisoned, etc.) or game session information (such as the number of kills, game time, etc.); (4) Game setting controls, such as system settings, store, gold coins, etc. In addition, the controls displayed in the user interfaces of different games may be different. Some game user interfaces may also include a friend list control, through which the relevant information of the added friends can be viewed, and operations such as chatting, visiting the home, deleting, etc. can be performed. There are also some games that include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. Through these controls, users can better manage and play the game.

[0013] In an alternative embodiment, the game scene screen is the screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, which can also be called player virtual characters), NPC characters (Non-Player Character), AI (Artificial Intelligence) characters, etc. that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.

[0014] The above virtual scenario is the content displayed (or provided) when the game application runs on the terminal or server. Optionally, the virtual scenario is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scenario is any one of a two-dimensional virtual scenario, a 2.5D virtual scenario, and a three-dimensional virtual scenario. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scenario is a scenario for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scenario is a 3D game world for players to control virtual objects to fight. The exemplary virtual scenario may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scenario is a scenario for displaying the release of cards or displaying virtual objects corresponding to the cards. The exemplary virtual scenario may include: a ring, a duel field, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online battle arena game, the virtual scenario is a 2D or 2.5D terrain scenario for virtual objects to fight. The exemplary virtual scenario may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0015] The above virtual object refers to a dynamic object that can be controlled in the virtual scenario. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in the virtual environment battle through training, or an NPC set in the virtual scenario battle. Optionally, the virtual object is a virtual character competing in the virtual scenario. Optionally, the number of virtual objects in the virtual scenario battle is preset, or dynamically determined according to the number of clients joining the battle. The embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scenario. For example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0016] The information processing method in the game in one embodiment of the present disclosure can run on a terminal device or a server. Among them, the terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and client devices.

[0017] In an alternative embodiment, cloud games can be run under a cloud interaction system. Cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and operation of the information processing method in the game are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game interface, and returns it to the client device through the network. Finally, the game interface is decoded and output through the client device.

[0018] In an alternative embodiment, the terminal device can be a local terminal device, which stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the game interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, and the game interface includes the game scene screen. The processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0019] See Figure 1 , Figure 1 is a schematic flowchart of a method for processing information in a game provided by an embodiment of the present disclosure. This method provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface at least partially includes a game scene. See Figure 1 This method includes the following steps: Step S101, in response to a teaching trigger instruction, display a floating window in the graphical user interface, and the floating window is used to play a teaching video.

[0020] The school teaching trigger instruction can be generated based on user operations or specific events. That is, in the embodiments of the present disclosure, the display trigger mechanism of the floating window includes two modes: active trigger and passive trigger. In the active trigger mode, the player long-presses a specific area of the screen or swipes to bring up the quick menu, and after selecting the teaching assistance function, the floating window is superimposed on the upper layer of the game scene in a semi-transparent form. In the passive trigger mode, the system triggers the display without the player's operation. For example, when the system detects that the player repeats a failed operation within a fixed time period or the task progress stalls for more than a threshold duration, the floating window is automatically popped up and the teaching video associated with the current scene is loaded.

[0021] Optionally, in the embodiments disclosed in the present application, when the player is exploring the large world in the game scene or adjusting the copy, the player can open the system menu and bring up the floating window through the help control of the system menu, so as to control the display of the floating window on the game interface. Of course, in the embodiments of the present disclosure, the help control can also be displayed in the game interface, and the player can click the help control in the game interface to quickly bring up the floating window. In implementation, the display logic of the floating window is independently managed from the rendering level of the game scene and is implemented through the layer overlay technology of the graphics engine. When detecting a user operation, the system first detects the interaction state of the current game scene. If there is a key plot or battle event in the scene, the pop-up timing of the floating window can be delayed to avoid interfering with the core gameplay.

[0022] Optionally, the floating window in the embodiments of the present application can be floatingly displayed above the game interface or split-screen displayed with the game interface. For example, when the floating window is about to be displayed, the game interface is reduced to leave screen space for the display of the floating window. Of course, in order not to affect the player's current game progress, the display window corresponding to the game interface is larger than the size of the floating window. Further, for the convenience of the user's operation, in the split-screen display mode, the game interface can be placed in the lower right corner of the screen, and the floating window can be placed in the upper left corner of the screen, so as to facilitate the user's control of the operation hot zone (generally set in the lower right corner of the game interface) in the game interface. In the overlapping display mode, the floating window can be displayed above the blank area of the game interface, and the blank area generally refers to the area in the game interface without any UI elements.

[0023] Optionally, when the player is in the game task and the task challenge fails, or during the game battle, if the player is killed, the re-challenge or resurrection option can be displayed through the graphical user interface. After the player selects the operation of re-challenging or resurrecting, the controlled virtual object is controlled to return to the challenge node or the resurrection node, and a floating window is displayed in the game interface corresponding to the challenge node or the resurrection node.

[0024] Optionally, the content generation of the teaching video is bound to the level / task design in the game development stage. In the level / task editor, developers label teaching trigger points for each key step and associate the corresponding video clip resources. When a player triggers a specific area or operation, the system loads the associated video clip according to the player's current game progress and the labeled information.

[0025] Step S102, obtain the real-time state parameters of the controlled virtual object in the game scene.

[0026] The acquisition of the real-time state parameters of the controlled virtual object can be implemented through the built-in API interface of the game engine, including but not limited to character coordinate data, task progress identifiers, dungeon completion counters, etc.

[0027] Step S103, dynamically adjust the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playback progress is synchronized with the current game progress of the controlled virtual object.

[0028] Specifically, the system matches the real-time state parameters with the preset teaching video metadata, and calculates the exact position of the target key frame through the timestamp mapping algorithm.

[0029] The dynamic adjustment of the video playback progress can be achieved through an event-driven mechanism. For example, when the real-time state parameters indicate that the character enters a new area, the game engine sends an area entry event to the video controller to trigger the video jump logic.

[0030] Optionally, in the embodiments of the present disclosure, players are allowed to continue operating the game character while watching the video in the floating window. The window transparency can be dynamically adjusted. When it is detected that the player performs a high-precision operation (such as aiming and shooting or puzzle-solving interaction), the transparency is automatically increased to reduce visual interference. The playback control of the teaching video supports background buffering technology. When network bandwidth fluctuations are detected, the video clips with the highest correlation with the current game progress are preferentially cached to ensure smooth playback.

[0031] Optionally, the update frequency of the real-time state parameters is synchronized with the game frame rate, and a double-buffering mechanism is used to avoid data read-write conflicts. The system maintains a circular buffer to store the state parameter snapshots of the most recent N frames. When it is necessary to trace back the historical state (such as generating a review video), the complete operation trajectory can be extracted from the buffer. The fault tolerance mechanism of the dynamic adjustment algorithm includes: when an exact key frame cannot be matched, the nearest neighbor interpolation method is used to select the closest video clip; when the video resource is missing, an alternative graphic tutorial is automatically called for supplementary display.

[0032] Optionally, the method provided by the embodiments of the present disclosure can be extended and applied to a multi-player online collaboration scenario. When a certain player in the team triggers a teaching video, the system broadcasts the video progress information to the terminal devices of other team members through the team status synchronization mechanism to achieve collaborative learning. Further, the video content can be presented differently according to the role division of the team members. For example, the video seen by a player with a healer class focuses on showing the team's standing positions and the timing of skill releases, while a player with a damage-dealer class sees an analysis of the damage cycle and the BOSS mechanism.

[0033] Optionally, the dynamic progress adjustment can be optimized in combination with a machine learning model. By collecting a large amount of operation behavior data of players, a prediction model is trained to predict the teaching nodes that players may need. For example, when it is detected that a player stays in a certain puzzle-solving scenario for more than a threshold time, the model automatically recommends skipping the basic operation teaching and directly showing a high-order skill video. At the same time, the system can build a player ability profile and personalize the adjustment of the video content's detail level and playback speed according to the historical clearance records and failure types.

[0034] In summary, the information processing method in the game provided by the embodiments of the present disclosure provides a graphical user interface through a terminal device, and at least part of the graphical user interface displays the game scene. The method includes: responding to a teaching trigger instruction, displaying a floating window in the graphical user interface, where the floating window is used to play a teaching video; obtaining real-time state parameters of a controlled virtual object in the game scene; and dynamically adjusting the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object so that the playback progress is synchronized with the current game progress of the controlled virtual object. In this way, players can obtain real-time teaching guidance matching the current game progress without switching interfaces, maintaining the coherence and immersion of the game operation.

[0035] As an optional implementation manner, the real-time state parameters at least include one of the following: the real-time position information of the controlled virtual object in the game scene; the task completion degree index of the current level of the controlled virtual object; the copy progress parameter of the controlled virtual object. In the embodiments of the present disclosure, teaching can be triggered by a single state collection. For example, when a character enters a specific geographic coordinate range, area teaching is triggered. Specifically, in a game scene with day-night alternation or weather changes, the system loads an environmental adaptability teaching video according to the light intensity and weather conditions (such as heavy rain, sandstorm) at the current position of the character. For example, when a character enters a densely built area of metal buildings during a thunderstorm, a video of "Combat avoidance skills in a conductive environment" is automatically played, and the dangerous areas that may cause lightning strikes are highlighted.

[0036] In the disclosed embodiment, through multi-dimensional parameter collection, the system can accurately capture the key state changes in the player's game process and provide a fine-grained control basis for the dynamic matching of teaching videos. For example, the real-time position information of the controlled virtual object and the character completion index of the current level can be combined to determine the corresponding teaching.

[0037] Optionally, the calculation of task completion indicators is completed by the task manager component. The system calculates the completion percentage in real time by parsing the conditions for achieving the task goals (such as the number of specific monsters killed and the progress of collecting items). When the completion rate falls into the preset threshold range (for example, 30%-50%), the staged teaching video playback is triggered. For chain tasks, the system tracks the currently activated subtask number and dynamically loads the teaching resources associated with the subtask. Task completion data is stored using binary mask encoding to support efficient parsing of multi-task parallel states.

[0038] Optionally, the monitoring of the copy progress parameters is implemented based on the game event bus mechanism. The copy controller publishes progress event messages at key nodes (such as BOSS activation, mechanism cracking), and the teaching system obtains accurate progress identifiers by subscribing to these events. For example, when the copy progress reaches "Stage 3 - Fire Lord Activation", the video controller immediately retrieves the teaching clip containing the BOSS mechanism analysis. The progress parameters are stored in a hierarchical data structure, including fields such as copy ID, stage number, challenge count, etc., to support accurate matching of complex copy logic.

[0039] Optionally, parameter fusion processing (fusion of multiple real-time status parameters) uses a weighted decision algorithm. The system assigns dynamic weight coefficients to the three parameters of location, task, and copy: when it is detected that the player has been stranded in a certain area for a long time, the location weight is increased to trigger the regional guidance first; when the task completion rate changes rapidly, the task weight is automatically increased to push phased teaching. The weight coefficient can be personalized based on the player's historical behavior data (such as the average task completion speed).

[0040] Optionally, the task completion index can be linked to the achievement system. When it is detected that the player has repeatedly attempted a task but the completion rate is stagnant, the system calls the achievement database to analyze the achievement conditions that the player is missing, and pushes a targeted teaching video to fill the operation blind spot. For example, if the player has never achieved the "no damage clearance" achievement, a combat dodge skill tutorial is inserted when the task completion reaches 80%, and the achievement data statistics panel is displayed simultaneously.

[0041] Optionally, the in-depth application of the copy progress parameter supports the predictive preloading of teaching videos. By analyzing the copy progress historical data (such as the average team clearance time), the system preloads the teaching resources that are highly likely to be needed before the player enters the copy. For speed-running copies, the progress parameter also includes real-time time-consuming statistics. When it is detected that the clearance time lags behind the historical best record, an efficiency optimization skill video is automatically popped up, and the ideal time node markers are superimposed on the video timeline.

[0042] Optionally, the collaborative analysis of multiple parameters can be applied to the novice teaching adaptive system. By monitoring the combined parameters of position deviation (deviation from the standard path), task completion volatility (progress fluctuating), and copy death hotspots (frequently failed areas), the system can intelligently judge the weak links of the player. For example, if the player dies multiple times at a specific coordinate point in the copy and the task progress stalls, an operation review video accurate to the coordinate point is triggered at this position, and a special effect teaching interface including slow-motion playback and key-press timing analysis is generated.

[0043] As an optional implementation method, dynamically adjust the playback progress of the teaching video, including: when the controlled virtual object enters a new exploration area, jump the teaching video to the key frame corresponding to the explanation of the corresponding area; when it is detected that the target task of the controlled virtual object changes, jump the teaching video to the key frame corresponding to the explanation of the corresponding task; when the controlled virtual object is in a puzzle-solving scenario, jump the teaching video to the puzzle-solving video segment matching the current puzzle state.

[0044] It should be noted that when the controlled virtual object enters a new exploration area, first, it can be judged whether the teaching video currently played in the floating window is a video associated with the exploration area. If it is a video associated with the exploration area, only need to control the current teaching video to be adjusted to the key frame corresponding to the explanation of the new exploration video. If the currently played teaching video is a video unrelated to the exploration area, first, the current video needs to be switched to a video associated with the exploration area, and then control the switched video to jump to the key frame corresponding to the explanation of the corresponding area. The same principle applies to the change of the target task or the puzzle-solving state of the controlled virtual object. It is necessary to first detect whether the video in the floating window is a related video. If it is not related, it is necessary to first replace it with a related video, and then perform the positioning and jumping of the key frame. If it is related, directly perform the positioning and jumping.

[0045] As a possible implementation method, this method also includes: in response to the game failure event, automatically generate a review video containing the operation trajectory data before the failure. The system records the operation sequence of the player in a preset time period (such as the movement path, skill release timing, interaction object selection, etc.) in real time, aligns the operation data with the game scene state in space and time, and generates a review video that can be played back frame by frame.

[0046] Optionally, the criteria for determining a game failure event include: the character's health points reaching zero, or the number of times the health points reach zero reaching a threshold, or the mission objective timing out without completion, or the continuous incorrect triggering of organs reaching a set number of times, etc. When the engine detects that the failure condition is met, the replay video generation thread is immediately activated.

[0047] As a possible implementation, in response to a teaching trigger instruction, a floating window is displayed in the graphical user interface, including: in response to a game failure event, a re-challenge control is displayed; in response to a trigger operation on the re-challenge control, the controlled virtual object is controlled to return to the task challenge node, and a floating window containing the above replay video is displayed in the graphical user interface.

[0048] Optionally, a comparison interface for synchronously displaying the replay video and the corresponding teaching video is displayed in the floating window. Specifically, displaying a floating window containing the replay video in the graphical user interface includes: extracting operation trajectory data within a preset time period; aligning the operation trajectory data with the operation reference data of the teaching video; marking the deviation positions of the operation trajectory data and the operation reference data in the comparison interface by means of differential display, and displaying this comparison interface through the floating window.

[0049] It should be noted that in the embodiments of the present disclosure, when it is detected that the user triggers the re-challenge control, a teaching trigger instruction is generated. Optionally, in response to a game failure event, a re-challenge control is dynamically generated in the graphical user interface, and this control can be floatingly displayed in the form of a highlighted animation. When the player triggers this control, the system executes a three-stage recovery logic: first, freeze the current game screen and save the transient data of all entity objects; then precisely roll back the controlled virtual object to the task starting coordinate point (such as the teleportation point at the entrance of the dungeon or the resurrection stele for inspection); finally, a floating window containing the replay video is superimposed and displayed on the upper layer of the scene. This window adopts a split-screen layout, with the player's historical operation video (i.e., the replay video) shown on the left and the standard process of the teaching video played synchronously on the right. In this way, the player can intuitively compare the differences between their own operations and the standard process, quickly locate the operation error nodes and make targeted improvements.

[0050] Optionally, the extraction of operation trajectory data adopts a time window backtracking mechanism. The system presets a default data capture interval (such as 3 minutes) and traces back the complete operation sequence of the player before triggering the failure event. Action capture is performed according to the data capture granularity (such as 30 frames per second), including parameters such as the character's displacement coordinates (such as x, y, z), the skill release timestamp (which can be accurate to milliseconds), and the viewing angle rotation angle (such as α, β). It is recorded as a time-axis event stream through a structured storage method to ensure the integrity of subsequent comparative analysis.

[0051] Optionally, the alignment process adopts the dynamic time warping algorithm. For the difference in the time axis lengths between the player's operation trajectory and the teaching reference data, a dynamic bending path is established to eliminate the stretching and deformation in the time dimension. The algorithm sets a similarity threshold (such as 0.85). When the distance between two segments of data exceeds the threshold, virtual key frames are automatically inserted to complete the timing matching. The aligned data stream is visualized through a dual-track time axis. The left track renders the player's actual trajectory, and the right track overlays the teaching reference trajectory.

[0052] Optionally, the difference display implements a multi-dimensional annotation strategy. For displacement deviation, a red semi-transparent area is generated in the ground projection of the game scene, covering the deviation area between the player's actual path and the standard path; for skill release timing deviation, nodes with a delay / advance exceeding a certain duration (such as 300 ms) are marked with an orange pulse light effect in the time axis view; for view control deviation, a blue fan-shaped mask is used to cover the difference angle between the player's view blind area and the standard view range. All annotation elements support click interaction to trigger a pop-up data panel to display the specific deviation values.

[0053] Optionally, the comparison interface integrates an operation playback control component. A two-way playback control bar is set at the bottom of the interface, supporting the switching between synchronous / asynchronous playback modes. In the synchronous mode, the player's operations and the teaching video are played strictly synchronously according to the aligned time axis; in the asynchronous mode, it is allowed to drag the progress pointers of the two time axes respectively for frame-by-frame comparison. The playback speed supports adjustment, and transition animations are automatically generated between key frames to smoothly display the operation differences.

[0054] As a possible implementation manner, the above floating window supports at least one of the following interaction operations: a touch zoom operation for adjusting the window display ratio; a drag operation for adjusting the position of the window in the interface. This enables the player to flexibly adjust the display area of the teaching video according to the current needs, avoiding blocking key game information while enhancing the viewing experience.

[0055] As a possible implementation manner, this method further includes: screening a candidate video set with a matching degree higher than the threshold from the teaching video library according to the character attribute data of the controlled virtual object; displaying a thumbnail queue of the candidate video set in the floating window; and loading the teaching video corresponding to the selected thumbnail in response to a video selection operation. Optionally, the character attribute data may include at least one of the following: the character class type, the parameter characteristics of the current equipment combination, and the operation habit pattern identified based on historical operation data. Thus, through this method, the player can quickly locate the teaching content most relevant to the current character state, improving the accuracy and practicality of the teaching video.

[0056] As a possible implementation, the method further includes: in response to a progress adjustment operation for the floating window, controlling the teaching video to jump to a target key frame. In this way, players can freely locate the key paragraphs of the video according to their personal learning rhythm, realizing non-linear exploration of teaching content.

[0057] Based on the above method embodiments, the embodiments of the present disclosure further provide an information processing device in a game, which provides a graphical user interface through a terminal, and at least part of the graphical user interface displays a game scene. Refer to Figure 2 , the device includes the following modules: A display module 11, configured to respond to a teaching trigger instruction and display a floating window in the graphical user interface, where the floating window is used to play a teaching video.

[0058] An acquisition module 12, configured to acquire real-time state parameters of a controlled virtual object in the game scene.

[0059] An adjustment module 13, configured to dynamically adjust the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playback progress is synchronized with the current game progress of the controlled virtual object.

[0060] The above device responds to a teaching trigger instruction, displays a floating window in the graphical user interface, where the floating window is used to play a teaching video; acquires real-time state parameters of a controlled virtual object in the game scene; and dynamically adjusts the playback progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the playback progress is synchronized with the current game progress of the controlled virtual object. In this way, players can obtain real-time teaching guidance matching the current game progress without switching interfaces, maintaining the coherence and immersion of game operations.

[0061] As a possible implementation, the real-time state parameters at least include one of the following: real-time position information of the controlled virtual object in the game scene; task completion degree index of the current level of the controlled virtual object; copy progress parameter where the controlled virtual object is located.

[0062] As a possible implementation, the adjustment module 13 is specifically configured to: when the controlled virtual object enters a new exploration area, jump the teaching video to the key frame of the corresponding area explanation; when it is detected that the task target of the controlled virtual object changes, jump the teaching video to the key frame of the corresponding task explanation; when the controlled virtual object is in a puzzle-solving scene, jump the teaching video to the puzzle-solving step segment matching the current puzzle state.

[0063] As a possible implementation, the device further includes a generation module, and the generation module is configured to: in response to a game failure event, automatically generate a review video including operation track data before failure.

[0064] As a possible implementation, the display module 11 is further configured to: in response to a game failure event, display a re-challenge control; in response to a trigger operation on the re-challenge control, control the controlled virtual object to return to the task challenge node, and display a floating window containing a review video in the graphical user interface.

[0065] As a possible real-time manner, a comparison interface of the review video and the corresponding teaching video is synchronously displayed in the floating window.

[0066] Specifically, the display module 11 is specifically configured to: extract operation trajectory data within a preset time period; perform alignment processing on the operation trajectory data and the operation reference data of the teaching video; mark the deviation positions of the operation trajectory data and the operation reference data in the comparison interface by a difference display method, and display the comparison interface through the floating window.

[0067] As a possible implementation, the above floating window supports at least one of the following interaction operations: a touch zoom operation for adjusting the window display ratio; a drag operation for adjusting the position of the window in the interface.

[0068] As a possible implementation, the display module 11 is further configured to: according to the role attribute data of the controlled virtual object, screen a candidate video set with a matching degree higher than a threshold from the teaching video library; display a thumbnail queue of the candidate video set in the floating window; in response to a video selection operation, load the teaching video corresponding to the selected thumbnail.

[0069] Wherein, the role attribute data includes at least one of the following: the role occupation type; the parameter characteristics of the current equipment combination; the operation habit mode identified based on historical operation data.

[0070] As a possible implementation, the adjustment module 13 is further configured to: in response to a progress adjustment operation on the floating window, control the teaching video to jump to a target key frame.

[0071] The interactive device in the game provided by the embodiments of the present disclosure has the same implementation principle and the same technical effects as those in the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the embodiments of the interactive device in the game, reference may be made to the corresponding content in the foregoing embodiments of the information processing method in the game.

[0072] The term "and / or" in this article is only a description of the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. In addition, the term "at least one" in this article represents any one of multiple or any combination of at least two of multiple. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set composed of A, B, and C.

[0073] An embodiment of the present disclosure also provides an electronic device. As Figure 3 shown, it is a schematic structural diagram of the electronic device. Among them, the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the information processing method in the above game.

[0074] In Figure 3 the shown embodiment, the electronic device further includes a bus 112 and a communication interface 113. Among them, the processor 111, the communication interface 113, and the memory 110 are connected through the bus 112.

[0075] Among them, the memory 110 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 113 (which can be wired or wireless), a communication connection is realized between the system network element and at least one other network element. The Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 3 only a bidirectional arrow is used in

[0076] The processor 111 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 111 or the instructions in the form of software. The above-mentioned processor 111 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. This storage medium is located in the memory, and the processor 111 reads the information in the memory and combines its hardware to complete the steps of the information processing method in the game of the foregoing embodiments.

[0077] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the information processing method in the above game. For the specific implementation, reference may be made to the foregoing method embodiments, and details are not described herein again.

[0078] The computer program product of the information processing method, device and electronic device in the game provided by the embodiments of the present disclosure includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the method described in the foregoing method embodiments. For the specific implementation, reference may be made to the method embodiments, and details are not described herein again.

[0079] Unless otherwise specifically stated, the relative steps, numerical expressions and values of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0080] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0081] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of the present disclosure. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0082] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be determined by the protection scope of the claims.

Claims

1. A method for processing information in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface at least partially displays a game scene, the method comprising: In response to a teaching trigger instruction, a floating window is displayed in the graphical user interface, wherein the floating window is used to play a teaching video; Obtaining real-time state parameters of the controlled virtual objects in the game scene; According to the real-time state parameters of the controlled virtual object, the playing progress of the teaching video is dynamically adjusted so that the playing progress is synchronized with the current game progress of the controlled virtual object.

2. The method according to claim 1, characterized in that: The real-time status parameter includes at least one of the following: Real-time position information of the controlled virtual object in the game scene; A task completion index of the current level of the controlled virtual object; The copy progress parameter of the controlled virtual object.

3. The method according to claim 1, characterized in that The dynamically adjusting the playing progress of the teaching video includes: When the controlled virtual object enters a new exploration area, the teaching video jumps to a key frame of the explanation of the corresponding area; When a change in the task target of the controlled virtual object is detected, the teaching video is jumped to a key frame corresponding to the task explanation; When the controlled virtual object is in a puzzle-solving scene, the teaching video is jumped to a puzzle-solving step segment that matches the current puzzle state.

4. The method according to claim 1, characterized in that: The method further comprises: In response to a game failure event, a replay video containing the operation trajectory data before the failure is automatically generated.

5. The method according to claim 4, characterized in that The step of responding to the teaching trigger instruction and displaying a floating window in the graphical user interface includes: In response to a game failure event, displaying a re-challenge control; In response to a trigger operation on the re-challenge control, the controlled virtual object is controlled to return to the task challenge node, and a floating window containing the replay video is displayed in the graphical user interface.

6. The method according to claim 5, characterized in that The floating window synchronously displays a comparison interface between the review video and the corresponding teaching video.

7. The method according to claim 6, characterized in that The step of displaying a floating window containing the replay video in the graphical user interface includes: Extracting operation trajectory data within a preset time period; Aligning the operation trajectory data with the operation reference data of the teaching video; The deviation position between the operation track data and the operation reference data is marked in a comparison interface by a difference display method, and the comparison interface is displayed through the floating window.

8. The method according to claim 1, characterized in that: The floating window supports at least one of the following interactive operations: Touch zoom operation for adjusting window display ratio; A drag operation used to adjust the position of a window in the interface.

9. The method according to claim 1, characterized in that: The method further comprises: According to the character attribute data of the controlled virtual object, a candidate video set having a matching degree higher than a threshold is selected from a teaching video library; Displaying a queue of thumbnails of the candidate video set in the floating window; In response to the video selection operation, the instructional video corresponding to the selected thumbnail is loaded.

10. The method according to claim 9, characterized in that The character attribute data includes at least one of the following: Character occupation type; Parameter characteristics of the current equipment combination; Operation habit patterns identified based on historical operation data.

11. The method according to claim 1, characterized in that: The method further comprises: In response to the progress adjustment operation on the floating window, the teaching video is controlled to jump to a target key frame.

12. An information processing device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface at least partially displays a game scene, and the apparatus comprises: A display module, used for responding to a teaching trigger instruction and displaying a floating window in the graphical user interface, wherein the floating window is used for playing a teaching video; An acquisition module, used to acquire real-time state parameters of the controlled virtual objects in the game scene; The adjustment module is used to dynamically adjust the play progress of the teaching video according to the real-time state parameters of the controlled virtual object, so that the play progress is synchronized with the current game progress of the controlled virtual object.

13. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 11.