Interaction method and system between game virtual character and scene

By determining the virtual character of the game based on user information and head-mounted display database in a virtual game, and combining scenes and user reaction actions, the precise interaction between the virtual character of the game is achieved, solving the problem of inaccurate interaction actions in the prior art.

CN120227646AActive Publication Date: 2025-07-01BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD

Patent Information

Application Number
CN202510382247.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2025-07-01
Estimated Expiration
2045-03-28

AI Technical Summary

Technical Problem

In the prior art, the interactive actions of virtual characters in the scene cannot be synchronized by the user's reaction actions, resulting in insufficient accuracy of the interactive actions.

Method used

The virtual character of the game is determined based on user information, head-mounted display database and virtual game name; in the virtual game, the scene is determined based on the spatial location and task nodes of the game virtual character; the interaction between the virtual character and the scene is triggered based on the scene, the task content of the game virtual character and the game map; in the interaction, the real-time experience event is determined based on the energy characteristics of the virtual character, the scene object characteristics and the head-mounted display experience module; finally, the interactive action of the virtual character is determined based on the real-time experience event, the scene and the user reaction action.

Benefits of technology

It realizes accurate interaction between the virtual characters of the game and the scene, synchronizes the user's reactions and actions, and improves the accuracy and user experience of the interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses an interaction method and system between a game virtual character and a scene, and relates to the technical field of virtual interaction, in a virtual game, the corresponding scene is determined based on the spatial position of the game virtual character and the task node of the game virtual character; according to the scene, the current task content of the game virtual character and the game map, interaction between the game virtual character and the scene is triggered, the accuracy of interaction between the game virtual character and the scene is ensured, and the interaction effect of the game virtual character in each scene is protected. In the interaction between the game virtual character and the scene, determining a real-time experience event according to the energy feature of the game virtual character, the object feature in the scene and the experience module of the head-mounted display; the interaction action of the game virtual character is determined based on the real-time experience event, the corresponding scene and the reaction action of the user, the reaction action of the user is synchronized, and the accuracy of the interaction action of the game virtual character is ensured.
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Description

Technical Field

[0001] The present invention relates to the technical field of virtual interaction, and particularly to an interaction method and system between a game virtual character and a scene. Background Art

[0002] With the development of technology, head-mounted displays have been gradually applied in people's lives and worn on the heads of users. After wearing the head-mounted display, users enter virtual games. The game virtual character serves as the virtual main body of the user in the virtual game and provides entertainment in the virtual game. In the prior art, after the user enters the virtual game, the game virtual character moves according to the user's instructions in various scenarios. However, in the interaction between the game virtual character and the scene, the game virtual character does not synchronize the user's reaction actions, and the accuracy of the interaction actions of the game virtual character cannot be guaranteed. Summary of the Invention

[0003] The purpose of the present invention is to overcome the deficiencies of the prior art. The present invention provides an interaction method and system between a game virtual character and a scene, providing an engaging game experience for players.

[0004] An embodiment of the present invention provides an interaction method between a game virtual character and a scene, including: Determining a corresponding game virtual character based on user information, the database of the head-mounted display, and the name of the virtual game; In the virtual game, determining a corresponding scene based on the spatial position of the game virtual character and the task nodes of the game virtual character; Triggering the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character, and the game map; In the interaction between the game virtual character and the scene, determining a real-time experience event according to the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display; Determining the interaction actions of the game virtual character based on the real-time experience event, the corresponding scene, and the user's reaction actions.

[0005] An embodiment of the present invention provides an interaction system between a game virtual character and a scene. The interaction system between the game virtual character and the scene is applied to the above-mentioned interaction method between the game virtual character and the scene. The interaction system between the game virtual character and the scene includes: A game virtual character module for determining a corresponding game virtual character based on user information, the database of the head-mounted display, and the name of the virtual game; A scene module for determining a corresponding scene based on the spatial position of the game virtual character and the task nodes of the game virtual character in the virtual game; An interaction module, configured to trigger an interaction between a game virtual character and a scene according to the scene, the current task content of the game virtual character, and the game map; A real-time experience event module, configured to determine a real-time experience event according to the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display during the interaction between the game virtual character and the scene; An interaction action module, configured to determine the interaction action of the game virtual character based on the real-time experience event, the corresponding scene, and the user's reaction action.

[0006] Compared with the prior art, the beneficial effects of the present invention are: In the embodiment of the present invention, according to the method in the embodiment of the present invention, a corresponding game virtual character is determined based on the user's information, the database of the head-mounted display, and the name of the virtual game; in the virtual game, a corresponding scene is determined based on the spatial position of the game virtual character and the task node of the game virtual character; an interaction between the game virtual character and the scene is triggered according to the scene, the current task content of the game virtual character, and the game map, which is compatible with the overall interaction of the scene, the current task content of the game virtual character, and the game map, ensures the accuracy of the interaction between the game virtual character and the scene, and protects the interaction effect of the game virtual character in each scene.

[0007] Therefore, during the interaction between the game virtual character and the scene, a real-time experience event is determined according to the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display; the interaction action of the game virtual character is determined based on the real-time experience event, the corresponding scene, and the user's reaction action, synchronizes the user's reaction action, ensures the accuracy of the interaction action of the game virtual character, and is compatible with the overall consideration of the real-time experience event, the corresponding scene, and the user's reaction action. BRIEF DESCRIPTION OF THE DRAWINGS

[0008] Figure 1 is a schematic flowchart of the interaction method between the game virtual character and the scene in the embodiment of the present invention; Figure 2 is a schematic flowchart of step S11 in the interaction method between the game virtual character and the scene in the embodiment of the present invention; Figure 3 is a schematic flowchart of step S12 in the interaction method between the game virtual character and the scene in the embodiment of the present invention; Figure 4 is a schematic flowchart of step S13 in the interaction method between the game virtual character and the scene in the embodiment of the present invention; Figure 5 is a schematic flowchart of step S14 in the interaction method between the game virtual character and the scene in the embodiment of the present invention; Figure 6 It is a schematic flowchart of step S15 in the method for interaction between a game virtual character and a scene in an embodiment of the present invention; Figure 7 It is a schematic diagram of the structural composition of an interaction system between a game virtual character and a scene in an embodiment of the present invention. Detailed implementation manners

[0009] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present invention.

[0010] Please refer to Figures 1 to 7 , a method for interaction between a game virtual character and a scene, which is applied to an interaction scenario between a game virtual character and a scene; the method for interaction between the game virtual character and the scene includes: Step S11: Determine a corresponding game virtual character based on the user's information, the database of the head-mounted display, and the name of the virtual game; Step S12: In the virtual game, determine a corresponding scene based on the spatial position of the game virtual character and the task nodes of the game virtual character; Step S13: Trigger the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character, and the game map; Step S14: In the interaction between the game virtual character and the scene, determine a real-time experience event according to the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display; Step S15: Determine the interaction action of the game virtual character based on the real-time experience event, the corresponding scene, and the user's reaction action; Refer to Figure 2 , in step S11, determine a corresponding game virtual character based on the user's information, the database of the head-mounted display, and the name of the virtual game; In the specific implementation process of the present invention, the specific steps are as follows: S111: After the user wears the head-mounted display, determine the user's role interface based on the user's account password and the database of the head-mounted display, and determine the corresponding role information according to the user's role interface, each physiological information of the user, and the facial information of the user; S112: Determine the first role parameter based on the role information and the user's previous role records, determine the second role parameter based on the role information and the name of the virtual game, and determine the corresponding game virtual character according to the first role parameter, the second role parameter, and the user.

[0011] In an embodiment of the present application, after the user wears the head-mounted display, the user's role interface is determined based on the user's account password and the database of the head-mounted display, and the corresponding role information is determined according to the user's role interface, each physiological information of the user, and the facial information of the user, taking into account the overall consideration of the user's role interface, each physiological information of the user, and the facial information of the user, and ensuring the accuracy of the corresponding role information.

[0012] At this time, when the user wears the head-mounted display (such as a VR glasses), the system will start and prompt the user to enter the account password to verify the identity. This process is similar to logging in to any online service to ensure that the user has the right to access their personal data and game progress. At the same time, the head-mounted display is equipped with a touch screen, voice recognition or an external controller for the user to enter the account password; at the same time, the system background will verify this information to ensure that it matches the user record stored in the database.

[0013] Once the user's identity is verified, the system will access the database of the head-mounted display, which stores the role interface layout, color theme, and shortcut key configuration information set or preferred by the user before; at this time, the role interface includes the in-game HUD (head display interface), menu, and shortcut bar, and the system will load the corresponding settings according to the user's preferences.

[0014] Furthermore, the system will also use the sensors of the head-mounted display to collect the user's physiological information (such as heart rate, body temperature, if the device supports it) and facial information (such as facial features, expression recognition), and these information will be used to create or adjust the user's virtual character to make it more personalized and realistic; for example, the system uses facial recognition technology to capture the user's facial features and apply them to the appearance of the virtual character; at the same time, the physiological information will affect certain attributes or behaviors of the character, such as an increased heart rate indicating that the character is in a tense or combat state.

[0015] Specifically, assume there is a virtual game called "Space Explorer" and the username is "Alice"; Alice wears the VR glasses and enters her account password through a voice command: "Log in, username Alice, password 123"; the system verifies Alice's identity information and confirms that she has the right to access her game progress and character data.

[0016] The system loads the role interface set by Alice before, including a simple HUD that displays health points, energy bars, and mission tips; Alice's role interface is also configured with a custom shortcut bar for her to quickly access commonly used equipment and skills.

[0017] The system uses facial recognition technology to capture Alice's facial features and applies them to her virtual character, making the character look similar to Alice; Alice's physiological information is used to adjust certain attributes of the character; for example, the system detects that Alice's heart rate is slightly higher because she is excited; therefore, the initial state of the character is set to "alert" to prepare for the challenges encountered; in addition, the system also assigns some initial skills or equipment that match her playing style based on Alice's previous game records.

[0018] Furthermore, a first character parameter is determined based on the character information and the user's previous character records, a second character parameter is determined based on the character information and the name of the virtual game, and a corresponding game virtual character is determined according to the first character parameter, the second character parameter, and the user, taking into account the overall consideration of the first character parameter, the second character parameter, and the user, and ensuring the accuracy of the corresponding game virtual character.

[0019] At this time, the first character parameter, the second character parameter, and the user are introduced. For the first character parameter, a first character parameter is determined based on the character information and the user's previous character records. At the same time, a series of parameters related to character personality, skills, and attributes are determined based on the character information (such as the user's facial features, physiological data, and preference settings) and the user's previous character records; the previous character records include the character types played by the user in other games, common skills, combat styles, and character growth path information.

[0020] The system will analyze the user's previous character records, identify the user's game preferences and character tendencies, such as preferring to play melee characters, liking to use magic attacks, and preferring high agility; then, combined with the current character information, a first set of character parameters is generated, and these parameters will directly affect the initial setting of the virtual character.

[0021] For the second character parameter, a second character parameter is determined based on the character information and the name of the virtual game. At this time, parameters related to the game background, world view, specific tasks, or challenges are determined based on the character information and the name of the virtual game; the game name often implies the type, theme, and style of the game, all of which will affect the character setting. Optionally, the system will analyze the game name and description to understand the game's world view, background story, and core gameplay; then, combined with the character information, a second set of character parameters is generated, and these parameters include the character's race, class, starting equipment, and special abilities to ensure that the character fits the game environment.

[0022] After determining the first role parameters and the second role parameters, the system will comprehensively consider these factors as well as the user's personal preferences (such as whether the user hopes the role has certain specific characteristics or skills), and finally generate a virtual role that meets the user's expectations and the game's requirements. At this time, the system will use an algorithm or a rule engine to merge the first role parameters and the second role parameters, while considering the user's input and preference settings, to generate a complete role setting, which includes the appearance, personality, skill tree, and detailed attribute allocation of the role.

[0023] Specifically, assume there is a virtual game called "Magic Kingdom" and the user name is "Bob". Determine the first role parameters: The system analyzes Bob's previous role records and finds that he often plays the role of a mage in other games, likes to use long-range magic attacks, and prefers high intelligence and magic values. Combining Bob's role information (such as facial features and preference settings), the system generates a set of first role parameters, including high intelligence, high magic values, and the characteristic of being good at long-range attacks.

[0024] Determine the second role parameters: The system analyzes the description and background of the "Magic Kingdom" game and learns that this is a game themed on magic and fantasy, where players choose different races and classes to explore a rich world view and plot. Combining Bob's role information, the system generates a set of second role parameters, including choosing the elf race (because elves are closely connected to magic and nature), the mage class (because Bob likes to use magic attacks), and the starting equipment being a magic staff and a magic robe.

[0025] The system comprehensively considers the first role parameters, the second role parameters, and Bob's personal preferences (such as hoping the role has a unique name and appearance), and finally generates an elf mage role named "Alvin". "Alvin" has high intelligence and magic values, is good at long-range magic attacks, wears a magnificent magic robe, and holds a magic staff inlaid with gems, ready to embark on a legendary adventure in the "Magic Kingdom".

[0026] In an embodiment of this application, assume the user name is "Charlie" and he / she is choosing a role in a virtual game called "Dragon Quest". Role parameters and weights: Strength value (weight: 40%); Intelligence value (weight: 30%); Agility value (weight: 20%); Charisma value (weight: 10%).

[0027] In previous games, Charlie often chose characters with "high strength" and "high agility". At the same time, for the strength score: based on Charlie's previous character records, the system assigned a relatively high score to the strength value (for example, 80 points); for the intelligence score: since Charlie didn't particularly prefer high-intelligence characters in previous games, the intelligence score was relatively low (for example, 50 points); for the agility score: based on Charlie's previous character records, the system assigned a relatively high score to the agility value (for example, 70 points); for the charisma score: since Charlie didn't particularly focus on the charisma value in previous games, the charisma score was medium (for example, 60 points).

[0028] After calculating the scores of all character parameters, the system comprehensively considered these scores and Charlie's personal preferences (for example, he / she hopes the character has high strength and agility values), and finally determined a character setting with the highest score as Charlie's virtual game character. For example, the system generated a character named "Dragon Knight", which has high strength and agility values and is suitable for melee and fast movement in games like "Dragon Quest".

[0029] Reference Figure 3 , in step S12, in this virtual game, based on the spatial position of the game virtual character and the task nodes of the game virtual character, the corresponding scene is determined; In the specific implementation process of the present invention, the specific steps are as follows: S121: After presenting the game virtual character in this virtual game, collect the spatial position of the game virtual character, and determine the current game progress of the game virtual character based on the spatial position of the game virtual character and the task nodes of the game virtual character; S122: Determine the game map where the game virtual character is located based on the current game progress of the game virtual character, the map information of the virtual game, and the current time of the virtual game, and determine the corresponding scene based on this game map and the spatial position of the game virtual character; In the embodiment of the present application, after presenting the game virtual character in this virtual game, collect the spatial position of the game virtual character, and determine the current game progress of the game virtual character based on the spatial position of the game virtual character and the task nodes of the game virtual character, which takes into account the overall consideration of the spatial position of the game virtual character and the task nodes of the game virtual character, and ensures the accuracy of the current game progress of the game virtual character.

[0030] At this time, during the game operation, once the game virtual character is presented (i.e., the character has "appeared" or "been created" in the game world), the system will start collecting the spatial position information of the character, which is achieved through the position tracking mechanism inside the game engine. This mechanism can record the position of the character in the game world coordinate system in real time (such as X, Y, Z coordinates).

[0031] Meanwhile, the game engine will use a physics engine or a dedicated positioning algorithm to track the position of the character. These algorithms will consider the movement speed, direction of the character, and any physical factors affecting its position (such as gravity, collision); in addition, the system will also record the relative position relationship between the character and other game objects (such as enemies, props).

[0032] After collecting the spatial position information of the character, the system will compare it with the preset task nodes; task nodes are marked points set by game designers to guide players to complete specific goals or unlock new content. These nodes represent key events, locations, or goals in the game; at this time, the system will judge whether the character has reached or completed a certain task node according to the distance, direction between the character's current position and each task node, and whether specific conditions are met (such as time limit, completion status of previous tasks); once the character meets the completion conditions of a certain node, the system will update its game progress record and trigger corresponding game events or rewards.

[0033] Game progress is a multi-dimensional concept, which includes aspects such as the number of tasks completed by the character, the size of the explored area, and the amount of resources obtained; the system will comprehensively evaluate the character's current game progress according to the character's spatial position and the completion of task nodes, and display it to the player in the form of percentage, level, or stage.

[0034] Specifically, suppose there is an adventure game called "Lost Ruins", and the player plays as an explorer to explore and search for ancient treasures in the game world; when the player chooses to create a character and start the game, the game engine will immediately start collecting the spatial position information of the character; assume that the player character is created at the starting point of the game world (such as an ancient village), and the system will record this starting point as the initial position of the character; as the player controls the character to move in the game world, the system will continuously update the position information of the character; for example, when the player character walks out of the village and enters a forest area, the system will record the position when the character enters the forest.

[0035] In the "Lost Ruins" game, the designer has set a series of task nodes to guide the player to explore different areas and complete tasks; for example, there is a task node of "finding the mysterious cave in the forest", and this node is located at a certain position deep in the forest.

[0036] When the player character approaches or enters the mysterious cave, the system will detect the distance and direction relationship between the character's current position and the cave position; once the character meets the conditions for entering the cave (such as walking in front of the cave entrance), the system will determine that the player has reached this mission node and update their game progress record; at this time, the system will trigger a series of game events related to cave exploration, such as displaying new mission prompts, unlocking new enemies or items; at the same time, the player's game progress will also be shown to the player in some form (such as a progress bar, level up) to feedback their exploration and achievements in the game world.

[0037] Through this process, the game can track the player's position and progress in real time, and dynamically adjust the game content and difficulty according to the player's behavior, providing a more personalized and immersive gaming experience for the player.

[0038] Furthermore, determine the game map where the game virtual character is located according to the current game progress of the game virtual character, the map information of the virtual game, and the current time of the virtual game, and determine the corresponding scene according to the game map and the spatial position of the game virtual character, taking into account the overall consideration of the game map and the spatial position of the game virtual character, ensuring the accuracy of the corresponding scene.

[0039] At this time, the system will narrow down the game map range according to the current game progress of the game virtual character; the game progress includes the tasks completed by the character, the explored areas, the items or skills obtained, and these factors will affect the map areas that the character can access.

[0040] The map information of the virtual game contains multiple map areas, and each area has its unique geographical features, enemy distributions, and resource distributions; the system needs to use this information to determine the map area where the character is currently located; In some games, certain areas or scenes of the map will change over time, such as day and night alternation, seasonal changes; therefore, when determining the game map, the current time of the game also needs to be considered; at the same time, the system will use an algorithm or logical judgment to comprehensively consider these factors to determine the game map where the character is currently located, and this algorithm will calculate the map area according to the character's game progress, current position, map information, and time factors.

[0041] Once the game map is determined, the system needs to further determine the scene corresponding to the specific position of the character on the map; a scene is a more specific and detailed area within the map, containing specific environments, enemies, items, or interactive elements; the spatial position of the character is a key factor in determining the scene; the system will determine the current scene where the character is located based on the coordinates or relative position of the character on the map; at this time, the system will use the hierarchical structure or scene division of the map to achieve this; the map is divided into multiple scenes, each with its specific boundaries and characteristics; the system will judge whether the character has entered the boundary of a certain scene based on the position information of the character, and load and present the content of that scene accordingly.

[0042] Specifically, assume there is a role-playing game called "Fantasy Continent", where players play as an adventurer exploring in a vast game world; assume the player has completed the task of "Rescuing the Imprisoned Elf" and obtained permission to enter the "Elf Forest"; at this time, the player's game progress has unlocked the map area of the Elf Forest; according to the game's map information, the Elf Forest is a vast area containing multiple scenes, including the forest entrance, the dense forest path, and the elf village.

[0043] Assume the current time is evening, and some scenes in the Elf Forest will have specific lighting effects or nocturnal creatures appearing; considering these factors, the system determines that the player is currently in the map area of the Elf Forest, and taking into account the current time as evening, will load the night-related scene effects.

[0044] Assume the player's current coordinate position in the Elf Forest is near the forest entrance, the system will then judge that the player is currently in the "Forest Entrance" scene; the "Forest Entrance" scene contains specific environmental elements (such as trees, flowers, and a small stream), enemy types (such as forest wolves, little fairies), and interactive elements (such as NPCs, quest hints); the system will load and present the content of the "Forest Entrance" scene based on this information, and the player can freely explore, fight, or interact with NPCs in this scene.

[0045] Through this process, the game can dynamically determine the game map and scene where the player is located based on the player's game progress, map information, and current time factors, providing a more rich and immersive gaming experience for the player.

[0046] In a current embodiment of this application, game progress: the task of "Rescuing the Trapped Villagers" has been completed, unlocking the "Magic Forest" map; map information: the current map name is "Magic Forest"; current time: evening, and the creatures in the Magic Forest start to become active.

[0047] Match Table Output: Game Map: Magic Forest; Scene List: Scene Name: Forest Entrance (Coordinate Range: X1 - X2, Y1 - Y2); Scene Name: Mysterious Cave (Coordinate Range: X3 - X4, Y3 - Y4); Scene Name: Magic Grove (Coordinate Range: X5 - X6, Y5 - Y6); Character's Current Location: X = X3.5, Y = Y3.8; Game Map: Magic Forest; Corresponding Scene: Mysterious Cave.

[0048] Reference Figure 4 , in step S13, according to the scene, the current task content of the game virtual character, and the game map, trigger the interaction between the game virtual character and the scene; In the specific implementation process of the present invention, the specific steps are as follows: S131: Determine the walking route of the game virtual character based on the scene, the current task content of the game virtual character, and the game map; S132: Determine multiple object features of the walking route according to the walking route and the interaction of the game map, and determine the corresponding interaction content according to the positions of the multiple object features, the walking position of the game virtual character, and the level information of the game virtual character; S133: Determine the corresponding interaction scene according to the interaction content, the game virtual character, and the scene, and trigger the interaction between the game virtual character and the scene based on the interaction scene. At this time, the interaction scene is a sub - scene in the scene.

[0049] In the embodiment of the present application, determining the walking route of the game virtual character based on the scene, the current task content of the game virtual character, and the game map takes into account the overall consideration of the scene, the current task content of the game virtual character, and the game map, ensuring the accuracy of the walking route of the game virtual character.

[0050] At this time, the scene is a specific area in the game world, which contains rich environmental elements, enemies, props, and interaction points; when determining the walking route of the game virtual character, the system first needs to consider the scene where the character is currently located; the characteristics of the scene, such as terrain, obstacles, visibility, will affect the walking route; at the same time, the system will maintain a scene database, which contains detailed descriptions and attributes of each scene; when the character enters a certain scene, the system will read the data of the scene and preliminarily plan the walking route of the character according to the characteristics of the scene.

[0051] The task content of the game virtual character is a key factor in determining the walking route; the task requires the character to go to a specific location, defeat a certain enemy, and collect a certain item; the system needs to optimize the walking route according to the task content to ensure that the character can complete the task efficiently; at this time, the system will analyze the character's task list and dynamically adjust the walking route according to the priority, urgency, and completion conditions of the task; for example, if the task requires the character to go to a certain location as soon as possible, the system will plan a straight-line shortest path; if the task requires the character to defeat a certain enemy, the system will plan a route that can avoid strong enemies or take advantage of the terrain.

[0052] The game map is a global view of the game world, which contains the location information of all scenes, roads, obstacles, and key points; when determining the walking route, the system needs to refer to the game map to ensure the correctness and feasibility of the route; at this time, the system will read the data of the game map and calculate the shortest path or the optimal path according to the character's current position and task goal. In this process, the system will use a path search algorithm to find a walking route that is both efficient and safe; at the same time, the system also needs to consider the obstacles, enemy distribution, and terrain changes in the map to ensure the feasibility of the route.

[0053] Specifically, suppose there is a role-playing game called "Mysterious Continent", and the player plays a brave explorer to explore in the game world; Scene: The player is currently in the "Gloomy Forest" scene, which contains dense trees, winding paths, and hidden caves; there are various wild beasts and traps distributed in the forest, and the player needs to be careful; Task content: The player's task is to go to the "Ancient Temple" to find the lost treasure; the temple is located deep in the forest, and the player needs to pass through the forest to reach it.

[0054] Game map: The game map shows the relative positions of the Gloomy Forest and the Ancient Temple; the positions of the paths, caves, and key points in the forest are marked on the map; when determining the walking route, the system will consider the following factors: Scene characteristics: The trees in the Gloomy Forest are dense, and the line of sight is limited. The player needs to walk along the path to avoid getting lost or triggering traps; Task goal: The player's goal is to go to the Ancient Temple, so the system needs to plan the shortest path from the current position to the temple; Game map: The system will calculate the shortest path according to the information on the map and optimize the route considering the obstacles and enemy distribution in the forest.

[0055] Finally, the system will plan a walking route for the player that starts from the entrance of the Gloomy Forest, passes through the forest along the winding path, avoids wild beasts and traps, and finally reaches the Ancient Temple; the player walks along this route safely and efficiently to the destination to complete the task.

[0056] Furthermore, multiple object features of the walking route are determined based on the interaction between the walking route and the game map, and corresponding interaction content is determined according to the positions of the multiple object features, the walking position of the game virtual character, and the level information of the game virtual character. Considering the overall situation of the positions of the multiple object features, the walking position of the game virtual character, and the level information of the game virtual character, the accuracy of the corresponding interaction content is ensured.

[0057] At this time, on the walking route of the game virtual character, there will be various object features, which are enemies, props, traps, NPCs (non-player characters), or other interactive elements; the system needs to identify these object features and understand their positions and functions in the game map.

[0058] The system will traverse each point on the route according to the data of the walking route and the game map, and check whether there are interactive object features at these points. These features are distributed on the map in a preset manner and are also dynamically generated according to the game logic; the system will record the types, positions, and states of these features for subsequent processing.

[0059] Once the object features on the walking route are determined, the system needs to determine the specific interaction content according to the positions of these features, the walking position of the game virtual character, and the character's level information; the interaction content includes combat, dialogue, collecting props, and triggering events; at this time, the system will track the position of the game virtual character in real time and evaluate its interaction with different object features according to the character's level information; for example, if the character encounters an enemy, the system will determine the difficulty of the combat according to the character's level and the enemy's level; if the character approaches an NPC, the system will trigger a dialogue or a mission; if the character passes by a hidden prop point, the system will let the character discover and collect the prop. The determination of these interaction contents needs to comprehensively consider the character's state, game logic, and the attributes of the object features themselves.

[0060] Specifically, suppose there is an adventure game called "Island of the Brave", and the player plays a brave explorer exploring on the island; walking route: The player plans to start from the east of the island, move north along the coastline, and finally reach the ancient ruins at the north end of the island.

[0061] At a certain point on the walking route, there is an intermediate monster camp where several intermediate monsters live; not far north of the monster camp, there is a hidden treasure chest containing precious props; near the ancient ruins, there is a friendly NPC who will provide the player with information about the ruins; the player's current level is intermediate, and has some basic combat skills and equipment; when determining the interaction content, the system will consider the following factors: Monster Camp: Since the player's level is equivalent to that of the monsters, the system will trigger a battle of medium difficulty; the player needs to defeat the monsters to obtain experience points and dropped items; Hidden Treasure Chest: When the player approaches the treasure chest, the system will check the player's exploration skills or whether other triggering conditions are met (such as specific time, weather, or a certain player behavior); if the conditions are met, the system will let the player discover and open the treasure chest to obtain the items inside; Friendly NPC: When the player approaches the NPC, the system will trigger a conversation; the NPC will provide information about the history, puzzles, or treasures of the ancient ruins, which is crucial for the player to complete the mission.

[0062] Therefore, based on the interaction content, game virtual characters, and the scene, determine the corresponding interaction scene, and trigger the interaction between the game virtual characters and the scene based on the interaction scene. At this time, the interaction scene is a sub-scene in this scene; At this time, the system needs to determine a specific interaction scene based on the previously determined interaction content (such as battles, conversations, collecting items), the current state of the game virtual characters (such as level, equipment, skills), and the scene they are in (such as forest, city, ruins); the interaction scene is a specific area or situation in the scene, which carries specific interaction logic and visual effects.

[0063] At the same time, the system will first check whether the interaction content is associated with a specific interaction scene; for example, if the interaction content is a battle, the system will look for a suitable scene for the battle, such as an open plain or a closed cave; then, the system will consider the state of the game virtual characters, such as whether the character's level is suitable for the challenges of the scene, and whether the character has the necessary equipment or skills to deal with the enemies or obstacles in the scene; finally, the system will combine the characteristics of the scene, such as terrain, weather, lighting, to select the most suitable interaction scene.

[0064] Once the interaction scene is determined, the system needs to trigger the interaction between the game virtual characters and the scene, which involves a series of operations such as switching the scene view, playing animations, updating the character state, generating enemies or NPCs, and displaying prompt messages; the purpose of the interaction is to enable the player to immerse in the game, feel the interaction between the character and the environment, and obtain the corresponding game experience.

[0065] At this time, the system will first load the visual resources of the interaction scene, such as backgrounds, models, and textures, to ensure that the scene visually meets the player's expectations; then, the system will update the state of the character, such as adjusting the character's position, orientation, and animation, to reflect the character's behavior in the interaction scene; next, the system will generate the necessary enemies, NPCs, or props and set their attributes and behaviors according to the interaction logic; finally, the system will play relevant animations and sound effects while displaying prompt messages or mission objectives to guide the player to perform the next operation.

[0066] Specifically, assume there is an adventure game called "Forgotten Land" where the player plays as a brave explorer exploring a mysterious ruin; Interaction content: The player discovers an ancient altar with mysterious runes engraved on it during the exploration; The player decides to activate the altar to unlock hidden powers; Game virtual character status: The player's current level is advanced, with powerful combat skills and a set of legendary equipment; In addition, the player also carries an ancient magic book that records the incantation required to activate the altar.

[0067] Current scene: The player is currently in a ruin surrounded by dilapidated buildings and scattered relics; The ruin is filled with a mysterious atmosphere as if hiding unknown secrets; When determining the interaction scene, the system will consider the following factors: Association between interaction content and scene: Since the interaction content is to activate the altar, the system will select an interaction scene related to the altar, such as the chamber where the altar is located or the mysterious area around the altar; Matching of character status and scene: Considering the player's level and equipment, the system will select a scene that matches the player's strength to ensure the challenge and fun of the interaction; At the same time, the system will also utilize the ancient magic book carried by the player to enhance the logic and coherence of the interaction; Scene characteristics and interaction logic: The system will combine the scene characteristics of the ruin, such as terrain, lighting, and atmosphere, to design an interaction scene that is both mysterious and full of challenges; For example, the system arranges some traps and guards around the altar to increase the difficulty for the player to activate the altar; At the same time, the system also uses other elements in the ruin, such as broken walls and scattered relics, to create an immersive atmosphere; Finally, the system will trigger a specific interaction scene, such as a mysterious chamber; In the chamber, the player needs to face a series of challenges, such as solving puzzles, defeating guards, and reciting the incantation, in order to successfully activate the altar and unlock the hidden power; During this process, the player will feel the close interaction with the scene and gain a rich gaming experience.

[0068] Reference Figure 5, in step S14, in the interaction between the game virtual character and the scene, determine real-time experience events according to the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display; In the specific implementation process of the present invention, the specific steps are as follows: S141: Monitor the interaction between the game virtual character and the scene in real time, and collect the energy characteristics of the game virtual character. The energy characteristics of the game virtual character are formed by multiple trainings of the activity events of the game virtual character and the time of the virtual game to present the energy coefficient of the game virtual character; S142: Determine the first experience content based on the energy characteristics of the game virtual character and the object characteristics in the scene, determine the second experience content based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, and determine real-time experience events according to the first experience content, the second experience content, and the game virtual character.

[0069] In the embodiment of the present application, monitor the interaction between the game virtual character and the scene in real time, and collect the energy characteristics of the game virtual character. The energy characteristics of the game virtual character are formed by multiple trainings of the activity events of the game virtual character and the time of the virtual game to present the energy coefficient of the game virtual character.

[0070] At this time, the game system needs to continuously track the dynamic behavior of the game virtual character in the game world, which includes the interaction between the character and the game scene, such as moving, attacking, defending, picking up items, and talking to NPCs; real-time monitoring is implemented through the event listening mechanism of the game engine. Whenever the character performs an action or triggers an event, the system will capture and record it.

[0071] The energy characteristics of the game virtual character refer to a series of attributes that reflect the current state and capabilities of the character, such as health value, magic value, physical strength, endurance, and skill proficiency. These energy characteristics are not static, but dynamically change according to the activity events of the character in the game world (such as fighting, exploring, resting) and the passage of game time; the system needs to collect data on these energy characteristics regularly or in real time for subsequent analysis and processing.

[0072] The energy coefficient is a comprehensive index used to quantify the overall energy level of the game virtual character in the current state; it is a weighted average or comprehensive score based on the energy characteristics, considering the influence degree of each characteristic on the character's ability;

[0073] Specifically, assume that in a role-playing game called "Brave Continent", the player plays a brave warrior and adventures in the game world. When the player character walks in the forest, the system monitors and records the character's movement trajectory, encountered enemies, and picked-up herbal medicine events in real time. When the player character battles with a wolf, the system captures and records the detailed events of the battle start, attacks, defenses, hits, and damages.

[0074] Before the battle, the system collects the energy characteristic data of the player character, including health points (100 / 100), magic points (50 / 50), stamina (80 / 100), and skill proficiency (swordsmanship: advanced). During the battle, the system updates these energy characteristic data in real time. For example, the health points decrease due to injuries, the magic points are consumed due to casting skills, and the stamina drops due to the battle.

[0075] The system calculates an energy coefficient based on the collected energy characteristic data to quantify the overall energy level of the player character in the current state. Assume the calculation formula for the energy coefficient is: health points * 0.5 + magic points * 0.2 + stamina * 0.2 + skill proficiency (converted into a score according to the level, e.g., advanced = 0.9) * 0.1. Before the battle, the energy coefficient of the player character is: 100 * 0.5 + 50 * 0.2 + 80 * 0.2 + 0.9 * 0.1 = 50 + 10 + 16 + 0.09 = 76.09. During the battle, as the energy characteristics change, the energy coefficient will be adjusted accordingly.

[0076] By monitoring interactions in real time, collecting energy characteristics, and forming an energy coefficient, the game system can accurately understand the energy level of the game virtual character in the current state, thus providing an important basis for subsequent game experiences and content generation.

[0077] Therefore, the first experience content is determined based on the energy characteristics of the game virtual character and the object characteristics in the scene, the second experience content is determined based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, and the real-time experience event is determined according to the first experience content, the second experience content, and the game virtual character, which takes into account the overall consideration of the first experience content, the second experience content, and the game virtual character, ensuring the accuracy of the real-time experience event.

[0078] At this time, the first experience content, the second experience content, and the game virtual character are introduced. For the first experience content, the first experience content is determined based on the energy characteristics of the game virtual character and the object characteristics in the scene.

[0079] Meanwhile, analyze the current energy state of the game virtual character, including health points, magic points, physical strength, and skill proficiency. These characteristics reflect the character's combat ability, endurance, and the use of special skills. The system considers the object characteristics in the scene where the character is located, such as terrain, obstacles, enemy types, and interactive items. These characteristics determine the action limitations and potential challenges of the character in the scene. Based on the energy characteristics of the character and the object characteristics in the scene, the system comprehensively determines the first experience content, which includes combat difficulty, exploration path, puzzle difficulty, and interactive objects.

[0080] For the second experience content, based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, determine the second experience content. At this time, the system analyzes the experience modules provided by the head-mounted display (such as VR or AR devices), and these modules include multi-sensory feedback of vision, hearing, and touch. Combine the energy characteristics of the character (such as the visual or auditory warnings required when the health points are low) with the experience modules of the head-mounted display to enhance the immersion and sense of presence of the game. Based on the experience modules of the head-mounted display and the energy characteristics of the character, the system comprehensively determines the second experience content, which includes the adjustment of visual effects, the change of sound effects, and the intensity of tactile feedback.

[0081] The system integrates the first experience content and the second experience content to form a comprehensive game experience framework. During the integration process, the system also needs to consider the current state of the game virtual character, such as whether it is in a combat state, whether it is solving puzzles, or whether it is having a conversation with an NPC. Based on the above information, the system generates real-time game experience events, which include combat triggers, puzzle appearances, NPC conversation starts, and environmental changes. Together, they constitute the player's real-time experience in the game.

[0082] Specifically, assume in a VR game called "Mysterious Ruins Exploration", the player plays as an archaeologist and explores ancient ruins in the game world. Determine the first experience content: The energy characteristics of the player character show that the health points are 75% (indicating that the character has received some damage), the magic points are full, the physical strength is 60% (indicating that the character is a bit tired), and has the advanced skill of "archaeological knowledge" (able to identify ancient characters and symbols). The object characteristics in the scene include a complex maze, ancient rune walls, traps, and guards. The system comprehensively combines this information and determines the first experience content as: The player needs to use the "archaeological knowledge" skill to solve the puzzles on the rune walls, while avoiding traps and guards, and explore with lower health points and limited physical strength.

[0083] Determine the second experience content: The head-mounted display provides visual and auditory feedback, as well as slight tactile feedback (such as vibration); considering that the health value of the player character is relatively low, the system decides that when the player is attacked, strong visual and auditory warnings will be provided through the head-mounted display, and at the same time, the intensity of the tactile feedback will be increased to enhance the player's sense of tension and immersion.

[0084] During the exploration process, the player suddenly triggered a trap. The system provided strong visual and auditory warnings through the head-mounted display and triggered the tactile feedback at the same time, making the player feel a strong vibration; then, the player encountered a puzzle that needed to unlock the rune wall. The system adjusted the difficulty of the puzzle according to the player's skill level of "archaeological knowledge" to make it challenging but not desperate for the player; after solving the puzzle, the player had a conversation with an NPC in the ruins. The system provided realistic visual and auditory effects through the head-mounted display, enhancing the immersion of the conversation.

[0085] By comprehensively considering the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display, the system can generate rich and diverse real-time experience events, providing an engaging gaming experience for the player.

[0086] In an embodiment of the present application, an example of experience event matching is as follows:

[0087] The system first obtains the current energy characteristics of the game virtual character (such as high health value, full magic); the system identifies the object characteristics in the scene (such as complex maze, enemy patrol); then, the system considers the experience module of the head-mounted display (such as visual enhancement, tactile feedback); the system looks up the records in the matching table that match these conditions; according to the matching results, the system determines the first experience content (such as exploring the maze, encountering battles) and the second experience content (such as clear visual guidance, strong touch); finally, the system generates real-time experience events according to these experience contents (such as triggering combat events, maze path guidance).

[0088] Reference Figure 6 In step S15, based on the real-time experience event, the corresponding scene, and the user's reaction actions, determine the interaction actions of the game virtual character; In the specific implementation process of the present invention, the specific steps are as follows: S151: Form multiple sub-experience contents based on the division of the real-time experience event, and determine multiple sub-experience combinations according to the multiple sub-experience contents and the corresponding scene; determine multiple experience contents according to the multiple sub-experience combinations and the recognition of the experience learning model; S152: An experience tracking device is formed based on the association between a head-mounted display and an external camera. Multiple real-time images of the user are determined based on the experience tracking device and the user, and the reaction actions of the user are determined according to the multiple real-time images; the interaction actions of the game virtual character are determined based on the multiple experience contents and the reaction actions of the user.

[0089] In the embodiments of the present application, multiple sub-experience contents are formed based on the division of real-time experience events, and multiple sub-experience combinations are determined according to the multiple sub-experience contents and the corresponding scenarios; multiple experience contents are determined according to the multiple sub-experience combinations and the recognition of the experience learning model, ensuring the accuracy of the multiple experience contents.

[0090] At this time, the real-time experience event is subdivided into multiple sub-experience contents, and then multiple sub-experience combinations are determined according to these sub-experience contents and their corresponding scenario features; finally, the system uses the experience learning model to recognize these sub-experience combinations to determine the final multiple experience contents. This process aims to provide a more refined and personalized gaming experience.

[0091] Identify and divide real-time experience events, which are the specific operations of players in the game (such as attacking, defending, exploring), or events automatically triggered by the game (such as the appearance of enemies, unlocking of puzzles); each real-time experience event is further subdivided into multiple sub-experience contents; for example, an attack event is subdivided into sub-experience contents such as "selecting an attack method", "performing an attack action", and "evaluating the attack effect".

[0092] The system analyzes the characteristics of the current game scene, including terrain, enemy types, and interactable items; according to the sub-experience contents and scene characteristics, the system determines multiple sub-experience combinations, which reflect different game experience paths that players experience in different scenarios; for example, in a scene with multiple types of enemies, the system determines different sub-experience combinations such as "attacking weak enemies first and then challenging strong enemies" and "using terrain advantages to defeat them one by one".

[0093] The system uses a pre-trained experience learning model (a model based on machine learning or deep learning) to recognize these sub-experience combinations; the model predicts the game experience preferred by the player in the current situation by analyzing the player's historical behavior, game state, and scene feature information; according to the recognition results of the model, the system determines the final multiple experience contents, which are more specific and can reflect the experience and preferences of the player in the current game state.

[0094] Specifically, assume that in a role-playing game, the player is exploring a maze with multiple types of enemies; real-time experience event: the player encounters an enemy in the maze; sub-experience contents: selecting an attack method (melee / remote), performing an attack action (swinging a sword / shooting an arrow), evaluating the attack effect (causing damage / enemy reaction).

[0095] Scene features: The maze has complex terrain and contains multiple enemy types (such as skeleton warriors and magicians); sub-experience combinations: first use the terrain advantage to defeat the skeleton warriors in close combat, then attack the magician from a distance to avoid his spell attacks; or first consume the magician's mana from a distance, then deal with the skeleton warriors in close combat.

[0096] Analysis of the experience learning model: The player's historical behavior shows a preference for melee attacks, and the current maze terrain is conducive to melee combat; Experience content determination: The system determines the final experience content to be "first use the terrain advantage to defeat the skeleton warrior in melee combat, and then look for opportunities to switch to melee or ranged attack on the magician."

[0097] Through step S151, the game system can provide more refined and personalized game experience content based on real-time experience events, scene characteristics and players' historical behaviors, which not only enhances the playability and fun of the game, but also improves the players' immersion and satisfaction.

[0098] Furthermore, an experience tracking device is formed based on the association between the head-mounted display and the external camera, and multiple real-time images of the user are determined based on the experience tracking device and the user, and the user's reaction actions are determined based on the multiple real-time images; the interactive actions of the game virtual characters are determined based on the multiple experience contents and the user's reaction actions, which is compatible with the overall consideration of the multiple experience contents and the user's reaction actions, and ensures the accuracy of the interactive actions of the game virtual characters.

[0099] At this point, the gaming system forms an experience tracking device by integrating a head-mounted display and an external camera to capture the user's real-time images and movements; the system analyzes these real-time images, determines the user's reaction actions, and based on these reaction actions and previously determined experience content, determines the interactive actions of the game's virtual characters. This process aims to achieve natural interaction between the user and the game's virtual characters.

[0100] The head-mounted display provides an immersive visual experience, allowing users to enter the game world in an immersive way; at the same time, the sensors on the HMD capture the user's head movement and line of sight direction; the external camera is used to capture the user's full-body image and movements, which include the user's facial expressions, gestures, and body postures, and are an important basis for the system to identify the user's reaction movements; the system associates and calibrates the HMD and external cameras to ensure that the data captured by the two can be synchronized and coordinated, so that the system can form a complete experience tracking device for real-time capture and analysis of the user's movements and reactions.

[0101] The experience tracking device continuously captures real-time images of the user, including images of the face, hands, and body parts; the system preprocesses the captured images, such as denoising and enhancing contrast, to improve the image quality and recognition accuracy. At the same time, the system uses action recognition algorithms (such as machine learning or deep learning models) to analyze the real-time images and identify the user's actions and reactions, which include waving, nodding, jumping, and dodging; the system matches and classifies the identified actions with a preset action library to determine the user's specific reaction actions.

[0102] The system determines the interaction actions that the game virtual character should perform based on the previously determined experience content (such as combat, exploration, conversation) and the user's reaction actions; the system generates game virtual character interaction actions that match the user experience according to the association result, and these actions should be logically consistent with the user's reaction actions to achieve a natural interaction experience.

[0103] Specifically, assume that in an action adventure game, the player is using a head-mounted display and an external camera to play the game; the player puts on the head-mounted display and turns on the external camera; the system associates and calibrates the two to form a complete experience tracking device; the experience tracking device continuously captures the player's real-time images, including facial, hand, and body movements.

[0104] When the player encounters an enemy in the game and makes a sword-swinging action; the system captures this action through the external camera and uses the action recognition algorithm for recognition and analysis; the system determines the interaction action of the game virtual character to perform a sword-swinging attack based on the previously determined experience content (such as combat) and the recognized user's sword-swinging action; thus, the game virtual character performs a sword-swinging attack action corresponding to the player's sword-swinging action in the game.

[0105] The game system can achieve natural interaction between the user and the game virtual character, improve the immersion and interactivity of the game, which not only enhances the player's game experience but also provides more innovative space and possibilities for game developers.

[0106] In an embodiment of the present application, an example of interaction matching is as follows:

[0107] The experience tracking device captures the user's real-time images and actions; the system extracts key features from the real-time images, such as action type, speed, and direction; the system searches for corresponding reaction actions in the interaction matching table according to the extracted features; according to the matched reaction actions and the previously determined experience content, the system determines the interaction actions of the game virtual character.

[0108] Suppose the user makes a sword-swinging attack motion. The system extracts the feature of waving from the real-time image and finds the reaction motion of "waving attack" in the matching table. At the same time, based on the previous experience content (such as a combat scene), the system determines that the game virtual character should perform the interactive motion of sword-swinging attack. Then, the game virtual character performs the sword-swinging attack motion in the game.

[0109] Please refer to Figure 7 , Figure 7 which is a schematic structural composition diagram of the interactive system between the game virtual character and the scene in the embodiment of the present invention. The interactive system between the game virtual character and the scene includes: The game virtual character module 21 is used to determine the corresponding game virtual character based on the user's information, the database of the head-mounted display, and the name of the virtual game. The scene module 22 is used to determine the corresponding scene in the virtual game based on the spatial position of the game virtual character and the task node of the game virtual character. The interaction module 23 is used to trigger the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character, and the game map. The real-time experience event module 24 is used to determine the real-time experience event in the interaction between the game virtual character and the scene according to the energy feature of the game virtual character, the object feature in the scene, and the experience module of the head-mounted display. The interaction motion module 25 is used to determine the interaction motion of the game virtual character based on the real-time experience event, the corresponding scene, and the user's reaction motion.

[0110] For any combination of the technical features of the above embodiments, for the sake of brevity of description, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered as the scope described in this specification.

Claims

1. A method for interaction between a game virtual character and a scene, characterized in that: include: Determine a corresponding game virtual character based on the user information, the database of the head mounted display, and the name of the virtual game; In the virtual game, a corresponding scene is determined based on the spatial position of the game virtual character and the task node of the game virtual character; Triggering the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character and the game map; In the interaction between the game virtual character and the scene, the real-time experience event is determined according to the energy characteristics of the game virtual character, the characteristics of the objects in the scene and the experience module of the head mounted display; The interactive actions of the game virtual characters are determined based on real-time experience events, corresponding scenes and user's reaction actions.

2. The method for interaction between a game virtual character and a scene according to claim 1, characterized in that: The determining of the corresponding game virtual character based on the user information, the database of the head mounted display and the name of the virtual game includes: After the user wears the head mounted display, the user's character interface is determined based on the user's account password and the database of the head mounted display, and corresponding character information is determined according to the user's character interface, various physiological information of the user and the user's facial information; The first character parameter is determined based on the character information and the user's previous character records, the second character parameter is determined based on the character information and the name of the virtual game, and the corresponding game virtual character is determined according to the first character parameter, the second character parameter and the user.

3. The method for interaction between a game virtual character and a scene according to claim 1, characterized in that: In the virtual game, determining the corresponding scene based on the spatial position of the game virtual character and the task node of the game virtual character includes: After the virtual game presents the game virtual character, the spatial position of the game virtual character is collected, and the current game progress of the game virtual character is determined according to the spatial position of the game virtual character and the task node of the game virtual character; The game map where the game virtual character is located is determined according to the current game progress of the game virtual character, the map information of the virtual game and the current time of the virtual game, and the corresponding scene is determined according to the game map and the spatial position of the game virtual character.

4. The method for interaction between a game virtual character and a scene according to claim 1, characterized in that: The triggering of the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character and the game map includes: Determine a walking route of the game virtual character based on the scene, the current task content of the game virtual character and the game map; According to the interaction between the walking route and the game map, multiple object features of the walking route are determined, and corresponding interaction content is determined according to the positions of the multiple object features, the walking position of the game virtual character and the level information of the game virtual character.

5. The method for interaction between a game virtual character and a scene according to claim 4, characterized in that: The interaction between the game virtual character and the scene is triggered according to the scene, the current task content of the game virtual character and the game map, and also includes: The corresponding interaction scene is determined according to the interaction content, the game virtual character and the scene, and the interaction between the game virtual character and the scene is triggered based on the interaction scene. At this time, the interaction scene serves as a sub-scene in the scene.

6. The method for interaction between a game virtual character and a scene according to claim 1, characterized in that: In the interaction between the game virtual character and the scene, determining the real-time experience event according to the energy characteristics of the game virtual character, the characteristics of the object in the scene and the experience module of the head mounted display includes: Monitor the interaction between the game virtual character and the scene in real time, and collect the energy characteristics of the game virtual character. The energy characteristics of the game virtual character are formed by multiple trainings of the game virtual character's activity events and the time of the virtual game to present the energy coefficient of the game virtual character.

7. The method for interaction between a game virtual character and a scene according to claim 6, characterized in that: In the interaction between the game virtual character and the scene, determining the real-time experience event according to the energy characteristics of the game virtual character, the characteristics of the objects in the scene and the experience module of the head mounted display, further includes: The first experience content is determined based on the energy characteristics of the game virtual character and the object characteristics in the scene, the second experience content is determined based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, and the real-time experience event is determined based on the first experience content, the second experience content and the game virtual character.

8. The method for interaction between a game virtual character and a scene according to claim 1, characterized in that: The determining of the interactive action of the game virtual character based on the real-time experience event, the corresponding scene and the user's reaction action includes: Based on the division of real-time experience events, multiple sub-experience contents are formed, and multiple sub-experience combinations are determined according to the multiple sub-experience contents and corresponding scenes; multiple experience contents are determined according to the identification of the multiple sub-experience combinations and the experience learning model.

9. The method for interaction between a game virtual character and a scene according to claim 8, characterized in that: The step of determining the interactive action of the game virtual character based on the real-time experience event, the corresponding scene and the user's reaction action also includes: An experience tracking device is formed based on the association between a head-mounted display and an external camera, and multiple real-time images of the user are determined based on the experience tracking device and the user, and the user's reaction actions are determined based on the multiple real-time images; and the interactive actions of the game virtual character are determined based on the multiple experience contents and the user's reaction actions.

10. An interactive system between a game virtual character and a scene, characterized in that: The interactive system between the game virtual character and the scene is applied to the interactive method between the game virtual character and the scene as claimed in any one of claims 1 to 9, and the interactive system between the game virtual character and the scene includes: A game virtual character module, used to determine a corresponding game virtual character based on user information, a database of a head mounted display, and a name of a virtual game; A scene module, used to determine a corresponding scene in the virtual game based on the spatial position of the game virtual character and the task node of the game virtual character; An interaction module, used to trigger the interaction between the game virtual character and the scene according to the scene, the current task content of the game virtual character and the game map; A real-time experience event module, used to determine a real-time experience event in the interaction between the game virtual character and the scene according to the energy characteristics of the game virtual character, the characteristics of the objects in the scene and the experience module of the head mounted display; The interactive action module is used to determine the interactive actions of the game virtual characters based on real-time experience events, corresponding scenes and user's reaction actions.

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