Method and system for interaction between game virtual characters and scenes
By identifying game virtual characters and scenes, and combining user information with the head-mounted display module, the system triggers and synchronizes user reactions, solving the problem of inaccurate interaction between game virtual characters and scenes, and achieving a precise and immersive interactive experience.
Patent Information
- Application Number
- CN202510382247.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-28
- Publication Date
- 2025-11-28
- Estimated Expiration
- 2045-03-28
AI Technical Summary
In existing technologies, the interaction between virtual game characters and the scene cannot be synchronized with the user's reaction actions, resulting in inaccurate interaction actions.
The game's virtual characters are determined based on user information, a head-mounted display database, and the virtual game name. The scene is determined by combining the virtual character's spatial location and task nodes, triggering interaction. Real-time experience events are determined based on energy characteristics, object characteristics, and the head-mounted display experience module. Finally, the interaction action is determined based on the user's reaction action.
It enables precise interaction between virtual game characters and scenes, synchronizing user reactions and actions, thus improving the accuracy and immersion of the interaction.
Smart Images

Figure CN120227646B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of virtual interaction, and in particular to an interaction method and system between a game virtual character and a scene. BACKGROUND
[0002] With the development of technology, head-mounted displays are gradually applied to people's lives and are worn on the heads of users. After wearing a head-mounted display, a user enters a virtual game, and a game virtual character is a virtual subject of the user in the virtual game and performs entertainment in the virtual game. In the prior art, after a user enters a virtual game, a game virtual character moves according to the instructions of the user in various scenes. However, in the interaction between the game virtual character and the scene, the game virtual character does not synchronize the reaction actions of the user, and the accuracy of the interaction actions of the game virtual character cannot be ensured. SUMMARY
[0003] The present application aims to overcome the shortcomings of the prior art, and provides an interaction method and system between a game virtual character and a scene. A player is provided with an exciting game experience
[0004] The present application provides an interaction method between a game virtual character and a scene, which comprises the following steps.
[0005] Based on the information of the user, the database of the head-mounted display, and the name of the virtual game, a corresponding game virtual character is determined.
[0006] In the virtual game, based on the spatial position of the game virtual character and the task node of the game virtual character, a corresponding scene is determined.
[0007] According to the scene, the current task content of the game virtual character, and the game map, an interaction between the game virtual character and the scene is triggered.
[0008] In the interaction between the game virtual character and the scene, based on the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience module of the head-mounted display, a real-time experience event is determined.
[0009] Based on the real-time experience event, the corresponding scene, and the reaction action of the user, an interaction action of the game virtual character is determined.
[0010] The present application provides an interaction system between a game virtual character and a scene, which is applied to the above-mentioned interaction method between a game virtual character and a scene. The interaction system between the game virtual character and the scene comprises the following.
[0011] a game virtual character module configured to determine a corresponding game virtual character based on information of a user, a database of a head-mounted display, and a name of a virtual game;
[0012] a scene module configured to determine a corresponding scene in the virtual game based on a spatial position of the game virtual character and a task node of the game virtual character;
[0013] an interaction module configured to trigger an interaction between the game virtual character and the scene according to the scene, a current task content of the game virtual character, and a game map;
[0014] a real-time experience event module configured to determine a real-time experience event in the interaction between the game virtual character and the scene according to an energy feature of the game virtual character, an object feature in the scene, and an experience module of the head-mounted display;
[0015] an interaction action module configured to determine an interaction action of the game virtual character based on the real-time experience event, the corresponding scene, and a reaction action of the user.
[0016] Compared with the prior art, the present application has the following advantages:
[0017] In the embodiment of the present application, the corresponding game virtual character is determined based on the information of the user, the database of the head-mounted display, and the name of the virtual game; the corresponding scene in the virtual game is determined based on the spatial position of the game virtual character and the task node of the game virtual character; and 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, 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.
[0018] Therefore, in the interaction between the game virtual character and the scene, the real-time experience event is determined 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, which synchronizes the reaction action of the user, 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 reaction action of the user. BRIEF DESCRIPTION OF DRAWINGS
[0019] Figure 1 is a flowchart of the interaction method between the game virtual character and the scene in the embodiment of the present application;
[0020] Figure 2is a flowchart of step S11 in the method for interaction between a game virtual character and a scene in the embodiment of the application;
[0021] Figure 3 is a flowchart of step S12 in the method for interaction between a game virtual character and a scene in the embodiment of the application;
[0022] Figure 4 is a flowchart of step S13 in the method for interaction between a game virtual character and a scene in the embodiment of the application;
[0023] Figure 5 is a flowchart of step S14 in the method for interaction between a game virtual character and a scene in the embodiment of the application;
[0024] Figure 6 is a flowchart of step S15 in the method for interaction between a game virtual character and a scene in the embodiment of the application;
[0025] Figure 7 is a structural composition diagram of the interaction system between a game virtual character and a scene in the embodiment of the application. DETAILED DESCRIPTION
[0026] The technical solutions in the embodiments of the application will be described clearly and completely below with reference to the drawings in the embodiments of the application.
[0027] Please refer to Figures 1 to 7 A method for interaction between a game virtual character and a scene, applied to an interaction scene between a game virtual character and a scene; the method for interaction between a game virtual character and a scene comprises the following steps.
[0028] Step S11: determining a corresponding game virtual character based on information of a user, a database of a head-mounted display and a name of a virtual game;
[0029] Step S12: determining a corresponding scene based on a spatial position of the game virtual character and a task node of the game virtual character in the virtual game;
[0030] Step S13: triggering interaction between the game virtual character and the scene according to the scene, current task content of the game virtual character and a game map;
[0031] Step S14: determining a real-time experience event according to energy features of the game virtual character, object features in the scene and an experience module of the head-mounted display in the interaction between the game virtual character and the scene;
[0032] Step S15: determining an interaction action of the game virtual character based on the real-time experience event, the corresponding scene and a reaction action of the user;
[0033] Reference Figure 2 In step S11, the 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;
[0034] In the specific implementation of the present application, the specific steps are as follows:
[0035] S111: 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, the user's various physiological information, and the user's face information;
[0036] S112: The first role parameter is determined based on the role information and the user's past role record, the second role parameter is determined based on the role information and the name of the virtual game, and the corresponding game virtual character is determined according to the first role parameter, the second role parameter, and the user.
[0037] In the embodiments 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, the user's various physiological information, and the user's face information, which is compatible with the overall consideration of the user's role interface, the user's various physiological information, and the user's face information, and ensures the accuracy of the corresponding role information.
[0038] At this time, when the user wears the head-mounted display (such as VR glasses), the system will start and prompt the user to input the account password to verify the identity, which is similar to logging into any online service, ensuring that the user has access to his personal data and game progress, at the same time, the head-mounted display is equipped with a touch screen, voice recognition or external controller for the user to input the account password; at the same time, the system background will verify these information to ensure that they match the user's record stored in the database.
[0039] Once the user's identity is verified, the system will access the database of the head-mounted display, which stores the user's previously set or preferred role interface layout, color theme, shortcut key configuration information; at this time, the role interface includes the HUD (head display interface) in the game, menu, shortcut bar, and the system will load the corresponding settings according to the user's preferences.
[0040] Further, the system will also collect the user's physiological information (such as heart rate, body temperature, if the device supports) and facial information (such as facial features, expression recognition) using the sensors of the head-mounted display, which will be used to create or adjust the user's virtual character, making 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, physiological information will affect certain attributes or behaviors of the character, such as an accelerated heart rate indicating that the character is in a state of tension or combat.
[0041] Specifically, assume there is a virtual game called "Space Explorer" with a username "Alice"; Alice puts on the VR glasses and inputs her account password through voice commands: "Login, 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.
[0042] The system loads Alice's previously set character interface, including a simple HUD that displays health, energy bar, and task prompts; Alice's character interface is also configured with a custom shortcut bar to facilitate her quick access to commonly used equipment and skills.
[0043] 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 to Alice that match her game style based on her past game records.
[0044] Further, based on the character information and the user's past character records, the first character parameter is determined, based on the character information and the name of the virtual game, the second character parameter is determined, and the corresponding game virtual character is determined according to the first character parameter, the second character parameter and the user, which is compatible with the first character parameter, the second character parameter and the overall consideration of the user, ensuring the accuracy of the corresponding game virtual character.
[0045] At this point, the first character parameter, the second character parameter, and the user are introduced, for the first character parameter, based on the character information and the user's past character records, the first character parameter is determined, at the same time, based on the character information (such as the user's facial features, physiological data, preference settings) and the user's past character records, a series of parameters related to the character's personality, skills, attributes are determined; past character records include the type of character the user plays in other games, commonly used skills, fighting style, character growth path information.
[0046] The system analyzes the user's past character records to identify their gaming preferences and character tendencies, such as a preference for playing melee characters, a preference for using magic attacks, or a preference for high agility. Then, in combination with the current character information, the first set of character parameters is generated, which will directly affect the initial setting of the virtual character.
[0047] For the second character parameters, the second character parameters are determined based on the character information and the name of the virtual game. At this time, the 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, which will affect the setting of the character. Optionally, the system analyzes the game name and description to understand the world view, background story and core gameplay of the game. Then, in combination with the character information, the second set of character parameters is generated, including the character's race, occupation, starting equipment, special abilities, to ensure that the character fits in with the game environment.
[0048] After determining the first character parameters and the second character parameters, the system will consider these factors and the user's personal preferences (such as whether the character has certain specific features or skills) to finally generate a virtual character that meets the user's expectations and the game's needs. At this time, the system will use an algorithm or rule engine to combine the first character parameters and the second character parameters, taking into account the user's input and preference settings, to generate a complete character setting, including the character's appearance, personality, skill tree, and attribute allocation details.
[0049] Specifically, assume there is a virtual game called "Magic Kingdom" with a username "Bob"; determine the first character parameters: the system analyzes Bob's past character records and finds that he often plays a wizard character in other games, prefers to use long-range magic attacks, and prefers high intelligence and magic value; in combination with Bob's character information (such as facial features, preference settings), the system generates the first set of character parameters, including high intelligence, high magic value, and long-range attack characteristics.
[0050] Determine the second character parameters: the system analyzes the description and background of the "Magic Kingdom" game and understands that it is a game with a theme of magic and fantasy, players choose different races and occupations to explore a rich world view and plot; in combination with Bob's character information, the system generates the second set of character parameters, including choosing the elf race (because elves are closely related to magic and nature), the wizard occupation (because Bob likes to use magic attacks), and the starting equipment of the magic wand and the magic robe.
[0051] The system comprehensively considers the first role parameter and the second role parameter, and the personal preference of Bob (such as the wish that the role has a unique name and appearance), and finally generates a wizard role named "Elvin"; "Elvin" has high intelligence and magic value, is good at long-range magic attack, wears a luxurious magic robe, holds a magic wand inlaid with gems, and is ready to start a legendary adventure journey in the "Magic Kingdom".
[0052] In an embodiment of the present application, it is assumed that the username is "Charlie", and he / she is selecting a role in a virtual game named "Dragon Warrior"; the role parameters and weights: strength value (weight: 40%); intelligence value (weight: 30%); agility value (weight: 20%); charm value (weight: 10%).
[0053] In the past games, Charlie often selects a role with "high strength" and "high agility"; at the same time, the strength value score: based on the past role records of Charlie, the system assigns a higher score (for example, 80 points) to the strength value; the intelligence value score: since Charlie does not particularly prefer high intelligence roles in the past games, the intelligence value score is lower (for example, 50 points); the agility value score: based on the past role records of Charlie, the system assigns a higher score (for example, 70 points) to the agility value; the charm value score: since Charlie does not particularly pay attention to the charm value in the past games, the charm value score is lower (for example, 60 points).
[0054] After calculating the scores of all the role parameters, the system comprehensively considers these scores and the personal preference of Charlie (for example, he / she wishes that the role has higher strength and agility values), and finally determines a role setting with the highest score as the game virtual role of Charlie; for example, the system generates a role named "Dragon Knight", which has higher strength value and agility value, and is suitable for close combat and fast movement in games such as "Dragon Warrior".
[0055] Reference Figure 3 In step S12, in the virtual game, the corresponding scene is determined based on the spatial position of the game virtual role and the task node of the game virtual role;
[0056] In the specific implementation process of the present application, the specific steps are as follows:
[0057] S121: After the virtual game presents the game virtual role, the spatial position of the game virtual role is collected, and the current game progress of the game virtual role is determined according to the spatial position of the game virtual role and the task node of the game virtual role;
[0058] S122: 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;
[0059] In the embodiments of the present application, 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, which comprehensively considers the spatial position of the game virtual character and the task node of the game virtual character, and ensures the accuracy of the current game progress of the game virtual character.
[0060] At this time, during the game running, 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 realized by the position tracking mechanism inside the game engine. This mechanism can record the position of the character in the game world coordinate system (such as X, Y, Z coordinates) in real time.
[0061] At the same time, the game engine will use a physical engine or a special positioning algorithm to track the position of the character. These algorithms will consider the moving speed, direction of the character, and any physical factors that affect 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).
[0062] After collecting the spatial position information of the character, the system will compare it with the preset task nodes; the task nodes are marker points set by game designers to guide players to complete specific goals or unlock new content. These nodes represent key events, places or goals in the game; at this time, the system will determine whether the character has reached or completed a certain task node according to the distance, direction of the character's current position from each task node, and whether it meets certain conditions (such as time limit, pre-task completion status); once the character meets the completion conditions of a certain node, the system will update its game progress record, and trigger the corresponding game events or rewards.
[0063] Game progress is a multi-dimensional concept, which includes the number of tasks completed by the character, the size of the explored area, and the number of resources obtained; the system will comprehensively evaluate the current game progress of the character according to its spatial position and task node completion, and show it to the player in the form of percentage, level or stage.
[0064] Specifically, assume there is an adventure game called "Lost Relics", where players take on the role of an explorer to explore and find ancient treasures in the game world; when the player chooses to create a character and starts the game, the game engine will immediately start collecting spatial position information of the character; assume the player character is created at the starting point of the game world (such as an ancient village), 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 of the character when it enters the forest.
[0065] In the "Lost Relics" game, the designer sets a series of task nodes to guide the player to explore different areas and complete tasks; for example, there is a task node called "Find the mysterious cave in the forest", which is located at a certain position in the deep forest.
[0066] When the player character approaches or enters the mysterious cave, the system will detect the distance and direction relationship between the current position of the character and the position of the cave; once the character meets the conditions to enter the cave (such as walking in front of the cave entrance), the system will determine that the player has reached this task node and update its game progress record; at this time, the system will trigger a series of game events related to cave exploration, such as displaying new task prompts, unlocking new enemies or props; at the same time, the player's game progress will also be displayed to the player in some form (such as progress bar, level promotion), to feedback his exploration and achievements in the game world.
[0067] 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 game experience for the player.
[0068] Further, 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, which takes 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.
[0069] At this time, the system will narrow the range of the game map according to the current game progress of the game virtual character; the game progress includes the tasks completed by the character, the areas explored, the props or skills obtained, which will affect the map areas that the character can access.
[0070] The map information of the virtual game contains multiple map areas, each area has its unique geographical features, enemy distribution, resource distribution; the system needs to use these information to determine the map area where the character is currently located;
[0071] In some games, certain areas or scenes of the map may change over time, such as day and night alternation, seasonal change; 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 logic 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 game progress, current position, map information and time factors of the character.
[0072] Once the game map is determined, the system needs to further determine the specific scene corresponding to the character's position on the map; the scene is a more specific and detailed area in the map, containing specific environment, enemies, props or interactive elements; the spatial position of the character is the key factor to determine the scene; the system will determine the current scene of the character according to its coordinates or relative position 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 scene has its specific boundary and characteristics; the system will determine whether the character has entered the boundary of a certain scene according to its position information, and accordingly load and present the content of the scene.
[0073] Specifically, assume there is a role-playing game named "Fantasy Continent", in which a player plays 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 "elf forest"; at this time, the player's game progress has unlocked the elf forest map area; according to the map information of the game, the elf forest is a vast area containing multiple scenes, including forest entrance, forest path, elf village.
[0074] Assume the current time is evening, some scenes in the elf forest will have specific light effects or night creatures; considering these factors, the system determines that the player is currently in the elf forest map area, and considering the current time is evening, it will load the scene effects related to night.
[0075] Assume the player's current coordinate position in the elf forest is close to the forest entrance, the system will determine that the player is currently in the "forest entrance" scene; the "forest entrance" scene contains specific environmental elements (such as trees, flowers, streams), enemy types (such as forest wolves, small elves), and interactive elements (such as NPCs, task prompts); the system will load and present the content of the "forest entrance" scene according to these information, and the player will freely explore, fight or interact with NPCs in this scene.
[0076] Through this process, the game can dynamically determine the game map and scene where the player is located according to the player's game progress, map information and current time factors, providing the player with a more rich and immersive game experience.
[0077] In the current embodiment of the application, the game progress: the task of "rescue the trapped villagers" has been completed, and the "magic forest" map is unlocked; the map information: the current map name is "magic forest"; the current time: the evening, the creatures in the magic forest begin to be active.
[0078] The matching table output: the game map: magic forest; the 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 tree forest (coordinate range: X5-X6, Y5-Y6); the current position of the character: X=X3.5, Y=Y3.8; the game map: magic forest; the corresponding scene: mysterious cave.
[0079] Reference Figure 4 In step S13, 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;
[0080] In the specific implementation process of the application, the specific steps are as follows:
[0081] S131: 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;
[0082] S132: determining the multiple object features of the walking route according to the interaction of the walking route and the game map, and determining 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;
[0083] S133: determining the corresponding interaction scene according to the interaction content, the game virtual character, and the scene, and triggering 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.
[0084] In the embodiment of the application, the walking route of the game virtual character is determined based on the scene, the current task content of the game virtual character, and the game map, which is compatible with the overall consideration of the scene, the current task content of the game virtual character, and the game map, and ensures the accuracy of the walking route of the game virtual character.
[0085] 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 all have an impact on the walking route; at the same time, the system will maintain a scene database, which contains detailed description and attributes of each scene; when the character enters a certain scene, the system will read the data of that scene, and according to the characteristics of the scene to preliminarily plan the walking route of the character.
[0086] 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 certain place, defeat a certain enemy, collect a certain prop; the system needs to optimize the walking route according to the task content to ensure that the character can efficiently complete the task; at this time, the system will analyze the task list of the character, 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 place 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.
[0087] The game map is the 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 according to the current position and task target of the character to calculate the shortest path or the optimal path, in this process, the system will use 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 change factors in the map to ensure the feasibility of the route.
[0088] Specifically, assume that there is a role-playing game named "Mysterious Continent", the player plays a brave explorer in the game world; Scene: the player is currently in the "Dark Forest" scene, which contains dense trees, winding paths and hidden caves; various beasts and traps are distributed in the forest, 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 in the depths of the forest, the player needs to pass through the forest to reach it.
[0089] Game map: the game map shows the relative position of the Dark Forest and the Ancient Temple; the map marks the position information of the paths, caves and key points in the forest; when determining the walking route, the system will consider the following factors:
[0090] Scene characteristics: the trees in the Dark Forest are dense, with limited visibility, the player needs to walk along the path to avoid getting lost or triggering traps;
[0091] Task objective: The player's goal is to reach the ancient temple, so the system needs to plan the shortest path from the current location to the temple;
[0092] Game map: The system will calculate the shortest path based on the information on the map, and optimize the route considering the obstacles and enemy distribution in the forest.
[0093] Finally, the system will plan a walking route for the player from the entrance of the Dark Forest, along the winding path through the forest, avoiding beasts and traps, and finally reaching the ancient temple; the player will safely and efficiently complete the task along this route.
[0094] Further, a plurality of object features are determined according to the walking route and the interaction of the game map, and the corresponding interaction content is determined according to the positions of the plurality of object features, the walking position of the game virtual character and the level information of the game virtual character, which takes into account the overall consideration of the positions of the plurality of object features, the walking position of the game virtual character and the level information of the game virtual character, ensuring the accuracy of the corresponding interaction content.
[0095] At this time, there are various object features on the walking route of the game virtual character, 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 roles in the game map.
[0096] The system will traverse each point on the route according to the data of the walking route and the game map, check whether there are interactive object features on these points, which are distributed on the map in a preset manner and dynamically generated according to game logic; the system will record the types, positions and states of these features for subsequent processing.
[0097] 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 level information of the character; the interaction content includes combat, dialogue, collecting props, 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 level information of the character; for example, if the character encounters an enemy, the system will determine the difficulty of the battle according to the level of the character and the enemy; if the character approaches an NPC, the system will trigger a dialogue or task; if the character walks through a hidden prop point, the system will make the character discover and collect the prop; the determination of these interaction contents needs to consider the state of the character, game logic and the attributes of the object features themselves.
[0098] Specifically, assume there is an adventure game called "Island of Bravery" where the player takes on the role of a brave explorer to explore an island; the planned route is to start from the east side of the island, walk along the coastline northward, and finally reach an ancient ruin at the northern tip of the island.
[0099] At a certain point on the planned route, there is a medium-level monster camp where several medium-level monsters reside; not far north of the monster camp, there is a hidden chest containing valuable items; near the ancient ruin, there is a friendly NPC who can provide the player with information about the ruin; the player is currently at a medium level and has some basic combat skills and equipment; when determining the interactive content, the system will consider the following factors:
[0100] Monster Camp: Since the player's level is comparable to the monsters, the system will trigger a medium-difficulty battle; the player needs to defeat the monsters to gain experience and dropped items;
[0101] Hidden Chest: When the player approaches the chest, the system will check the player's exploration skills or whether other trigger conditions are met (such as specific time, weather, or certain player behavior); if the conditions are met, the system will let the player discover the chest and open it to obtain the items inside;
[0102] Friendly NPC: When the player approaches the NPC, the system will trigger a conversation; the NPC will provide information about the history of the ancient ruin, puzzles, or treasures, which are crucial for the player to complete the task.
[0103] Therefore, according to the interactive content, game virtual characters, and the scene, determine the corresponding interactive scene, and trigger the interaction between the game virtual characters and the scene based on the interactive scene, at this time, the interactive scene as a sub-scene in the scene;
[0104] At this time, the system needs to determine a specific interactive scene according to the previously determined interactive content (such as battle, conversation, collecting items), the current state of the game virtual character (such as level, equipment, skills), and the scene (such as forest, city, ruin); the interactive scene is a specific area or situation in the scene, which carries specific interactive logic and visual effects.
[0105] At the same time, the system will first check whether the interactive content is associated with a certain specific interactive scene; for example, if the interactive 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 character, such as whether the level of the character is suitable for the challenges of the scene, and whether the character has the necessary equipment or skills to deal with enemies or obstacles in the scene; finally, the system will combine the characteristics of the scene, such as terrain, weather, and lighting, to choose the most suitable interactive scene.
[0106] Once the interaction scenario is determined, the system needs to trigger the interaction between the game virtual character and the scenario, which involves a series of operations such as switching scene views, playing animations, updating character states, generating enemies or NPCs, and displaying prompt information; the purpose of the interaction is to enable players to immerse themselves in the game, feel the interaction between the character and the environment, and obtain the corresponding game experience.
[0107] At this time, the system will first load the visual resources of the interaction scenario, such as backgrounds, models, and maps, to ensure that the scene meets the player's expectations in terms of vision; then, the system will update the character's state, such as adjusting the character's position, orientation, and animation, to reflect the character's behavior in the interaction scenario; 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 information or task goals to guide the player to perform the next operation.
[0108] Specifically, assume that there is an adventure game called "Forgotten Land", in which the player plays a brave explorer exploring a mysterious ruin; the interaction content: the player discovers an ancient altar with mysterious symbols during the exploration; the player decides to activate the altar to unlock hidden power; the game virtual character state: 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, which records the incantation required to activate the altar.
[0109] The 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 it hides unknown secrets; when determining the interaction scenario, the system will consider the following factors:
[0110] Interaction content and scene association: since the interaction content is to activate the altar, the system will choose an interaction scenario related to the altar, such as the chamber where the altar is located or the mysterious area around the altar;
[0111] Character state and scene matching: considering the player's level and equipment, the system will choose a scene that matches the player's strength to ensure the challenge and interest of the interaction; at the same time, the system will also use the magic book carried by the player to enhance the logicality and coherence of the interaction;
[0112] 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 scenario that is both mysterious and challenging; for example, the system will arrange some traps and guards around the altar to increase the difficulty of the player activating the altar; at the same time, the system will also use other elements in the ruin, such as broken walls and scattered relics, to create an immersive atmosphere;
[0113] Finally, the system triggers a specific interactive scenario, such as a mysterious chamber; in the chamber, the player needs to face a series of challenges, such as solving puzzles, defeating guards, reciting spells, to successfully activate the altar and unlock hidden power; in the process, the player will feel the close interaction with the scene and get a rich game experience.
[0114] Reference Figure 5 In step S14, 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 object characteristics in the scene, and the experience module of the head-mounted display;
[0115] In the specific implementation process of the present application, the specific steps are:
[0116] S141: Real-time monitoring of the interaction between the game virtual character and the scene, and collecting the energy characteristics of the game virtual character, which are formed by the activity events of the game virtual character and the multiple training of the game time, to present the energy coefficient of the game virtual character;
[0117] S142: Determining the first experience content based on the energy characteristics of the game virtual character and the object characteristics in the scene, determining the second experience content based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, and determining the real-time experience event according to the first experience content, the second experience content and the game virtual character.
[0118] In the embodiment of the present application, the interaction between the game virtual character and the scene is monitored in real time, and the energy characteristics of the game virtual character are collected, which are formed by the activity events of the game virtual character and the multiple training of the game time, to present the energy coefficient of the game virtual character.
[0119] 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 of the character with the game scene, such as moving, attacking, defending, picking up items, and talking with NPCs; Real-time monitoring is achieved through the event listening mechanism of the game engine, and whenever the character performs an action or triggers an event, the system will capture and record it.
[0120] The energy characteristics of the game virtual character refer to a series of attributes that reflect the current state and ability of the character, such as health, magic, 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 combat, exploration, rest) and the passage of game time; The system needs to collect data of these energy characteristics regularly or in real time for subsequent analysis and processing.
[0121] The energy coefficient is a comprehensive index for quantifying the overall energy level of the game virtual character in the current state; it is a weighted average or comprehensive score based on energy characteristics, considering the influence of each characteristic on the character's ability.
[0122] Specifically, assuming that in a role-playing game named "Heroic Land", the player plays a brave warrior to adventure in the game world; when the player character walks in the forest, the system monitors and records the character's movement trajectory, encounters enemies, and picks up herbs events in real time; when the player character fights with a wolf, the system captures and records the start of the battle, attack, defense, hit, and detailed damage events.
[0123] Before the battle, the system collects the energy characteristic data of the player character's health (100 / 100), magic (50 / 50), stamina (80 / 100), and skill proficiency (swordsmanship: advanced); during the battle, the system updates the data of these energy characteristics in real time, such as the decrease of health due to injury, the consumption of magic due to casting skills, and the decrease of stamina due to fighting.
[0124] Based on the collected energy characteristic data, the system calculates an energy coefficient to quantify the overall energy level of the player character in the current state; assuming that the calculation formula of the energy coefficient is: health 0.5 + magic 0.2 + stamina 0.2 + skill proficiency (converted to score according to level, such as advanced = 0.9) 0.1; before the battle, the energy coefficient of the player character is: 1000.5 + 500.2 + 800.2 + 0.90.1 = 50 + 10 + 16 + 0.09 = 76.09; during the battle, the energy coefficient will be adjusted accordingly as the energy characteristics change.
[0125] Through real-time monitoring of interaction, collecting energy characteristics, and forming energy coefficients, the game system can accurately understand the energy level of the game virtual character in the current state, thereby providing an important basis for subsequent game experience and content generation.
[0126] Therefore, based on the energy characteristics of the game virtual character and the object characteristics in the scene, the first experience content is determined, based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, the second experience content is determined, and according to the first experience content, the second experience content, and the game virtual character, the real-time experience event is determined, which is compatible with 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.
[0127] At this time, the first experience content, the second experience content, and the game virtual character are introduced, and 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.
[0128] Meanwhile, the current energy state of the game virtual character is analyzed, including health points, magic points, physical strength, and skill proficiency, which reflect the character's combat ability, endurance, and the use of special skills; the system considers the object features in the scene where the character is located, such as terrain, obstacles, enemy types, and interactive objects, which determine the character's action restrictions and potential challenges in the scene; based on the energy features of the character and the object features in the scene, the system comprehensively determines the first experience content, which includes battle difficulty, exploration path, puzzle difficulty, and interactive objects.
[0129] For the second experience content, based on the energy features of the game virtual character and the experience modules of the head-mounted display, the system determines 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), which include visual, auditory, and tactile multi-sensory feedback; the energy features of the character (such as visual or auditory warnings when health points are low) are combined with the experience modules of the head-mounted display to enhance the immersion and empathy of the game; based on the experience modules of the head-mounted display and the energy features of the character, the system comprehensively determines the second experience content, which includes adjustments to visual effects, changes to sound effects, and intensity of tactile feedback.
[0130] 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 battle state, whether it is solving a puzzle, or whether it is in conversation with an NPC; based on the above information, the system generates real-time game experience events, including battle triggers, puzzle appearances, NPC conversation initiations, and environmental changes, which together constitute the real-time experience of the player in the game.
[0131] Specifically, assume that in a VR game called "Mysterious Ruins Exploration", the player plays the role of an archaeologist exploring ancient ruins in the game world; determine the first experience content: the energy features of the player character show that the health points are 75% (indicating that the character has been injured), the magic points are full, the physical strength is 60% (indicating that the character is somewhat tired), and the "archaeological knowledge" high-level skill (can identify ancient texts and symbols) is possessed; the object features in the scene include complex labyrinths, ancient rune walls, traps, and guards; the system comprehensively determines the first experience content based on these information: the player needs to use the "archaeological knowledge" skill to solve the puzzle of the rune wall, while avoiding traps and guards, to explore with low health points and limited physical strength.
[0132] Determine the second experience content: the head-mounted display provides visual and auditory feedback, as well as slight tactile feedback (such as vibration); combined with the low health of the player character, the system decides to provide strong visual and auditory alerts through the head-mounted display when the player is attacked, while increasing the intensity of the tactile feedback to enhance the player's sense of tension and immersion.
[0133] During the exploration process, the player suddenly triggers a trap, and the system provides strong visual and auditory alerts through the head-mounted display, while triggering tactile feedback to make the player feel strong vibration; then, the player encounters a puzzle that needs to be solved by deciphering the rune wall, and the system adjusts the difficulty of the puzzle according to the player's "archaeology knowledge" skill level, making it both challenging and not too frustrating for the player; after solving the puzzle, the player has a conversation with an NPC in the ruins, and the system provides realistic visual and auditory effects through the head-mounted display to enhance the immersion of the conversation.
[0134] By comprehensively considering the energy characteristics of the game virtual character, the object characteristics in the scene, and the experience modules of the head-mounted display, the system can generate a variety of real-time experience events to provide an engaging game experience for the player.
[0135] In an embodiment of the present application, the experience event matching example is as follows:
[0136]
[0137] The system first obtains the current energy characteristics of the game virtual character (such as high health, full magic); the system identifies the object characteristics in the scene (such as complex maze, enemy patrol); then, the system considers the experience modules of the head-mounted display (such as visual enhancement, tactile feedback); the system looks up the matching table for records that match these conditions; according to the matching result, the system determines the first experience content (such as exploring the maze, encountering combat) and the second experience content (such as clear visual guidance, strong tactile sensation); finally, the system generates real-time experience events (such as triggering combat events, maze path guidance) based on these experience contents.
[0138] Reference Figure 6 In step S15, the interactive action of the game virtual character is determined based on the real-time experience event, the corresponding scene, and the user's reaction action.
[0139] In the specific implementation process of the present application, the specific steps are as follows:
[0140] 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 identification of the experience learning model;
[0141] S152: Form an experience tracking device based on the association of the head-mounted display and the external camera, and determine multiple real-time images of the user based on the experience tracking device and the user, determine the reaction action of the user according to the multiple real-time images; determine the interactive action of the game virtual role based on the multiple experience contents and the reaction action of the user.
[0142] 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 corresponding scenes; multiple experience contents are determined according to the multiple sub-experience combinations and the identification of the experience learning model, ensuring the accuracy of the multiple experience contents.
[0143] At this time, the real-time experience events are subdivided into multiple sub-experience contents, and then multiple sub-experience combinations are determined according to these sub-experience contents and their corresponding scene features; finally, the system identifies these sub-experience combinations using the experience learning model to determine the final multiple experience contents, which aims to provide more refined and personalized game experience.
[0144] Identify and divide real-time experience events, which are specific operations of players in the game (such as attack, defense, exploration), or events triggered automatically by the game (such as enemy appearance, puzzle unlocking); each real-time experience event is further subdivided into multiple sub-experience contents; for example, an attack event is subdivided into "select attack mode", "execute attack action", "evaluate attack effect" sub-experience contents.
[0145] The system analyzes the characteristics of the current game scene, including terrain, enemy type, and interactive items; according to the sub-experience contents and scene features, the system determines multiple sub-experience combinations, which reflect different game experience paths experienced by the player in different scenes; for example, in a scene containing multiple enemies, the system determines different sub-experience combinations such as "attack weak enemies first and then challenge strong enemies" and "use terrain advantages to break one by one".
[0146] The system uses a pre-trained experience learning model (based on machine learning or deep learning) to identify these sub-experience combinations; the model predicts the player's preferred game experience in the current situation by analyzing the player's historical behavior, game state, and scene feature information; according to the identification result of the model, the system determines the final multiple experience contents, which are more specific and can reflect the player's experience and preferences in the current game state.
[0147] Specifically, assume that in a role-playing game, the player is exploring a maze containing multiple enemies; real-time experience event: the player encounters an enemy in the maze; sub-experience content: select attack mode (close-range / long-range), execute attack action (swing sword / shoot arrow), evaluate attack effect (cause damage / enemy reaction).
[0148] Scenario characteristics: complex maze terrain with multiple enemy types (e.g., skeleton warriors, mages); sub-experience combinations: first use terrain advantage to defeat skeleton warriors in melee combat, then attack mages at a distance to avoid their spell attacks; or first deplete mages' mana at a distance, then solve skeleton warriors in melee combat.
[0149] Experience learning model analysis: 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 as "first use terrain advantage to defeat skeleton warriors in melee combat, then find opportunities to switch attacks on mages in melee or at a distance."
[0150] Through the S151 step, the game system can provide more refined and personalized game experience content based on real-time experience events, scenario characteristics, and the player's historical behavior, which not only enhances the playability and interest of the game, but also improves the player's immersion and satisfaction.
[0151] Further, based on the association of the head-mounted display and the external camera, an experience tracking device is formed, and based on the experience tracking device and the user, a plurality of real-time images of the user are determined, and the reaction actions of the user are determined according to the plurality of real-time images; based on the plurality of experience contents and the reaction actions of the user, the interactive actions of the game virtual role are determined, which is compatible with the overall consideration of the plurality of experience contents and the reaction actions of the user, and ensures the accuracy of the interactive actions of the game virtual role.
[0152] At this time, the game system forms an experience tracking device by integrating the head-mounted display and the external camera, which is used to capture the real-time images and actions of the user; the system analyzes these real-time images to determine the reaction actions of the user, and based on these reaction actions and the previously determined experience content, determines the interactive actions of the game virtual role, which aims to achieve natural interaction between the user and the game virtual role.
[0153] The head-mounted display provides an immersive visual experience, allowing the user to enter the game world in a first-person perspective; at the same time, the sensors on the HMD capture the user's head movements and line-of-sight direction; the external camera is used to capture the user's full-body images and actions, which include the user's facial expressions, gestures, and body posture, and are important basis for the system to recognize the user's reaction actions; the system correlates and calibrates the HMD and the external camera to ensure that the data captured by both 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 actions and reactions.
[0154] The experience tracking device continuously captures real-time images of the user, including facial, hand, and body movements. The system pre-processes the captured images, such as noise reduction and contrast enhancement, to improve image quality and recognition accuracy. Meanwhile, the system analyzes the real-time images using motion recognition algorithms (such as machine learning or deep learning models) to identify the user's actions and reactions, including waving, nodding, jumping, and dodging. The system matches and classifies the identified actions against a pre-set action library to determine the user's specific reaction actions.
[0155] The system determines the interactive actions that the game virtual character should perform based on the previously determined experience content (such as combat, exploration, or dialogue) and the user's reaction actions. Based on the matching results, the system generates game virtual character interactive actions that match the user's experience, which should logically align with the user's reaction actions to achieve a natural interactive experience.
[0156] 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 real-time images of the player, including facial, hand, and body movements.
[0157] When the player encounters an enemy in the game, he makes a sword-waving action. The system captures this action through the external camera and uses motion recognition algorithms to identify and analyze it. Based on the previously determined experience content (such as combat) and the identified user sword-waving action, the system determines that the game virtual character should perform a sword-waving attack interactive action. As a result, the game virtual character performs a sword-waving attack action in the game that corresponds to the player's sword-waving action.
[0158] The game system enables natural interaction between the user and the game virtual character, improving the immersion and interactivity of the game, which not only enhances the player's gaming experience but also provides more innovative space and nature for game developers.
[0159] In an embodiment of the present application, the interaction matching representation is as follows:
[0160]
[0161] The experience tracking device captures real-time images and actions of the user. The system extracts key features from the real-time images, such as action type, speed, and direction. The system looks up the corresponding reaction actions in the interaction matching table based on the extracted features. Based on the matched reaction actions and the previously determined experience content, the system determines the interactive actions of the game virtual character.
[0162] Suppose the user makes a sword attack gesture, the system extracts the gesture feature from the real-time image and finds the reaction gesture of "hand attack" in the matching table; meanwhile, according to the previous experience content (such as a battle scene), the system determines that the game virtual character should perform the interactive action of a sword attack; thus, the game virtual character performs the action of a sword attack in the game.
[0163] Please refer to Figure 7 , Figure 7 is a structural composition diagram of the interaction system between the game virtual character and the scene in the embodiment of the application; the interaction system between the game virtual character and the scene comprises:
[0164] a game virtual character module 21, configured to determine a corresponding game virtual character based on the information of the user, the database of the head-mounted display and the name of the virtual game;
[0165] a scene module 22, configured 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;
[0166] an interaction module 23, configured 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;
[0167] a real-time experience event module 24, configured to determine a 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;
[0168] an interactive action module 25, configured to determine the interactive action of the game virtual character based on the real-time experience event, the corresponding scene and the reaction gesture of the user.
[0169] Any combination of the technical features of the above embodiments is possible, in order to make the description simple, all combinations of the technical features in the above embodiments are not described, however, as long as the combination of the technical features does not exist contradictory, it should be considered that it is within the scope of the present application.
Claims
1. A method for interaction between a game virtual character and a scene, characterized in that, include: The corresponding virtual game character is determined based on the user's information, the database of the head-mounted display, and the name of the virtual game; In this virtual game, the corresponding scene is determined based on the spatial location of the virtual character and the task node of the virtual character. The interaction between the game's virtual character and the scene is triggered based on the scene, the current task content of the game's virtual character, and the game map; Real-time monitoring of the interaction between the game's virtual characters and the scene, and collection of the energy characteristics of the game's virtual characters. These energy characteristics are formed by multiple training processes, including the activity events of the game's virtual characters and the time of the virtual game, to present the energy coefficient of the game's virtual characters. 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. Real-time experience events are determined based on the first experience content, the second experience content, and the game virtual character. Multiple sub-experience contents are formed based on the division of real-time experience events, and multiple sub-experience combinations are determined based on the multiple sub-experience contents and their corresponding scenarios; multiple experience contents are determined based on the multiple sub-experience combinations and the recognition of the experience learning model. An experience tracking device is formed based on the connection between a head-mounted display and an external camera. Based on the experience tracking device and the user, multiple real-time images of the user are determined, and the user's reaction actions are determined based on the multiple real-time images. The interactive actions of the game's virtual character are determined based on multiple experience contents and the user's reaction actions. The head-mounted display's database stores the user's physiological information, facial information, and past character records; the game's virtual character's energy characteristics refer to a series of attributes reflecting the character's current state and abilities; the energy coefficient is a comprehensive indicator used to quantify the overall energy level of the game's virtual character in its current state; the experience module includes multi-sensory feedback such as visual, auditory, and tactile feedback; the first experience content includes combat difficulty, exploration path, puzzle difficulty, and interactive objects; the second experience content includes adjustments to visual effects, changes in sound effects, and the intensity of tactile feedback.
2. The interaction method between a game virtual character and a scene according to claim 1, characterized in that, The process of determining the corresponding virtual game character based on user information, the database of the head-mounted display, and the name of the virtual game includes: After the user puts on the head-mounted display, the user's role interface is determined based on the user's account password and the head-mounted display's database, and the corresponding role information is determined based on the user's role interface, the user's various physiological information 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. The corresponding virtual game character is determined based on the first character parameter, the second character parameter, and the user.
3. The interaction method between a game virtual character and a scene according to claim 1, characterized in that, In this virtual game, the corresponding scene is determined based on the spatial location of the virtual character and the task node of the virtual character, including: After the virtual game presents the virtual character, the spatial location of the virtual character is collected, and the current game progress of the virtual character is determined based on the spatial location of the virtual character and the task node of the virtual character. The game map where the virtual character is located is determined based on the current game progress of the virtual character, the map information of the virtual game, and the current time of the virtual game. The corresponding scene is then determined based on the game map and the spatial location of the virtual character.
4. The interaction method between a game virtual character and a scene according to claim 1, characterized in that, The process of triggering interaction between the game's virtual character and the scene based on the scene, the current task content of the game's virtual character, and the game map includes: Based on the scene, the current task content of the game's virtual character, and the game map, determine the movement route of the game's virtual character; Based on the interaction between the walking route and the game map, multiple object features of the walking route are determined, and the corresponding interactive content is determined based on the position of the multiple object features, the walking position of the game virtual character, and the level information of the game virtual character.
5. The interaction method between a game virtual character and a scene according to claim 4, characterized in that, Based on the scene, the current task content of the game's virtual character, and the game map, the interaction between the game's virtual character and the scene is triggered, including: The corresponding interaction scene is determined based on the interaction content, the game virtual character, and the scene. The interaction between the game virtual character and the scene is triggered based on the interaction scene. At this time, the interaction scene is a sub-scene of the scene.
6. An interaction system between a game virtual character and a scene, characterized in that, The interaction system between the game virtual character and the scene is applied to the interaction method between the game virtual character and the scene as described in any one of claims 1-5, wherein the interaction system between the game virtual character and the scene includes: The game virtual character module 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 is used to determine the corresponding scene in the virtual game based on the spatial location of the virtual character and the task node of the virtual character. The interaction module is used to trigger interactions between the game's virtual character and the scene based on the scene, the current task content of the game's virtual character, and the game map; The real-time experience event module is used to monitor the interaction between the game virtual character and the scene in real time, and to collect the energy characteristics of the game virtual character. The energy characteristics of the game virtual character are formed by multiple training of the game virtual character's activity events and the time of the virtual game, so as to present the energy coefficient of the game virtual character. Based on the energy characteristics of the game virtual character and the object characteristics in the scene, the first experience content is determined. Based on the energy characteristics of the game virtual character and the experience module of the head-mounted display, the second experience content is determined. The real-time experience event is determined according to the first experience content, the second experience content, and the game virtual character. The interactive action module is used to form multiple sub-experience contents based on the division of real-time experience events, and to determine multiple sub-experience combinations based on the multiple sub-experience contents and their corresponding scenarios; to determine multiple experience contents based on the multiple sub-experience combinations and the recognition of the experience learning model; to form an experience tracking device based on the association between the head-mounted display and the external camera, and to determine multiple real-time images of the user based on the experience tracking device and the user, and to determine the user's reaction actions based on the multiple real-time images; and to determine the interactive actions of the game virtual character based on the multiple experience contents and the user's reaction actions.
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