Virtual character control method and device, storage medium and electronic equipment

The method improves virtual role interaction efficiency and realism by allowing users to analyze and respond to virtual character emotions, enhancing interaction diversity and flow.

CN120305693APending Publication Date: 2025-07-15TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202410061486.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-15
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

In the prior art, the interaction method with virtual characters is single, resulting in low interaction efficiency.

Method used

By displaying media information associated with the target virtual role, responding to the emotional analysis operation of the account, displaying the sentiment analysis object, and providing feedback results based on the account selection and virtual role interaction to verify the correctness of emotional category analysis, and then adjusting the interaction method.

Benefits of technology

It improves the diversity and fluency of virtual characters' interactions, and enhances the correlation and interactive experience between accounts and virtual characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120305693A_ABST
    Figure CN120305693A_ABST
Patent Text Reader

Abstract

The invention discloses a virtual character control method and device, a storage medium and electronic equipment. The method comprises the following steps: displaying target media information associated with a target virtual character; in response to an emotion analysis operation executed by a target account, displaying a group of emotion analysis objects associated with the target media information, the group of emotion analysis objects including a target emotion analysis object, the target emotion analysis object is selected to represent that the target account considers that the emotion category of the target virtual character is a target emotion category obtained by the target account through target media information analysis, and interaction is allowed between the target account and the target virtual character. And displaying a target feedback result under the condition that the target account selects the target emotion analysis object and the target account selects the target emotion analysis object. According to the method and the device, the technical problem that the interaction efficiency between the virtual characters is relatively low due to the single interaction mode between the virtual characters is solved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of computers, and in particular, to a method and device for controlling virtual characters, a storage medium, and an electronic device. Background Art

[0002] Currently, related technologies mainly achieve interaction with virtual characters in a virtual scene by presetting trigger conditions. By interacting with virtual characters, the degree of association or intimacy with virtual characters is increased. That is, it is necessary to interact with virtual characters according to fixed operation steps based on the trigger conditions. This interaction method depends to a certain extent on the setting of trigger conditions, making the interaction method with virtual characters too single, resulting in the technical problem of low interaction efficiency with virtual characters.

[0003] In response to the above problems, no effective solution has been proposed yet. Summary of the Invention

[0004] Embodiments of this application provide a method and device for controlling virtual characters, a storage medium, and an electronic device to at least solve the technical problem of low interaction efficiency with virtual characters due to the single interaction method with virtual characters.

[0005] According to one aspect of the embodiments of this application, a method for controlling a virtual character is provided, including: displaying target media information associated with a target virtual character; in response to a target account performing an emotion analysis operation, displaying a set of emotion analysis objects associated with the target media information, where the set of emotion analysis objects is set to be selectable by the target account, the set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is a target emotion category, and the target emotion category represents the emotion category analyzed by the target account through the target media information; when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, displaying a target feedback result, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information.

[0006] According to another aspect of the embodiments of the present application, there is also provided a control device for a virtual character, including: a display module, configured to display target media information associated with a target virtual character; a response module, configured to, in response to a target account performing an emotion analysis operation, display a set of emotion analysis objects associated with the target media information, the set of emotion analysis objects being set to be selectable by the target account, the set of emotion analysis objects including a target emotion analysis object, and the selection of the target emotion analysis object indicating that the target account believes that the emotion category of the target virtual character is a target emotion category, and the target emotion category represents the emotion category obtained by the target account through analyzing the target media information; an interaction module, configured to, when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, display a target feedback result, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information.

[0007] Optionally, the device is configured to display the target feedback result in the following manner when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, including at least one of the following: when the target feedback result indicates that the target account analyzes correctly, display a positive feedback result, where the target feedback result includes the positive feedback result; when the target feedback result indicates that the target account does not analyze correctly, display a negative feedback result, where the target feedback result includes the negative feedback result.

[0008] Optionally, the device is configured to display the target feedback result in the following manner when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, including at least one of the following: when the target emotion category is a positive emotion category and the target feedback result indicates that the target account analyzes correctly, display a positive and positive feedback result, where the positive feedback result includes the positive and positive feedback result; when the target emotion category is a negative emotion category and the target feedback result indicates that the target account analyzes correctly, display a positive and negative feedback result, where the positive feedback result includes the positive and negative feedback result; when the target emotion category is the positive emotion category and the target feedback result indicates that the target account does not analyze correctly, display a negative and positive feedback result, where the negative feedback result includes the negative and positive feedback result; when the target emotion category is the negative emotion category and the target feedback result indicates that the target account does not analyze correctly, display a negative and negative feedback result, where the negative feedback result includes the negative and negative feedback result.

[0009] Optionally, the device is configured to display a target feedback result in the following manner when interaction is allowed between the target account and the target virtual character and the target account has selected the target emotion analysis object, including at least one of the following: when the target account has selected the target emotion analysis object and the target virtual character is allowed to send a virtual action, controlling the target virtual character to execute a target virtual action, where the target feedback result includes the target virtual action; when the target account has selected the target emotion analysis object and the target virtual character is allowed to send a virtual expression, controlling the target virtual character to send a target virtual expression, where the target feedback result includes the target virtual expression; when the target account has selected the target emotion analysis object and the target virtual character is allowed to send a virtual conversation message, controlling the target virtual character to send a target virtual conversation message, where the target feedback result includes the target virtual conversation message.

[0010] Optionally, the device is configured to control the target virtual character to send a target virtual conversation message in the following manner when the target account has selected the target emotion analysis object and the target virtual character is allowed to send a virtual conversation message, including at least one of the following: when the target account has selected the target emotion analysis object, controlling the target account to send an initial virtual conversation message to the target virtual character, where the initial virtual conversation message is used to inform the target virtual character that the target account has analyzed the emotion category of the target virtual character as the target emotion category; when the target feedback result indicates that the target account's analysis is correct, displaying a first virtual conversation message, where the target virtual conversation message includes the first virtual conversation message, and the first virtual conversation message is used to indicate that the target account's analysis is correct to reply to the initial virtual conversation message; when the target feedback result indicates that the target account's analysis is incorrect, displaying a second virtual conversation message, where the target virtual conversation message includes the second virtual conversation message, and the second virtual conversation message is used to indicate that the target account's analysis is incorrect to reply to the initial virtual conversation message.

[0011] Optionally, when the device is used to allow interaction between the target account and the target virtual character and the target account selects the target emotion analysis object, the device is configured to display a target feedback result, including at least one of the following: displaying the target virtual character when the distance between the virtual character controlled by the target account and the target virtual character meets a preset distance condition; and when the target account selects the target emotion analysis object, displaying a distance feedback result according to the distance between the virtual character controlled by the target account and the target virtual character, where the target feedback result includes the distance feedback result.

[0012] Optionally, when the target account selects the target emotion analysis object, the device is configured to display a distance feedback result according to the distance between the virtual character controlled by the target account and the target virtual character, including: displaying a first positive distance feedback result when the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to a first distance threshold and the target feedback result indicates that the target account's analysis is correct; displaying a second positive distance feedback result when the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to a second distance threshold and the target feedback result indicates that the target account's analysis is correct, where the second distance threshold is different from the first distance threshold, and the second positive distance feedback result is different from the first positive distance feedback result; displaying a first negative distance feedback result when the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to a third distance threshold and the target feedback result indicates that the target account's analysis is incorrect; displaying a second negative distance feedback result when the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to a fourth distance threshold and the target feedback result indicates that the target account's analysis is incorrect, where the third distance threshold is different from the fourth distance threshold, and the second negative distance feedback result is different from the first negative distance feedback result.

[0013] Optionally, the device is configured to display a target feedback result when interaction is allowed between the target account and the target virtual character and the target account has selected the target emotion analysis object, in the following manner: when the target virtual character allows to be selected and used, display a first character identifier of the target virtual character, where the first character identifier is used to indicate that the target virtual character currently allows to be selected and used by the target account; when the target account has selected the target emotion analysis object and the target feedback result indicates that the target account has not analyzed correctly, switch the display of the first character identifier to a second character identifier, where the second character identifier is used to indicate that the target virtual character is prohibited from being selected and used by the target account.

[0014] Optionally, the device is further configured to: after switching the display of the first character identifier to the second character identifier when the target account has selected the target emotion analysis object and the target feedback result indicates that the target account has not analyzed correctly, display a third virtual session message when the target virtual character is prohibited from being selected and used by the target account, where the third virtual session message is used to indicate that the target virtual character notifies the target account that the target virtual character is prohibited from being used; in response to the target account sending a fourth virtual session message to the target virtual character, switch the display of the second character identifier to a third character identifier, where the third character identifier is used to indicate that the target virtual character currently allows to be selected and used by the target account, and an attribute parameter of the target virtual character is lower than an initial value, and the initial value corresponds to the first character identifier.

[0015] Optionally, the device is configured to display a target feedback result when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object in the following manner: when the target account controls the target virtual character, display a first skill identifier of the target virtual character, where the first skill identifier is used to indicate that the target virtual character is currently allowed to release a first virtual skill; when the target account selects the target emotion analysis object and the target feedback result indicates that the target account's analysis is correct, switch the display of the first skill identifier to a second skill identifier, where the second skill identifier is used to indicate that the target virtual character is currently allowed to release a second virtual skill, and the second virtual skill is different from the first virtual skill; when the target account selects the target emotion analysis object and the target feedback result indicates that the target account's analysis is incorrect, switch the display of the first skill identifier to a third skill identifier, where the third skill identifier is used to indicate that the target virtual character is currently allowed to release a third virtual skill, and the third virtual skill is different from both the first virtual skill and the second virtual skill.

[0016] Optionally, the device is further configured to: in response to a first trigger operation on the first skill identifier, control the target virtual character to release the first virtual skill on a first virtual character, where the first virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a first value; in response to a second trigger operation on the second skill identifier, control the target virtual character to release the second virtual skill on the first virtual character, where the second virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a second value, and the first value is different from the second value; in response to a third trigger operation on the third skill identifier, control the target virtual character to release the third virtual skill on the first virtual character, where the third virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a third value, and the third value is different from both the first value and the second value.

[0017] According to another aspect of the embodiments of the present application, there is also provided a computer-readable storage medium storing a computer program, where the computer program is configured to execute the above-described control method for virtual characters when running.

[0018] According to another aspect of the embodiments of the present application, a computer program product or a computer program is provided. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the control method of the virtual character as described above.

[0019] According to another aspect of the embodiments of the present application, an electronic device is further provided, including a memory and a processor. A computer program is stored in the memory, and the processor is configured to execute the control method of the virtual character as described above through the computer program.

[0020] In the embodiments of the present application, the target media information associated with the target virtual character is displayed; in response to the target account performing an emotion analysis operation, a set of emotion analysis objects associated with the target media information is displayed, where the set of emotion analysis objects is set to be selectable by the target account, the set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is the target emotion category, and the target emotion category represents the emotion category obtained by the target account through analyzing the target media information; when the target account and the target virtual character are allowed to interact and the target account selects the target emotion analysis object, a target feedback result is displayed, where the target feedback result is used to represent whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information. By performing an emotion analysis operation, the emotion category of the target virtual character expressed by the target media information is predicted to obtain the target emotion category, and when interacting with the target virtual character, the target feedback result is displayed in combination with the target emotion category, achieving the purpose of quickly predicting the emotion category of the target virtual character, thereby realizing displaying the target feedback result based on the predicted target emotion category, and superimposing the effect generated by the emotion category of the target virtual character on the interaction process with the target virtual character, so as to achieve the technical effect of improving the interaction diversity while ensuring the interaction fluency. Furthermore, the technical problem that the interaction efficiency with the virtual character is low due to the single interaction method with the virtual character is solved.

[0021] On the other hand, when displaying the target feedback result based on the predicted target emotion category, the true emotion category of the target virtual character can be compared with the target emotion category determined by the target account, and the display effect of the target virtual character during the interaction can be determined according to the comparison result. Furthermore, the interaction method with the target virtual character is enriched, a more realistic interaction experience can be provided for the target account, and the association degree between the target account and the target virtual character can be effectively improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] The accompanying drawings described herein are used to provide a further understanding of the present application, and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application, and do not constitute an improper limitation to the present application. In the drawings:

[0023] Figure 1 is a schematic diagram of an application environment of an optional method for controlling a virtual character according to an embodiment of the present application;

[0024] Figure 2 is a schematic flowchart of an optional method for controlling a virtual character according to an embodiment of the present application;

[0025] Figure 3 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present application;

[0026] Figure 4 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0027] Figure 5 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0028] Figure 6 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0029] Figure 7 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0030] Figure 8 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0031] Figure 9 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0032] Figure 10 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0033] Figure 11 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0034] Figure 12 is a schematic flowchart of an optional method for controlling a virtual character according to an embodiment of the present application;

[0035] Figure 13 is a schematic diagram of an optional method for controlling a virtual character according to an embodiment of the present application;

[0036] Figure 14 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0037] Figure 15 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0038] Figure 16 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0039] Figure 17 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0040] Figure 18 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0041] Figure 19 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0042] Figure 20 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application;

[0043] Figure 21 It is a schematic diagram of the structure of an optional device for controlling a virtual character according to an embodiment of the present application;

[0044] Figure 22 It is a schematic diagram of the structure of an optional product for controlling a virtual character according to an embodiment of the present application;

[0045] Figure 23 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. Detailed implementation manners

[0046] In order to enable those skilled in the art to better understand the solution of the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0047] It should be noted that the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of this application are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of this application described here can be implemented in an order other than those illustrated or described here. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0048] The following describes this application in conjunction with embodiments:

[0049] According to one aspect of the embodiments of this application, a method for controlling a virtual character is provided. Optionally, in this embodiment, the above-mentioned method for controlling a virtual character can be applied to, for example, Figure 1 the hardware environment composed of a server 101 and a terminal device 103 as shown. As Figure 1 shown, the server 101 is connected to the terminal device 103 through a network, and can be used to provide services for the terminal device or an application 107 installed on the terminal device. The application can be a video application, an instant messaging application, a browser application, an educational application, a game application, etc. A database 105 can be set on the server or independently of the server, and is used to provide data storage services for the server 101. For example, a game data storage server. The above-mentioned network can include, but is not limited to: a wired network, a wireless network. Among them, the wired network includes: a local area network, a metropolitan area network, and a wide area network. The wireless network includes: Bluetooth, WIFI, and other networks that implement wireless communication. The terminal device 103 can be a terminal configured with an application, and can include, but is not limited to, at least one of the following: a mobile phone (such as an Android mobile phone, an iOS mobile phone, etc.), a laptop computer, a tablet computer, a handheld computer, a MID (Mobile Internet Devices, mobile Internet device), a PAD, a desktop computer, a smart TV, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal, an aircraft, a virtual reality (Virtual Reality, abbreviated as VR) terminal, an augmented reality (Augmented Reality, abbreviated as AR) terminal, a mixed reality (Mixed Reality, abbreviated as MR) terminal and other computer devices. The above-mentioned server can be a single server, or a server cluster composed of multiple servers, or a cloud server.

[0050] In combination with Figure 1As shown in the figure, the above method for controlling a virtual character can be executed by an electronic device, which can be a terminal device or a server. The above method for controlling a virtual character can be implemented separately by the terminal device or the server, or jointly by the terminal device and the server.

[0051] The above is only an example, and no specific limitation is made in this embodiment.

[0052] Optionally, as an alternative implementation, as Figure 2 shown in the figure, the above method for controlling a virtual character includes:

[0053] S202, displaying target media information associated with the target virtual character;

[0054] Optionally, in the embodiments of the present application, the above target media information may include, but is not limited to, media information published in a game application, media information published in a social media application, media information published in a production tool application, media information published in an educational application, media information published in a music and video application, etc. The target media information may include, but is not limited to, being presented in the form of images, videos, audio, etc. The above target virtual character can be understood as a virtual character related to the target media information, that is, the target media information may include, but is not limited to, information related to the target virtual character. Taking a game application as an example, the above target media information may include, but is not limited to, images of game characters and NPCs in the game, videos of game characters and NPCs in the game, audio of game characters and NPCs in the game, etc. The above target virtual characters may include, but are not limited to, game characters, NPCs (Non-Player Characters) in the game, etc. The target media information can be obtained and displayed by the following terminal devices, including but not limited to computers, personal notebooks, smart phones, smart wearable devices, etc.

[0055] Taking the target application as a game application as an example, Figure 3 is a schematic diagram of an alternative method for controlling a virtual character according to an embodiment of the present application. As Figure 3 shown in the figure, the above target media information may be target media information 302 published by the target virtual character, or may be target media information including the target virtual character. For example, media information 304 including the target virtual character published by virtual character A in a game application, etc.

[0056] Optionally, in the embodiments of the present application, the above-mentioned target media information may include, but is not limited to, a plurality of target virtual characters. The target media information can be obtained in the following ways. Taking the target media information as an image as an example, an image acquisition device can be used to collect images in real time and upload them to an image storage device. Alternatively, an image acquisition device can be used to collect a video, and an initial image can be obtained by intercepting video frames, and the initial image can be uploaded to the image storage device. Or, an image acquisition device can be used to collect a video, and the video can be uploaded to the image storage device, and the image storage device can intercept video frames to obtain an initial image. Among them, the image acquisition device may include, but is not limited to, a smart phone, a computer, a notebook, a smart wearable device, a camera, etc., and the image storage device may include, but is not limited to, a server, a computer, a laptop computer, a smart phone, a tablet computer, a digital camera, a scanner, a printer, etc.

[0057] Among them, the server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, and the present application does not make any restrictions here.

[0058] Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or a local area network to achieve data computing, storage, processing, and sharing. Cloud technology is the general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, be used on demand, and be flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the highly developed and applied Internet industry, in the future, each item may have its own identification mark and needs to be transmitted to the background system for logical processing. Data at different levels will be processed separately, and various industry data requires a powerful system backup support, which can only be achieved through cloud computing.

[0059] S204. In response to the target account performing an emotion analysis operation, a set of emotion analysis objects associated with the target media information is displayed, where the set of emotion analysis objects is set to be selectable by the target account, and the selection of the target emotion analysis object in the set of emotion analysis objects indicates that the target account believes that the emotion category of the target virtual character expressed by the target media information is the target emotion category;

[0060] Exemplarily, the target account obtains the above-mentioned target media information on the display interface. Figure 4 It is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application. The interface display is as Figure 4 shown, including that the target media information 402 is an image including the target virtual character 404, and the virtual control 406. The target account may include, but is not limited to, clicking on the virtual control 406 on the display interface. The virtual control may include, but is not limited to, a virtual button, etc., indicating that the target account requests an analysis of the emotional state of the virtual character in the current image.

[0061] Further, the target media information may include, but is not limited to, multiple virtual characters. After the target account clicks the virtual control, a selection pop-up window for the target virtual character may also be displayed on the display interface of the terminal device used by the target account. The selection pop-up window may include, but is not limited to, allowing the target account to select the target virtual character that needs to perform emotion analysis in the current target media information. For example, Figure 5 It is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application. As Figure 5 shown, in the target media information, there are virtual character A and virtual character B. After the target account clicks the virtual control "psychological analysis", a pop-up window appears. The content displayed in the pop-up window includes virtual controls 502, 504, and 506, which are respectively "perform psychological analysis on virtual character A", "perform psychological analysis on virtual character B", and "perform psychological analysis on virtual character A and virtual character B". The target account makes a selection to determine the target virtual character for which the emotional state analysis is to be performed. Suppose the target account selects the virtual control 504, which means that the target virtual character for which the emotional state analysis is to be performed is virtual character B.

[0062] Optionally, in the embodiments of the present application, the above-mentioned emotion analysis operation may be understood as that the above-mentioned target account requests to analyze the emotional state of the target virtual character, which may include, but is not limited to, directly implementing it on the target virtual character by means of single-clicking, double-clicking, etc. For example, when clicking on the target virtual character in the display interface, a pop-up window appears, and the above-mentioned set of emotion analysis objects is included in the pop-up window; or, interacting with the target media information, indicating through the target media information that it is necessary to analyze the emotional state of the target virtual character, and the target account clicks on a virtual control on the display interface, which may include, but is not limited to, a virtual button, etc., indicating that the target account requests to analyze the emotional state of the virtual character in the current image. Figure 6 It is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application, as Figure 6 shown, there is a target virtual character in the target media information. After the target account performs the emotion analysis operation, the above-mentioned set of emotion analysis objects is displayed on the display interface of the terminal device used by the target account. The set of emotion analysis objects may include, but is not limited to, multiple emotion analysis objects, and each emotion analysis object represents an emotion category, which may include, but is not limited to, sadness, happiness, anger, boredom, etc. Each emotion analysis object can represent the emotional state of the target virtual character, which may include, but is not limited to, displaying a pop-up window on the current display interface, displaying a set of emotion analysis objects in the pop-up window, jumping from the current display interface to a new display interface, and displaying the psychological emotion options of the virtual character in the new display interface, as Figure 6 shown, the emotion analysis objects 602 and 604 are respectively "You seem to be having a great time playing this" and "I always feel there is sadness behind you". Different emotion analysis objects correspond to different emotional states of the target virtual character; or, interacting with the target virtual character in the target media information, indicating that it is necessary to analyze the emotional state of the target virtual character. For example, the target media information is an image including the target virtual character, and by clicking on the area of the image that includes the target virtual character, this emotion analysis operation is executed.

[0063] It should be noted that the real emotion of the target virtual character can be set flexibly, that is to say, the emotion analysis objects corresponding to the target virtual character can be pre-configured, and the emotion analysis objects of different target virtual objects can be different, which may include, but is not limited to, happiness, anger, sadness, boredom, etc. Moreover, the content of the emotion analysis object may include, but is not limited to, descriptive words, sentences containing emotion descriptive words. For example, the option content is "happy", or the option content is "I always feel there is sadness behind you", etc. For example, the real emotion of the target virtual character is set in advance through an emotion generation model, and the emotion generation model may include, but is not limited to, a generative adversarial network, etc., to generate a preset emotional state for the target virtual character. Figure 7Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 7 shown, it includes a target virtual character, and three emotion analysis objects are preset for the target virtual character, namely emotion analysis object 702 "happy", emotion analysis object 704 "calm", emotion analysis object 706 "sad", and emotion analysis object 708 "angry".

[0064] For another example, the real emotion of the target virtual character can also be pre-configured by the target account. For example, the target account directly configures the real emotion for the target virtual character by inputting text, adding descriptions, etc. When selecting the emotion category of the target virtual character currently, select the same emotion analysis object and compare it with the emotion category pre-configured by the target account. Or, the target account uploads the emotion description words of the target virtual character to the emotion generation model by inputting text, adding descriptions, etc., and the emotion generation model generates the emotion category of the target virtual character according to the emotion description words of the target virtual character.

[0065] In an exemplary embodiment, Figure 8 Schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 8 shown, the target account selects an emotion analysis object 802 "You're having a great time playing this", which means that the above-mentioned target emotion category is happy. Furthermore, in the display interface 804, the target media information can be automatically commented on 806 according to the target emotion category, and the comment content is "I feel you're very happy", as Figure 8 shown, after the target account selects one of the emotion analysis objects, and the emotion analysis object is "You're having a great time playing this", the comment content corresponding to the selected emotion analysis object can be automatically displayed, and the comment content can be displayed at any position on the display interface. The present application does not limit this, as Figure 8 shown, below the display interface 804, a comment content "I feel you're very happy" appears.

[0066] S206, when the target account and the target virtual character are allowed to interact and the target account selects the target emotion analysis object, display the target feedback result, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information.

[0067] Optionally, in the embodiment of the present application, the above-mentioned target feedback result can be understood as the comparison result between the real emotion category of the above-mentioned target virtual character and the above-mentioned target emotion category, which can include but is not limited to that the real emotion category of the target virtual character is the same as the target emotion category, the real emotion category of the target virtual character is different from the target emotion category, etc.

[0068] Specifically, Figure 9 is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application. As Figure 9 shown, if the true emotion category of the target virtual character is the same as the target emotion category at this time. For example, the true emotion category 902 of the virtual character is "happy", and the emotion analysis object 904 selected by the target account indicates that the target emotion category is "happy", then the target media information can be automatically commented on, and the comment content 906 is "I feel you are very happy". At this time, the emotion category of the virtual character guessed by the target account is the same as the true emotion category of the virtual character, and the target virtual character can give positive feedback. For example, the virtual character automatically replies to the comment of the target account, and the reply content is "I'm really happy".

[0069] In an exemplary embodiment, the control method for a virtual character proposed in the present application can be applied to an application scenario of setting a game mechanism of a game application. Figure 10 is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application. As Figure 10 shown, it may include but is not limited to:

[0070] S1002, the target account enters the game and obtains the target media information. The target account performs an emotion analysis operation on the terminal display interface to indicate that it wants to perform a psychological analysis on the target virtual character in the target media information, and uploads the account data of the target account and the target media information data to the game server. Among them, the account data of the target account may include but is not limited to the account id, account gender, account age, etc., and the target media information data may include but is not limited to the target media information id, target media information description, target media information resolution, etc.;

[0071] S1004, the game server sends a group of emotion analysis objects corresponding to the target virtual character to the target account;

[0072] S1006, the target account selects an emotion analysis object and uploads the selection result of the target account to the game server. The game server determines whether the selection result of the target account is consistent with the true emotion of the target virtual character, and sends the feedback information of the target virtual character according to the judgment result;

[0073] S1008, based on the feedback information, display the emotion state of the target virtual character, and the target virtual character interacts with the target account according to the feedback information.

[0074] Among them, the interaction between the target account and the target virtual character includes but is not limited to daily interactions, such as performing fixed tasks in the game, etc. Taking the target account greeting the target virtual character as an example. Figure 11It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 11 shown, it may include but is not limited to:

[0075] S1102, The target account requests to greet the target virtual character, and uploads the account data of the target account and the target virtual character data to the game server. Among them, the account data of the target account may include but is not limited to the account ID, the common game character data of the target account, the historical game match data of the target account, etc., and the target virtual character data may include but is not limited to the target virtual character ID, the function description of the target virtual character, etc.;

[0076] S1104, The game server queries the current emotional state of the target virtual character according to the received account data of the target account and the target virtual character data, which may include but is not limited to querying the account record form in the game database, determining multiple target virtual characters corresponding to the account ID of the target account, and then determining the emotional state of the target virtual character according to the target virtual character ID;

[0077] S1106, If the game server obtains through query that the target virtual character has no emotional state at this time and is in a normal state, it issues the query result and displays it on the terminal device used by the target account. For example, the default reply text for the target virtual character to greet in the normal state is preset as "Hello";

[0078] S1108, If the game server obtains through query that the target virtual character has a negative emotion at this time, it issues the corresponding query result and displays it on the terminal device used by the target account. For example, the default reply text for the target virtual character to greet in the negative emotion state is preset as "Don't bother me";

[0079] S1110, If the game server obtains through query that the target virtual character has a positive emotion at this time, it issues the corresponding query result and displays it on the terminal device used by the target account. For example, the default reply text for the target virtual character to greet in the positive emotion state is preset as "I'm very happy now".

[0080] Furthermore, when the target virtual character has an emotion, it may include but is not limited to affecting the original performance of the target virtual character in some virtual scenarios. For example, taking the target virtual character having a negative emotion as an example, in the game application, the target account needs to select some target virtual characters from multiple target virtual characters to participate in the battle. Here, the target virtual character is the game hero owned by the target account, Figure 12 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 12 shown, it may include but is not limited to:

[0081] S1202, The target account enters the target virtual character selection interface. At this time, the account data of the target account is uploaded to the game server. The account data of the target account may include, but is not limited to, the account ID, the commonly used game character data of the target account, the historical game battle data of the target account, etc.;

[0082] S1204, The game server determines the virtual characters owned by the target account based on the account data of the target account and issues the emotional states of each target virtual character;

[0083] S1206, The target account receives the emotional states of each virtual character from the display interface, selects the target virtual character from multiple virtual characters, and uploads the relevant information of the target virtual character selected by the target account to the game server. The game server makes a judgment based on the received relevant information of the target virtual character selected by the target account;

[0084] S1208, If the target virtual character does not have negative emotions, the judgment result can be issued, indicating that the target virtual character does not have negative emotions. For example, an un-locked identification of the target virtual character appears on the display interface, and it can participate in the battle normally;

[0085] S1210, If the target virtual character has negative emotions, the judgment result can be issued, indicating that the target virtual character has negative emotions. For example, an identification of the negative emotional state of the target virtual character and an identification that the target virtual character is locked appear on the display interface, and the default prompt text "Leave me alone" appears, and it cannot participate in the battle normally. Or, when the target virtual character has negative emotions, it can still participate in the battle. At this time, an identification of the negative emotional state of the target virtual character and an identification that the target virtual character is not locked can appear on the display interface.

[0086] Similarly, taking a game application as an example, in a battle, the emotion of the target virtual character can affect the battle effect of the target virtual character, and the battle effects of the target virtual characters in different emotional states can be different. For example, the target virtual character in a negative emotion causes increased damage and faster movement speed in the battle, etc., Figure 13 It is a schematic diagram of another optional control method for virtual characters according to an embodiment of the present application. As Figure 13 shown, it may include, but is not limited to:

[0087] S1302, The target account enters the game battle. The account data of the target account and the target virtual character data are uploaded to the game server. The account data of the target account may include, but is not limited to, the account ID, the account gender, the account age, etc. The target virtual character may include, but is not limited to, the target virtual character ID, the skill description of the target virtual character, etc.;

[0088] S1304, the game server issues the corresponding target virtual character's emotional state and the impact of the current target virtual character's emotional state on the target virtual character according to the account data of the target account and the target virtual character data received. For example, it increases the damage value of the skills released by the target virtual character, extends the survival time of the target virtual character, etc., and displays the current emotional state of the target virtual character on the display interface. For example, it displays an identifier of the emotional state of a target virtual character on the display interface. At this time, each account in the battle can see the current emotional state of the target virtual character, or only the target account and other accounts in the team where the target account is located can see the current emotional state of the target virtual character;

[0089] S1306, the target account uses the target virtual character to fight and uploads the data generated during the battle to the game server, which can include but is not limited to, how many times the target virtual character has released skills, the health value of the target virtual character, etc.;

[0090] S1308, the game server will superimpose the impact of the target virtual character's emotional state on the target virtual character according to the current emotional state of the target virtual character. For example, it increases the damage of the skills released by the target virtual character. During the battle, when the target virtual character releases a skill once, the damage is 10. At this time, because the target virtual character is in a negative emotion, the damage will be doubled, that is, when the target virtual character releases a skill once, the damage becomes 20.

[0091] In summary, using the control method of the target virtual character proposed in this application in the game to improve the game mechanism, enhances the immersion and interactive experience of the game, and provides a better game experience for game players. Therefore, while players can have more diverse interactions with virtual characters in the game, it ensures the smooth display of virtual characters, enabling players to be more involved and engaged in the game. Players are more likely to have emotional resonance and emotional experiences in their interactions with virtual characters. Further, it enables players to feel a more real and vivid virtual world in the game, allowing players to obtain a smoother game experience and not being affected by frame freezes or delays that would disrupt the game.

[0092] On the other hand, for the game itself, it can increase the time that game players stay in the game to improve the stickiness between the game and players, thereby achieving the purpose of increasing the game retention rate and maximizing the game's revenue.

[0093] In yet another exemplary embodiment, the control method of the virtual character proposed in this application can be applied to application scenarios of smart homes, such as Figure 10 shown, and can include but is not limited to:

[0094] S1. The target account enters the management interface of the smart home, obtains the target media information. The target account indicates through performing an emotion analysis operation on the terminal display interface that it wants to conduct a psychological analysis on the smart home robot in the target media information, and uploads the account data of the target account and the target media information data to the smart home server. Among them, the account data of the target account may include, but is not limited to, the account ID, account gender, account age, etc., and the target media information data may include, but is not limited to, the target media information ID, target media information description, target media information resolution, etc.;

[0095] S2. The smart home server sends a set of emotion analysis objects corresponding to the smart home robot to the target account;

[0096] S3. The target account selects an emotion analysis object and uploads the selection result of the target account to the smart home server. The smart home server determines whether the selection result of the target account is consistent with the real emotion of the smart home robot, and issues the feedback information of the smart home robot according to the judgment result;

[0097] S4. Based on the feedback information, the emotion state of the smart home robot is displayed, and the smart home robot interacts with the target account according to the feedback information.

[0098] In summary, by flexibly setting the emotion state for the smart home robot, the smart home robot can be made to have more humanized characteristics in terms of emotion. By setting the emotion state for the smart home robot, the smart home robot shows different emotions, such as happiness, frustration, anxiety, etc. Thus, the intelligence and humanization of communicating and interacting with the target account are improved, making the smart home robot closer to the human emotional experience. It is easier for the target account to establish an emotional connection with the smart home robot. Further, the usage experience of the target account and the quality of emotional interaction are enhanced. At the same time, flexibly setting the emotion state can also enable the smart home robot to better adapt to the needs and preferences of different people, further improving the personalized customization ability of the smart home robot and user satisfaction.

[0099] Through the embodiments of the present application, it is adopted to display target media information associated with a target virtual character; in response to the target account performing an emotion analysis operation, a set of emotion analysis objects associated with the target media information is displayed, wherein the set of emotion analysis objects is set to be allowed to be selected by the target account, the set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is the target emotion category, and the target emotion category represents the emotion category obtained by the target account through the analysis of the target media information; in the case where the target account and the target virtual character are allowed to interact and the target account selects the target emotion analysis object, a target feedback result is displayed, wherein the target feedback result is used to represent the way whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information. By performing the emotion analysis operation, the emotion category of the target virtual character expressed by the target media information is predicted to obtain the target emotion category, and when interacting with the target virtual character, the target feedback result is displayed in combination with the target emotion category, achieving the purpose of quickly predicting the emotion category of the target virtual character, thereby realizing the display of the target feedback result based on the predicted target emotion category, and superimposing the effect generated by the emotion category of the target virtual character on the interaction process with the target virtual character, so as to achieve the technical effect of improving the interaction diversity while ensuring the interaction fluency. Furthermore, the technical problem of low interaction efficiency with the virtual character due to the single interaction method with the virtual character is solved.

[0100] On the other hand, when displaying the target feedback result based on the predicted target emotion category, the display effect of the target virtual character during the interaction process can be determined by comparing the true emotion category of the target virtual character with the target emotion category determined by the target account. Furthermore, the interaction method with the target virtual character is enriched, a more realistic interaction experience can be provided for the target account, and the association degree between the target account and the target virtual character is effectively improved.

[0101] As an optional solution, when the target account and the target virtual character are allowed to interact and the target account selects the target emotion analysis object, displaying the target feedback result includes at least one of the following: when the target emotion category is the true emotion category, displaying a positive feedback result, wherein the target feedback result includes the positive feedback result; when the target emotion category is not the true emotion category, displaying a negative feedback result, wherein the target feedback result includes the negative feedback result.

[0102] Optionally, in the embodiments of the present application, the positive feedback result may include but is not limited to further improving the association degree between the target account and the target virtual character. Taking a game application as an example,Figure 14 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 14 shown, the target virtual character 1402 can be a game character owned by the target account. Assuming that the target feedback result is a positive feedback result, at this time, the intimacy 1404 between the target account and the target virtual character will be increased. Furthermore, in the game battle, the target account can use the target virtual character 1402 more smoothly to fight, or the combat power of the target virtual character 1402 is increased, etc., positive game effects.

[0103] Similarly, the above negative feedback result can include, but is not limited to, reducing the association degree between the target account and the target virtual character. Taking the game application as an example, Figure 15 It is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 15 shown, the target virtual character 1502 can be a game character owned by the target account. Assuming that the target feedback result is a negative feedback result, at this time, the intimacy between the target account and the target virtual character is reduced, and the target virtual character can initiate a dialogue 1504 "Don't bother me" to the target account, indicating that the association degree between the target virtual character and the target account is reduced. For example, in the game battle, the target account cannot use the target virtual character 1502 to fight, etc., negative game effects.

[0104] As an optional solution, when the interaction between the target account and the target virtual character is allowed, and the target account selects the target emotion analysis object, displaying the target feedback result includes at least one of the following: when the target emotion category is a positive emotion category and the target emotion category is the true emotion category, displaying a positive and positive feedback result, where the positive feedback result includes the positive and positive feedback result; when the target emotion category is a negative emotion category and the target emotion category is the true emotion category, displaying a positive and negative feedback result, where the positive feedback result includes the positive and negative feedback result; when the target emotion category is the positive emotion category and the target emotion category is not the true emotion category, displaying a negative and positive feedback result, where the negative feedback result includes the negative and positive feedback result; when the target emotion category is the negative emotion category and the target emotion category is not the true emotion category, displaying a negative and negative feedback result, where the negative feedback result includes the negative and negative feedback result.

[0105] Optionally, in the embodiments of the present application, the above-mentioned positive emotion categories can be understood as the positive and pleasant emotional states presented by the target virtual character, which may include, but are not limited to, emotions such as happiness, joy, excitement, and satisfaction. The above-mentioned negative emotion categories can be understood as the negative and sad emotional states presented by the target virtual character, which may include, but are not limited to, emotions such as anger, anxiety, depression, and fear.

[0106] In an exemplary embodiment, as Figure 14 shown, the target account determines a target emotion analysis object from a group of emotion analysis objects. This target emotion analysis object indicates that the target account believes the target emotion category is happiness, that is, the target emotion category is a positive emotion category, and the true emotion category of the target virtual character 1402 is happiness. At this time, the target emotion category is the same as the true emotion category, and a positive feedback result will be displayed. As Figure 14 shown, the intimacy 1404 between the target account and the target virtual character will be improved.

[0107] In another exemplary embodiment, taking a game application as an example, Figure 16 is a schematic diagram of another optional control method for a virtual character according to the embodiments of the present application. As Figure 16 shown, the target account determines a target emotion analysis object from a group of emotion analysis objects. This target emotion analysis object indicates that the target account believes the target emotion category is anger, that is, the target emotion category is a negative emotion category, and the true emotion category of the target virtual character 1602 is anger. At this time, the target emotion category is the same as the true emotion category, and a positive negative feedback result will be displayed, that is, the intimacy 1604 between the target account and the target virtual character will be improved. At this time, even if the emotion category of the target virtual character 1602 can still be anger, or the anger emotion of the target virtual character 1602 is reduced, the target account can use the target virtual character to participate in battles in the game. The positive negative feedback result may include, but is not limited to, an increase in the intimacy between the target account and the target virtual character.

[0108] Similarly, as Figure 15As shown, the target account determines a target emotion analysis object from a group of emotion analysis objects. This target emotion analysis object indicates that the target account believes the target emotion category is happy. That is, the target emotion category is a positive emotion category, and the true emotion category of the target virtual character 1502 is sad. At this time, the target emotion category is different from the true emotion category, and a negative positive feedback result will be displayed. The angry emotion of the target virtual character 1602 can become more angry, and the target virtual character can initiate a dialogue 1504 "Leave me alone" to the target account, indicating a decrease in the association degree between the target virtual character and the target account. For example, in a game battle, the target account cannot use the target virtual character 1502 for battle and other negative game effects.

[0109] In another exemplary embodiment, taking a game application as an example, Figure 17 is a schematic diagram of another optional control method for a virtual character according to an embodiment of the present application. As Figure 17 shown, the target account determines a target emotion analysis object from a group of emotion analysis objects. This target emotion analysis object indicates that the target account believes the target emotion category is angry. That is, the target emotion category is a negative emotion category, and the true emotion category of the target virtual character 1702 is happy. At this time, the target emotion category is different from the true emotion category, and a negative negative feedback result will be displayed. The true emotion of the target virtual character changes from happy to normal, and it can initiate a dialogue 1704 "Leave me alone" to the target account, indicating a decrease in the association degree between the target virtual character and the target account. For example, in a game battle, the target account cannot use the target virtual character 1702 for battle and other negative game effects.

[0110] It should be noted that the above positive feedback results may include but are not limited to the above positive negative feedback results and the above positive negative feedback results, both of which can cause positive feedback; the above negative feedback results may include but are not limited to the above negative negative feedback results and the above negative negative feedback results, both of which can cause negative feedback.

[0111] Through the embodiment of the present application, it is judged whether the true emotion category of the target virtual object is the same as the target emotion category selected by the target account, and a negative feedback result or a positive feedback result is determined according to the judgment result. Moreover, the judgment is performed separately for different target emotion categories, achieving the purpose of expanding multiple target emotion categories. Furthermore, the analysis and judgment are performed on multiple target emotion categories and true emotion categories to generate a positive feedback result or a negative feedback result, so that the target virtual object makes an interactive reaction based on the feedback result, thereby improving the authenticity of the target virtual object and enriching the interaction experience between the target account and the target virtual object.

[0112] As an alternative solution, when interaction is allowed between the above-mentioned target account and the above-mentioned target virtual character, and the above-mentioned target account selects the above-mentioned target emotion analysis object, the display of the target feedback result includes at least one of the following: when the above-mentioned target account selects the above-mentioned target emotion analysis object and the above-mentioned target virtual character allows the sending of a virtual action, controlling the above-mentioned target virtual character to execute a target virtual action, where the above-mentioned target feedback result includes the above-mentioned target virtual action; when the above-mentioned target account selects the above-mentioned target emotion analysis object and the above-mentioned target virtual character allows the sending of a virtual expression, controlling the above-mentioned target virtual character to send a target virtual expression, where the above-mentioned target feedback result includes the above-mentioned target virtual expression; when the above-mentioned target account selects the above-mentioned target emotion analysis object and the above-mentioned target virtual character allows the sending of a virtual conversation message, controlling the above-mentioned target virtual character to send a target virtual conversation message, where the above-mentioned target feedback result includes the above-mentioned target virtual conversation message.

[0113] In an exemplary embodiment, Figure 18 is a schematic diagram of another alternative method for controlling a virtual character according to an embodiment of the present application, as Figure 18 shown, the target account selects the above-mentioned target emotion analysis object. At this time, the target emotion analysis object indicates that the emotion category of the target virtual object at this time is happy, while the real emotion category of the target virtual object is sad. At this time, assuming that the target virtual object can execute the target virtual action 1802 to interact with the target account, this target virtual action can represent the wrong emotion category.

[0114] Similarly, the target account selects the above-mentioned target emotion analysis object. At this time, the target emotion analysis object indicates that the emotion category of the target virtual object at this time is happy, while the real emotion category of the target virtual object is sad. At this time, assuming that the target virtual object can send the virtual expression 1804 to interact with the target account, this virtual expression can represent the wrong emotion category. The virtual expression can be preset. For another example, the target virtual object can also send the target virtual conversation message 1806 to interact with the target account, and this virtual expression can represent the wrong emotion category. Among them, the target virtual conversation message can include, but is not limited to, forms of content such as text, audio, video, and images.

[0115] Further, the target feedback result may include, but is not limited to, target virtual actions, target virtual expressions, and target virtual conversation messages. The above target virtual actions, target virtual expressions, and target virtual conversation messages may appear in a combined form. Moreover, virtual actions, virtual expressions, and target virtual conversation messages can be classified into levels. The emotional intensity of the target virtual object represented by high-level virtual actions, virtual expressions, and target virtual conversation messages is greater than that of the target virtual object represented by low-level virtual actions, virtual expressions, and target virtual conversation messages, and the emotional intensity of the target virtual object can be reflected according to the displayed content. For example, the emotional intensity of the target virtual object when the target virtual object performs a virtual action and displays a virtual expression is greater than that of the target virtual object when the target virtual object only performs a virtual action.

[0116] Through the embodiments of the present application, after the target account selects the target emotion analysis object, the target virtual actions, target virtual expressions, and target virtual conversation messages to be performed by the target virtual object are determined according to the target emotion category, so as to achieve timely interaction and feedback between the target virtual object and the target account. Furthermore, the purpose of quickly obtaining the emotion category of the target virtual object by the target account is achieved, thereby ensuring effective interaction between the target account and the target virtual object.

[0117] As an alternative solution, when the target account selects the target emotion analysis object and the target virtual character allows sending virtual conversation messages, controlling the target virtual character to send target virtual conversation messages includes at least one of the following: when the target account selects the target emotion analysis object, controlling the target account to send an initial virtual conversation message to the target virtual character, where the initial virtual conversation message is used to inform the target virtual character that the target account analyzes the emotion category of the target virtual character as the target emotion category; when the target emotion category is the true emotion category, displaying a first virtual conversation message, where the target virtual conversation message includes the first virtual conversation message, and the first virtual conversation message is used to indicate that the target account's analysis is correct to reply to the initial virtual conversation message; when the target emotion category is not the true emotion category, displaying a second virtual conversation message, where the target virtual conversation message includes the second virtual conversation message, and the second virtual conversation message is used to indicate that the target account's analysis is incorrect to reply to the initial virtual conversation message.

[0118] It should be noted that the above initial virtual conversation message can be implemented in the following ways, including but not limited to pre-set fixed conversation messages. For example, when both the target emotion category and the true emotion category are "happy", the initial virtual conversation message is defaulted to "I feel you are very happy", or, in the way of artificial intelligence, when the target emotion category and the true emotion category are the same, keywords are automatically recognized to generate random text. For example, when both the target emotion category and the true emotion category are "happy", the initial virtual conversation message is "So you are very happy", or, for another example, the target account can manually input the target emotion category, and then in the way of artificial intelligence, when the target emotion category and the true emotion category are the same, keywords are automatically recognized to generate random text. For example, the target account manually inputs "happy", and at this time, the initial virtual conversation message is "Are you very happy?".

[0119] Furthermore, as Figure 9 shown, the above initial virtual conversation message is "I feel you are very happy", and the above first virtual conversation message is the comment content 906 "I am really happy" in the figure. At this time, the official emotion category of the target virtual object is also happy. Therefore, the above target account analysis is correct, and the above target virtual conversation message includes the above first virtual conversation message. Similarly, as Figure 15 shown, the above initial virtual conversation message is "I feel you are very happy", and the above second virtual conversation message is the comment content 1506 "No, I am really sad" in the figure. At this time, the official emotion category of the target virtual object is happy. Therefore, the above target account analysis is incorrect, and the above target virtual conversation message includes the above second virtual conversation message.

[0120] As an optional solution, when interaction is allowed between the above target account and the above target virtual role, and the above target account selects the above target emotion analysis object, the target feedback result is displayed, including at least one of the following: when the distance between the virtual role controlled by the above target account and the above target virtual role meets the preset distance condition, the above target virtual role is displayed; when the above target account selects the above target emotion analysis object, a distance feedback result is displayed according to the distance between the virtual role controlled by the above target account and the above target virtual role, where the above target feedback result includes the above distance feedback result.

[0121] Optionally, in the embodiments of the present application, taking a game application as an example, the target account has multiple virtual characters as described above. When the target account controls a virtual character and can see the target virtual character from the perspective of this virtual character, the target virtual character is displayed on the current interface. That is to say, the above preset distance condition may include, but is not limited to, that the distance between the virtual character controlled by the target account and the target virtual character reaches a preset distance value, and the target virtual character can be seen from the perspective of this virtual character.

[0122] Exemplarily, the virtual character controlled by the target account can see the above distance feedback result corresponding to the target virtual character. This distance feedback result can be understood as displaying the above target virtual expression, or the target virtual character performing a target virtual action, the target virtual character initiating a target virtual dialogue message, etc. Moreover, the distance feedback result may be related to the perspective controlled by the target account.

[0123] As an optional solution, when the target account selects the above target emotion analysis object, displaying a distance feedback result according to the distance between the virtual character controlled by the target account and the above target virtual character includes: when the distance between the virtual character controlled by the target account and the above target virtual character is greater than or equal to a first distance threshold and the above target emotion category is the above real emotion category, displaying a first positive distance feedback result; when the distance between the virtual character controlled by the target account and the above target virtual character is greater than or equal to a second distance threshold and the above target emotion category is the above real emotion category, displaying a second positive distance feedback result, where the second distance threshold is different from the first distance threshold, and the second positive distance feedback result is different from the first positive distance feedback result; when the distance between the virtual character controlled by the target account and the above target virtual character is greater than or equal to a third distance threshold and the above target emotion category is not the above real emotion category, displaying a first negative distance feedback result; when the distance between the virtual character controlled by the target account and the above target virtual character is greater than or equal to a fourth distance threshold and the above target emotion category is not the above real emotion category, displaying a second negative distance feedback result, where the third distance threshold is different from the fourth distance threshold, and the second negative distance feedback result is different from the first negative distance feedback result.

[0124] Optionally, in the embodiments of the present application, the above first distance threshold can be flexibly set. Taking a game application as an example, assume that the target virtual character is an NPC in the game. At this time, since the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the first distance threshold, and the true emotion category of the target virtual character is happy, and the target emotion category corresponding to the target virtual character selected by the target account is also happy. At this time, the favorability between the target account and the target virtual character increases, and the first positive distance feedback result will be displayed. For example, the target virtual character provides virtual equipment, etc. for the virtual character controlled by the target account.

[0125] For another example, the above second distance threshold can be flexibly set. Taking a game application as an example, assume that the target virtual character is an NPC in the game. At this time, since the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the second distance threshold, and the true emotion category of the target virtual character is happy, and the target emotion category corresponding to the target virtual character selected by the target account is also happy. At this time, the favorability between the target account and the target virtual character increases, and the second positive distance feedback result will be displayed. For example, the target virtual character takes the initiative to greet the virtual character controlled by the target account, etc.

[0126] It should be noted that the first distance threshold and the second distance threshold can be different. Thus, the first positive distance feedback result and the second positive distance feedback result can also be different. And, assuming that the first distance threshold is less than the second distance threshold, then the emotional intensity of the target virtual object indicated by the first positive distance feedback result can be greater than the emotional intensity of the target virtual object indicated by the second positive distance feedback result.

[0127] Similarly, the above third distance threshold can be flexibly set. Taking a game application as an example, assume that the target virtual character is an NPC in the game. At this time, since the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the third distance threshold, and the target emotion category corresponding to the target virtual character selected by the target account is different from the true emotion category. At this time, the favorability between the target account and the target virtual character decreases, and the first negative distance feedback result will be displayed. For example, the target virtual character shows an angry virtual expression, etc.

[0128] For another example, the above fourth distance threshold can be flexibly set. Taking a game application as an example, assume that the target virtual character is an NPC in the game. At this time, since the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the fourth distance threshold, and the target emotion category corresponding to the target virtual character selected by the target account is different from the real emotion category, the favorability between the target account and the target virtual character will decrease, and the second negative distance feedback result will be displayed. For example, the target virtual character displays an angry virtual expression and performs angry virtual actions, etc.

[0129] It should be noted that the third distance threshold and the fourth distance threshold can be different. Therefore, the third negative distance feedback result and the fourth negative distance feedback result can also be different. And assume that the third distance threshold is less than the fourth distance threshold. Then, the emotional intensity of the target virtual object indicated by the third negative distance feedback result can be greater than the emotional intensity of the target virtual object indicated by the fourth negative distance feedback result.

[0130] Through the embodiments of the present application, by displaying different positive distance feedback results and negative distance feedback results under different distance thresholds, combining the target emotion category and the real emotion category, when the first preset threshold is met or exceeded, the first positive distance feedback result can be displayed; when the second preset threshold is met or exceeded, the second positive distance feedback result can be displayed; when the third preset threshold is met or exceeded, the third negative distance feedback result can be displayed; when the fourth preset threshold is met or exceeded, the fourth negative distance feedback result can be displayed. Furthermore, the purpose of improving the diversity of the interaction between the target virtual object and the target account is achieved, and the technical effect of improving the authenticity of the target virtual object is realized.

[0131] As an optional solution, when the interaction between the target account and the target virtual character is allowed and the target account selects the target emotion analysis object, displaying the target feedback result includes: when the target virtual character allows to be selected and used, displaying the first character identifier of the target virtual character, where the first character identifier is used to indicate that the target virtual character is currently allowed to be selected and used by the target account; when the target account selects the target emotion analysis object and the target emotion category is not the real emotion category, switching the display of the first character identifier to the second character identifier, where the second character identifier is used to indicate that the target virtual character is prohibited from being selected and used by the target account.

[0132] Exemplarily, Figure 19 is a schematic diagram of another optional virtual character control method according to the embodiments of the present application, as Figure 19As shown in the figure, it includes a target virtual character 1902 and a first character identifier 1904. The first character identifier 1904 indicates that the target virtual character 1902 can be used. Taking a game application as an example, a target account can select the target virtual character 1902 to enter a game battle.

[0133] For another example, Figure 20 is a schematic diagram of another optional method for controlling a virtual character according to an embodiment of the present application. As Figure 20 shown in the figure, it includes a target virtual character and a second character identifier 2002. The second character identifier 2002 indicates that the target virtual character cannot be used. Taking a game application as an example, at this time, the first character identifier changes to the second character identifier 2002. At this time, the target account cannot select the target virtual character to enter a game battle. Assuming that the emotion of the target virtual character is anger, the target virtual character automatically displays the text "Don't bother me". At this time, the target virtual control is displayed in a locked state, that is, the target virtual character is in anger and will not respond to the request interaction of the target account. The target account will not be able to use this target virtual character.

[0134] As an optional solution, after the first character identifier is switched and displayed as the second character identifier when the target account selects the target emotion analysis object and the target emotion category is not the real emotion category, the method further includes: when the target virtual character is prohibited from being selected and used by the target account, displaying a third virtual session message, where the third virtual session message is used to indicate that the target virtual character notifies the target account that the target virtual character is prohibited from being used; in response to the target account sending a fourth virtual session message to the target virtual character, switching and displaying the second character identifier as a third character identifier, where the third character identifier is used to indicate that the target virtual character is currently allowed to be selected and used by the target account, and the attribute parameters of the target virtual character are lower than the initial value, and the initial value corresponds to the first character identifier.

[0135] Exemplarily, through the third virtual session message, the target account can learn that the target virtual object cannot be used. At this time, there is a second character identifier on the display interface. Assuming that the second character identifier is switched to the third character identifier, it means that the target account can use the target virtual object at this time.

[0136] Optionally, in the embodiments of the present application, the above target account can cause the second role identifier to be transformed into a third role identifier by sending a fourth virtual session message to the target virtual object. For example, when the target virtual object is in an angry mood, the fourth virtual session message can effectively reduce the anger mood value of the target virtual object, thereby causing a change in the mood of the target virtual object. Assuming that the automatically displayed text of the virtual role is "Leave me alone" as the above third virtual session message, after the target account sends the fourth virtual session message to the target virtual object, the anger mood value of the target virtual role decreases. At this time, the third role identifier is displayed in an unlocked state, that is, even if the target virtual role is angry, it can still respond to the request interaction of the target account. The target account can select the target virtual role. Since the target virtual role is in an angry mood, an additional attack effect will be generated. For example, the attack power of the target virtual role not in an angry mood is only 15, while the attack power of the target virtual role in an angry mood will become 25.

[0137] It should be noted that the above third virtual session message and fourth virtual session message can be implemented in the following ways, including but not limited to pre-set fixed session messages, or by means of artificial intelligence to automatically generate random session messages, etc.

[0138] Through the embodiments of the present application, the third virtual session message is used to indicate that the mood state of the target virtual object cannot be used by the target account. Further, the target account sends a fourth virtual session message according to the third virtual session message, so that the second role identifier corresponding to the target virtual object is transformed into a third role identifier, thereby enabling the use of the target virtual object, achieving the purpose of quickly obtaining the mood state of the target virtual object, and further realizing taking targeted measures according to the mood state of the target virtual object to achieve the purpose of being able to use the target virtual object.

[0139] As an alternative solution, when interaction is allowed between the above-mentioned target account and the above-mentioned target virtual character, and the above-mentioned target account selects the above-mentioned target emotion analysis object, the target feedback result is displayed, including: when the above-mentioned target account controls the above-mentioned target virtual character, the first skill identifier of the above-mentioned target virtual character is displayed, where the first skill identifier is used to indicate that the above-mentioned target virtual character is currently allowed to release the first virtual skill; when the above-mentioned target account selects the above-mentioned target emotion analysis object and the above-mentioned target emotion category is the above-mentioned true emotion category, the first skill identifier is switched to display the second skill identifier, where the second skill identifier is used to indicate that the above-mentioned target virtual character is currently allowed to release the second virtual skill, and the second virtual skill is different from the first virtual skill; when the above-mentioned target account selects the above-mentioned target emotion analysis object and the above-mentioned target emotion category is not the above-mentioned true emotion category, the first skill identifier is switched to display the third skill identifier, where the third skill identifier is used to indicate that the above-mentioned target virtual character is currently allowed to release the third virtual skill, and the third virtual skill is different from both the first virtual skill and the second virtual skill.

[0140] In an exemplary embodiment, taking a game application as an example, in a game battle, assume that the target account operates the target virtual character to fight. At this time, the identifier of the game skill that the target virtual character can release is the above-mentioned first skill identifier. If the target emotion category is the same as the true emotion category of the target virtual character, at this time, the identifier of the game skill that the target virtual character can release is the above-mentioned second skill identifier. For example, the second skill identifier indicates that the damage value that the target virtual object can cause is 10. At this time, the second skill identifier indicates that the damage value that the target virtual object can cause can be increased. For example, the second skill identifier indicates that the damage value that the target virtual object can cause is 20.

[0141] Furthermore, if the target emotion category is different from the true emotion category of the target virtual character, at this time, the identifier of the game skill that the target virtual character can release is the above-mentioned third skill identifier. For example, the second skill identifier indicates that the damage range that the target virtual object can cause is 10. At this time, the second skill identifier indicates that the damage range that the target virtual object can cause can be reduced. For example, the second skill identifier indicates that the damage range that the target virtual object can cause is 5.

[0142] As an alternative solution, the above method further includes: in response to the execution of a first trigger operation on the above first skill identifier, controlling the above target virtual character to release the above first virtual skill on the first virtual character, wherein the hit of the above first virtual skill on the above first virtual character indicates that the character parameters of the above first virtual character need to change by a first value; in response to the execution of a second trigger operation on the above second skill identifier, controlling the above target virtual character to release the above second virtual skill on the above first virtual character, wherein the hit of the above second virtual skill on the above first virtual character indicates that the character parameters of the above first virtual character need to change by a second value, and the above first value is different from the above second value; in response to the execution of a third trigger operation on the above third skill identifier, controlling the above target virtual character to release the above third virtual skill on the above first virtual character, wherein the hit of the above third virtual skill on the above first virtual character indicates that the character parameters of the above first virtual character need to change by a third value, and the above third value is different from both the above first value and the above second value.

[0143] Taking a game application as an example, the target account uses the target virtual character to enter a game session. The first virtual character also participates in this game session. At this time, the target account controls the target virtual character to release the first virtual skill through a first trigger operation. The first trigger operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed through an input device such as a mouse, keyboard, or stylus. The first virtual skill may be a game skill that the target virtual character can release. When the above first virtual skill hits the above first virtual character, at this time, the above first virtual character is damaged, and the corresponding character parameter first value changes. The character parameter may include, but is not limited to, the virtual health value of the first virtual object, the number of virtual equipment of the virtual health value of the first virtual object, etc. For example, the target account controls the target virtual character to release the first virtual skill through a first trigger operation, and the first virtual skill hits the first virtual character, resulting in a change in the virtual health value of the first virtual character, reducing the virtual health value by 20.

[0144] Furthermore, the target account controls the target virtual character to release a second virtual skill through a second triggering operation. The second triggering operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed through an input device such as a mouse, keyboard, or stylus. The second virtual skill may be a game skill that the target virtual character can release. When the above second virtual skill hits the above first virtual character, at this time, the above first virtual character is damaged, and the corresponding second value of the character parameter changes. For example, the target account controls the target virtual character to release a second virtual skill through a second triggering operation. The second virtual skill hits the first virtual character, causing the virtual health value of the first virtual character to change, decreasing by 30 virtual health points. Similarly, the target account controls the target virtual character to release a third virtual skill through a third triggering operation. The third triggering operation may include, but is not limited to, a touch operation implemented for a touch screen, or a touch operation performed through an input device such as a mouse, keyboard, or stylus. The third virtual skill may be a game skill that the target virtual character can release. When the above third virtual skill hits the above first virtual character, at this time, the above first virtual character is damaged, and the corresponding third value of the character parameter changes. For example, the target account controls the target virtual character to release a third virtual skill through a third triggering operation. The third virtual skill hits the first virtual character, causing the virtual health value of the first virtual character to change, decreasing by 40 virtual health points. That is to say, for the same virtual character, the impacts that the first virtual skill, the second virtual skill, and the third virtual skill can cause may be different. In other words, different emotional categories of the target virtual character may have different impacts on the target virtual character.

[0145] Through the embodiments of the present application, the virtual skills that can be used by the target virtual object corresponding to different emotional categories may be different, including but not limited to the first virtual skill, the second virtual skill, and the third virtual skill. Therefore, during the process of the target account using the target virtual object, there can be more choices to achieve a richer interactive experience.

[0146] Exemplarily, the control method of the virtual character proposed in this application can be applied to games. For example, after a player sees the corresponding target media information sent by a target virtual character in a virtual social platform within the game, if the player has not performed an emotion analysis on the player based on this target media information, then a virtual control such as "Emotion Analysis" can be included below this target media information. The player can interact with this virtual control by clicking, double-clicking, special gesture actions, etc., to achieve the purpose of analyzing the current psychology of the target virtual character (virtual character). For example, after the player clicks on this virtual control, a corresponding set of emotion analysis objects of the target virtual character will be displayed on the display interface of the terminal device used by the player according to the configuration corresponding to the target media information. This emotion analysis object can be flexibly set by the player or pre-configured by the game system. At this time, the player can select the emotion category of the target virtual character according to their own understanding and speculation of the target virtual character.

[0147] Further, after the player completes the selection, the result of the target emotion analysis object selected by the player will be reported to the game background server. At the same time, according to the target emotion analysis object selected by the player, comment content matching the emotion analysis content option will be automatically published below the corresponding target media information. When the player publishes a comment, the target virtual character can, for example, give a corresponding feedback to this comment. For example, if the player's emotion analysis result is correct, a positive feedback will be received from the target virtual character. On the contrary, if the player's emotion analysis result is wrong, a negative feedback will be received from the target virtual character.

[0148] Exemplarily, after the emotional analysis of the target virtual character is completed, the target virtual character will be set to the corresponding emotional state. When the target virtual character is in different emotional states, when the player interacts with the target virtual character in different scenarios, there will be different feedback contents such as actions and languages for the target virtual character. For example, the player can greet the target virtual character in game scenarios such as the game lobby. At this time, the interaction between the target virtual character and the player is related to the emotional state of the target virtual character. When the target virtual character has no emotion itself, the target virtual character will give feedback in the default feedback manner. For example, the default reply statement of the target virtual character is set to "Good morning". If the current emotion of the target virtual character is in a positive state, it can include but is not limited to giving feedback in a positive way. For example, the reply statement of the target virtual character at this time is "I'm so happy to see you. You must be full of energy today.", if the current emotion of the target virtual character is in a negative state, it will give feedback in a negative way. For example, the reply statement of the target virtual character at this time is "Leave me alone"; in addition, the player can also directly see the emotional state of the target virtual character in the display interface for selecting the target virtual character. If the target virtual character is not in a negative emotion, the player can normally select the target virtual character to go into battle. If the target virtual character is in a relatively serious negative emotion, the player cannot select the target virtual character to fight. For example, when clicking on the target virtual character at this time, the target virtual character will pop up the corresponding dialogue feedback, such as "Leave me alone. What did you do earlier?".

[0149] Specifically, when the player selects the target virtual character to fight, the emotion of the target virtual character will also affect the current battle. For example, when the player controls the target virtual character to enter the battle, the current emotion of the target virtual character can include but is not limited to adding a battle buff to the target virtual character, that is, increasing the game effect. For example, the target virtual character in an angry emotional state can cause more damage in battle than in a normal emotional state. However, it should be noted that the emotion of the target virtual character can also include but is not limited to the situation where the player's control instructions fail. For example, the player issues an attack instruction, but the target virtual character is in a sad state and will not perform an attack action.

[0150] It should be noted that when the player clicks the "Emotion Analysis" button, the client can, including but not limited to, upload the player's ID and the ID of the target media information to the server. After receiving the information sent by the player, the server will send the corresponding emotion analysis options to the client. After receiving the emotion analysis options, the client will display the emotion analysis options to the player. The player can select one of the emotion analysis options, and the reply message corresponding to the emotion analysis option selected by the player will be directly displayed on the client. At the same time, the client will upload the player's selection result to the server; when the server receives the player's selection result, it will make a judgment, set the corresponding emotion for the target virtual character, and at the same time, send the result corresponding to the emotion state of the target virtual character to the client. After receiving the result corresponding to the emotion state of the target virtual character, the client will display the message feedback corresponding to the target virtual character on the display interface of the player's terminal device.

[0151] In an exemplary embodiment, when the player has daily contact with the target virtual character, the client can, including but not limited to, upload the player's ID and the ID of the target virtual character in contact to the server; after receiving the information uploaded by the player, the server can retrieve the emotion state corresponding to the target virtual character and send the result corresponding to the emotion state of the target virtual character to the client; if there is no additional emotion for the target virtual character, the client will display the normal feedback after receiving the result corresponding to the emotion state of the target virtual character, and the player can display the normal feedback of the target virtual character on the display interface of the terminal device; if the target virtual character has a negative emotion, after the client receives the result corresponding to the negative emotion state of the target virtual character, the negative feedback of the target virtual character can be displayed on the display interface of the terminal device; if the target virtual character has a positive emotion, after the client receives the result corresponding to the negative emotion state of the target virtual character, the positive feedback of the target virtual character can be displayed on the display interface of the terminal device.

[0152] In another exemplary embodiment, when a player enters the interface for selecting a target virtual character, the client uploads the player's ID to the server. After receiving the information, the server queries the emotional states of the target virtual characters associated with the player and sends down the emotional states of each target virtual character associated with the player to the client. When the client receives the emotional states of each target virtual character, it displays the emotional states of each target virtual character. The player can select a corresponding target virtual character, and the client can upload the information of the target virtual character selected by the player to the server. After receiving the information of the target virtual character selected by the player, the server can, including but not limited to, send down the results corresponding to the emotion of the target virtual character to the player. If the target virtual character has no negative emotion, the server can inform the player that the target virtual character can be used, and the player can normally select and use the target virtual character to play the game. If the target virtual character has a strong negative emotion, the server will inform the player that the target virtual character cannot be used, and the player will receive a notice that the target virtual character refuses to be used by the player. At the same time, the target virtual character can, including but not limited to, display a statement pop-up window indicating that the target virtual character is very angry and cannot be used.

[0153] In yet another exemplary embodiment, when a player enters a battle session, the client uploads the player's ID and the ID of the currently used target virtual character to the server. After receiving the information of the player's ID and the ID of the currently used target virtual character, the server sends down the emotional state of the target virtual character and the corresponding emotion buff to the client. After receiving the emotional state of the target virtual character and the corresponding emotion buff, the client displays the emotional state of the target virtual character and the emotion buff on the display interface of the terminal. When the player uses the target virtual character to fight, the client reports the relevant data of the battle to the server. When the server judges the damage caused by the target virtual character, it will stack the emotion buff elements of the target virtual character, and then send down the damage result caused by the target virtual character to the client. After receiving the damage result caused by the target virtual character, the client displays it.

[0154] Optionally, in the embodiments of the present application, the player may include, but is not limited to, having a more intimate interaction with the target virtual character through emotion analysis. For the target media information of the target virtual character, emotion analysis can be performed, which improves the utilization rate of the target media information of the target virtual character. At the same time, it provides more gameplay fun for the player. Moreover, after the player performs emotion analysis on the target virtual character, the target virtual character can give corresponding emotional feedback, enhancing the realism of the player's gaming experience, strengthening the player's affection for the target virtual character, and further enhancing the game's retention rate. The control method of the virtual character proposed in the present application may include, but is not limited to, making the target virtual character generate corresponding emotions, thereby affecting the conversation between the target virtual character and the player, or affecting whether the player can use the target virtual character in the game battle scene and the corresponding on-stage performance of the target virtual character, etc., further enhancing the realism of the target virtual character and at the same time enhancing the interest of the entire game.

[0155] It can be understood that in the specific implementation manners of the present application, when it comes to relevant data such as user information, when the above embodiments of the present application are applied to specific products or technologies, user permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0156] It should be noted that for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations. However, those skilled in the art should know that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the present application.

[0157] According to another aspect of the embodiments of the present application, there is also provided a control device for a virtual character for implementing the above control method of the virtual character. As Figure 21 shown, the device includes:

[0158] A display module 2102 for displaying target media information associated with the target virtual character;

[0159] A response module 2104 for, in response to the target account performing an emotion analysis operation, displaying a set of emotion analysis objects associated with the target media information, where a set of emotion analysis objects is set to be allowed to be selected by the target account, a set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is the target emotion category, and the target emotion category represents the emotion category obtained by the target account through analyzing the target media information;

[0160] An interaction module 2106, configured to display a target feedback result when interaction is allowed between a target account and a target virtual character and the target account selects a target emotion analysis object, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed in the target media information.

[0161] As an alternative solution, the above device is configured to display a target feedback result when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object in the following manner, including at least one of the following: when the target emotion category is the true emotion category, display a positive feedback result, where the target feedback result includes the positive feedback result; when the target emotion category is not the true emotion category, display a negative feedback result, where the target feedback result includes the negative feedback result.

[0162] As an alternative solution, the above device is configured to display a target feedback result when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object in the following manner, including at least one of the following: when the target emotion category is a positive emotion category and the target emotion category is the true emotion category, display a positive and positive feedback result, where the positive feedback result includes the positive and positive feedback result; when the target emotion category is a negative emotion category and the target emotion category is the true emotion category, display a positive and negative feedback result, where the positive feedback result includes the positive and negative feedback result; when the target emotion category is the positive emotion category and the target emotion category is not the true emotion category, display a negative and positive feedback result, where the negative feedback result includes the negative and positive feedback result; when the target emotion category is the negative emotion category and the target emotion category is not the true emotion category, display a negative and negative feedback result, where the negative feedback result includes the negative and negative feedback result.

[0163] As an alternative solution, the above device is used to display a target feedback result in the following manner when interaction is allowed between the above target account and the above target virtual character, and the above target account selects the above target emotion analysis object, including at least one of the following: when the above target account selects the above target emotion analysis object and the above target virtual character allows sending a virtual action, controlling the above target virtual character to execute a target virtual action, where the above target feedback result includes the above target virtual action; when the above target account selects the above target emotion analysis object and the above target virtual character allows sending a virtual expression, controlling the above target virtual character to send a target virtual expression, where the above target feedback result includes the above target virtual expression; when the above target account selects the above target emotion analysis object and the above target virtual character allows sending a virtual conversation message, controlling the above target virtual character to send a target virtual conversation message, where the above target feedback result includes the above target virtual conversation message.

[0164] As an alternative solution, the above device is used to control the above target virtual character to send a target virtual conversation message in the following manner when the above target account selects the above target emotion analysis object and the above target virtual character allows sending a virtual conversation message, including at least one of the following: when the above target account selects the above target emotion analysis object, controlling the above target account to send an initial virtual conversation message to the above target virtual character, where the above initial virtual conversation message is used to inform the above target virtual character that the above target account analyzes that the emotion category of the above target virtual character is the above target emotion category; when the above target emotion category is the above true emotion category, displaying a first virtual conversation message, where the above target virtual conversation message includes the above first virtual conversation message, and the above first virtual conversation message is used to indicate that the above target account's analysis is correct to reply to the above initial virtual conversation message; when the above target emotion category is not the above true emotion category, displaying a second virtual conversation message, where the above target virtual conversation message includes the above second virtual conversation message, and the above second virtual conversation message is used to indicate that the above target account's analysis is incorrect to reply to the above initial virtual conversation message.

[0165] As an alternative solution, the above device is used to display a target feedback result in the following manner when interaction is allowed between the above target account and the above target virtual character and the above target account selects the above target emotion analysis object, including at least one of the following: when the distance between the virtual character controlled by the above target account and the above target virtual character meets a preset distance condition, display the above target virtual character; when the above target account selects the above target emotion analysis object, display a distance feedback result according to the distance between the virtual character controlled by the above target account and the above target virtual character, where the above target feedback result includes the above distance feedback result.

[0166] As an alternative solution, the above device is used to display a distance feedback result according to the distance between the virtual character controlled by the above target account and the above target virtual character when the above target account selects the above target emotion analysis object, including: when the distance between the virtual character controlled by the above target account and the above target virtual character is greater than or equal to a first distance threshold and the above target emotion category is the above true emotion category, display a first positive distance feedback result; when the distance between the virtual character controlled by the above target account and the above target virtual character is greater than or equal to a second distance threshold and the above target emotion category is the above true emotion category, display a second positive distance feedback result, where the second distance threshold is different from the first distance threshold, and the second positive distance feedback result is different from the first positive distance feedback result; when the distance between the virtual character controlled by the above target account and the above target virtual character is greater than or equal to a third distance threshold and the above target emotion category is not the above true emotion category, display a first negative distance feedback result; when the distance between the virtual character controlled by the above target account and the above target virtual character is greater than or equal to a fourth distance threshold and the above target emotion category is not the above true emotion category, display a second negative distance feedback result, where the third distance threshold is different from the fourth distance threshold, and the second negative distance feedback result is different from the first negative distance feedback result.

[0167] As an alternative solution, the above device is used to display a target feedback result when interaction is allowed between the above target account and the above target virtual character, and the above target account selects the above target emotion analysis object, in the following manner: when the above target virtual character allows to be selected and used, display the first character identifier of the above target virtual character, where the above first character identifier is used to indicate that the above target virtual character currently allows to be selected and used by the above target account; when the above target account selects the above target emotion analysis object and the above target emotion category is not the above true emotion category, switch the display of the above first character identifier to a second character identifier, where the above second character identifier is used to indicate that the above target virtual character is prohibited from being selected and used by the above target account.

[0168] As an alternative solution, the above device is further used to: after switching the display of the above first character identifier to a second character identifier when the above target account selects the above target emotion analysis object and the above target emotion category is not the above true emotion category, display a third virtual conversation message when the above target virtual character is prohibited from being selected and used by the above target account, where the above third virtual conversation message is used to represent that the above target virtual character informs the above target account that the above target virtual character is prohibited from being used; in response to the above target account sending a fourth virtual conversation message to the above target virtual character, switch the display of the above second character identifier to a third character identifier, where the above third character identifier is used to indicate that the above target virtual character currently allows to be selected and used by the above target account, and the attribute parameter of the above target virtual character is lower than the initial value, and the above initial value corresponds to the above first character identifier.

[0169] As an alternative solution, the above device is used to display a target feedback result when interaction is allowed between the above target account and the above target virtual character, and the above target account selects the above target emotion analysis object, in the following manner: when the above target account controls the above target virtual character, display a first skill identifier of the above target virtual character, where the first skill identifier is used to indicate that the above target virtual character is currently allowed to release a first virtual skill; when the above target account selects the above target emotion analysis object and the above target emotion category is the above true emotion category, switch the display of the first skill identifier to a second skill identifier, where the second skill identifier is used to indicate that the above target virtual character is currently allowed to release a second virtual skill, and the second virtual skill is different from the first virtual skill; when the above target account selects the above target emotion analysis object and the above target emotion category is not the above true emotion category, switch the display of the first skill identifier to a third skill identifier, where the third skill identifier is used to indicate that the above target virtual character is currently allowed to release a third virtual skill, and the third virtual skill is different from both the first virtual skill and the second virtual skill.

[0170] In an embodiment of the present application, when the first skill identifier performs a first trigger operation, the above device is further used to control the above target virtual character to release the above first virtual skill on a first virtual character, where the first virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a first value; when a second trigger operation is performed on the second skill identifier, control the above target virtual character to release the above second virtual skill on the above first virtual character, where the second virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a second value, and the first value is different from the second value; when a third trigger operation is performed on the third skill identifier, control the above target virtual character to release the above third virtual skill on the above first virtual character, where the third virtual skill hitting the first virtual character indicates that the role parameters of the first virtual character need to change by a third value, and the third value is different from both the first value and the second value.

[0171] In an embodiment of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.

[0172] Regarding the device in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method, and will not be elaborated here.

[0173] According to one aspect of the present application, there is provided a computer program product, which includes a computer program.

[0174] The serial numbers of the embodiments of the present application above are only for description and do not represent the superiority or inferiority of the embodiments.

[0175] Figure 22 Schematically shown is a block diagram of a computer system of an electronic device for implementing the embodiments of the present application.

[0176] It should be noted that Figure 22 The computer system 2200 of the shown electronic device is only an example and should not impose any limitations on the functions and usage scope of the embodiments of the present application.

[0177] As Figure 22 shown, the computer system 2200 includes a central processing unit 2201 (Central Processing Unit, CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 2202 (Read-Only Memory, ROM) or the program loaded from the storage section 2208 into the random access memory 2203 (Random Access Memory, RAM). In the random access memory 2203, various programs and data required for system operation are also stored. The central processing unit 2201, the read-only memory 2202, and the random access memory 2203 are connected to each other via a bus 2204. The input / output interface 2205 (Input / Output interface, i.e., I / O interface) is also connected to the bus 2204.

[0178] The following components are connected to the input / output interface 2205: an input section 2206 including a keyboard, a mouse, etc.; an output section 2207 including such as a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc. and a speaker, etc.; a storage section 2208 including a hard disk, etc.; and a communication section 2209 including a network interface card such as a local area network card, a modem, etc. The communication section 2209 performs communication processing via a network such as the Internet. The drive 2210 is also connected to the input / output interface 2205 as needed. A removable medium 2211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 2210 as needed so that the computer program read from it can be installed into the storage section 2208 as needed.

[0179] In particular, according to an embodiment of the present application, the processes described in each method flow chart can be implemented as computer software programs. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes program codes for executing the methods shown in the flow charts. In such an embodiment, the computer program can be downloaded and installed from a network through the communication part 2209, and / or installed from the removable medium 2211. When the computer program is executed by the central processing unit 2201, various functions defined in the system of the present application are executed.

[0180] In such an embodiment, the computer program can be downloaded and installed from a network through the communication part 2209, and / or installed from the removable medium 2211. When the computer program is executed by the central processing unit 2201, various functions provided by the embodiments of the present application are executed.

[0181] According to another aspect of the embodiments of the present application, there is also provided an electronic device for implementing the above-mentioned control method of a virtual character, and the electronic device may be Figure 1 the terminal device or server shown. This embodiment takes the electronic device as the terminal device as an example for illustration. As Figure 23 shown, the electronic device includes a memory 2302 and a processor 2304. A computer program is stored in the memory 2302, and the processor 2304 is configured to execute the steps in any one of the above method embodiments through the computer program.

[0182] Optionally, in this embodiment, the above-mentioned electronic device may be at least one network device among multiple network devices in a computer network.

[0183] Optionally, in this embodiment, the above-mentioned processor may be configured to execute the methods in the various embodiments of the present application through a computer program.

[0184] Optionally, those of ordinary skill in the art can understand that Figure 23 the structure shown is only schematic, Figure 23 and it does not limit the structure of the above-mentioned electronic device. For example, the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown in Figure 23 , or have a different configuration from that shown in Figure 23 .

[0185] Among them, the memory 2302 can be used to store software programs and modules, such as the program instructions / modules corresponding to the control method and device of the virtual character in the embodiments of the present application. The processor 2304 executes various functional applications and data processing by running the software programs and modules stored in the memory 2302, that is, implements the above-mentioned control method of the virtual character. The memory 2302 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memories, or other non-volatile solid-state memories. In some instances, the memory 2302 may further include a memory remotely disposed relative to the processor 2304, and these remote memories may be connected to the terminal through a network. Examples of the above network include but are not limited to the Internet, enterprise intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 2302 may specifically but not limitedly be used to store information such as the target account and the target virtual character. As an example, as Figure 23 shown, the above memory 2302 may include but is not limited to the display module 2102, the response module 2104, and the interaction module 2106 in the above control device of the virtual character. In addition, it may also include but is not limited to other module units in the above control device of the virtual character, which will not be elaborated in this example.

[0186] Optionally, the above transmission device 2306 is used to receive or send data via a network. Specific examples of the above network may include wired networks and wireless networks. In one instance, the transmission device 2306 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through a network cable, so as to communicate with the Internet or a local area network. In one instance, the transmission device 2306 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0187] In addition, the above electronic device further includes: a display 2308, which is used to display the above target feedback result; and a connection bus 2310, which is used to connect each module component in the above electronic device.

[0188] In other embodiments, the above terminal device or server may be a node in a distributed system. Among them, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes can form a peer-to-peer network, and any form of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.

[0189] According to one aspect of the present application, a computer-readable storage medium is provided. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the virtual character control method provided in various alternative implementations of the above-mentioned control of the virtual character.

[0190] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store instructions for executing the methods in the various embodiments of the present application.

[0191] Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a program instructing the relevant hardware of the terminal device. The program can be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, etc.

[0192] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.

[0193] If the integrated unit in the above embodiments is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing one or more electronic devices to execute all or part of the steps of the methods described in the various embodiments of the present application.

[0194] In the above embodiments of the present application, the descriptions of the various embodiments have their own emphases. For the parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.

[0195] In the several embodiments provided by the present application, it should be understood that the disclosed application program can be implemented in other ways. Among them, the device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection to each other can be through some interfaces, and the indirect coupling or communication connection of the units or modules can be in an electrical or other form.

[0196] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0197] In addition, each functional unit in various embodiments of the present application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

[0198] The above is only the preferred embodiment of the present application. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present application, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present application.

Claims

1. A control method for a virtual character, characterized in that, Including: Displaying target media information associated with a target virtual character; In response to a target account performing an emotion analysis operation, displaying a set of emotion analysis objects associated with the target media information, where the set of emotion analysis objects is set to be selectable by the target account, the set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is a target emotion category, and the target emotion category represents the emotion category obtained by the target account through analysis of the target media information; When interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, displaying a target feedback result, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed by the target media information.

2. The method according to claim 1, wherein The step of, when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, displaying a target feedback result includes at least one of the following: When the target feedback result indicates that the target account's analysis is correct, displaying a positive feedback result, where the target feedback result includes the positive feedback result; When the target feedback result indicates that the target account's analysis is incorrect, displaying a negative feedback result, where the target feedback result includes the negative feedback result.

3. The method according to claim 2, wherein The step of, when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, displaying a target feedback result includes at least one of the following: When the target emotion category is a positive emotion category and the target feedback result indicates that the target account's analysis is correct, displaying a positive and positive feedback result, where the positive feedback result includes the positive and positive feedback result; When the target emotion category is a negative emotion category and the target feedback result indicates that the target account's analysis is correct, displaying a positive and negative feedback result, where the positive feedback result includes the positive and negative feedback result; When the target emotion category is the positive emotion category and the target feedback result indicates that the target account's analysis is incorrect, displaying a negative and positive feedback result, where the negative feedback result includes the negative and positive feedback result; When the target emotion category is the negative emotion category and the target feedback result indicates that the target account's analysis is incorrect, displaying a negative and negative feedback result, where the negative feedback result includes the negative and negative feedback result.

4. The method according to claim 1, wherein The step of, when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, displaying a target feedback result includes at least one of the following: When the target emotion analysis object is selected by the target account and the target virtual character allows the sending of virtual actions, control the target virtual character to execute the target virtual action, where the target feedback result includes the target virtual action; When the target emotion analysis object is selected by the target account and the target virtual character allows the sending of virtual expressions, control the target virtual character to send the target virtual expression, where the target feedback result includes the target virtual expression; When the target emotion analysis object is selected by the target account and the target virtual character allows the sending of virtual conversation messages, control the target virtual character to send the target virtual conversation message, where the target feedback result includes the target virtual conversation message.

5. The method according to claim 4, characterized in that, The controlling the target virtual character to send the target virtual conversation message when the target emotion analysis object is selected by the target account and the target virtual character allows the sending of virtual conversation messages includes at least one of the following: When the target emotion analysis object is selected by the target account, control the target account to send an initial virtual conversation message to the target virtual character, where the initial virtual conversation message is used to inform the target virtual character that the target account analyzes the emotion category of the target virtual character as the target emotion category; When the target feedback result indicates that the target account's analysis is correct, display a first virtual conversation message, where the target virtual conversation message includes the first virtual conversation message, and the first virtual conversation message is used to indicate that the target account's analysis is correct to reply to the initial virtual conversation message; When the target feedback result indicates that the target account's analysis is incorrect, display a second virtual conversation message, where the target virtual conversation message includes the second virtual conversation message, and the second virtual conversation message is used to indicate that the target account's analysis is incorrect to reply to the initial virtual conversation message.

6. The method according to claim 1, wherein The displaying the target feedback result when the target account and the target virtual character allow interaction and the target account selects the target emotion analysis object includes at least one of the following: When the distance between the virtual character controlled by the target account and the target virtual character meets the preset distance condition, display the target virtual character; When the target emotion analysis object is selected by the target account, display a distance feedback result according to the distance between the virtual character controlled by the target account and the target virtual character, where the target feedback result includes the distance feedback result.

7. The method according to claim 6, wherein The displaying the distance feedback result according to the distance between the virtual character controlled by the target account and the target virtual character when the target emotion analysis object is selected by the target account includes: When the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the first distance threshold, and the target feedback result indicates that the analysis of the target account is correct, display the first positive distance feedback result; When the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the second distance threshold, and the target feedback result indicates that the analysis of the target account is correct, display the second positive distance feedback result, where the second distance threshold is different from the first distance threshold, and the second positive distance feedback result is different from the first positive distance feedback result; When the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the third distance threshold, and the target feedback result indicates that the analysis of the target account is incorrect, display the first negative distance feedback result; When the distance between the virtual character controlled by the target account and the target virtual character is greater than or equal to the fourth distance threshold, and the target feedback result indicates that the analysis of the target account is incorrect, display the second negative distance feedback result, where the third distance threshold is different from the fourth distance threshold, and the second negative distance feedback result is different from the first negative distance feedback result.

8. The method according to claim 1, wherein The step of displaying the target feedback result when the target account and the target virtual character are allowed to interact and the target account selects the target emotion analysis object includes: When the target virtual character is allowed to be selected and used, display the first character identifier of the target virtual character, where the first character identifier is used to indicate that the target virtual character is currently allowed to be selected and used by the target account; When the target account selects the target emotion analysis object and the target feedback result indicates that the analysis of the target account is incorrect, switch the display of the first character identifier to the second character identifier, where the second character identifier is used to indicate that the target virtual character is prohibited from being selected and used by the target account.

9. The method according to claim 8, wherein After switching the display of the first character identifier to the second character identifier when the target account selects the target emotion analysis object and the target feedback result indicates that the analysis of the target account is incorrect, the method further includes: When the target virtual character is prohibited from being selected and used by the target account, display the third virtual conversation message, where the third virtual conversation message is used to indicate that the target virtual character notifies the target account that the target virtual character is prohibited from being used; In response to the target account sending the fourth virtual conversation message to the target virtual character, switch the display of the second character identifier to the third character identifier, where the third character identifier is used to indicate that the target virtual character is currently allowed to be selected and used by the target account, and the attribute parameter of the target virtual character is lower than the initial value, and the initial value corresponds to the first character identifier.

10. The method according to claim 1, characterized in that, When interaction is allowed between the target account and the target virtual character, and the target account selects the target emotion analysis object, displaying a target feedback result, including: When the target account controls the target virtual character, displaying a first skill identifier of the target virtual character, where the first skill identifier is used to indicate that the target virtual character is currently allowed to release a first virtual skill; When the target account selects the target emotion analysis object and the target feedback result indicates that the target account's analysis is correct, switching the display of the first skill identifier to a second skill identifier, where the second skill identifier is used to indicate that the target virtual character is currently allowed to release a second virtual skill, and the second virtual skill is different from the first virtual skill; When the target account selects the target emotion analysis object and the target feedback result indicates that the target account's analysis is incorrect, switching the display of the first skill identifier to a third skill identifier, where the third skill identifier is used to indicate that the target virtual character is currently allowed to release a third virtual skill, and the third virtual skill is different from both the first virtual skill and the second virtual skill.

11. The method according to claim 10, wherein The method further includes: In response to a first trigger operation on the first skill identifier, controlling the target virtual character to release the first virtual skill on a first virtual character, where the first virtual skill hitting the first virtual character indicates that the character parameters of the first virtual character need to change by a first value; In response to a second trigger operation on the second skill identifier, controlling the target virtual character to release the second virtual skill on the first virtual character, where the second virtual skill hitting the first virtual character indicates that the character parameters of the first virtual character need to change by a second value, and the first value is different from the second value; In response to a third trigger operation on the third skill identifier, controlling the target virtual character to release the third virtual skill on the first virtual character, where the third virtual skill hitting the first virtual character indicates that the character parameters of the first virtual character need to change by a third value, and the third value is different from both the first value and the second value.

12. A control device for a virtual character, characterized in that Including: A display module for displaying target media information associated with a target virtual character; A response module for, in response to a target account performing an emotion analysis operation, displaying a set of emotion analysis objects associated with the target media information, where the set of emotion analysis objects is set to be allowed to be selected by the target account, the set of emotion analysis objects includes a target emotion analysis object, and the selection of the target emotion analysis object indicates that the target account believes that the emotion category of the target virtual character is a target emotion category, and the target emotion category represents the emotion category obtained by the target account through analysis of the target media information; An interaction module, configured to display a target feedback result when interaction is allowed between the target account and the target virtual character and the target account selects the target emotion analysis object, where the target feedback result is used to indicate whether the target account correctly analyzes the emotion category of the target virtual character expressed in the target media information.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored computer program, where the computer program, when being run by an electronic device, executes the method described in any one of claims 1 to 11.

14. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method described in any one of claims 1 to 11.

15. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to execute the method described in any one of claims 1 to 11 through the computer program.