Virtual reward resource processing method and device, electronic equipment, computer readable storage medium and computer program product

By displaying virtual reward logos in mobile competitive games and updating reward sub-logo when the game is won, the problem of insufficient user experience in the existing technology is solved, and the visualization and concreteization of virtual reward resources are improved, user interest is stimulated, and platform stickiness is increased.

CN120381677APending Publication Date: 2025-07-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510772292.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-10
Publication Date
2025-07-29

AI Technical Summary

Technical Problem

In the prior art, when displaying user's historical game information, mobile competitive games adopt simple data listing methods, which is difficult to meet users' needs for visualization, personalization and concreteness, resulting in insufficient user experience.

Method used

By displaying multiple container units in the virtual reward logo, obtain the game game results and generate the reward sub-identification when winning, update the virtual reward logo, display the updated reward logo, and improve the visualization and concreteness of the reward.

Benefits of technology

It realizes rich display and real-time updates of virtual reward resources, improving users' attractiveness to virtual scenes and user stickiness to the platform.

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Abstract

The invention provides a virtual reward resource processing method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the following steps: displaying a current virtual reward identifier of a first account, wherein the virtual reward identifier comprises a plurality of container units used for filling reward sub-identifiers; obtaining a game result of a controlled object corresponding to the first account in a virtual scene; when the game result is that the game is winning, generating a reward sub-identifier corresponding to the game, and updating the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier; and displaying the updated virtual reward identifier. According to the method and the device, the visualization and concrete degrees of the virtual reward resources can be improved, so that the reasonability and diversity of virtual reward resource processing are improved.
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Description

Technical Field

[0001] This application relates to computer technology, and in particular, to a method, device, electronic device, computer-readable storage medium, and computer program product for processing virtual reward resources. Background Art

[0002] Currently, with the development of mobile competitive games, users' requirements for the gaming experience are also increasing day by day. Players are no longer satisfied with just simple game battles, and their attention to their own historical gameplay information and game session information is increasing day by day. In related mobile competitive game products, when displaying users' historical gameplay information, most use a record list to list basic data such as the win-loss result and the number of defeats in each game session; or, in the form of periodic summaries, such as monthly or quarterly summaries, present content such as the total gaming duration and the proportion of winning sessions. However, this simple data listing method is currently difficult to meet the growing needs of users. Summary of the Invention

[0003] Embodiments of this application provide a method, device, computer-readable storage medium, and computer program product for processing virtual reward resources, which can improve the rationality and diversity of virtual reward resource processing.

[0004] The technical solution of the embodiments of this application is implemented as follows:

[0005] Embodiments of this application provide a method for processing virtual reward resources, and the method includes:

[0006] Display the current virtual reward identifier of the first account, where the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers;

[0007] Obtain the game session result of the first account in a game session;

[0008] When the game session result is a win in the game session, generate a reward sub-identifier corresponding to the game session, and update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier;

[0009] Display the updated virtual reward identifier.

[0010] Embodiments of this application provide a device for processing virtual reward resources, including:

[0011] A display module, configured to display the current virtual reward identifier of the first account, where the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers;

[0012] An acquisition module, configured to obtain the game session result of the first account in a game session;

[0013] A generation module, configured to generate a reward sub-identifier corresponding to the game session when the result of the game session is a win in the game, and update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier;

[0014] The display module is further configured to display the updated virtual reward identifier.

[0015] An embodiment of the present application provides an electronic device, where the electronic device includes:

[0016] A memory, configured to store computer-executable instructions or computer programs;

[0017] A processor, configured to implement the virtual reward resource processing method provided by the embodiment of the present application when executing the computer-executable instructions or computer programs stored in the memory.

[0018] An embodiment of the present application provides a computer-readable storage medium, storing a computer program or computer-executable instructions, configured to implement the virtual reward resource processing method provided by the embodiment of the present application when being executed by a processor.

[0019] An embodiment of the present application provides a computer program product, including a computer program or computer-executable instructions, where the computer program or computer-executable instructions implement the virtual reward resource processing method provided by the embodiment of the present application when being executed by a processor.

[0020] The embodiment of the present application has the following beneficial effects:

[0021] In the embodiment of the present application, the current virtual reward identifier of the first account is displayed. Among them, the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers. Therefore, through the virtual reward identifier, multiple reward sub-identifiers obtained by the first account can be displayed at one time, making the content displayed by the virtual reward identifier richer and more specific. Then, obtain the result of the game session of the controlled object corresponding to the first account in the virtual scene. When the result of the game session is a win in the game, generate a reward sub-identifier corresponding to the game session, update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier, and display the updated virtual reward identifier. In this way, every time the controlled object corresponding to the first account wins a game session, a corresponding reward sub-identifier can be obtained to update the reward sub-identifier, thus ensuring the timeliness and richness of the reward sub-identifier. Therefore, the embodiment of the present application can improve the visualization and visualization degree of virtual reward resources through the virtual reward identifier, and can improve the rationality and diversity of processing virtual reward resources, thereby improving the attraction of the virtual scene game session to users, stimulating the interest of users in the virtual scene game session, and further improving the user stickiness of the platform. Description of the Drawings

[0022] Figure 1 It is a schematic structural diagram of the virtual reward resource processing system 100 provided by an embodiment of the present application;

[0023] Figure 2 It is a schematic structural diagram of the terminal 400 provided by an embodiment of the present application;

[0024] Figure 3A It is a schematic flowchart of the virtual reward resource processing method provided by an embodiment of the present application;

[0025] Figure 3B It is a schematic flowchart of displaying the current virtual reward identifier;

[0026] Figure 3C It is a schematic flowchart of generating a reward sub-identifier;

[0027] Figure 3D It is a schematic flowchart of updating the virtual reward identifier;

[0028] Figure 3E It is a schematic flowchart of generating a target reward identifier;

[0029] Figure 3F It is a schematic flowchart of generating a target sub-identifier;

[0030] Figure 4 It is a schematic diagram of the season interface provided by an embodiment of the present application;

[0031] Figure 5 It is another schematic diagram of the season interface provided by an embodiment of the present application.

[0032] Figure 6 It is a schematic diagram of the style of the small triangular badge provided by an embodiment of the present application;

[0033] Figure 7 It is a schematic diagram of the small triangular badge of the highest rank provided by an embodiment of the present application;

[0034] Figure 8 It is a schematic diagram of the filling of the small triangular badge provided by an embodiment of the present application;

[0035] Figure 9 It is a schematic diagram of the filling of another small triangular badge provided by an embodiment of the present application;

[0036] Figure 10 It is a schematic diagram of the medal frame provided by an embodiment of the present application;

[0037] Figure 11 It is a schematic diagram of the target reward identifier provided by an embodiment of the present application. Detailed implementation manners

[0038] In order to make the objectives, technical solutions, and advantages of this application clearer, the following will further describe this application in detail in conjunction with the accompanying drawings. The described embodiments should not be construed as limitations on this application. All other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of this application.

[0039] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments and can be combined with each other without conflict.

[0040] In the following description, the terms "first / second / third" are only used to distinguish similar objects and do not represent a specific order for the objects. It can be understood that "first / second / third" can be interchanged in a specific order or sequence when permitted, so that the embodiments of this application described here can be implemented in an order other than that illustrated or described here.

[0041] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together 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, one 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 an overall module or unit that includes the function of that module or unit.

[0042] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used in the embodiments of this application are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0043] In the embodiments of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations when applied in actual cases, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope authorized by laws and regulations and the personal information subject.

[0044] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are explained. The nouns and terms involved in the embodiments of this application are subject to the following explanations.

[0045] 1) Virtual Reward Indicator: It refers to a symbolic visual symbol or honorary mark designed to commend users' specific behaviors, achievements, or contributions in a digital virtual environment (such as games, social platforms, online learning platforms, etc.), which can be in the form of medals, badges, etc.;

[0046] 2) Competitive Cycle: It refers to a period of time set within a game, such as a game season, used for players to compete, rank, and obtain rewards. It is a way of game operation that divides game time into different stages, each with preset goals, rules, and activities, providing players with continuous challenges and a sense of purpose;

[0047] 3) Small Triangle Badge: The triangular badge filled in the virtual reward indicator, used to compose the entire medal, with visual differences such as different colors, materials, patterns, dynamic effects, etc.;

[0048] 4) Game Match: It refers to the confrontation or cooperation activities carried out between players or player teams under the game rules;

[0049] 5) Virtual Decoration Border: It refers to the virtual decoration border of the virtual reward indicator, which is a design element used to enhance the visual hierarchy of the medal, distinguish grades, or symbolize special honors. Usually surrounding the main body of the medal (such as icons, badges), through visual differences such as colors, materials, patterns, dynamic effects, etc., it intuitively conveys the value, rarity, or difficulty of obtaining the medal.

[0050] In related technologies, when displaying users' historical gameplay information, most often the way of a record list is adopted, listing basic data such as the win-loss results and the number of defeats in each game; or, in the form of periodic summaries, such as monthly, quarterly summaries, etc., presenting content such as the total game duration and the proportion of winning games. However, this simple way of data listing lacks in aspects such as visualization, personalization, visualization, and display, and it is difficult to meet the continuously increasing needs of users.

[0051] The embodiments of the present application provide a method, device, equipment, computer-readable storage medium, and computer program product for processing virtual reward resources, which can improve the visualization and visualization degree of virtual reward resources, as well as the rationality and diversity of virtual reward resource processing, thereby improving the user stickiness of the platform. The following describes the exemplary applications of the electronic equipment provided by the embodiments of the present application. The electronic equipment provided by the embodiments of the present application can be implemented as various types of terminals such as laptop computers, tablet computers, desktop computers, set-top boxes, smartphones, smart speakers, smart watches, smart TVs, vehicle terminals, etc., or can also be implemented as a server. The following will describe the exemplary applications when the electronic equipment is implemented as a terminal.

[0052] See Figure 1 , Figure 1It is a schematic structural diagram of a virtual reward resource processing system 100 provided by an embodiment of the present application. Figure 1 It involves a server 200, a network 300, and a terminal 400. The terminal 400 includes a display interface 401. The terminal 400 is connected to the server 200 through the network 300. The network 300 can be a wide area network, a local area network, or a combination of the two.

[0053] Among them, a game interface is displayed through the display interface 401 of the terminal 400. The player corresponding to the first account can control the terminal 400 to display the current virtual reward identifier of the first account on the display interface 401 through operation methods such as a mouse, a keyboard, and a touch screen. The virtual reward identifier includes multiple container units for filling reward sub-identifiers. When the player corresponding to the first account conducts a game session through the terminal 400, after the game session ends, the terminal 400 obtains the session result of the first account's game session. When the session result is a win in the game session, a reward sub-identifier corresponding to the game session is generated, and the virtual reward identifier is updated based on the reward sub-identifier to obtain an updated virtual reward identifier. Then, the updated virtual reward identifier is displayed through the display interface 401.

[0054] In some embodiments, a game interface is displayed through the display interface 401 of the terminal 400. The player corresponding to the first account can control the terminal 400 to display the current virtual reward identifier of the first account on the display interface 401 through operation methods such as a mouse, a keyboard, and a touch screen. The virtual reward identifier includes multiple container units for filling reward sub-identifiers. When the player corresponding to the first account conducts a game session through the terminal 400, after the game session ends, the terminal 400 obtains the session result of the first account's game session and sends the session result to the server 200 through the network 300. The server 200 is used to generate a reward sub-identifier corresponding to the game session when the session result is a win in the game session, update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier. Then, the server 200 sends the updated virtual reward identifier to the terminal 400 through the network 300 and controls the terminal 400 to display the updated virtual reward identifier on the display interface 401.

[0055] Taking the electronic device for virtual reward resource processing as the above terminal as an example, see Figure 2 , Figure 2 It is a schematic structural diagram of the terminal 400 provided by an embodiment of the present application. Figure 2The terminal 400 shown includes: at least one processor 401, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 2 all kinds of buses are labeled as the bus system 440.

[0056] The processor 401 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor can be a microprocessor or any conventional processor, etc.

[0057] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.

[0058] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disc drives, etc. The memory 450 optionally includes one or more storage devices that are physically located away from the processor 401.

[0059] The memory 450 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be a read-only memory (ROM), and the volatile memory can be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0060] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are illustrated below.

[0061] An operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;

[0062] A network communication module 452, configured to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), etc.;

[0063] A presentation module 453, configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with the user interface 430 (such as a display screen, a speaker, etc.);

[0064] An input processing module 454, configured to detect and translate one or more user inputs or interactions from one of one or more input devices 432.

[0065] In some embodiments, the device provided by the embodiments of the present application may be implemented in software. Figure 2 A virtual reward resource processing device 455 stored in the memory 450 is shown, which may be software in the form of a program, a plug-in, etc., and includes the following software modules: a display module 4551, an acquisition module 4552, and a generation module 4553. These modules are logical, and thus can be combined or further split arbitrarily according to the implemented functions. The functions of each module will be described below.

[0066] In other embodiments, the device provided by the embodiments of the present application may be implemented in hardware. As an example, the device provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual reward resource processing method provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor may employ one or more Application Specific Integrated Circuits (ASICs), Digital Signal Processors (DSPs), Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field-Programmable Gate Arrays (FPGAs), or other electronic components.

[0067] The virtual reward resource processing method provided by the embodiments of the present application will be described in conjunction with the exemplary applications and implementations of the terminal provided by the embodiments of the present application.

[0068] Next, the virtual reward resource processing method provided by the embodiments of the present application will be described. As mentioned above, the electronic device for implementing the virtual reward resource processing method of the embodiments of the present application can be a terminal, a server, or a combination of both. Therefore, the execution subject of each step will not be repeated hereinafter.

[0069] It should be noted that in the examples of virtual reward resource processing hereinafter, the virtual reward resources in the game scenario are taken as examples for description. Those skilled in the art can apply the virtual reward resource processing method provided by the embodiments of the present application to the processing of virtual reward resources in other virtual scenarios (such as virtual reality scenarios, etc.) according to the understanding of the following text.

[0070] See Figure 3A , Figure 3A which is a flowchart of the virtual reward resource processing method provided by the embodiments of the present application, and will be described in combination with the steps shown in Figure 3A it.

[0071] In step 101, the current virtual reward identifier of the first account is displayed.

[0072] Here, the first account refers to a player account in the game. Each account has its own independent character, data, rewards, and other information in the game. The virtual reward identifier is a graphic, icon, text, or other visual element used to represent the virtual rewards obtained by the account, such as medals, medals, badges, trophies, and so on. Among them, the virtual reward identifier includes multiple container units for filling reward sub-identifiers. The player corresponding to the first account can obtain the corresponding reward sub-identifiers through their performance in the game and fill them into the virtual reward identifier.

[0073] In some embodiments, it may be to display the current virtual reward identifier of the first account in response to receiving an identifier display instruction. Here, the identifier display instruction is an instruction used to control the display of the virtual reward identifier. Through the identifier display instruction, the virtual reward identifier can be presented in the display interface so that users can better obtain information. Users can trigger the identifier display instruction through button operations, mouse operations, voice control, touch operations, and other means. Taking the game scenario as an example, for example, when a player presses a preset shortcut key, clicks a certain button on the game interface, or the game meets the pre-set game process and conditions, the identifier display instruction can be triggered.

[0074] In some embodiments, after receiving the identification display instruction, a preset special effect or animation (such as particle halo surrounding, gradient scaling, page-turning transition, or dissolve atomization transition, etc.) can be played first. After the preset special effect or animation is played, the current virtual reward identification of the first account is dynamically presented through animations such as parabolic flight and scaling appearance and disappearance. Moreover, while displaying the current virtual reward identification of the first account, detailed information such as the name, level, acquisition time, and reward attributes of the virtual reward identification can be displayed in the form of a floating label below it. In addition, an interactive enhancement effect can also be designed. When the user hovers the mouse or clicks on the mobile screen, a floating tip animation is triggered, causing the virtual reward identification to float slightly and enlarge, enhancing the visual effect.

[0075] In some embodiments, referring to Figure 3B , the current virtual reward identification of the first account can be displayed through steps 201 to 203, including:

[0076] In step 201, display the main interface of the virtual scene.

[0077] Here, the virtual scene is a virtual spatial environment created by the game through computer graphics technology. All kinds of scenes, tasks, interactions, etc. that players experience in the game occur in this virtual world. The main interface of the virtual scene is the main interaction interface that players see after entering the game. It is the core window for players to interact with the game world and contains various main elements and function entrances of the game, such as character information, task list, map, quick operation bar, etc. When the game starts or the player returns from other interfaces, this main virtual scene interface will be presented for players to perform various game operations. Among them, the main interface of the virtual scene at least displays an entrance control for the competition cycle. The competition cycle usually refers to a competition activity arrangement with a certain time limit or stage. For example, the competition cycle can be a season in the game, generally taking a fixed time period as a stage, such as 3 months, 6 months or 1 year, etc.; or, the competition cycle can be a holiday-themed activity, such as the activity cycle launched by the game during the Spring Festival, Dragon Boat Festival, Mid-Autumn Festival, etc., such as 15 days, 30 days, etc.; or, the competition cycle can be a daily activity cycle, for example, an activity cycle that is open at fixed times every day, week or month. Among them, each competition cycle can last for a period of time. During the competition cycle, players can participate in various competitions and obtain rewards, improve rankings, etc. through competition results. Different competition cycles may have different rules, rewards and goals to increase the diversity of the game and the participation of players. It can be understood that any activity with a certain time limit or stage can be understood as a competition cycle, and the embodiments of this application do not make any limitations in this regard. The entrance control is an element in the user interface used to implement interactive functions, such as buttons, menus, text boxes, etc. The entrance control for the competition cycle is an interactive element on the main interface of the virtual scene that allows players to enter the activities related to the competition cycle. It can be a button. After the player clicks it, they will enter the detailed information interface of the competition cycle, or it may be a menu option. After expanding, it provides various operations related to the competition cycle, such as viewing the rank, level, ranking and medals obtained in the current season, etc.

[0078] In step 202, in response to the first operation on the entrance control, display the competition cycle interface.

[0079] Here, the first operation refers to the behavior of the player corresponding to the first account interacting with the entry control in the game interface. This can be in various forms. For example, it can be a click operation where the player uses the left mouse button to click the entry button, or touches and clicks the control with a finger on a touchscreen device. It could also be a long - press operation. In some games, long - pressing the entry control may trigger the display of the competitive cycle interface. It can also be other gesture operations, such as on a game device that supports gesture control, triggering the operation on the entry control through gestures like swiping or double - clicking. When the game system detects that the player has performed the above - mentioned first operation on the entry control, it will execute the corresponding instruction to switch the current main virtual scene interface or other currently displayed interface to the competitive cycle interface. The competitive cycle interface at least displays the first - level information of the first account in the current competitive cycle, as well as a switching control for switching the display information of the competitive cycle interface. Among them, the first - level information is the data related to the level that the first account has currently reached in the current competitive cycle, such as the rank level. The switching control is an interactive element in the competitive cycle interface used to implement the function of switching the display information of the competitive cycle interface, and can switch to display the first - level information or display the virtual reward identifier.

[0080] In step 203, in response to a second operation on the switching control, display the current virtual reward identifier of the first account.

[0081] Here, the second operation refers to the interactive action of the user on the switching control, such as clicking the switching button, selecting a switching option in a drop - down menu, sliding a slider to a certain position, etc. When the user performs the second operation on the switching control, the system of the game or application will detect and identify it. If the system detects a second operation that conforms to the preset rules, it can display the current virtual reward identifier of the first account in the competitive cycle interface.

[0082] In the embodiment of the present application, display the main virtual scene interface, which at least displays the entry control of the competitive cycle; in response to a first operation on the entry control, display the competitive cycle interface, which at least displays the first - level information of the first account in the current competitive cycle, as well as a switching control for switching the display information of the competitive cycle interface; in response to a second operation on the switching control, display the current virtual reward identifier of the first account. In this way, through the design of the hierarchical interface and interactive operations, clear function guidance is provided for users, and players are given the flexibility to independently select information through the switching control, improving the interaction fluency and system stability.

[0083] In step 102, obtain the game result of the controlled object corresponding to the first account in the virtual scene during the game.

[0084] Here, the controlled object refers to the character, unit, or entity that the player controls in the virtual scene through the first account, which can be a character, vehicle, prop, etc. A game refers to the adversarial or collaborative activity in which the player controls the controlled object, with clear rules and result judgments. The game here can be a specified type of game, such as a ranked game. A ranked game is a battle mode in the game with the core goal of competitive ranking. Through rules such as the system matching mechanism, rank grading, and point rewards and punishments, players are divided according to their strength and conduct fair confrontations, combining competitiveness, goal orientation, and social attributes. The game result refers to the information such as victory or defeat, points, rewards, and data statistics generated after the game ends. The game result here at least includes game victory or game defeat.

[0085] In step 103, when the game result is a game victory, a reward sub-identifier corresponding to the game is generated, and the virtual reward identifier is updated based on the reward sub-identifier to obtain the updated virtual reward identifier.

[0086] Here, when the game result is a game victory, a reward sub-identifier corresponding to the game is generated. The reward sub-identifier is used to fill the virtual reward identifier, such as a small triangle badge. The reward sub-identifier has visual differences such as different colors, materials, patterns, and dynamic effects, and is related to the rank or level of the player during the game. When the player wins in the game, a reward sub-identifier corresponding to the game can be obtained for the virtual reward identifier. Among them, if the container unit of the virtual reward identifier is not full, the reward sub-identifier can be added to the virtual reward identifier. If the container unit of the virtual reward identifier is already full, the existing reward sub-identifier in the container unit can be replaced by the reward sub-identifier, or the reward sub-identifier will not be added to the virtual reward identifier.

[0087] In some embodiments, refer to Figure 3C , "generating a reward sub-identifier corresponding to the game" in step 103 can be implemented through steps 1031 to 1033, including:

[0088] In step 1031, determine the first level information of the controlled object corresponding to the first account when playing the game in the virtual scene.

[0089] Here, the first level information of the controlled object corresponding to the first account when playing the game in the virtual scene can be determined by means such as account data association and real-time status detection. The first level information refers to the level at which the controlled object is at when entering the game. The level information is quantitative data used to measure the core status of the player or the controlled object, such as ability, progress, permissions, etc., and is the digital feedback of the system on the player's behavior and achievements, which can be in the form of a numerical value or a rank.

[0090] In step 1032, based on the first level information, determine the attribute information of the reward sub-identifier.

[0091] Here, according to the first-level information of the player when participating in the game, the attribute information of the reward sub-identifier is automatically matched. The attribute information is the visual performance information of the reward sub-identifier, and the attribute information includes at least color information and style information to intuitively reflect the value, rarity, or player achievement of the reward sub-identifier. The color information can visually encode virtual elements (such as interface buttons, reward icons, character status) through color attributes such as hue, saturation, and brightness, so that they have preset meanings or function identifiers. The style information can endow virtual objects with unique appearance features through visual elements such as lines, shapes, textures, light and shadow, and dynamic effects, which are used to distinguish functions, enhance recognition, or improve aesthetics. Among them, the higher the first-level information, the more magnificent and complex the corresponding reward sub-identifier, and the richer the visual effect.

[0092] In step 1033, based on the attribute information, a reward sub-identifier corresponding to the game is generated.

[0093] Here, the corresponding visual resources can be called through the attribute information, such as color information, style information, special effect information, etc., to render and generate the corresponding reward sub-identifier, where the level information of the reward sub-identifier is the first-level information.

[0094] In the embodiment of the present application, generating a reward sub-identifier corresponding to the game includes: determining the first-level information of the controlled object corresponding to the first account when playing the game in the virtual scene; based on the first-level information, determining the attribute information of the reward sub-identifier, and the attribute information includes at least color information and style information; based on the attribute information, generating a reward sub-identifier corresponding to the game, and the level information of the reward sub-identifier is the first-level information. In this way, the achievements and experiences of players in the game can be concretized, and it is ensured that the generated reward sub-identifier conforms to the performance of players in the game, improving the visualization and concretization degree of virtual reward resources, as well as the accuracy and rationality of virtual reward resource processing.

[0095] In some embodiments, referring to Figure 3D , "updating the virtual reward identifier based on the reward sub-identifier to obtain the updated virtual reward identifier" in step 103 can be implemented through steps 1034 to 1037, including:

[0096] In step 1034, the first-level information corresponding to the reward sub-identifier is obtained.

[0097] Here, the game system can obtain the first-level information corresponding to the reward sub-identifier according to the relevant data record of the reward sub-identifier, or determine the corresponding first-level information according to the appearance performance of the reward sub-identifier.

[0098] In step 1035, determine the second-level information corresponding to each existing virtual sub-identifier in the virtual reward identifier.

[0099] Here, the existing virtual sub-identifier refers to the virtual sub-identifier that has been filled in the container unit of the virtual reward identifier. The second-level information refers to the level information of the controlled object corresponding to the first account during the game when the existing virtual sub-identifier is obtained.

[0100] In step 1036, based on the first-level information and each second-level information, perform a descending order sorting on the reward sub-identifier and each existing virtual sub-identifier to obtain a reward sub-identifier sequence.

[0101] Here, in the obtained reward sub-identifier sequence after sorting, the level information corresponding to the reward sub-identifier and each existing virtual sub-identifier is in descending order. For example, if the first-level information of the reward sub-identifier is 4, the second-level information of the existing virtual sub-identifier A is 3, and the second-level information of the existing virtual sub-identifier B is 5, then the reward sub-identifier sequence is: existing virtual sub-identifier B, reward sub-identifier, existing virtual sub-identifier A.

[0102] In step 1037, based on the reward sub-identifier sequence, fill the container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

[0103] Here, when filling the container unit, it is necessary to follow the "level priority" principle based on the level sequence of the reward sub-identifier to ensure that in the visual presentation, the reward sub-identifier with a higher level is preferentially filled into the container unit of the virtual reward identifier, thus forming an orderly display effect. Specifically, the reward sub-identifier with a higher level has a higher priority during the filling process and will be preferentially placed in the key position or visually prominent area of the container unit so that users can quickly identify and pay attention to the high-level reward sub-identifier, while the reward sub-identifier with a lower level fills the remaining container units in sequence according to the level information. Or, when filling multiple reward sub-identifiers into the container unit of the virtual reward identifier, they can be filled in a preset order. For example, multiple reward sub-identifiers can be filled in sequence from top to bottom and from left to right.

[0104] In the embodiments of the present application, updating the virtual reward identifier based on the reward sub-identifier to obtain the updated virtual reward identifier includes: obtaining the first level information corresponding to the reward sub-identifier; determining the second level information corresponding to each existing virtual sub-identifier in the virtual reward identifier; based on the first level information and each second level information, sorting the reward sub-identifier and each existing virtual sub-identifier in descending order to obtain a reward sub-identifier sequence; and filling the container units in the virtual reward identifier based on the reward sub-identifier sequence to obtain the updated virtual reward identifier. In this way, it can be ensured that the highest-level reward sub-identifier is always displayed in the virtual reward identifier, highlighting the level difference through visual differences, and effectively improving the information transmission efficiency and visualization degree of virtual reward resources.

[0105] In some embodiments, the virtual reward identifier includes N container units for filling reward sub-identifiers, where N is a positive integer. Correspondingly, "filling the container units in the virtual reward identifier based on the reward sub-identifier sequence to obtain the updated virtual reward identifier" in step 1037 can be implemented through the following process:

[0106] Determine the first quantity of the existing virtual sub-identifiers; when the first quantity is less than N, fill each reward sub-identifier in the reward sub-identifier sequence into each container unit in the virtual reward identifier to obtain the updated virtual reward identifier.

[0107] Here, if the first quantity of the existing virtual sub-identifiers is less than N, it means that the virtual reward identifier is not yet full. At this time, the container units in the virtual reward identifier can accommodate each reward sub-identifier in the reward sub-identifier sequence. Therefore, each reward sub-identifier in the reward sub-identifier sequence can be directly filled into each container unit in the virtual reward identifier to obtain the updated virtual reward identifier. When filling, each reward sub-identifier in the reward sub-identifier sequence can be filled in the order from top to bottom and from left to right.

[0108] In the embodiments of the present application, the virtual reward identifier includes N container units for filling reward sub-identifiers, where N is a positive integer; filling the container units in the virtual reward identifier based on the reward sub-identifier sequence to obtain the updated virtual reward identifier includes: determining the first quantity of the existing virtual sub-identifiers; when the first quantity is less than N, fill each reward sub-identifier in the reward sub-identifier sequence into each container unit in the virtual reward identifier to obtain the updated virtual reward identifier. In this way, each container unit in the virtual reward identifier can be fully utilized to fully display each reward sub-identifier obtained by the user, thereby improving the rationality and diversity of virtual reward resource processing.

[0109] In some embodiments, when the first quantity is N, the step of "filling the container units in the virtual reward identifier based on the reward sub-identifier sequence to obtain an updated virtual reward identifier" in step 1037 can also be implemented through the following process:

[0110] When the first quantity is N, in the reward sub-identifier sequence, determine the first N reward sub-identifiers; fill each of the first N reward sub-identifiers into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

[0111] Here, if the first quantity of the existing virtual sub-identifiers is equal to N, it means that the virtual reward identifier is already full, and at this time, the container units in the virtual reward identifier cannot accommodate each reward sub-identifier in the reward sub-identifier sequence. Therefore, it is necessary to first determine the first N reward sub-identifiers in the reward sub-identifier sequence; then fill each of the first N reward sub-identifiers into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

[0112] In the embodiments of the present application, when the first quantity is N, in the reward sub-identifier sequence, determine the first N reward sub-identifiers; fill each of the first N reward sub-identifiers into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier. In this way, when the virtual reward identifier is already full, it can be ensured that the reward sub-identifiers with higher levels are preferentially displayed in the virtual reward identifier, thereby improving the rationality and diversity of virtual reward resource processing.

[0113] In some embodiments, the reward sub-identifiers other than the first N reward sub-identifiers in the reward sub-identifier sequence can also be stored in the historical identifier list corresponding to the first account in descending order through the following process, including:

[0114] First, obtain the historical identifier list corresponding to the first account.

[0115] Here, the level information of each historical sub-identifier in the historical identifier list is in descending order. Each historical sub-identifier in the historical identifier list is squeezed out of the virtual reward identifier, and the level information of these historical sub-identifiers is lower than the reward sub-identifiers displayed in the virtual reward identifier.

[0116] Then, insert the other reward sub-identifiers into the historical identifier list based on the level information corresponding to the other reward sub-identifiers.

[0117] Here, the other reward sub-identifiers are the reward sub-identifiers in the reward sub-identifier sequence except the first N reward sub-identifiers. In order to always keep the rank information of each historical sub-identifier in the historical identifier list in descending order, it is necessary to determine the position where the other reward sub-identifiers need to be inserted according to the rank information corresponding to the other reward sub-identifiers, and then insert them into the historical identifier list.

[0118] In the embodiment of the present application, obtain the historical identifier list corresponding to the first account, and the rank information of each historical sub-identifier in the historical identifier list is in descending order; based on the rank information corresponding to the other reward sub-identifiers, insert the other reward sub-identifiers into the historical identifier list, where the other reward sub-identifiers are the reward sub-identifiers in the reward sub-identifier sequence except the first N reward sub-identifiers. In this way, for the reward sub-identifiers with relatively low rank information that cannot be displayed in the virtual reward identifier, they can be stored in the historical identifier list corresponding to the first account in order, ensuring the integrity of the virtual reward resources, facilitating subsequent retrieval and use, and thus improving the management efficiency of the virtual reward resources.

[0119] In step 104, display the updated virtual reward identifier.

[0120] Here, after updating the virtual reward identifier to obtain the updated virtual reward identifier, the updated virtual reward identifier of the first account can be displayed when the virtual reward identifier is displayed next time.

[0121] In the embodiment of the present application, display the current virtual reward identifier of the first account. Among them, the virtual reward identifier includes multiple container units for filling reward sub-identifiers. Therefore, through the virtual reward identifier, multiple reward sub-identifiers obtained by the first account can be displayed at one time, making the content displayed by the virtual reward identifier richer and more specific. Then, obtain the game result of the controlled object corresponding to the first account in the virtual scene during the game. When the game result is a game victory, generate a reward sub-identifier corresponding to the game, update the virtual reward identifier based on the reward sub-identifier to obtain the updated virtual reward identifier, and display the updated virtual reward identifier. In this way, every time the controlled object corresponding to the first account wins a game, a corresponding reward sub-identifier can be obtained for updating the reward sub-identifier, thus ensuring the timeliness and richness of the reward sub-identifier. Therefore, the embodiment of the present application can improve the visualization and embodiment degree of the virtual reward resources through the virtual reward identifier, and can improve the rationality and diversity of processing the virtual reward resources, thereby improving the attraction of the virtual scene game to users, stimulating the interest of users in the virtual scene game, and further improving the user stickiness of the platform.

[0122] In some embodiments, the virtual reward identifier further includes a virtual decoration border. When the game result is a game victory, the virtual decoration border can also be updated through the following process:

[0123] Determine the number of victories of the first account within the current competitive cycle; when the number of victories reaches a preset value, update the virtual decoration border based on the number of victories to obtain the updated virtual decoration border.

[0124] Here, the virtual decoration border is the decoration border of the virtual reward identifier, which is used for the visual hierarchy, level differentiation or symbol of special honor of the virtual reward identifier. It surrounds the virtual reward identifier and intuitively conveys the value, rarity or acquisition difficulty of the virtual reward identifier through visual differences such as color, material, pattern, and dynamic effects. According to various factors such as the gameplay characteristics, difficulty coefficient, and reward strategy of the game, corresponding preset values of the number of victories can be set for different levels or types of decoration borders. For example, it can be stipulated that unlocking a basic decoration border requires 9 victories, and when the number of victories reaches 25, 50, 75, and 100, higher-level and rarer borders can be obtained in sequence. Through the preset value of the number of victories, players can be motivated to actively participate in the ranked matches and strive for the goal of victory to obtain more fulfilling and unique virtual decoration borders. The game system will detect the number of victories of the first account within the current competitive cycle in real-time or regularly. When the number of victories reaches the preset value, the system will automatically trigger the update program of the decoration border, obtain new border images or model data from the game's resource library, and apply them to the original virtual reward identifier to replace the original virtual decoration border and display the updated virtual decoration border.

[0125] In the embodiment of the present application, the virtual reward identifier further includes a virtual decoration border. When the game result is a game victory, the method further includes: determining the number of victories of the first account within the current competitive cycle; when the number of victories reaches a preset value, updating the virtual decoration border based on the number of victories to obtain the updated virtual decoration border. In this way, as the user's achievements and progress in the game, players can obtain more concrete visual feedback and a sense of accomplishment through the virtual decoration border, improving the user experience and the visualization and concreteness of the virtual reward resources.

[0126] In some embodiments, at the end of the current competitive cycle, a target reward identifier can be generated for display, including:

[0127] At the end of the current competitive cycle, generate a target reward identifier based on the updated virtual reward identifier; display the target reward identifier on the account interface of the first account.

[0128] Here, at the end of the current competition cycle, the updated virtual reward identifier can be integrated or simplified to obtain the target reward identifier for final display. Then, in subsequent competition cycles, the target reward identifier is displayed on the account interface of the first account. Among them, the account interface is the core interactive page where users view and manage their personal account information in software, games, and applications, equivalent to the user's digital personal homepage. The account interface integrates account-related data, functions, and personalized settings through a visual layout, enabling users to quickly understand their own status, manage resources, and interact with other users. The target reward identifier can be displayed in a prominent position on the account interface, such as around the personal avatar, at the top of the achievement wall, above the level progress bar, etc.

[0129] In some embodiments, at the end of the current competition cycle, the number of reward sub-identifiers included in the updated virtual reward identifier can be determined first. If the number of reward sub-identifiers is less than a preset value, the target reward identifier is not generated; if the number of reward sub-identifiers is greater than or equal to the preset value, the target reward identifier is generated. Among them, the preset value is a positive integer, such as 9, 25, etc.

[0130] In the embodiments of the present application, at the end of the current competition cycle, the target reward identifier is generated based on the updated virtual reward identifier; the target reward identifier is displayed on the account interface of the first account. Therefore, in the embodiments of the present application, after the current competition cycle ends, the virtual reward identifier is not reset, but the target reward identifier is generated and displayed. In this way, by persistently storing historical medal data in the database, it is possible to avoid frequent data overwriting caused by the reset operation, reduce server pressure, and improve data security. And through the target reward identifier, the user browsing experience and participation enthusiasm can be guaranteed, and the rationality and diversity of virtual reward resource processing can be improved.

[0131] In some embodiments, refer to Figure 3E , generating the target reward identifier based on the updated virtual reward identifier can be achieved through steps 301 to 304, including:

[0132] In step 301, a target sub-identifier of the target reward identifier is generated based on at least one of the updated virtual reward identifier and the historical identifier list of the first account.

[0133] Here, the target sub-identifier of the target reward identifier can be obtained by integrating or simplifying the updated virtual reward identifier. It can also be generated by the updated virtual reward identifier and the historical identifier list of the first account. Among them, the target reward identifier includes at least one container unit for filling the target sub-identifier.

[0134] In some embodiments, refer to Figure 3F, step 301, "Generate a target sub-identifier of the target reward identifier based on at least one of the updated virtual reward identifier and the historical identifier list of the first account", can be implemented through steps 3011 to 3013, including:

[0135] In step 3011, determine at least one identifier group based on at least one of the updated virtual reward identifier and the historical identifier list of the first account.

[0136] Here, each reward sub-identifier in the updated virtual reward identifier is grouped to obtain at least one identifier group. Alternatively, each reward sub-identifier in the updated virtual reward identifier and all or part of the historical sub-identifiers in the historical identifier list of the first account are grouped to obtain at least one identifier group. Among them, the identifier group includes a preset number of reward sub-identifiers. The preset number can be set according to game characteristics or the difficulty of obtaining reward sub-identifiers, and the preset number is a positive integer less than or equal to N, such as 2, 4, 6, etc.

[0137] In some embodiments, step 3011, "Determine at least one identifier group based on at least one of the updated virtual reward identifier and the historical identifier list of the first account", can be implemented through the following process, including:

[0138] Determine the second number of reward sub-identifiers in the updated virtual reward identifier; when the second number is less than N, group each reward sub-identifier in the virtual reward identifier based on the preset number to obtain at least one identifier group.

[0139] Here, determine the second number of all reward sub-identifiers in the updated virtual reward identifier. If the second number is less than N, it means that the virtual reward identifier is not filled at the end of the current competition cycle. At this time, taking the preset number as a group, first group the reward sub-identifiers with higher levels, that is, the reward sub-identifiers in the front row of the arrangement position, in the virtual reward identifier, and finally obtain at least one identifier group. Among them, for the remaining reward sub-identifiers with insufficient preset number and lower levels, they do not need to be divided into the identifier group. For example, N is 25, the second number is 9, and the preset number is 4, then two identifier groups can be obtained. The first identifier group includes the first 4 reward sub-identifiers, the second identifier group includes the 5th to 8th reward sub-identifiers, and the remaining 9th reward sub-identifier with the lowest level.

[0140] In an embodiment of the present application, at least one identification group is determined based on at least one of the updated virtual reward identifier and the historical identifier list of the first account, including: determining a second quantity of reward sub-identifiers in the updated virtual reward identifier; when the second quantity is less than N, grouping each reward sub-identifier in the virtual reward identifier based on a preset quantity to obtain at least one identification group. In this way, when the second quantity is less than N, only the reward sub-identifiers in the virtual reward identifier are grouped, which can improve the grouping efficiency and accuracy.

[0141] In some embodiments, when the second quantity is equal to N, at least one identification group can be obtained through the following process, including:

[0142] First, determine a third quantity of historical sub-identifiers in the historical identifier list.

[0143] Here, when the second quantity is equal to N, it means that at the end of the current competition cycle, the virtual reward identifier is already full. Therefore, the squeezed-out reward sub-identifiers are all stored in the historical identifier list. At this time, further determine the third quantity of all historical sub-identifiers in the historical identifier list.

[0144] Then, when the sum of the second quantity and the third quantity is less than the quantity threshold M, obtain N reward sub-identifiers in the updated virtual reward identifier, and obtain each historical sub-identifier.

[0145] Here, M is a positive integer greater than N. M is the desired number of virtual sub-identifiers when dividing the identification group, and it can be determined according to the preset quantity and the number of grids in the target reward identifier. For example, if the preset quantity is 4 and the number of grids in the target reward identifier is 9, then M is 4×9 = 36. When the sum of the second quantity and the third quantity is less than the quantity threshold M, it is necessary to obtain all the reward sub-identifiers in the updated virtual reward identifier, as well as each historical sub-identifier in the historical identifier list.

[0146] Finally, group the N reward sub-identifiers and each historical sub-identifier based on the preset quantity to obtain at least one identification group.

[0147] Here, according to the preset quantity as one identification group, group the N reward sub-identifiers and each historical sub-identifier in turn according to the level of the level information, and finally obtain at least one identification group.

[0148] In the embodiments of the present application, when the second quantity is equal to N, determine the third quantity of historical sub-identifiers in the historical identifier list; when the sum of the second quantity and the third quantity is less than the quantity threshold M, obtain N reward sub-identifiers in the updated virtual reward identifier, and obtain each historical sub-identifier, where M is a positive integer greater than N; perform grouping processing on the N reward sub-identifiers and each historical sub-identifier based on a preset quantity to obtain at least one identifier group. In this way, each historical sub-identifier that is squeezed out of the virtual reward identifier can be fully utilized for grouping processing, improving the efficiency and data comprehensiveness of the grouping processing, and further improving the accuracy and diversity of virtual reward resource processing.

[0149] In some embodiments, when the sum of the second quantity and the third quantity is greater than or equal to M, at least one identifier group can also be obtained through the following process, including:

[0150] First, obtain N reward sub-identifiers in the updated virtual reward identifier, and obtain the first M - N historical sub-identifiers from the historical identifier list.

[0151] Here, if the sum of the second quantity and the third quantity is greater than or equal to M, then according to the level information, preferentially select the reward sub-identifiers with high level information to construct the identifier group. Therefore, first obtain N reward sub-identifiers from the updated virtual reward identifier, and then sequentially obtain the first M - N historical sub-identifiers from the historical identifier list.

[0152] Then, perform grouping processing on the N reward sub-identifiers and the first M - N historical sub-identifiers based on a preset quantity to obtain at least one identifier group.

[0153] Here, taking a preset quantity as an identifier group, sequentially perform grouping processing on the N reward sub-identifiers and the first M - N historical sub-identifiers according to the level of the level information, and finally obtain at least one identifier group.

[0154] In the embodiments of the present application, when the sum of the second quantity and the third quantity is greater than or equal to M, obtain N reward sub-identifiers in the updated virtual reward identifier, and obtain the first M - N historical sub-identifiers from the historical identifier list; perform grouping processing on the N reward sub-identifiers and the first M - N historical sub-identifiers based on a preset quantity to obtain at least one identifier group. In this way, the historical sub-identifiers that are squeezed out of the virtual reward identifier and have high level information can be fully utilized for grouping processing, improving the efficiency and rationality of the grouping processing, and further improving the accuracy and diversity of virtual reward resource processing.

[0155] In step 3012, for each identifier group, based on each reward sub-identifier in the identifier group, determine the target sub-identifier corresponding to the identifier group.

[0156] Here, by integrating or simplifying each reward sub-identifier in the identifier group, the target sub-identifier corresponding to the identifier group is obtained.

[0157] In some embodiments, step 3012, "Based on each reward sub-identifier in the identifier group, determine the target sub-identifier corresponding to the identifier group", can be implemented through the following process:

[0158] Determine the level information of each reward sub-identifier in the identifier group, and determine the reward sub-identifier with the highest level information as the target sub-identifier corresponding to the identifier group.

[0159] Here, the reward sub-identifier with the highest level information in the identifier group can be determined as the target sub-identifier corresponding to the identifier group. For example, if the identifier group includes reward sub-identifier A (level 2), reward sub-identifier B (level 2), reward sub-identifier C (level 1), and reward sub-identifier D (level 1), then reward sub-identifier A can be determined as the target sub-identifier corresponding to this identifier group.

[0160] Alternatively, determine the average level information based on the level information of each reward sub-identifier, and determine the target sub-identifier corresponding to the identifier group based on the average level information.

[0161] Here, after determining the average level information, if the average level information is not an integer, the rounded level information can be obtained by rounding or ceiling, and then the rounded level information is determined as the target sub-identifier corresponding to the identifier group. For example, if the identifier group includes reward sub-identifier A (level 2), reward sub-identifier B (level 2), reward sub-identifier C (level 1), and reward sub-identifier D (level 1), then the average level information is (2 + 2 + 1 + 1) / 4 = 1.5. At this time, 1.5 can be ceilinged, and then the reward sub-identifier corresponding to level 2 (i.e., reward sub-identifier A) is determined as the target sub-identifier corresponding to this identifier group.

[0162] In the embodiments of the present application, based on each reward sub-identifier in the identifier group, determining the target sub-identifier corresponding to the identifier group includes: determining the level information of each reward sub-identifier in the identifier group, and determining the reward sub-identifier with the highest level information as the target sub-identifier corresponding to the identifier group; or, determining the average level information based on the level information of each reward sub-identifier, and determining the target sub-identifier corresponding to the identifier group based on the average level information. In this way, the method for determining the target sub-identifier corresponding to the identifier group can be flexibly selected, thereby improving the flexibility and efficiency of determining the target sub-identifier.

[0163] In step 3013, the target sub-identifier corresponding to each identifier group is determined as the target sub-identifier of the target reward identifier.

[0164] Here, after determining the target sub-identifiers corresponding to each identifier group, these target sub-identifiers are determined as the target sub-identifiers of the target reward identifier.

[0165] In an embodiment of the present application, based on at least one of the updated virtual reward identifier and the historical identifier list of the first account, the target sub-identifiers of the target reward identifier are generated, including: based on at least one of the updated virtual reward identifier and the historical identifier list of the first account, determining at least one identifier group, where the identifier group includes a preset number of reward sub-identifiers; for each identifier group, based on each reward sub-identifier in the identifier group, determining the target sub-identifier corresponding to the identifier group; and determining the target sub-identifier corresponding to each identifier group as the target sub-identifier of the target reward identifier. In this way, the efficiency and accuracy of determining the target sub-identifiers of the target reward identifier can be improved, and further the accuracy of virtual reward resource processing can be improved.

[0166] In step 302, the updated virtual decoration border is determined as the target decoration border of the target reward identifier.

[0167] Here, the target decoration border is the decoration border of the target reward identifier, surrounding the target reward identifier. Among them, the updated virtual decoration border can be directly determined as the target decoration border of the target reward identifier. Or, the updated virtual decoration border can also be subjected to a feature-preserving simplification process to obtain the target decoration border of the target reward identifier.

[0168] In step 303, based on each level information of the first account in the current competition cycle, the target level identifier of the target reward identifier is determined.

[0169] Here, each level information reached by the first account in the current competition cycle is determined, and then the target level identifier of the target reward identifier is determined according to each level information. Among them, the target level identifier can be set in the center of the target reward identifier, partially covering the target sub-identifiers of the target reward identifier.

[0170] In some embodiments, step 303, "Based on each level information of the first account in the current competition cycle, determine the target level identifier of the target reward identifier", can be implemented through the following process: [[ID=IP19]]

[0171] In each level information of the first account in the current competition cycle, the highest level information is determined; the level identifier corresponding to the highest level information is determined as the target level identifier.

[0172] Here, in each level information of the first account in the current competition cycle, the highest level information can be determined, and the level identifier corresponding to the highest level information is determined as the target level identifier. In this way, through the target level identifier, it can be intuitively seen the highest level of the user in this competition cycle, thereby improving the visualization and embodiment degree of virtual reward resources.

[0173] In step 304, based on the target sub-identifier, the target decoration border, and the target level identifier, a target reward identifier is generated.

[0174] Here, the target sub-identifier, the target decoration border, and the target level identifier are combined according to a preset layout to obtain the target reward identifier. For example, multiple target sub-identifiers are filled into the container unit of the target reward identifier, and the target level identifier is covered at the middle position of the multiple target sub-identifiers, and the target reward identifier is surrounded by the target decoration border to obtain the final target reward identifier for display.

[0175] In the embodiment of the present application, generating a target reward identifier based on the updated virtual reward identifier includes: generating a target sub-identifier of the target reward identifier based on at least one of the updated virtual reward identifier and the historical identifier list of the first account; determining the updated virtual decoration border as the target decoration border of the target reward identifier; determining the target level identifier of the target reward identifier based on each level information of the first account in the current competition cycle; generating a target reward identifier based on the target sub-identifier, the target decoration border, and the target level identifier. In this way, the efficiency and accuracy of generating the target reward identifier can be improved, thereby improving the visualization and embodiment degree of virtual reward resources, and improving the rationality and diversity of virtual reward resource processing.

[0176] In some embodiments, when displaying the target reward identifier, the user can personalize and adjust to hide or display the target reward identifier, including:

[0177] In response to a hide operation on the target reward identifier, stop displaying the target reward identifier on the account interface of the first account; after the target reward identifier is hidden, in response to a display operation on the target reward identifier, display the target reward identifier on the account interface of the first account.

[0178] Here, in response to the user's hide operation on the target reward identifier, the system will trigger a hide logic by detecting an interface interaction event, remove the visual elements (such as icons, borders) corresponding to the target reward identifier from the rendering layer of the account interface and update the front-end state to "hidden". When the user performs a display operation, the system detects the event again, obtains the user's target reward identifier data from the database, re-renders the visual elements of the target reward identifier and restores the display state.

[0179] In the embodiments of the present application, in response to a hiding operation on a target reward identifier, the display of the target reward identifier on the account interface of the first account is stopped; after the target reward identifier is hidden, in response to a display operation on the target reward identifier, the target reward identifier is displayed on the account interface of the first account. In this way, the user can personalize the setting of whether to display the target reward identifier, enhancing the personalized experience, and thus improving the rationality and diversity of the processing of virtual reward resources.

[0180] In some embodiments, the user can also set the visible population of the target reward identifier, including:

[0181] In response to a permission setting operation on the target reward identifier, determine the second account corresponding to the target reward identifier, and display the target reward identifier when the second account views the account interface of the first account.

[0182] Here, the second account refers to the account that can view the target reward identifier on the account interface of the first account. In response to the user's permission setting operation on the target reward identifier, the system first parses the target reward identifier and the authorization scope carried in the operation instruction, queries the permission rules corresponding to the target reward identifier through the permission management module, and determines the list of authorized second accounts; when the second account accesses the account interface of the first account, the system real-time verifies the permission of the second account (such as whether it is in the authorization list), and if it meets the conditions, retrieves the visual data of the target reward identifier from the resource library and inserts it into the interface rendering process for display.

[0183] In the embodiments of the present application, in response to a permission setting operation on the target reward identifier, determine the second account corresponding to the target reward identifier, and display the target reward identifier when the second account views the account interface of the first account. In this way, through the permission level verification mechanism, the user's privacy and security are protected, and the precise sharing of the target reward identifier is realized, thereby improving the security and operation flexibility of virtual reward resources.

[0184] Next, the exemplary application of the embodiments of the present application in an actual application scenario will be described. Taking the game scenario as an example for description.

[0185] Based on the respective historical gameplay information of each user (corresponding to the first account in other embodiments), the embodiments of the present application will periodically generate a "personalized medal", that is, a virtual reward identifier, which is divided into an "assembly stage" and a "display stage". In the assembly stage, the user can play a specified game, and according to the actual gameplay results, continuously fill in the corresponding content for the personalized medal. During the process, the medal will be continuously upgraded, and finally in the "display stage", a visualized display content exclusive to the user's gameplay information will be formed, that is, the target reward identifier, which will be exclusive to the user, and the user can view it at any time or display it to other users.

[0186] At the beginning of each season, that is, at the start of the current competitive cycle, the user will receive a brand-new, blank medal, which is a virtual reward identifier in its initial state. The virtual reward identifier is in an empty state in the initial state, allowing the user to personalize the virtual reward identifier through the game results within the current season. When the user wins a ranked game in the current competitive cycle, they can obtain a corresponding small triangular badge (corresponding to the reward sub-identifier in other embodiments) to fill the virtual reward identifier, and finally obtain a personalized medal (corresponding to the target reward identifier in other embodiments) for display at the end of the current competitive cycle.

[0187] Among them, after the user opens the game application and logs in, the virtual scene main interface will be displayed. The virtual scene main interface displays an entry control for entering the season interface (corresponding to the competitive cycle interface in other embodiments). After entering the season interface, the rank of the first account in the current season (corresponding to the first-level information in other embodiments) will be displayed by default. By clicking the switching control, the virtual reward identifiers obtained by the user at different time periods can be displayed on the season interface.

[0188] Such as Figure 4 shown, Figure 4 is a schematic diagram of the season interface provided by an embodiment of the present application. Among them, 41 is used to represent the current season, 42 is the virtual reward identifier in the initial state, and the virtual reward identifier is in an empty state in the initial state, allowing the user to personalize the virtual reward identifier through the game results within the current season. 43 is the switching control, and the display information of the competitive cycle interface can be switched through the switching control 43. 44 is a quick control for entering a ranked game, and the ranked game interface can be directly entered through the control 44. 45 is the return control, and the virtual scene main interface can be returned through the control 45.

[0189] When the user plays a ranked game in the current season and the game result is a win, according to the rank at the time of victory, a corresponding small triangular badge will be filled into the medal of this season to obtain an updated virtual reward identifier. Such as Figure 5 shown, Figure 5 is another schematic diagram of the season interface provided by an embodiment of the present application. Among them, 51 is the updated virtual reward identifier, and multiple reward sub-identifiers are filled in the updated virtual reward identifier; 52 is the rank of the user in the current season; 53 is the progress bar for upgrading the virtual decoration border of the virtual reward identifier. When the progress bar is full, it means that the user has achieved a milestone goal (such as the number of wins reaches a preset value). At this time, the virtual decoration border of the virtual reward identifier will be correspondingly improved and become more magnificent.

[0190] Next, the filling rules for virtual reward identifiers will be described. At the beginning of the season, the user will receive a blank medal. After the user plays and wins a ranked mode game in this season, a small triangle badge corresponding to the rank at the time of victory will be obtained as a reward sub-identifier and filled into the virtual reward identifier for this season.

[0191] Among them, the ranks in the embodiments of this application are: Rank A, Rank B, Rank C, Rank D, Rank E, Rank F, Rank G, Rank H, Rank I, a total of 9 major ranks. Each rank will be divided into at most 4 minor ranks, such as Rank A1, Rank A2, Rank A3, Rank A4. Therefore, the styles of the small triangle badges are designed according to these 9 major ranks, with each rank divided into 4 levels. Among them, the 9 major ranks have their respective representative colors. The color corresponding to Rank A is gray, the color corresponding to Rank B is brown, the color corresponding to Rank C is silver, the color corresponding to Rank D is gold, the color corresponding to Rank E is blue, the color corresponding to Rank F is purple, the color corresponding to Rank G is green, the color corresponding to Rank H is red, and the color corresponding to Rank I is white. Even within the same rank, the difference in the minor rank numbers will also affect the style of the small triangle badge. See Figure 6 , Figure 6 is a schematic diagram of the styles of the small triangle badges provided by the embodiments of this application. Taking Rank A1, Rank A2, Rank A3, and Rank A4 as examples, where 61 represents the style of Rank A1, 62 represents the style of Rank A2, 63 represents the style of Rank A3, and 64 represents the style of Rank A4. It can be seen that within the same rank, even if the colors of the small triangle badges are the same, but because of the difference in the minor rank numbers, the texture corresponding to the small triangle badges is gradually improved, so as to differentially record the number of winning games in different ranks and achieve the "personalized" effect. It should be noted that since there are no 1 to 4 minor ranks in the highest rank, the small triangle badge of the highest rank I has a fixed effect. As Figure 7 shown, Figure 7 is a schematic diagram of the small triangle badge of the highest rank provided by the embodiments of this application. Among them, a pattern 71 is also set in the center of the small triangle badge.

[0192] Next, the arrangement rules for the small triangle badges will be described. Since the user's ranked experience often climbs from a low rank to a high rank gradually and finally reaches a rank bottleneck. Therefore, in most cases, the user first obtains the small triangle badges corresponding to the low ranks and then slowly obtains the small triangle badges of higher ranks. In response to this situation, the embodiments of this application have designed the following arrangement rules:

[0193] 1) The filling order of the small triangle badges follows: from top to bottom and from left to right. As Figure 8 shown, Figure 8It is a filling schematic diagram of small triangular badges provided by an embodiment of the present application. Among them, multiple small triangular badges 81 are filled in sequence from top to bottom and from left to right.

[0194] 2) The display priority of the small triangular badges in the medal also follows the order from top to bottom and from left to right. Among them, the higher the rarity (i.e., the higher the rank level) of the small triangular badge, it will be default displayed in a more upper position, ensuring that the small triangular badge of the highest rank obtained by the user will always be displayed at the topmost position of the medal. As Figure 9 shown, Figure 9 It is another filling schematic diagram of small triangular badges provided by an embodiment of the present application. Among them, the 4 small triangular badges 91 correspond to the same rank, the 7 small triangular badges 92 correspond to the same rank, the 5 small triangular badges 93 correspond to the same rank, the 9 small triangular badges 94 correspond to the same rank, and moreover, the rank corresponding to the 4 small triangular badges 91 is higher than the rank corresponding to the 7 small triangular badges 92, the rank corresponding to the 7 small triangular badges 92 is higher than the rank corresponding to the 5 small triangular badges 93, and the rank corresponding to the 5 small triangular badges 93 is higher than the rank corresponding to the 9 small triangular badges 94.

[0195] In some embodiments, there may be small triangular badges of multiple colors in the medal at the same time. For example, if the player continuously wins from rank F to rank G and continues to win games at rank G, then the topmost part of the medal will be a green small triangular badge, and the lower part will be a purple small triangular badge.

[0196] Next, the extrusion mechanism of the small triangular badges will be described. At most 25 small triangular badges can be displayed in the medal at the same time, and these small triangular badges are sorted according to the above rules. The higher the rank of the small triangular badge, the more forward it is arranged. Under the same rank, the small triangular badges are sorted according to sub-segments 4, 3, 2, 1. The arrangement order in the medal is from top to bottom and from left to right. When the number of small triangular badges obtained by the player in this season is greater than 25, then the top 25 with the highest rank are preferentially displayed, and the remaining small triangular badges with lower ranks will be extruded out of the medal and not displayed.

[0197] Next, the upgrade process of the medal's frame (corresponding to the virtual decoration border in other embodiments) will be described. In addition to the above-mentioned filling mechanism of the small triangular badges, the medal's frame will also be upgraded. The frame is divided into 6 grade states from 0 to 5 levels, with the initial being level 0. When the number of wins in the user's season ranking reaches 9, 25, 50, 75, 100, the frame level will be upgraded once, and it can be upgraded a total of 5 times. Therefore, through the medal's frame, the personalized effect of the medal can be reflected in another display dimension. As Figure 10 shown, Figure 10It is a schematic diagram of a medal frame provided by an embodiment of the present application. Among them, 10-1 is a frame of level 0, 10-2 is a frame of level 1, 10-3 is a frame of level 2, 10-4 is a frame of level 3, 10-5 is a frame of level 4, and 10-6 is a frame of level 5. Through Figure 10 It can be intuitively seen that as the level of the frame increases, the frame becomes more and more complex and magnificent.

[0198] After the season ends, the user will obtain a medal for final display (corresponding to the target reward identifier in other embodiments), which is used to be displayed in the personal business card (corresponding to the account interface in other embodiments) in the next season. Moreover, the user can freely choose whether to display the target reward identifier in the privacy settings. For the convenience of display, every 4 small triangular badges will be integrated into one, and the 4 small triangular badges with the highest middle rank will be used for display. Among them, if the number of small triangular badges obtained by the user is less than 9, no medal for display will be assigned to the user. During the integration process, in addition to the 25 small triangular badges in the medal, the small triangular badges that were previously squeezed out of the medal can also be obtained for integration, so that there are nine small triangular badges displayed in the integrated medal. In addition, the frame effect of the medal will be completely retained, and the rank icon of the highest rank reached by the player (corresponding to the target level identifier in other embodiments) will also be displayed in the middle of the medal.

[0199] As Figure 11 shown, Figure 11 It is a schematic diagram of the target reward identifier provided by an embodiment of the present application. Among them, the target reward identifier includes 9 target sub-identifiers 111. A target decorative border 112 is provided on the outside of the target reward identifier, and the target level identifier 113 of the highest rank reached by the player is displayed in the middle of the target reward identifier.

[0200] Based on each user's respective historical gameplay information, an embodiment of the present application will periodically generate a "personalized medal". The user can play specified matches and continuously fill in the corresponding content for the personalized medal according to the actual match results. During the process, the medal will be continuously upgraded, and finally form a visualized display content of the gameplay information exclusive to the user, enabling the user to view it at any time or display it to other users. Through the embodiment of the present application, the pain points of the user's growing personalized display and recording can be solved, thereby improving the visualization and embodiment degree of game data.

[0201] Next, continue to describe the exemplary structure of the virtual reward resource processing device 455 provided by an embodiment of the present application as a software module. In some embodiments, as Figure 2 shown, the software module stored in the virtual reward resource processing device 455 in the memory 450 may include:

[0202] A display module 4551 for displaying the current virtual reward identifier of the first account, where the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers;

[0203] An acquisition module 4552 for acquiring the game result of the controlled object corresponding to the first account in a virtual scenario;

[0204] A generation module 4553 for generating a reward sub-identifier corresponding to the game when the game result is a game victory, and updating the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier;

[0205] The display module 4551 is further configured to display the updated virtual reward identifier.

[0206] In some embodiments, the generation module 4553 is further configured to determine the number of victory times of the first account in the current competition period; when the number of victory times reaches a preset value, update the virtual decoration border based on the number of victory times to obtain an updated virtual decoration border.

[0207] In some embodiments, the display module 4551 is further configured to display a virtual scenario main interface, where the virtual scenario main interface at least displays an entry control for the competition period; in response to a first operation on the entry control, display a competition period interface, where the competition period interface at least displays the first level information of the first account in the current competition period, and a switching control for switching the display information of the competition period interface; in response to a second operation on the switching control, display the current virtual reward identifier of the first account.

[0208] In some embodiments, the generation module 4553 is further configured to generate a target reward identifier based on the updated virtual reward identifier at the end of the current competition period; display the target reward identifier on the account interface of the first account.

[0209] In some embodiments, the display module 4551 is further configured to stop displaying the target reward identifier on the account interface of the first account in response to a hiding operation on the target reward identifier; after the target reward identifier is hidden, display the target reward identifier on the account interface of the first account in response to a display operation on the target reward identifier.

[0210] In some embodiments, the display module 4551 is further configured to determine a second account corresponding to the target reward identifier in response to a permission setting operation on the target reward identifier, and display the target reward identifier when the second account views the account interface of the first account.

[0211] In some embodiments, the generating module 4553 is further configured to generate a target sub-identifier of the target reward identifier based on at least one of the updated virtual reward identifier and the historical identifier list of the first account; determine the updated virtual decoration border as the target decoration border of the target reward identifier; determine a target level identifier of the target reward identifier based on each level information of the first account in the current competition period; and generate the target reward identifier based on the target sub-identifier, the target decoration border, and the target level identifier.

[0212] In some embodiments, the generating module 4553 is further configured to determine the highest level information from each level information of the first account in the current competition period; and determine the level identifier corresponding to the highest level information as the target level identifier.

[0213] In some embodiments, the generating module 4553 is further configured to determine at least one identifier group based on at least one of the updated virtual reward identifier and the historical identifier list of the first account, where the identifier group includes a preset number of reward sub-identifiers; for each identifier group, determine a target sub-identifier corresponding to the identifier group based on each reward sub-identifier in the identifier group; and determine the target sub-identifier corresponding to each identifier group as the target sub-identifier of the target reward identifier.

[0214] In some embodiments, the generating module 4553 is further configured to determine a second number of reward sub-identifiers in the updated virtual reward identifier; when the second number is less than N, perform grouping processing on each reward sub-identifier in the virtual reward identifier based on the preset number to obtain the at least one identifier group.

[0215] In some embodiments, the generating module 4553 is further configured to, when the second number is equal to N, determine a third number of historical sub-identifiers in the historical identifier list; when the sum of the second number and the third number is less than a quantity threshold M, obtain N reward sub-identifiers in the updated virtual reward identifier and obtain each historical sub-identifier, where M is a positive integer greater than N; and perform grouping processing on the N reward sub-identifiers and each historical sub-identifier based on the preset number to obtain the at least one identifier group.

[0216] In some embodiments, the generating module 4553 is further configured to, when the sum of the second number and the third number is greater than or equal to M, obtain N reward sub-identifiers in the updated virtual reward identifier and obtain the first M - N historical sub-identifiers from the historical identifier list; and perform grouping processing on the N reward sub-identifiers and the first M - N historical sub-identifiers based on the preset number to obtain the at least one identifier group.

[0217] In some embodiments, the generating module 4553 is further configured to determine the level information of each reward sub-identifier in the identifier group, and determine the target sub-identifier corresponding to the identifier group as the reward sub-identifier with the highest level information; alternatively, determine the average level information based on the level information of each reward sub-identifier, and determine the target sub-identifier corresponding to the identifier group based on the average level information.

[0218] In some embodiments, the generating module 4553 is further configured to determine the first level information of the controlled object corresponding to the first account when playing a game in the virtual scene; based on the first level information, determine the attribute information of the reward sub-identifier, where the attribute information at least includes color information and style information; based on the attribute information, generate a reward sub-identifier corresponding to the game, and the level information of the reward sub-identifier is the first level information.

[0219] In some embodiments, the generating module 4553 is further configured to obtain the first level information corresponding to the reward sub-identifier; determine the second level information corresponding to each existing virtual sub-identifier in the virtual reward identifier; based on the first level information and each second level information, perform a descending order sorting on the reward sub-identifier and each existing virtual sub-identifier to obtain a reward sub-identifier sequence; based on the reward sub-identifier sequence, fill the container units in the virtual reward identifier to obtain an updated virtual reward identifier.

[0220] In some embodiments, the generating module 4553 is further configured to determine the first quantity of the existing virtual sub-identifiers; when the first quantity is less than N, fill each reward sub-identifier in the reward sub-identifier sequence into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

[0221] In some embodiments, the generating module 4553 is further configured to, when the first quantity is N, determine the first N reward sub-identifiers in the reward sub-identifier sequence; fill each reward sub-identifier in the first N reward sub-identifiers into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

[0222] In some embodiments, the generating module 4553 is further configured to obtain the historical identifier list corresponding to the first account, and the level information of each historical sub-identifier in the historical identifier list is in descending order; insert the other reward sub-identifiers into the historical identifier list based on the level information corresponding to the other reward sub-identifiers, where the other reward sub-identifiers are the reward sub-identifiers in the reward sub-identifier sequence except the first N reward sub-identifiers.

[0223] An embodiment of the present application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the electronic device executes the virtual reward resource processing method described above in the embodiment of the present application.

[0224] An embodiment of the present application provides a computer-readable storage medium, in which computer-executable instructions or a computer program are stored. When the computer-executable instructions or the computer program are executed by a processor, the processor will be caused to execute the virtual reward resource processing method provided by the embodiment of the present application. For example, as Figure 3A the virtual reward resource processing method shown.

[0225] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disc, or CD-ROM; or it may be various devices including one or any combination of the above memories.

[0226] In some embodiments, the computer-executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0227] As an example, the computer-executable instructions may or may not correspond to a file in the file system, and may be stored as part of a file that stores other programs or data. For example, they may be stored in one or more scripts in a Hyper Text Markup Language (HTML) document, stored in a single file dedicated to the program being discussed, or stored in multiple cooperating files (for example, files that store one or more modules, subroutines, or code portions).

[0228] As an example, the computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed at multiple locations and interconnected by a communication network.

[0229] In summary, through the embodiments of the present application, the current virtual reward identifier of the first account is displayed. Among them, the virtual reward identifier includes multiple container units for filling reward sub-identifiers. Therefore, through the virtual reward identifier, multiple reward sub-identifiers obtained by the first account can be displayed at one time, making the content displayed by the virtual reward identifier richer and more specific. Then, obtain the game result of the controlled object corresponding to the first account in the virtual scene. When the game result is a game victory, generate a reward sub-identifier corresponding to the game, update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier, and display the updated virtual reward identifier. In this way, every time the controlled object corresponding to the first account wins a game, a corresponding reward sub-identifier can be obtained for updating the reward sub-identifier, thus ensuring the timeliness and richness of the reward sub-identifier. Therefore, the embodiments of the present application improve the visualization and embodiment degree of virtual reward resources through the virtual reward identifier, and further improve the rationality and diversity of processing virtual reward resources.

[0230] As described above, the above are only the embodiments of the present application and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are all included in the protection scope of the present application.

Claims

1. A method for processing virtual reward resources, characterized in that The method includes: Displaying a current virtual reward identifier of a first account, where the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers; Obtaining a game result of a controlled object corresponding to the first account in a virtual scenario; When the game result is a game victory, generating a reward sub-identifier corresponding to the game, and updating the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier; Displaying the updated virtual reward identifier.

2. The method according to claim 1, characterized in that The virtual reward identifier further includes a virtual decoration border. When the game result is a game victory, the method further includes: Determining the number of victory times of the first account in the current competitive cycle; When the number of victory times reaches a preset value, updating the virtual decoration border based on the number of victory times to obtain an updated virtual decoration border.

3. The method according to claim 1, characterized in that The method further includes: Displaying a main interface of the virtual scenario, where the main interface of the virtual scenario at least displays an entry control for the competitive cycle; In response to a first operation on the entry control, displaying a competitive cycle interface, where the competitive cycle interface at least displays first-level information of the first account in the current competitive cycle and a switching control for switching the display information of the competitive cycle interface; In response to a second operation on the switching control, displaying the current virtual reward identifier of the first account.

4. The method according to claim 1, wherein The method further includes: At the end of the current competitive cycle, generating a target reward identifier based on the updated virtual reward identifier; Displaying the target reward identifier on the account interface of the first account.

5. The method according to claim 4, characterized in that, The method further includes: In response to a hiding operation on the target reward identifier, stopping displaying the target reward identifier on the account interface of the first account; After the target reward identifier is hidden, in response to a display operation on the target reward identifier, displaying the target reward identifier on the account interface of the first account.

6. The method according to claim 5, characterized in that, The method further includes: In response to a permission setting operation on the target reward identifier, determining a second account corresponding to the target reward identifier, and displaying the target reward identifier when the second account views the account interface of the first account.

7. The method according to claim 4, wherein The generating the target reward identifier based on the updated virtual reward identifier includes: Generating a target sub-identifier of the target reward identifier based on at least one of the updated virtual reward identifier and the historical identifier list of the first account; Determining the updated virtual decoration border as the target decoration border of the target reward identifier; Based on each level information of the first account in the current competitive cycle, determining a target level identifier of the target reward identifier; Generating the target reward identifier based on the target sub-identifier, the target decoration border, and the target level identifier.

8. The method according to claim 7, characterized in that The determining the target level identifier of the target reward identifier based on each level information of the first account in the current competitive cycle includes: Determining the highest level information from each level information of the first account in the current competitive cycle; Determining the level identifier corresponding to the highest level information as the target level identifier.

9. The method according to claim 7, wherein Generating a target sub-identifier of the target reward identifier based on at least one of the updated virtual reward identifier and the historical identifier list of the first account includes: Determining at least one identifier group based on at least one of the updated virtual reward identifier and the historical identifier list of the first account, where the identifier group includes a preset number of virtual sub-identifiers; For each of the identifier groups, determining a target sub-identifier corresponding to the identifier group based on each reward sub-identifier in the identifier group; Determining the target sub-identifier corresponding to each of the identifier groups as the target sub-identifier of the target reward identifier.

10. The method according to claim 9, wherein The determining at least one identifier group based on at least one of the updated virtual reward identifier and the historical identifier list of the first account includes: Determining a second quantity of the reward sub-identifiers in the updated virtual reward identifier; When the second quantity is less than N, performing grouping processing on each reward sub-identifier in the virtual reward identifier based on the preset quantity to obtain the at least one identifier group.

11. The method according to claim 10, wherein The method further includes: When the second quantity is equal to N, determining a third quantity of the historical sub-identifiers in the historical identifier list; When the sum of the second quantity and the third quantity is less than a quantity threshold M, obtaining N reward sub-identifiers in the updated virtual reward identifier and obtaining each of the historical sub-identifiers, where M is a positive integer greater than N; Performing grouping processing on the N reward sub-identifiers and each of the historical sub-identifiers based on the preset quantity to obtain the at least one identifier group.

12. The method according to claim 11, wherein The method further includes: When the sum of the second quantity and the third quantity is greater than or equal to M, obtaining N reward sub-identifiers in the updated virtual reward identifier and obtaining the first M - N historical sub-identifiers from the historical identifier list; Performing grouping processing on the N reward sub-identifiers and the first M - N historical sub-identifiers based on the preset quantity to obtain the at least one identifier group.

13. The method according to any one of claims 9 to 12, characterized in that, The determining a target sub-identifier corresponding to the identifier group based on each reward sub-identifier in the identifier group includes: Determining the level information of each reward sub-identifier in the identifier group and determining the reward sub-identifier with the highest level information as the target sub-identifier corresponding to the identifier group; or, Determining an average level information based on the level information of each reward sub-identifier and determining the target sub-identifier corresponding to the identifier group based on the average level information.

14. The method according to any one of claims 1 to 12, characterized in that, The generating a reward sub-identifier corresponding to the game includes: Determining first level information of the controlled object corresponding to the first account when playing a game in the virtual scene; Based on the first level information, determining attribute information of the reward sub-identifier, where the attribute information at least includes color information and style information; Based on the attribute information, generating a reward sub-identifier corresponding to the game, where the level information of the reward sub-identifier is the first level information.

15. The method according to any one of claims 1 to 12, characterized in that, The updating the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier includes: Obtaining the first level information corresponding to the reward sub-identifier; Determine the second-level information corresponding to each existing virtual sub-identifier in the virtual reward identifier; Based on the first-level information and each piece of the second-level information, perform a descending order sorting on the reward sub-identifier and each of the existing virtual sub-identifiers to obtain a reward sub-identifier sequence; Based on the reward sub-identifier sequence, fill the container units in the virtual reward identifier to obtain an updated virtual reward identifier.

16. The method according to claim 15, characterized in that The virtual reward identifier includes N container units for filling reward sub-identifiers, where N is a positive integer; The filling the container units in the virtual reward identifier based on the reward sub-identifier sequence to obtain an updated virtual reward identifier includes: Determine the first quantity of the existing virtual sub-identifiers; When the first quantity is less than N, fill each reward sub-identifier in the reward sub-identifier sequence into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

17. The method according to claim 16, wherein The method further includes: When the first quantity is N, determine the first N reward sub-identifiers in the reward sub-identifier sequence; Fill each reward sub-identifier in the first N reward sub-identifiers into each container unit in the virtual reward identifier to obtain an updated virtual reward identifier.

18. The method according to claim 17, wherein The method further includes: Obtain the historical identifier list corresponding to the first account, and the level information of each historical sub-identifier in the historical identifier list is in descending order; Based on the level information corresponding to other reward sub-identifiers, insert the other reward sub-identifiers into the historical identifier list, where the other reward sub-identifiers are the reward sub-identifiers in the reward sub-identifier sequence except the first N reward sub-identifiers.

19. A virtual reward resource processing device, characterized in that, The apparatus includes: A display module, configured to display the current virtual reward identifier of the first account, where the virtual reward identifier includes a plurality of container units for filling reward sub-identifiers; An acquisition module, configured to acquire the game result of the controlled object corresponding to the first account in a virtual scenario; A generation module, configured to, when the game result is a game victory, generate a reward sub-identifier corresponding to the game, and update the virtual reward identifier based on the reward sub-identifier to obtain an updated virtual reward identifier; The display module is further configured to display the updated virtual reward identifier.

20. An electronic device, characterized in that, The electronic device includes: A memory, configured to store computer-executable instructions or a computer program; A processor, configured to, when executing the computer-executable instructions or the computer program stored in the memory, implement the method according to any one of claims 1 to 18.

21. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, The computer-executable instructions or the computer program, when executed by the processor, implement the method according to any one of claims 1 to 18.

22. A computer program product, comprising computer-executable instructions or a computer program, characterized in that, The computer-executable instructions or the computer program, when executed by the processor, implement the method according to any one of claims 1 to 18.