Virtual information processing method and device, equipment and storage medium

By introducing geographic war zones and virtual war zone rankings in the virtual environment, displaying the rankings of virtual objects that have obtained and not obtained location information respectively, the problem of single display of existing rankings is solved and the efficiency of human-computer interaction is improved.

CN120437640APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410178015.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-08
Publication Date
2025-08-08

AI Technical Summary

Technical Problem

The rankings are constructed in the existing virtual environments in a relatively single way, and the ranking methods of virtual objects that have obtained and not obtained location information are not effectively distinguished, resulting in low human-computer interaction efficiency.

Method used

It provides a virtual information processing method, which displays the ranking information of virtual objects that have obtained and not obtained location information, and simplifies the display of rankings of virtual objects that have not obtained location information.

Benefits of technology

It enriches the display method of rankings, improves human-computer interaction efficiency, and allows you to view the ranking information of multiple virtual characters that have not obtained location information without filtering operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual information processing method and device, equipment and a storage medium, and belongs to the technical field of human-computer interaction. The method is executed by a terminal, the terminal is used for displaying a geographic war area ranking list and a virtual war area ranking list, and the method comprises the following steps: displaying role information of a first object, the role information being identity information of the first object controlled by the terminal and / or a historical activity record of the first object in a virtual environment; in response to the operation of triggering ranking viewing, displaying first ranking information of the first object in the virtual war area ranking list under the condition that the terminal does not obtain the position information; wherein the geographic war area ranking list is used for indicating ranking information of the virtual objects of which the position information is obtained, and the position information of at least two virtual objects in one geographic war area ranking list belongs to the same geographic area; the virtual war area ranking list is used for indicating ranking information of the virtual objects which do not obtain the position information, and the virtual war area ranking list does not have a corresponding geographic area.
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Description

Technical Field

[0001] The present application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and storage medium for processing virtual information. Background Art

[0002] In applications that include a virtual environment, it is usually necessary to control virtual objects to perform activities in the virtual environment, such as walking, driving, climbing, picking up objects, fighting, etc.

[0003] In the related art, the application provides a ranking list of virtual characters, which shows the user the competitive level of the controlled virtual characters in the virtual environment in a ranking manner.

[0004] However, the above rankings are constructed in a relatively simple way. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for processing virtual information. The technical solution is as follows:

[0006] According to one aspect of the present application, a method for processing virtual information is provided. The method is executed by a terminal, the terminal being configured to display a geographical war zone ranking list and a virtual war zone ranking list. The method comprises:

[0007] displaying role information of a first object, where the role information is identity information of the first object controlled by the terminal and / or historical activity records of the first object in a virtual environment;

[0008] In response to triggering a ranking viewing operation, if the terminal does not obtain the location information, displaying first ranking information of the first object in the virtual battle zone ranking list;

[0009] Among them, the geographical battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographical battle zone ranking list belongs to the same geographical area; the virtual battle zone ranking list is used to indicate the ranking information of virtual objects that have not obtained location information, and the virtual battle zone ranking list does not have a corresponding geographical area.

[0010] According to another aspect of the present application, a device for processing virtual information is provided, wherein a terminal is used to display a geographical war zone ranking list and a virtual war zone ranking list, and the device comprises:

[0011] A display module, configured to display role information of a first object, wherein the role information is identity information of the first object controlled by the terminal and / or a historical activity record of the first object in a virtual environment;

[0012] The display module is further configured to, in response to triggering a ranking viewing operation, display first ranking information of the first object in the virtual battle zone ranking list when the terminal fails to obtain the position information;

[0013] Among them, the geographical battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographical battle zone ranking list belongs to the same geographical area; the virtual battle zone ranking list is used to indicate the ranking information of virtual objects that have not obtained location information, and the virtual battle zone ranking list does not have a corresponding geographical area.

[0014] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method for processing virtual information as described above.

[0015] According to another aspect of the present application, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method for processing virtual information as described above.

[0016] According to another aspect of the present application, a computer program product is provided, which includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the above-mentioned method for processing virtual information as described above.

[0017] The beneficial effects of the technical solution provided by this application include at least:

[0018] The virtual battle zone ranking list enables ranking of virtual characters that have not obtained position information, enriching the terminal's display method of the ranking list; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained position information, virtual objects with and without position information are ranked separately in different ranking lists. Without the need for filtering operations, it is possible to view the ranking information of multiple virtual characters that have the same position information as the first character but have not obtained position information, thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0020] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;

[0021] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0022] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;

[0023] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;

[0024] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;

[0025] Figure 6 This is a card diagram of an equipment card provided by one embodiment of the present application;

[0026] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;

[0027] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;

[0028] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;

[0029] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;

[0030] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;

[0031] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0032] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;

[0033] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by an embodiment of the present application;

[0034] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0035] Figure 16 is a schematic diagram of a method for processing virtual information provided by an embodiment of the present application;

[0036] Figure 17 This is a flowchart of a method for processing virtual information provided by one embodiment of the present application;

[0037] Figure 18 This is a flowchart of a method for processing virtual information provided by one embodiment of the present application;

[0038] Figure 19 This is a flowchart of a method for processing virtual information provided by one embodiment of the present application;

[0039] Figure 20 This is a flowchart of a method for processing virtual information provided by one embodiment of the present application;

[0040] Figure 21 This is a structural block diagram of a virtual information processing device provided by an embodiment of the present application;

[0041] Figure 22 This is a structural block diagram of a terminal provided by an embodiment of the present application.

[0042] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application. DETAILED DESCRIPTION

[0043] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0044] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0045] The terms used in this disclosure are for the purpose of describing specific embodiments only and are not intended to limit the disclosure. As used in this disclosure and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0046] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, storage, and display, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the ranking viewing operation and first-rank information involved in this application are all obtained with full authorization.

[0047] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter without departing from the scope of this disclosure. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0048] First, the nouns involved in the embodiments of this application are introduced:

[0049] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0050] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0051] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0052] The chessboard of traditional auto chess is divided into a battle area and a chess piece candidate area. Among them, the battle area includes several chess grids of the same size, which are used to place chess pieces for battle during the battle; the chess piece candidate area includes several candidate chess piece positions, which are used to place candidate chess pieces. The candidate chess pieces will not participate in the battle during the battle and can be dragged and placed in the battle area during the preparation stage. The chessboard area provided in the embodiment of the present application does not include the chess piece candidate area, but only includes the battle area. Regarding the setting method of the chess grids in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess grids. Schematically, n is an integer multiple of 2, and two adjacent rows of chess grids are aligned, or two adjacent rows of chess grids are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area. The users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the friendly battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the top and bottom sides of the battle interface respectively. The shape of the chess grid can be any one of square, rectangular, circular, and hexagonal, and the embodiments of the present application do not limit the shape of the chess grid.

[0053] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0054] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0055] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0056] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0057] Figure 1 The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0058] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. Client 111 can be any of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a turn-based chess game program, a casual game, a party game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), or a simulation game (SLG). In some examples, this client can be a client for an auto chess game. The first terminal 110 is the terminal used by the first user 112. During the preparation phase of the game, the first user 112 uses the first terminal 110 to arrange chess pieces in the battle area of the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the chess pieces to play according to the attributes, skills, and arrangement of the chess pieces in the battle area.

[0059] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any of a battle royale shooter game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or a SLG. In some examples, the client can be a client for an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to place chess pieces in the game area of the chessboard. During the game phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the game area.

[0060] Optionally, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user 112 and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user 112 via the first terminal 110 and by the second user via the second terminal 130 are located on different chessboards, i.e., the first user 112 and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during that round.

[0061] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0062] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0063] Figure 1Only two terminals are shown, but in different embodiments, multiple other terminals 140 may be connected to server 120. Optionally, one or more terminals 140 may be developers' terminals. A development and editing platform for a client supporting a virtual environment is installed on these terminals. Developers can edit and update the client on these terminals 140 and transmit the updated client installation package to server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can then download the client installation package from server 120 to update the client. The first terminal 110, the second terminal 130, and the other terminals 140 are connected to server 120 via a wireless or wired network.

[0064] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a 3D virtual environment. Optionally, server 120 performs primary computing tasks, while the client performs secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while the client performs primary computing tasks; alternatively, server 120 and the client utilize a distributed computing architecture for collaborative computing.

[0065] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0066] First, let’s introduce turn-based chess games.

[0067] In one implementation, the virtual information processing method provided by this application is applied to a turn-based chess game. The virtual battle zone ranking list and the geographical battle zone ranking list in the virtual information processing method provided by this application are ranking lists in turn-based chess games. It is understandable that the above content is not intended to be limiting, and the above ranking list can also be applied to Figure 1 Other types of clients are shown in the introduction.

[0068] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0069] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.

[0070] The method includes:

[0071] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0072] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0073] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.

[0074] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0075] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0076] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0077] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0078] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0079] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0080] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.

[0081] The display state of selected cards differs from that of unselected cards. Optionally, the selected card has a highlighting effect, including: a bold border, a highlighted border, a dynamic border, and its placement in the card queue shifting a preset distance toward the board. Battle preparation operations include: adding one or more own pieces, reducing one or more own pieces, upgrading one or more own pieces, adding equipment to one or more own pieces, reducing equipment from one or more own pieces, and having one or more own pieces grant a buff.

[0082] Because different card types have different effects, a preparation operation is performed on at least one of the player's pieces on the board based on the type of the selected card. During the preparation phase, the player object prepares at least one of the player's pieces on the board, and the enemy player object prepares at least one of the enemy's pieces on the board.

[0083] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0084] The automatic battle between your own and enemy chess pieces on the chessboard area does not require manual control by your own player object. Instead, the client or server automatically controls the battle between the two chess pieces based on factors such as the chess piece's position on the board, its attributes, its level, its skills, its attributes, and the joint enhancement properties between the pieces, until all of one side's pieces are killed. Both your own and enemy player objects have health points. After the round ends, a portion of the health points of the losing player object will be deducted. This portion can be determined based on the number of remaining chess pieces on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0085] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0086] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0087] Classification of card types:

[0088] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0089] Chess Cards: Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.

[0090] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.

[0091] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0092] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0093] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.

[0094] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0095] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.

[0096] Effect Cards: Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.

[0097] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.

[0098] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0099] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0100] 1. Enhance the probability and / or quantity of your players obtaining chess cards; 2. Enhance the probability or quantity of your players obtaining chess cards with the same name associated with the chess pieces on the field; 3. Reduce the energy required for your players to obtain chess cards; 4. Increase the quantity of chess cards exchanged by your players; 5. Reduce the energy required for your players to exchange chess cards; 6. Improve the chess level of at least one chess piece on the field; 7. Add equipment to at least one chess piece on the field; 8. Improve the equipment level of at least one chess piece on the field; 9. Reduce the energy consumption when playing / changing cards; 10. Increase the probability of obtaining certain cards; 11. Increase the quantity of certain cards obtained; 12. Increase the chance of exchanging cards, and so on. I will not go into details one by one.

[0101] For example, the "Two Players" card has an effect: randomly obtain two identical hero cards; the "Talent Search" card has an effect: choose one of three highest-quality hero cards available at the current player level; the "Copy" card has an effect: randomly obtain a card with the same name as a hero on the field; the "Abundant Harvest" card has an effect: instantly replenish your hand to 5 cards; the "Random Enhancement" card has an effect: increase the level of a random hero on the field by 5; the "One More Time" card has an effect: draw one card and gain one free card swap this round; the "Wish" card has an effect: reduce the energy cost of all cards by 1; and the "Add Card" card has an effect: draw two cards. In some embodiments, effect cards can be classified as at least one of: general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, use conditions, card effects, and range of effect. Piece type effect cards are effect cards whose card attributes are related to the piece type. For example, only pieces of a specified piece type can obtain, use, or enjoy the effects of a card. Faction effect cards are effect cards whose card attributes are related to the faction. For example, only pieces of a specified faction can obtain, use, or enjoy the effects of a card.

[0102] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0103] Equipment Cards: Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.

[0104] The equipment icon 41 may be an icon used to represent an equipment image or equipment effect. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.

[0105] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.

[0106] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0107] Chess player cards: Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0108] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, the energy value consumed when the card is played 53, and a description of the chess player card's equipment 54. The card icon 51 can be an icon used to represent the card's effect. Figure 7 The player card name 52 is the name of the player card or the name of the effect.

[0109] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0110] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

[0111] Based on the introduction to the four types of cards above, we can see that, on the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of the respective players. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different types of cards, this can reduce the number of user interface elements that need to be displayed on the battle interface, simplify the operation difficulty of the player object, and improve the human-computer interaction efficiency of the player object.

[0112] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0113] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0114] Card acquisition method: The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0115] Obtaining Cards: 1. Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Obtaining Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or more cards can be unlocked. Obtaining Condition 8: Purchase a card. Obtaining Condition 9: Preset Player Skills are triggered. Preset Player Skills are passive skills that have effects such as drawing, adding, or duplicating cards. For example, you can draw a player card every two turns or draw a player card every three cards played.

[0116] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0117] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:

[0118] Player selection stage: Step 320: Select a virtual character of the player of the team, where the virtual character of the player is used to represent a virtual character that controls at least one chess piece of the team;

[0119] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0120] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.

[0121] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.

[0122] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0123] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0124] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.

[0125] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0126] Preparation phase for each round: Step 340: Displaying the game interface of the turn-based chess game, which includes a chessboard area and a hand card area;

[0127] Combined with reference Figure 10The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.

[0128] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0129] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0130] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0131] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:

[0132] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0133] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0134] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0135] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0136] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0137] Regarding step 362 (Pawn Cards): In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first own chess piece is added to the board area. The first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the board area.

[0138] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0139] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0140] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0141] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.

[0142] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0143] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the board area, the chess piece level of the second local chess piece is upgraded in the board area. The second local chess piece is the chess piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since the second local chess piece already exists in the board area, the release position of the drag operation can be completed anywhere in the board area, and the drag operation does not need to be precisely dragged to the second local chess piece.

[0144] Regarding step 364 (equipment card): In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow. In response to a drag operation of dragging the second indicator element to a second own chess piece, the virtual equipment is equipped on the second own chess piece.

[0145] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0146] Regarding step 366 (Effect Cards): In some embodiments, the cards in the hand area include effect cards. In response to playing an effect card, an effect is added to at least one of the player's own pieces and / or an effect is added to the card acquisition process. Effect cards fall into two categories based on the objects they affect:

[0147] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0148] Type 2: Adds effects to the card acquisition process.

[0149] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.

[0150] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0151] For step 368 (player cards): in response to the operation of playing the player cards, perform at least one of the following preparation operations: increasing the number of own chess pieces, reducing the number of own chess pieces, upgrading the own chess pieces, adding effects to the own chess pieces, wearing props for the own chess pieces, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the life value of the own player object.

[0152] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0153] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0154] Swap: During the preparation phase, your player can swap one or more cards from their hand. Clicking the Swap button allows you to swap one or more cards. Swapping cards consumes energy. For example, you can only swap once per round, but you can swap multiple cards at once. Each card you swap costs 1 energy.

[0155] Card Deletion: During the card play process, drag a card to a designated location to delete or sell it. The resources consumed by the deleted card cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0156] Player level upgrade function: The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and some new abilities will be unlocked at the same time, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality logos of different colors. As the player level is upgraded, the quality logo corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality logo can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0157] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.

[0158] The battle phase of each round: Step 380: In the battle phase, the chess pieces of the own side and the enemy chess pieces are displayed to automatically engage in battle in the chessboard area; the automatic battle process between the chess pieces of the own side and the enemy chess pieces in the chessboard area does not require manual control by the player object of the own side, and the client or server automatically controls the battle between the chess pieces of both sides based on the chess square positions on the chessboard, chess piece attributes, chess piece levels, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, and other factors until all the chess pieces of one side are killed in battle.

[0159] Figure 13The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.

[0160] Battle settlement phase: Step 390: Calculate the health value of the virtual character of the player, and start the next round of turn-based battle or end the current game based on the health value.

[0161] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0162] When the health value is deducted to zero, the player is eliminated from the game.

[0163] If the health value has not yet been deducted to zero, the next round of turn-based combat begins in the current game, and the player continues to fight with one of the n player objects until the player is eliminated, or the player is the last player standing to win the current game. In some embodiments, damage settlement is determined based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.

[0164] Exemplary references Figure 15 The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.

[0165] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0166] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0167] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0168] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0169] Next, the processing method of virtual information in this application is introduced:

[0170] Figure 16 A schematic diagram showing a method for processing virtual information provided by an exemplary embodiment of the present application is shown.

[0171] First interface 710 is the terminal's display interface in response to triggering a ranking view operation. In first interface 710, the virtual battlefield rankings include four sub-rankings: global ranking 711, Green Grass Plains ranking 712, Green Grass City ranking 713, and Green Grass Street District ranking 714. In one example, global ranking 711 indicates the global rankings within the virtual environment; Green Grass Plains is a virtual area within the virtual environment, which includes the sub-area Green Grass City, which in turn includes the sub-area Green Grass Street District.

[0172] Taking Qingcao Street Ranking 714 as an example, Qingcao Street Ranking 714 shows the ranking of the performance information of multiple virtual objects; the performance information of the virtual objects is virtual rank scores. The first object 722 is named "Sunny Boy", has a virtual rank score 723 of 46 points, and is ranked 543rd in Qingcao Street Ranking 714.

[0173] Exemplarily, the virtual battle zone ranking list includes four layers of sub-ranking lists, all of which are ranking information for virtual objects whose location information has not been obtained. Since the location information of the above-mentioned virtual objects has not been obtained, there is no corresponding geographical area in the virtual battle zone ranking list. The area corresponding to the virtual battle zone ranking list is the virtual area in the virtual environment.

[0174] For example, Qingcao Street Ranking 714 also includes prompt text 730 to indicate the settlement time of the ranking and the ranking promotion rules. For example, prompt text 730 reads: "Settlement in two days, promoted to the top 100." This indicates that virtual objects ranked in the top 100 of Qingcao Street Ranking 714 will be promoted to the sub-ranking level after settlement and added to Qingcao City Ranking 713.

[0175] Next, the method for processing virtual information will be introduced through the following embodiments.

[0176] Figure 17 A flowchart of a method for processing virtual information provided by an exemplary embodiment of the present application is shown. The method can be executed by a terminal. The method includes:

[0177] Step 510: Displaying the role information of the first object;

[0178] The character information is the identity information of the first object controlled by the terminal and / or the historical activity record of the first object in the virtual environment; illustratively, the character information can be displayed on the terminal in at least one of text, image, animation, video or other multimedia forms. Exemplarily, the identity information of the first object includes but is not limited to at least one of the first object's name, virtual growth level, avatar, virtual honor label, and virtual image. The historical activity record includes but is not limited to at least one of the results of competitions in which the first object participated in the virtual environment, the time of competition, the time of entering the virtual environment, and the record of performing virtual activities in the virtual environment.

[0179] Step 520: In response to triggering the ranking viewing operation, if the terminal does not obtain the location information, display the first ranking information of the first object in the virtual battlefield ranking list;

[0180] For example, the first ranking information indicates the ranking of the first object's performance information relative to the performance information of various virtual objects in a virtual battle zone leaderboard. Furthermore, the performance information includes, but is not limited to, at least one of a virtual rank score, a virtual match win rate, a number of wins, and a virtual growth level in the virtual environment.

[0181] Exemplarily, the first ranking information is used to quantitatively indicate the level at which a virtual object performs a virtual activity in a virtual environment. For example, the level at which the first object performs a virtual activity increases as the ranking information improves. Optionally, the first ranking information may indicate the ranking of the first object numerically, or the first ranking information may indicate the ranking range of the first object in the form of a numerical range. Exemplarily, the terminal may display ranking information of other objects in a virtual battle zone ranking list. The virtual battle zone ranking list is used to indicate ranking information of virtual objects whose location information has not been obtained, and the virtual battle zone ranking list does not have a corresponding geographical area.

[0182] Exemplarily, the terminal's failure to obtain location information is used to indicate at least one of the following: the terminal does not have the ability to obtain location information (for example, the terminal is not equipped with a sensor or hardware module for determining location information), the terminal does not enable location services (for example, the terminal does not enable the location information determination function), and the terminal restricts applications that provide a virtual environment from obtaining location information (for example, the application's permission to obtain location information is turned off).

[0183] Exemplarily, the terminal is configured to display both a geographic war zone ranking list and a virtual war zone ranking list. The terminal is capable of displaying both ranking lists. It should be noted that the terminal can display both ranking lists separately on different screens or on the same screen; this application does not limit the manner in which the terminal displays the two ranking lists. Exemplarily, the terminal can display only the first ranking information in the virtual war zone ranking list, or it can display ranking information for a greater number of items. Similarly, the terminal can display ranking information for one or more virtual objects in the geographic war zone ranking list.

[0184] Exemplarily, the geographic battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographic battle zone ranking list belongs to the same geographic area; in one example, the geographic area is usually pre-divided; further, the geographic area can be a natural terrain in the real world (such as mountain A, river B, etc.), and the geographic area can also be an administrative division (such as province C, city D, etc.).

[0185] In summary, the method provided in this embodiment realizes the ranking of virtual characters that have not obtained position information through the virtual battle zone ranking list, enriching the terminal's display method of the ranking list; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained position information, virtual objects with position information and without position information are ranked separately in different ranking lists. Without the need for filtering operations, it is possible to view the ranking information of multiple virtual characters that have the same position information as the first character and have not obtained position information, thereby improving the efficiency of human-computer interaction.

[0186] Figure 18The flowchart of a method for processing virtual information provided by an exemplary embodiment of the present application is shown. The method can be executed by a terminal. Figure 17 In the illustrated embodiment, step 520 may be implemented as step 522:

[0187] Step 522: In response to triggering the ranking viewing operation, if the terminal does not obtain the location information, display the first ranking information of the first object in the i-th level sub-ranking list of at least two levels of sub-ranking lists;

[0188] In this embodiment, the virtual battle zone leaderboard includes at least two levels of sub-leaderboards, where the virtual objects included in any two sub-leaderboards within the at least two levels do not intersect. The i-th level of the sub-leaderboard is any level of the at least two levels of the sub-leaderboards, where i is a positive integer. In one example, the at least two levels of sub-rankings exhibit a tree structure, where the number of sub-leaderboards in the a-th level is less than or equal to the number of sub-leaderboards in the a+1-th level. The tree structure will be described below in a separate embodiment.

[0189] Exemplarily, the first ranking information of the first object is information in the i-th level sub-ranking list, and no ranking information for the first object exists in any sub-ranking list other than the i-th level sub-ranking list. Exemplarily, by providing ranking information for the first object through at least two mutually independent levels of sub-ranking lists, the first object is assigned to the i-th level sub-ranking list, thereby facilitating rapid acquisition of a range indicating the level of the first object's ability to perform a virtual activity in the virtual environment, thereby improving human-computer interaction efficiency.

[0190] In an optional example, when the level of the virtual activity is increased or decreased, the first object is changed to a sub-leaderboard with a higher or lower level. The specific implementation method is as follows:

[0191] Implementation method 1: Step 522 in this embodiment is implemented as any one of the following:

[0192] In response to triggering a ranking viewing operation, if the terminal does not obtain location information and the second ranking information of the first object in the (i+n)th level sub-ranking list exceeds the first ranking threshold at the second moment, display the first ranking information of the first object in the (i)th level sub-ranking list;

[0193] Exemplarily, n is a positive integer, and the second moment is earlier than the first moment corresponding to triggering the ranking viewing operation.

[0194] Exemplarily, the second moment is a historical moment earlier than the ranking viewing operation, and at the second moment, the second ranking information of the first object in the i+n-th layer sub-ranking list exceeds the first ranking threshold, indicating that the level of virtual activity performed by the first object has improved. Optionally, the first moment belongs to the time range of a virtual event (such as the second season of a virtual qualifying event), and the second moment belongs to the time range of another virtual event (such as the first season of a virtual qualifying event). The sub-ranking list to which the first object belongs in the current event is determined by the level of virtual activity in historical events. By improving the ranking level, the improvement of the virtual activity level is encouraged, and a more intuitive display method of the virtual activity level is provided in addition to the ranking information, thereby improving the efficiency of human-computer interaction.

[0195] Furthermore, the first ranking threshold increases as the value of n increases. For example, the higher the ranking information in the (i+n)th level sub-ranking, the greater the difference in levels between the (i+n)th level sub-ranking at the first moment and the (i+n)th level sub-ranking. The ranking information in the (i+n)th level sub-ranking can indicate the improvement of the first object at a historical moment compared to other virtual objects with similar virtual activity levels. Changes in the sub-rankings intuitively demonstrate the improvement in the first object's virtual activity level compared to some virtual objects with similar virtual activity levels at the second moment, thereby improving human-computer interaction efficiency.

[0196] In response to triggering a ranking viewing operation, if the terminal does not obtain location information and the third ranking information of the first object in the first fusion ranking list exceeds the second ranking threshold at the third moment, display the first ranking information of the first object in the i-th layer sub-ranking list;

[0197] Exemplarily, m is a positive integer, and the third moment is earlier than the first moment corresponding to triggering the ranking viewing operation.

[0198] Exemplarily, the third moment is a historical moment prior to the ranking viewing operation, and at the third moment, the third ranking information of the first object in the first fused leaderboard exceeds the second ranking threshold, indicating that the first object has improved in the level of virtual activity performed. The first fused leaderboard is constructed based on the i-th to i+m-th sub-rankings at the third moment, and the i+m-th sub-ranking includes the first object;

[0199] Similar to the above example, the level of virtual activity at a historical moment (or the historical event corresponding to that moment) is used to determine the sub-leaderboard to which the first object at the current moment (or the current event corresponding to that moment) belongs. By increasing the leaderboard level, this incentivizes the improvement of virtual activity levels, providing a more intuitive display of virtual activity levels beyond ranking information and improving human-computer interaction efficiency.

[0200] The third ranking information in the first fusion list can indicate the improvement in the virtual activity level of the first object compared with all other virtual objects in the virtual environment at a historical moment. Through the changes in the sub-ranking list, it intuitively demonstrates the degree of improvement in the virtual activity level of the first object compared with all virtual objects in the virtual environment, thereby improving the efficiency of human-computer interaction.

[0201] In the second implementation, step 522 in this embodiment is implemented as any one of the following:

[0202] In response to triggering a ranking viewing operation, if the terminal does not obtain location information and the fourth ranking information of the first object in the ij-th sub-ranking list at the fourth moment does not exceed the third ranking threshold, displaying the first ranking information of the first object in the i-th sub-ranking list;

[0203] Exemplarily, j is a positive integer less than i, and the fourth moment is earlier than the first moment corresponding to triggering the ranking viewing operation.

[0204] Exemplarily, the fourth moment is a historical moment prior to the ranking viewing operation. At the fourth moment, the second ranking information of the first object in the ijth layer sub-ranking list does not exceed the third ranking threshold, indicating that the level of virtual activity performed by the first object has decreased. Similar to the above example, the sub-ranking list to which the first object belongs at the current moment (or the current event corresponding to the current moment) is determined by the level of virtual activity at the historical moment (or the historical event corresponding to the historical moment). By lowering the ranking level as feedback for the decrease in virtual activity level, a more intuitive display of virtual activity level is provided in addition to the ranking information, thereby improving the efficiency of human-computer interaction.

[0205] Furthermore, the third ranking threshold decreases as the value of j increases. For example, the later the ranking information in the ij-th sub-ranking, the greater the difference in levels between the i-th sub-ranking and the ij-th sub-ranking at the first moment. The ranking information in the ij-th sub-ranking can indicate the decline in the first object's virtual activity level compared to other virtual objects with similar virtual activity levels at a historical moment. This change in the sub-ranking intuitively demonstrates the extent to which the first object's virtual activity level has declined compared to some virtual objects with similar virtual activity levels at the fourth moment, thereby improving human-computer interaction efficiency.

[0206] In response to triggering a ranking viewing operation, if the terminal does not obtain location information and the fifth ranking information of the first object in the second fusion ranking list at the fifth moment does not exceed the fourth ranking threshold, display the first ranking information of the first object in the i-th layer sub-ranking list;

[0207] Here, k is a positive integer less than i, and the fifth moment is earlier than the first moment corresponding to triggering the ranking view operation.

[0208] Exemplarily, the fifth moment is a historical moment earlier than the ranking viewing operation. At the fifth moment, the fifth ranking information of the first object in the second fusion list exceeds the fourth ranking threshold, indicating that the level of virtual activity performed by the first object has decreased. The second fusion list is constructed based on the i-th sub-ranking list to the ik-th sub-ranking list at the fifth moment, and the ik-th sub-ranking list includes the first object. Similar to the above example, the sub-ranking list to which the first object belongs at the current moment (or the current event corresponding to the current moment) is determined by the level of virtual activity at the historical moment (or the historical event corresponding to the historical moment). By lowering the ranking level as feedback for the reduction in the level of virtual activity, a more intuitive display method of the virtual activity level is provided in addition to the ranking information, thereby improving the efficiency of human-computer interaction.

[0209] The fifth ranking information in the second fusion list can indicate the reduction in the virtual activity level of the first object compared with all other virtual objects in the virtual environment at a historical moment. Through the changes in the sub-ranking list, the reduction in the virtual activity level of the first object compared with all virtual objects in the virtual environment is intuitively demonstrated, thereby improving the efficiency of human-computer interaction.

[0210] In summary, the method provided in this embodiment realizes the ranking of virtual characters that have not obtained position information through the virtual battle zone ranking list, enriches the terminal's display method of the ranking list, and the first object belongs to the i-th layer sub-ranking list, which is convenient for quickly obtaining the range indicating the level of the first object performing virtual activities in the virtual environment, thereby improving the efficiency of human-computer interaction; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained position information, virtual objects with position information and without position information are ranked separately in different ranking lists. Without the need for filtering operations, it is possible to view the ranking information of multiple virtual characters that have the same position information as the first character and have not obtained position information, thereby improving the efficiency of human-computer interaction.

[0211] Next, we will further introduce the virtual war zone rankings.

[0212] First, the i-th level sub-ranking list is introduced.

[0213] In an optional implementation, Figure 18The i-th level of the sub-leaderboard corresponds to the first virtual area in the virtual environment; illustratively, the first virtual area belongs to the second virtual area, and the upper level of the i-th level of the sub-leaderboard corresponds to the second virtual area; and / or, the first virtual area includes a third sub-area, and the lower level of the i-th level of the sub-leaderboard corresponds to the third sub-area. Exemplarily, the virtual environment is the environment in which the first subject performs a virtual activity. It can be an environment in which the first subject engages in virtual competition, such as a chessboard in a turn-based chess game; or it can be an environment in which the first subject performs virtual sightseeing or virtual exploration. That is, in a turn-based chess game, the virtual environment is not necessarily implemented as a chessboard.

[0214] Exemplarily, the virtual area corresponding to the sub-leaderboard can be implemented as at least one of the following:

[0215] The name of the sub-ranking list includes the name of the virtual area; the background of the sub-ranking list includes the terrain outline of the virtual area; and the logo pattern of the sub-ranking list is the logo pattern of the virtual area.

[0216] Illustratively, the first virtual area is a virtual area displayed on a map of the virtual environment at a first scale, and the second virtual area is a virtual area displayed on the map of the virtual environment at a second scale; the first scale is smaller than the second scale.

[0217] Similarly, the second virtual area is a virtual area displayed on the map of the virtual environment at a second scale, and the third sub-area is a virtual area displayed on the map of the virtual environment at a third scale; the second scale is smaller than the third scale.

[0218] For example, a virtual environment can be divided into multiple sub-areas. For example, a mountain range A in the virtual environment includes five sub-areas: the mountain top, the northern foot of the mountain, the southern cliff, the western canyon, and the eastern town. It is also possible to divide only one sub-area to indicate a special terrain or building in the virtual area. Accordingly, combined with the correspondence between virtual areas and sub-rankings described above, it can be seen that the number of sub-rankings in the a-th layer is less than or equal to the number of sub-rankings in the a+1-th layer.

[0219] In a further optional implementation, the first virtual area is an associated area corresponding to a combat role in a turn-based chess game; wherein the associated area includes a virtual hometown, a placement area in a virtual game, and a camp area of a corresponding virtual camp, and the combat role includes a chess player role and / or a chess piece role. Exemplarily, the chess player role is also referred to as a chess player in the above introduction to turn-based chess games, and the chess piece role is also referred to as a chess piece. Exemplarily, the virtual hometown of the chess piece character can be the initial placement position or the virtual hometown indicated in the character information. Exemplarily, the combat role is a role used by the first subject when participating in the virtual game, or a role whose proficiency exceeds a preset threshold. Exemplarily, when there are multiple roles that meet the above conditions, the combat role is randomly determined from the multiple characters that meet the above conditions.

[0220] In summary, the method provided in this embodiment realizes the ranking of virtual characters whose location information has not been obtained through the virtual battle zone ranking list, enriching the terminal's display method of the ranking list; the virtual battle zone ranking list includes the i-th layer sub-ranking list corresponding to the first virtual area in the virtual environment, simulating the geographical location division in the real world, and realizing the ranking method of virtual characters in the real world and nearby locations in the virtual battle zone ranking list; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained location information, virtual objects with location information and without location information are ranked separately in different ranking lists, and no filtering operation is required, so that the ranking information of multiple virtual characters that have the same location information as the first character and have not obtained location information can be viewed, thereby improving the efficiency of human-computer interaction.

[0221] The following describes the location information. In an optional implementation, Figure 3 In the illustrated embodiment, the terminal failing to obtain location information may be implemented as at least one of the following:

[0222] The terminal does not obtain location information at the first historical moment of registration of the first object;

[0223] Exemplarily, the location information is not obtained when the first object is registered, which is used to indicate that the location information is not provided for the entire application that provides the virtual environment; accordingly, when ranking virtual objects, due to the lack of location information, the ranking of the first object is performed in the virtual battle zone ranking list, enriching the terminal's display of the ranking list.

[0224] The terminal failed to obtain location information at the second historical moment of participating in the virtual event;

[0225] For example, if location information is not obtained when participating in a virtual event, it indicates that location information will not be provided for the virtual event. The virtual battle zone leaderboard is a ranking of the virtual event's performance. The first object is ranked in the virtual battle zone leaderboard, and virtual objects that provide location information and those that do not provide location information are ranked separately in the virtual event. Combined with the correspondence between the virtual battle zone leaderboard and the virtual area described above, even if location information is not provided in the virtual event, the attribution of geographic locations in the real world can be simulated, achieving a ranking method in the virtual battle zone leaderboard that simulates the ranking of virtual characters in nearby locations in the real world.

[0226] The terminal did not obtain location information at the third historical moment when the ranking function was enabled;

[0227] Exemplarily, the failure to obtain location information when the leaderboard function is enabled indicates that location information has not been provided for the leaderboard function in the virtual environment application. The first object has no interest in participating in the geographic theater leaderboard. Ranking the first object in the virtual theater leaderboard ensures that the leaderboard function is enabled for the first object and provides a ranking method similar to the geographic theater leaderboard. Virtual objects controlled by terminals with similar terminal attributes and no location information are ranked in the virtual theater leaderboard, enriching the terminal's display of the leaderboard. Exemplarily, the method for switching between the virtual theater leaderboard and the geographic theater leaderboard will be described in a separate embodiment below.

[0228] In summary, the method provided in this embodiment realizes the ranking of virtual characters whose position information has not been obtained at historical moments through the virtual battle zone ranking list, thereby enriching the terminal's display method of the ranking list; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained position information, virtual objects with position information and without position information are ranked separately in different ranking lists. Without the need for filtering operations, it is possible to view the ranking information of multiple virtual characters that have the same position information as the first character and have not obtained position information, thereby improving the efficiency of human-computer interaction.

[0229] The following is an introduction to the virtual war zone rankings.

[0230] Exemplarily, the virtual battle zone ranking list is a ranking list of the product information of virtual objects. Taking the first object as an example, the first ranking information of the first object in the virtual battle zone ranking list is the position of the performance information of the first object in the performance information of each virtual object in the virtual battle zone ranking list.

[0231] In an optional implementation, Figure 3 The virtual battle zone leaderboard in the illustrated embodiment includes at least one of the following:

[0232] Ranking information on how virtual objects develop their chess pieces in a turn-based chess game;

[0233] Among them, the target development method includes any one of balanced development and prominent development of the first chess piece or the first chess piece set; exemplarily, the virtual battle zone ranking list is the ranking information of the target development method, for example, the performance information ranking of the virtual objects performing virtual games in a balanced development method.

[0234] For example, as described above, one or more chess pieces can be placed on the board. For example, there can be zero chess pieces on the board, and the player object can add, delete, or replenish the chess pieces on the board. Chess pieces that survived the previous round are automatically carried over to the next round.

[0235] When multiple chess characters exist in a chessboard area, balanced development is used to indicate that the difference between the character attributes of any two chess characters is less than a first attribute threshold. Character attributes include, but are not limited to, at least one of the chess character's chess level, the number of equipment equipped by the chess character, and the equipment level. Furthermore, balanced development is used to indicate that the number of rounds in which the difference between the character attributes of any two chess characters is less than the first attribute threshold is greater than a first quantity threshold. Exemplarily, the first quantity threshold is the product of the total number of rounds in the virtual game and a preset ratio parameter.

[0236] Similarly, when there are multiple chess characters in the chessboard area, highlighting cultivation is used to indicate that the difference between the character attributes of the first chess character or any chess character in the first set of chess characters and the previous chess characters is greater than a second attribute threshold. Further, highlighting cultivation is used to indicate that the number of rounds in which the difference between the character attributes is greater than the second attribute threshold is greater than a second number threshold. Similarly, the second number threshold is the product of the total number of rounds in the virtual game and another predetermined ratio parameter.

[0237] The multiple chess pieces in the first chess piece set usually belong to the same camp. For example, in the virtual world view, two chess pieces belonging to the Great Wall Guard both belong to the Great Wall camp.

[0238] It should be noted that the ranking of the performance information of virtual objects belonging to the target development method in the virtual battle zone ranking list can be the ranking of the total scores of virtual games of virtual characters using the target development method, that is, the ranking of part of the performance of the virtual characters; it can also be the ranking of the total scores of virtual characters when the virtual characters belong to the character group using the target development method (that is, the ranking of the global performance of the virtual characters). Furthermore, the virtual character belongs to the character group using the target development method to indicate that the number of virtual games using the target development method is greater than the game number threshold (for example, 50 games using the balanced development method), and / or the ratio between virtual games using the target development method and all virtual games exceeds the game ratio threshold (for example, the ratio of games using the balanced development method exceeds 60%).

[0239] Ranking information about the target placement of chess pieces in a turn-based chess game by a virtual object;

[0240] Among them, the target placement method includes any one of balanced placement, concentrated placement, and symmetrical placement; exemplarily, the virtual battle zone ranking list is the ranking information of the target placement method, for example, the performance information ranking of virtual objects performing virtual games in a balanced placement method.

[0241] In the case where there are multiple chess pieces on the chessboard, the balanced placement indicates that the area enclosed by the multiple chess pieces on the chessboard exceeds a first area threshold. For example, the first area threshold increases as the number of chess pieces increases.

[0242] In the case where there are multiple chess pieces on the chessboard, the concentration method is used to indicate that the area enclosed by the multiple chess pieces on the chessboard is smaller than the second area threshold. Similarly, the second area threshold increases as the number of chess pieces increases.

[0243] In the case where there are multiple chess pieces in the chessboard area, symmetrical placement is used to indicate that the polygonal area enclosed by the multiple chess pieces on the chessboard is at least one of axially symmetrical, centrally symmetrical, and rotationally symmetrical.

[0244] Similar to the above, the Virtual Battle Zone Leaderboard can be a ranking of the total scores of virtual characters in virtual matches using the target placement method; it can also be a ranking of the total scores of virtual characters when the virtual character belongs to a group of characters using the target placement method. For other details, please refer to the target development method above.

[0245] Ranking information on the target development methods of virtual objects in a turn-based chess game;

[0246] The target training method includes any one of virtual skill training and growth level training. For example, the virtual battle zone ranking is ranking information of the target training method, for example, the performance information ranking of virtual objects performing virtual games in the virtual skill training method.

[0247] In one implementation, as the player's growth level increases, the number of activatable virtual skills increases. Activating virtual skills and increasing growth levels both consume virtual resources, such as virtual energy (see the above discussion of energy in turn-based chess games). Furthermore, the same type of virtual resources are consumed for activating virtual skills and increasing growth levels. In other words, given a prioritized number of virtual resources, there are two types of virtual skill development: virtual skill development and growth level development.

[0248] Exemplarily, virtual skill development is used to indicate that the number of virtual skills in an activatable state is less than a first threshold, and virtual resources are preferentially used to change the virtual skills in an activatable state to an activated state. Furthermore, the first threshold increases as the growth level increases.

[0249] Exemplarily, growth level training is used to indicate that the number of virtual skills in an activatable state is greater than the second quantity threshold, and virtual resources are used preferentially to increase the growth level. There are a large number of virtual skills that are in an activatable state but not activated. Furthermore, the second quantity threshold is greater than the first quantity threshold. Similar to the above, the virtual battle zone ranking list can be a ranking of the total scores of virtual games in which virtual characters adopt the target training method; it can also be a ranking of the total scores of virtual characters when the virtual character belongs to a character group that adopts the target training method. For incomplete introduction, please refer to the target training method above.

[0250] In summary, the method provided in this embodiment ranks virtual characters whose position information has not been obtained through virtual battle zone rankings, enriching the terminal's display of rankings; it provides rankings for different uses of chess piece characters and chess player characters in virtual games in turn-based chess games, making it easier to obtain the first character's virtual activity level in different dimensions, thereby improving the efficiency of human-computer interaction.

[0251] Figure 19 The flowchart of a method for processing virtual information provided by an exemplary embodiment of the present application is shown. The method can be executed by a terminal. Figure 17 Based on the embodiment shown, the process further includes steps 525, 526, and 530:

[0252] Step 525: In response to the terminal obtaining the second location information after triggering the ranking viewing operation, a migration function entrance is displayed;

[0253] The migration function entry is a function entry for migrating a first object to a second geographic zone ranking list corresponding to the second location information. The second geographic zone ranking list includes ranking information for virtual objects located in the second geographic region to which the second location information belongs. Exemplarily, the migration function entry can be displayed in at least one of the following: a full-screen interface, a pop-up window, a pop-up card, a floating window, or a bubble message. Exemplarily, the terminal acquires the second location information later than the triggering of the ranking viewing operation. As described above, the virtual zone ranking list simulates the geographical location divisions in the real world through multiple sub-rankings, enabling the virtual zone ranking list to mimic the ranking of virtual characters in nearby locations in the real world. When the terminal acquires the second location information, it indicates an interest in switching from the virtual zone to the geographic zone, thereby achieving real-world ranking of virtual characters in nearby locations. In response to acquiring the second location information, the migration function entry is displayed; the migration function entry provides an entry for switching from the virtual zone ranking list to the geographic zone ranking list, facilitating quick ranking switching and improving the efficiency of human-computer interaction during ranking switching.

[0254] Step 526: In response to the triggering operation on the migration function entry, display the seventh ranking information of the first object in the second geographical theater leaderboard;

[0255] Exemplarily, the seventh ranking information is ranking information in the second geographical theater ranking list. The positions indicated by the seventh ranking information and the first ranking information are usually different, but the performance information of the first object is usually the same.

[0256] Exemplarily, the triggering operation may be implemented by at least one of: clicking, sliding, and rotating; for example, clicking a touch screen or a button, sliding a touch screen or a handle, and rotating a terminal or a handle.

[0257] Illustratively, step 525 and step 526 in this embodiment can be combined with step 510 and step 520 above to form a new embodiment and be implemented separately; similarly, step 525 can be combined with step 510 and step 520 above to form a new embodiment and be implemented separately; this application does not impose any restrictions on this.

[0258] Step 530: In response to triggering the ranking viewing operation, when the terminal obtains the first location information, displaying the sixth ranking information of the first object in the first geographical war zone ranking list;

[0259] The first geographical battle zone ranking list includes ranking information of virtual objects located in the first geographical area to which the first location information belongs. Exemplarily, there may be more virtual objects in the first geographical ranking list.

[0260] In one example, referring to the at least two levels of sub-rankings of the virtual war zone ranking list above, the geographical war zone ranking list in the present application has a similar hierarchical structure. Furthermore, the i-th level sub-ranking of the geographical war zone ranking list corresponds to the first geographical area;

[0261] For example, if the first geographic region belongs to the second geographic region, the upper ranking of the i-th sub-ranking list corresponds to the second geographic region; and / or if the first geographic region includes a third geographic sub-region, the lower ranking of the i-th sub-ranking list corresponds to the third geographic sub-region. In one example, the geographic regions are typically pre-divided; further, the geographic regions can be real-world natural terrain (such as mountain A, river B, etc.), or administrative divisions (such as province C, city D, etc.).

[0262] Illustratively, step 530 in this embodiment can be combined with step 510 and step 520 above to form a new embodiment and implemented separately; this application does not limit this.

[0263] In summary, the method provided in this embodiment realizes the ranking of virtual characters whose location information has not been obtained through the virtual battle zone ranking list, enriching the terminal's display method of the ranking list; after obtaining the second location information, an entry is provided for switching from the virtual battle zone ranking list to the geographical battle zone ranking list, which facilitates and quickly realizes the ranking switch and improves the human-computer interaction efficiency during the ranking switch process; on the basis of ensuring the ranking method of the virtual battle zone ranking list is provided to the virtual characters that have not obtained the location information, the virtual objects with and without location information are ranked separately in different ranking lists, and the ranking information of multiple virtual characters with the same location information as the first character who have not obtained the location information can be viewed without filtering operations, thereby improving the human-computer interaction efficiency.

[0264] Figure 20 A flowchart of a method for processing virtual information provided by an exemplary embodiment of the present application is shown. The method can be executed by a terminal and a server. The method includes the following steps:

[0265] Step 602: The terminal receives a registration operation of the first object, but does not obtain location information;

[0266] Exemplarily, the location information is not obtained when the first object is registered, which is used to indicate that the location information is not provided for the entire application program that provides the virtual environment.

[0267] Step 604: The terminal sends a registration request for the first object to the server;

[0268] Exemplarily, the server provides background services for an application in a virtual environment. The terminal sends a registration request to the server to create a first role. Exemplarily, the registration request for the first object does not carry location information.

[0269] Step 606: The server determines the virtual war zone to which the first object belongs;

[0270] Illustratively, the server determines the virtual battle zone to which the first object belongs in response to the registration request that does not carry location information. For an introduction to the virtual battle zone, reference may be made to the above introduction to at least two levels of sub-rankings.

[0271] Exemplarily, a virtual battle zone is configured with a virtual object threshold, indicating the upper limit on the number of virtual objects that can join the zone. When the number of virtual objects in a virtual battle zone reaches this threshold, no new virtual objects are allowed to join. Once all virtual battle zones have reached the threshold, new virtual objects are dynamically allocated. Any new virtual objects that exceed the threshold are automatically assigned to the virtual battle zone with the lowest number of virtual objects.

[0272] Step 608: The terminal obtains a ranking check operation;

[0273] Exemplarily, the terminal obtains a ranking viewing operation to request viewing a ranking list of the virtual war zone to which the first object belongs.

[0274] Step 610: The terminal sends a ranking query request to the server;

[0275] In response to the ranking viewing operation, the terminal sends a ranking viewing request to the server.

[0276] Step 612: The server sends the ranking information of the first object in the virtual battle zone leaderboard to the terminal;

[0277] The server determines the ranking information of the first object in the virtual battle zone ranking list according to the ranking query request sent by the terminal, and feeds back the information to the terminal.

[0278] Step 614: The terminal displays the ranking information of the first object in the virtual battle zone ranking list;

[0279] The terminal displays ranking information of the first object in the virtual battle zone leaderboard provided by the server.

[0280] Step 616: The terminal obtains location information;

[0281] If the player confirms to enable location permission, the terminal obtains location information.

[0282] Step 618: The terminal sends location information to the server;

[0283] In response to acquiring the location information, the terminal sends the location information to the server.

[0284] Step 620: The server changes the first object to its corresponding geographical war zone according to the location information;

[0285] The server deletes the first object in the virtual war zone and adds the first object to the geographical war zone to which the location information belongs.

[0286] For example, the geographical battle zone can be changed according to a preset time period (such as every week); further, after the ranking is settled, a new ranking calculation cycle is entered, and the geographical battle zone can be changed according to the location information.

[0287] It should be noted that the virtual battle zone can also support the above changes. After the new ranking calculation cycle, a new virtual battle zone will be selected based on human-computer interaction operations, or according to the introduction above, for example, it will automatically change to the virtual battle zone corresponding to the associated area corresponding to the battle character. For the introduction to the battle characters and associated areas, please refer to the introduction to the virtual battle zone ranking above.

[0288] Step 622: The server sends the ranking information of the first object in the geographical war zone ranking list to the terminal;

[0289] The server determines the ranking information of the first object in the geographical war zone leaderboard and feeds back the information to the terminal.

[0290] Step 624: The terminal displays the ranking information of the first object in the geographical war zone ranking list;

[0291] The terminal displays ranking information of the first object in the geographical war zone leaderboard provided by the server.

[0292] In summary, the method provided in this embodiment realizes the ranking of virtual characters that have not obtained position information through the virtual battle zone ranking list, enriching the terminal's display method of the ranking list; on the basis of ensuring that the ranking method of the virtual battle zone ranking list is provided to virtual characters that have not obtained position information, virtual objects with position information and without position information are ranked separately in different ranking lists. Without the need for filtering operations, it is possible to view the ranking information of multiple virtual characters that have the same position information as the first character and have not obtained position information, thereby improving the efficiency of human-computer interaction.

[0293] Those skilled in the art will appreciate that the above embodiments may be implemented independently, or the above embodiments may be freely combined to form new embodiments to implement the virtual information processing method of the present application.

[0294] Figure 21 The following is a block diagram of a virtual information processing device provided by an exemplary embodiment of the present application. The terminal is used to display a geographical war zone ranking list and a virtual war zone ranking list, and the device includes:

[0295] A display module 810 is configured to display role information of a first object, where the role information is identity information of the first object controlled by the terminal and / or historical activity records of the first object in a virtual environment;

[0296] The display module 810 is further configured to, in response to triggering a ranking viewing operation, display first ranking information of the first object in the virtual battle zone ranking list when the terminal fails to obtain the location information;

[0297] Among them, the geographical battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographical battle zone ranking list belongs to the same geographical area; the virtual battle zone ranking list is used to indicate the ranking information of virtual objects that have not obtained location information, and the virtual battle zone ranking list does not have a corresponding geographical area.

[0298] In an optional implementation of this embodiment, the virtual battle zone ranking list includes at least two layers of sub-ranking lists, and virtual objects included in any two sub-ranking lists of the at least two layers of sub-ranking lists do not intersect with each other; the display module 810 is further configured to:

[0299] In response to triggering the ranking viewing operation, if the terminal does not obtain location information, the first ranking information of the first object in the i-th level sub-ranking list in the at least two levels of sub-ranking lists is displayed; i is a positive integer.

[0300] In an optional implementation of this embodiment, the display module 810 is further configured to:

[0301] In response to triggering the ranking viewing operation, if the terminal does not obtain the location information and the second ranking information of the first object in the (i+n)th level sub-ranking list exceeds the first ranking threshold at the second moment, displaying the first ranking information of the first object in the (i)th level sub-ranking list;

[0302] Alternatively, in response to triggering the ranking viewing operation, if the terminal does not obtain location information and the third ranking information of the first object in the first fused list exceeds the second ranking threshold at the third moment, the first ranking information of the first object in the i-th sub-ranking list is displayed; the first fused list is constructed based on the i-th sub-ranking list to the i+m-th sub-ranking list at the third moment, and the i+m-th sub-ranking list includes the first object;

[0303] Wherein, m and n are positive integers, and the second moment and the third moment are both earlier than the first moment corresponding to triggering the ranking viewing operation.

[0304] In an optional implementation of this embodiment, the display module 810 is further configured to:

[0305] In response to triggering the ranking viewing operation, if the terminal does not obtain the location information and the fourth ranking information of the first object in the ij-th sub-ranking list at the fourth moment does not exceed the third ranking threshold, displaying the first ranking information of the first object in the i-th sub-ranking list;

[0306] Alternatively, in response to triggering the ranking viewing operation, if the terminal does not obtain location information and the fifth ranking information of the first object in the second fused list at the fifth moment does not exceed the fourth ranking threshold, the first ranking information of the first object in the i-th sub-ranking list is displayed; the second fused list is constructed based on the i-th to ik-th sub-ranking lists at the fifth moment, and the ik-th sub-ranking list includes the first object;

[0307] Wherein, j and k are positive integers less than i, and the fourth moment and the fifth moment are both earlier than the first moment corresponding to triggering the ranking viewing operation.

[0308] In an optional implementation of this embodiment, the i-th layer sub-ranking list corresponds to the first virtual area in the virtual environment; wherein, the first virtual area belongs to the second virtual area, and the upper-level ranking list of the i-th layer sub-ranking list corresponds to the second virtual area; and / or, the first virtual area includes a third sub-area, and the lower-level ranking list of the i-th layer sub-ranking list corresponds to the third sub-area.

[0309] In an optional implementation of this embodiment, the first virtual area is an associated area corresponding to a combat character in a turn-based chess game; wherein the associated area includes a virtual hometown, a placement area in a virtual game, and a camp area of the virtual camp to which it belongs, and the combat character includes a chess player character and / or a chess piece character.

[0310] In an optional implementation of this embodiment, the terminal failing to acquire location information includes at least one of the following:

[0311] The terminal fails to obtain location information at the first historical moment of registration of the first object;

[0312] The terminal does not obtain location information at a second historical moment of participating in the virtual event, and the virtual battle zone ranking list is a ranking list of event scores of the virtual event;

[0313] The terminal does not obtain location information at the third historical moment when the ranking function is enabled.

[0314] In an optional implementation of this embodiment, the virtual battle zone ranking list includes at least one of the following:

[0315] Ranking information of target development methods for chess pieces of a virtual object in a turn-based chess game, wherein the target development method includes any one of balanced development and focused development of a first chess piece or a first set of chess pieces;

[0316] Ranking information of target placement methods of virtual objects on chess characters in a turn-based chess game, wherein the target placement methods include any one of balanced placement, concentrated placement, and symmetrical placement;

[0317] Ranking information of target development methods of a virtual object for a chess player character in a turn-based chess game, wherein the target development method includes any one of virtual skill development and growth level development.

[0318] In an optional implementation of this embodiment, the apparatus further includes:

[0319] In response to triggering the ranking viewing operation, when the terminal obtains the first location information, the sixth ranking information of the first object in the first geographical war zone ranking list is displayed. The first geographical war zone ranking list includes the ranking information of virtual objects located in the first geographical area to which the first location information belongs.

[0320] In an optional implementation of this embodiment, the device also includes: in response to the terminal obtaining second location information after triggering the ranking viewing operation, displaying a migration function entrance, the migration function entrance is a function entrance for migrating the first object to the second geographical war zone ranking list corresponding to the second location information, and the second geographical war zone ranking list includes ranking information of virtual objects located in the second geographical area to which the second location information belongs.

[0321] In an optional implementation of this embodiment, the device further includes: in response to a triggering operation on the migration function entrance, displaying the seventh ranking information of the first object in the second geographical war zone ranking list.

[0322] It should be noted that the device provided in the above embodiment only uses the division of the above-mentioned functional modules as an example to implement its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0323] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method; the technical effects achieved by each module performing operations are the same as the technical effects in the embodiment of the method, and will not be elaborated here.

[0324] An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein a computer program is stored in the memory; the processor is used to execute the computer program in the memory to implement the virtual information processing method provided by the above-mentioned method embodiments.

[0325] Figure 22 The following is a block diagram of a terminal structure provided by an exemplary embodiment of the present application. Terminal 1900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. Terminal 1900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.

[0326] Typically, terminal 1900 includes: a processor 1901 and a memory 1902. Processor 1901 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1901 may be implemented in at least one of the following hardware forms: a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the display screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is responsible for processing computing operations related to machine learning.

[0327] Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1902 is used to store at least one instruction, which is executed by processor 1901 to implement the virtual information processing method provided in the method embodiment of the present application.

[0328] In some embodiments, terminal 1900 may optionally include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1903 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1904, a touchscreen display 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908. The peripheral device interface 1903 may be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1901 and memory 1902. In some embodiments, the processor 1901, memory 1902, and peripheral device interface 1903 are integrated on the same chip or circuit board. In other embodiments, one or both of the processor 1901, memory 1902, and peripheral device interface 1903 may be implemented on separate chips or circuit boards, although this embodiment is not limiting.

[0329] RF circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1904 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1904 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 1904 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1904 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.

[0330] The touch screen display 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch screen display 1905 also has the ability to collect touch signals on or above the surface of the touch screen display 1905. The touch signal can be input as a control signal to the processor 1901 for processing. At this time, the touch screen display 1905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one touch screen display 1905, set on the front panel of the terminal 1900; in other embodiments, there can be at least two touch screen displays 1905, respectively set on different surfaces of the terminal 1900 or in a folding design; in still other embodiments, the touch screen display 1905 can be a flexible display, set on a curved surface or a folding surface of the terminal 1900. Even more, the touch screen display 1905 can be set into a non-rectangular irregular shape, that is, a special-shaped screen. The touch screen display 1905 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0331] The camera assembly 1906 is used to capture images or videos. Optionally, the camera assembly 1906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting with VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0332] The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1901 for processing, or input into the radio frequency circuit 1904 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1900. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1907 may also include a headphone jack.

[0333] Power supply 1908 is used to power various components in terminal 1900. Power supply 1908 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1908 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0334] In some embodiments, terminal 1900 also includes one or more sensors 1909. These one or more sensors 1909 include, but are not limited to, an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914. Accelerometer 1910 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal 1900. For example, accelerometer 1910 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1901 can control touchscreen display 1905 to display a user interface in either landscape or portrait orientation based on the gravitational acceleration signal collected by accelerometer 1910. Accelerometer 1910 can also be used to collect game or user motion data. Gyroscope 1911 can detect the orientation and rotation angle of terminal 1900. Gyroscope 1911 can work collaboratively with accelerometer 1910 to collect 3D user actions on terminal 1900. The processor 1901 can implement the following functions based on the data collected by the gyro sensor 1911: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0335] The pressure sensor 1912 can be provided on the side frame of the terminal 1900 and / or below the touch screen display 1905. When the pressure sensor 1912 is provided on the side frame of the terminal 1900, it can detect the user's gripping signal of the terminal 1900, and the processor 1901 can perform left and right hand recognition or shortcut operations based on the gripping signal collected by the pressure sensor 1912. When the pressure sensor 1912 is provided below the touch screen display 1905, the processor 1901 controls the operable controls on the UI interface based on the user's pressure operation on the touch screen display 1905. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0336] Optical sensor 1913 is used to detect ambient light intensity. In one embodiment, processor 1901 can control the display brightness of touchscreen display 1905 based on the ambient light intensity detected by optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 1905 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 1905 is decreased. In another embodiment, processor 1901 can also dynamically adjust the shooting parameters of camera assembly 1906 based on the ambient light intensity detected by optical sensor 1913.

[0337] Proximity sensor 1914, also known as a distance sensor, is typically located on the front panel of terminal 1900. Proximity sensor 1914 is used to detect the distance between the user and the front of terminal 1900. In one embodiment, when proximity sensor 1914 detects that the distance between the user and the front of terminal 1900 is gradually decreasing, processor 1901 controls touchscreen display 1905 to switch from the screen-on state to the screen-off state. When proximity sensor 1914 detects that the distance between the user and the front of terminal 1900 is gradually increasing, processor 1901 controls touchscreen display 1905 to switch from the screen-off state to the screen-on state.

[0338] Those skilled in the art will appreciate that the above structure does not limit the terminal 1900 , and the terminal 1900 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0339] In an exemplary embodiment, a chip is further provided. The chip includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the virtual information processing method described in the above aspects.

[0340] In an exemplary embodiment, a computer program product is also provided. The computer program product includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the virtual information processing methods provided in the above-mentioned method embodiments.

[0341] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the virtual information processing method provided by the above-mentioned method embodiments.

[0342] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0343] Those skilled in the art should be aware that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein the communication media includes any medium that is convenient for transmitting a computer program from one place to another. The storage medium can be any available medium that can be accessed by a general or special-purpose computer. The foregoing is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included in the scope of protection of the present application.

Claims

1. A method for processing virtual information, characterized in that: The method is executed by a terminal, which is used to display a geographical war zone ranking list and a virtual war zone ranking list, and the method includes: displaying role information of a first object, where the role information is identity information of the first object controlled by the terminal and / or historical activity records of the first object in a virtual environment; In response to triggering a ranking viewing operation, if the terminal does not obtain the location information, displaying first ranking information of the first object in the virtual battle zone ranking list; Among them, the geographical battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographical battle zone ranking list belongs to the same geographical area; the virtual battle zone ranking list is used to indicate the ranking information of virtual objects that have not obtained location information, and the virtual battle zone ranking list does not have a corresponding geographical area.

2. The method according to claim 1, characterized in that The virtual battle zone ranking list includes at least two layers of sub-ranking lists, and virtual objects included in any two sub-ranking lists in the at least two layers of sub-ranking lists do not intersect with each other; In response to triggering the ranking viewing operation, displaying first ranking information of the first object in the virtual battle zone ranking list when the terminal does not obtain the location information includes: In response to triggering the ranking viewing operation, if the terminal does not obtain location information, the first ranking information of the first object in the i-th level sub-ranking list in the at least two levels of sub-ranking lists is displayed; i is a positive integer.

3. The method according to claim 2, characterized in that In response to triggering the ranking viewing operation, displaying the first ranking information of the first object in the i-th level sub-ranking list of the at least two levels of sub-ranking lists when the terminal does not obtain the location information, includes: In response to triggering the ranking viewing operation, if the terminal does not obtain the location information and the second ranking information of the first object in the (i+n)th level sub-ranking list exceeds the first ranking threshold at the second moment, displaying the first ranking information of the first object in the (i)th level sub-ranking list; or, In response to triggering the ranking viewing operation, if the terminal does not obtain location information and the third ranking information of the first object in the first fused list exceeds the second ranking threshold at the third moment, displaying the first ranking information of the first object in the i-th sub-list; the first fused list is constructed based on the i-th to i+m-th sub-lists at the third moment, and the i+m-th sub-list includes the first object; Wherein, m and n are positive integers, and the second moment and the third moment are both earlier than the first moment corresponding to triggering the ranking viewing operation.

4. The method according to claim 2, characterized in that In response to triggering the ranking viewing operation, displaying the first ranking information of the first object in the i-th level sub-ranking list of the at least two levels of sub-ranking lists when the terminal does not obtain the location information, includes: In response to triggering the ranking viewing operation, if the terminal does not obtain the location information and the fourth ranking information of the first object in the ij-th sub-ranking list at the fourth moment does not exceed the third ranking threshold, displaying the first ranking information of the first object in the i-th sub-ranking list; or, In response to triggering the ranking viewing operation, if the terminal does not obtain location information and the fifth ranking information of the first object in the second fused list at the fifth moment does not exceed the fourth ranking threshold, displaying the first ranking information of the first object in the i-th sub-ranking list; the second fused list is constructed based on the i-th to ik-th sub-ranking lists at the fifth moment, and the ik-th sub-ranking list includes the first object; Wherein, j and k are positive integers less than i, and the fourth moment and the fifth moment are both earlier than the first moment corresponding to triggering the ranking viewing operation.

5. The method according to claim 2, characterized in that The i-th level sub-ranking list corresponds to the first virtual area in the virtual environment; The first virtual area belongs to the second virtual area, and the upper ranking list of the i-th sub-ranking list corresponds to the second virtual area; and / or the first virtual area includes a third sub-area, and the lower ranking list of the i-th sub-ranking list corresponds to the third sub-area.

6. The method according to claim 5, characterized in that The first virtual area is an associated area corresponding to a battle character in a turn-based chess game; The associated areas include a virtual hometown, a placement area in a virtual game, and a camp area of a virtual camp, and the battle characters include a chess player character and / or a chess piece character.

7. The method according to any one of claims 1 to 6, characterized in that: The terminal failing to obtain location information includes at least one of the following: The terminal fails to obtain location information at the first historical moment of registration of the first object; The terminal does not obtain location information at a second historical moment of participating in the virtual event, and the virtual battle zone ranking list is a ranking list of event scores of the virtual event; The terminal does not obtain location information at the third historical moment when the ranking function is enabled.

8. The method according to any one of claims 1 to 6, characterized in that: The virtual battle zone ranking list includes at least one of the following: Ranking information of target development methods for chess pieces of a virtual object in a turn-based chess game, wherein the target development method includes any one of balanced development and focused development of a first chess piece or a first set of chess pieces; Ranking information of target placement methods of virtual objects on chess characters in a turn-based chess game, wherein the target placement methods include any one of balanced placement, concentrated placement, and symmetrical placement; Ranking information of target development methods of a virtual object for a chess player character in a turn-based chess game, wherein the target development method includes any one of virtual skill development and growth level development.

9. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: In response to triggering the ranking viewing operation, when the terminal obtains the first location information, the sixth ranking information of the first object in the first geographical war zone ranking list is displayed. The first geographical war zone ranking list includes the ranking information of virtual objects located in the first geographical area to which the first location information belongs.

10. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: In response to triggering the ranking viewing operation, the terminal obtains the second location information and displays a migration function entrance. The migration function entrance is a function entrance for migrating the first object to the second geographical zone ranking list corresponding to the second location information. The second geographical zone ranking list includes ranking information of virtual objects located in the second geographical area to which the second location information belongs.

11. The method according to claim 10, characterized in that The method further comprises: In response to the triggering operation of the migration function entrance, the seventh ranking information of the first object in the second geographical theater ranking list is displayed.

12. A virtual information processing device, characterized in that: The terminal is used to display a geographical war zone ranking list and a virtual war zone ranking list, and the device includes: A display module, configured to display role information of a first object, wherein the role information is identity information of the first object controlled by the terminal and / or a historical activity record of the first object in a virtual environment; The display module is further configured to, in response to triggering a ranking viewing operation, display first ranking information of the first object in the virtual battle zone ranking list when the terminal fails to obtain the position information; Among them, the geographical battle zone ranking list is used to indicate the ranking information of virtual objects that have obtained location information, and the location information of at least two virtual objects in a geographical battle zone ranking list belongs to the same geographical area; the virtual battle zone ranking list is used to indicate the ranking information of virtual objects that have not obtained location information, and the virtual battle zone ranking list does not have a corresponding geographical area.

13. A computer device, characterized in that: The computer device includes: a processor and a memory, wherein the memory stores at least one program; the processor is used to execute the at least one program in the memory to implement the virtual information processing method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that The readable storage medium stores executable instructions, which are loaded and executed by a processor to implement the virtual information processing method according to any one of claims 1 to 11.

15. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual information processing method according to any one of claims 1 to 11.