Interaction method, device and equipment based on virtual game, medium and program product

By displaying candidate interaction elements in the game interface of turn-based chess games, players can directly select and send interactive content matching the virtual game events, solving the inefficiency and resource waste caused by cumbersome interaction in the existing technology, and achieving efficient human-computer interaction and interaction frequency improvement.

CN120437645APending Publication Date: 2025-08-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202410178210.3
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

In turn-based chess games, players need to interact with each other, which leads to inefficiency and easy to give up halfway, resulting in wasted computer resources.

Method used

It provides an interactive method based on virtual game, which simplifies the interactive process by displaying candidate interactive elements in the game interface of a turn-based chess game, allowing players to directly select and send interactive content matching the virtual game events.

Benefits of technology

It improves human-computer interaction efficiency, reduces the number of players' operations, reduces the probability of the interaction process being interrupted, enhances the willingness and frequency of interaction, and reduces the waste of computer resources.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120437645A_ABST
    Figure CN120437645A_ABST
Patent Text Reader

Abstract

The invention discloses an interaction method and device based on virtual match, equipment, a medium and a program product, and relates to the field of animation generation. The method comprises the following steps: displaying a match interface of a turn chess game corresponding to a first account; generating a virtual game event in response to the first account, and displaying candidate interaction elements; and in response to a received selection operation on the first interaction element in the candidate interaction elements, sending first interaction content corresponding to the first interaction element to the second account. According to the method, the candidate interaction elements are pushed to the players in a responsive triggering mode, so that the players can directly select the interaction elements from the candidate interaction elements to send the interaction elements, the interaction process of the players is simplified, the man-machine interaction efficiency in the interaction process is improved, few operations need to be executed by the players in the interaction process, and the user experience is improved. Namely, the probability that the interaction process is interrupted is low, and waste of computer resources is reduced.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The embodiments of the present application relate to the field of animation generation, and in particular to an interactive method, apparatus, device, medium and program product based on virtual games. Background Art

[0002] Turn-based chess games are those in which the chess pieces are arranged in advance before the game begins, and during the game, the chess pieces automatically fight according to the pre-arranged arrangement. During the game, players can interact with other players on the game interface.

[0003] In the related art, in the game interface of a turn-based chess game, if a player wants to interact with other players, he usually needs to click on the interactive controls on the game interface, such as a chat box button. After clicking on the chat box button, an input box will be displayed; the player can enter text, voice and other content in the chat box, and finally select the corresponding player to send it. The other selected players can see the content sent by the player.

[0004] However, in related technologies, players need to perform multiple operations and make multiple choices to ultimately interact with other players. This cumbersome interaction process results in low player interaction efficiency and low human-computer interaction efficiency. Furthermore, turn-based chess games are characterized by a fast pace, and when the interaction process is cumbersome, players are prone to abandoning the interaction midway, resulting in a waste of computer resources. Summary of the Invention

[0005] The embodiments of the present application provide a virtual game-based interactive method, apparatus, device, medium, and program product, which can improve the interactive efficiency in turn-based chess games, improve the efficiency of human-computer interaction, and reduce the waste of computer resources. The technical solution is as follows:

[0006] In one aspect, a virtual game-based interactive method is provided, the method comprising:

[0007] Displaying a game interface of a turn-based chess game corresponding to the first account, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area;

[0008] In response to the first account generating a virtual game event, displaying candidate interactive elements, the candidate interactive elements matching the virtual game event, the candidate interactive elements being used to express emotions regarding the generation of the virtual game event;

[0009] In response to receiving a selection operation on a first interactive element among the candidate interactive elements, first interactive content corresponding to the first interactive element is sent to a second account, where the first interactive content is used to express the first account's emotion based on the virtual game event to the second account.

[0010] In another aspect, an interactive device based on a virtual game is provided, the device comprising:

[0011] a display module, configured to display a game interface of a turn-based chess game corresponding to the first account, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area;

[0012] The display module is further configured to display candidate interactive elements in response to the first account generating a virtual game event, the candidate interactive elements matching the virtual game event, the candidate interactive elements being used to express emotions regarding the generation of the virtual game event;

[0013] A sending module is used to send first interactive content corresponding to the first interactive element to a second account in response to receiving a selection operation on a first interactive element among the candidate interactive elements, wherein the first interactive content is used to express the first account's emotion based on the virtual game event to the second account.

[0014] On the other hand, 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 any of the above-mentioned virtual game-based interactive methods.

[0015] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement any of the above-mentioned virtual game-based interactive methods.

[0016] In another aspect, a computer program product or computer program is provided. The computer program product or computer program 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, causing the computer device to perform any of the aforementioned virtual game-based interactive methods.

[0017] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0018] In the game interface of a turn-based chess game corresponding to a first account, if the first account generates a virtual game event, candidate interactive elements matching the virtual game are automatically triggered and displayed. The first account can then select an interactive element after the candidate interactive element and send it to the second account, thereby sending the interactive content corresponding to the interactive element to the second account. On the one hand, by pushing candidate interactive elements to the player through responsive triggering, the player can directly select an interactive element from the candidate interactive elements to send, simplifying the player's interaction process and improving the efficiency of human-computer interaction during the interaction process. Furthermore, the player needs to perform fewer operations during the interaction process, i.e., the probability of interruption is low, reducing the waste of computer resources. On the other hand, because the candidate interactive elements are emotional expressions matching the current virtual game event, to a certain extent, the candidate interactive elements meet the player's current expectations, thereby increasing the player's willingness to use the candidate interactive elements for interaction and the frequency of player interaction, thereby improving the utilization rate of the interactive functions in the game interface of the turn-based chess game. 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 an embodiment of the present application;

[0026] Figure 7This 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 interface for automatic battle in a chessboard area 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 This is a flow chart of an interactive method based on a virtual game provided by an embodiment of the present application;

[0036] Figure 17 is a flow chart of an interactive method based on a virtual game provided by another embodiment of the present application;

[0037] Figure 18 This is a schematic diagram of displaying interactive expressions in a game interface of a turn-based chess game provided by an embodiment of the present application;

[0038] Figure 19 This is a schematic diagram of displaying interactive animation in a game interface of a turn-based chess game provided by one embodiment of the present application;

[0039] Figure 20 This is a schematic diagram of displaying interactive animation in a game interface of a turn-based chess game provided by another embodiment of the present application;

[0040] Figure 21 This is a system flow chart of an interactive method based on virtual games provided by one embodiment of the present application;

[0041] Figure 22 This is an interactive flow chart of an interactive method based on a virtual game provided by an embodiment of the present application;

[0042] Figure 23 This is a structural block diagram of an interactive device based on virtual games provided by one embodiment of the present application;

[0043] Figure 24 This is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0044] 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.

[0045] First, the nouns involved in the embodiments of this application are introduced:

[0046] 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.

[0047] 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).

[0048] 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.

[0049] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0050] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares 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, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] Secondly, the computer system for realizing the interactive method based on virtual games is introduced.

[0056] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0057] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0058] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess 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. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle 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 battle area.

[0059] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user 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 the round.

[0060] 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.

[0061] 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.

[0062] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0063] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a 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 three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals 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. 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] 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.

[0067] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards.

[0068] Next, the game interaction method of the turn-based chess game provided in the application is introduced.

[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 the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0082] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.

[0083] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.

[0084] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.

[0085] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0086] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] The following is an introduction to the classification of card types provided in the embodiments of this application.

[0091] 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.

[0092] Chess Cards:

[0093] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] Effect Cards:

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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:

[0105] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0106] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0107] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0108] 4. Increase the number of chess cards that your players can exchange for;

[0109] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0110] 6. Improve the level of at least one chess piece on the field;

[0111] 7. Add equipment to at least one chess piece on the field;

[0112] 8. Upgrade the equipment level of at least one chess piece on the field;

[0113] 9. Reduce energy consumption when playing / changing cards;

[0114] 10. Increase the probability of obtaining certain cards;

[0115] 11. Increase the number of cards that can be obtained;

[0116] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0117] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0118] In some embodiments, effect cards can be categorized 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, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0119] 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.

[0120] Equipment Cards:

[0121] 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.

[0122] The equipment icon 41 may be an icon used to represent an image of equipment or an effect of equipment. 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.

[0123] Energy value 43 refers to the amount of energy consumed when playing this equipment 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, five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. The energy costs of different cards may also be adjusted periodically or irregularly based on game balance.

[0124] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0125] Chess player cards:

[0126] 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.

[0127] 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, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0128] The card icon 51 may be an icon used to represent the effect of the card. Figure 7The player card name 52 is the name of the player card or the name of the effect.

[0129] 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.

[0130] 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.

[0131] Based on the introduction of the above four types of cards:

[0132] 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 each player. By simplifying the different 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 screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0133] 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.

[0134] 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.

[0135] The following is an introduction to the method of obtaining cards provided in the embodiments of the present application.

[0136] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0137] Obtaining Condition 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 the subsequent rounds of turn-based battle will draw 2 cards.

[0138] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.

[0139] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0140] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0141] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.

[0142] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0143] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0144] Obtaining condition 8: Purchase card operation.

[0145] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0146] 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.

[0147] Figure 8A 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:

[0148] Player selection phase:

[0149] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0150] 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.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] 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.

[0156] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0157] Preparation phase for each round:

[0158] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0159] Combined with reference Figure 10 The 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.

[0160] 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.

[0161] 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.

[0162] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0163] 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:

[0164] 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;

[0165] 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;

[0166] 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;

[0167] 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.

[0168] 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.

[0169] Regarding step 362 (chess card):

[0170] 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 local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.

[0171] 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.

[0172] 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.

[0173] 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.

[0174] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11In 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.

[0175] 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.

[0176] 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 chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.

[0177] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0178] Regarding step 364 (equip the card):

[0179] 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.

[0180] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;

[0181] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0182] Regarding step 366 (effect card):

[0183] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0184] According to the objects of action, effect cards are divided into two categories:

[0185] Type 1: Increases the effect on the own chess pieces within the chessboard area;

[0186] Type 2: Adds effects to the card acquisition process.

[0187] 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.

[0188] 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.

[0189] Regarding step 368 (player card):

[0190] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0191] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, 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 health value of your own player objects.

[0192] 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.

[0193] 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.

[0194] Card swap function:

[0195] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0196] Delete card function:

[0197] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards 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.

[0198] Player level upgrade function:

[0199] 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 at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator 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 indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.

[0200] 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.

[0201] The battle phase of each round:

[0202] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0203] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0204] Figure 13 The 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.

[0205] Battle settlement phase:

[0206] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0207] 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.

[0208] When the health value is deducted to zero, the player is eliminated from the game.

[0209] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0210] In some embodiments, the damage calculation is 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.

[0211] 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.

[0212] 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.

[0213] 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.

[0214] 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.

[0215] 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.

[0216] Next, the interactive method of the turn-based chess game provided in the application is introduced.

[0217] Figure 16 The following is a flowchart of an interactive method based on a virtual game provided by an exemplary embodiment of the present application. This embodiment uses the method executed by a terminal as an example, in which a program client supporting a turn-based chess game is running. The method includes:

[0218] Step 1610: Display the game interface of the turn-based chess game corresponding to the first account.

[0219] Illustratively, a first account is logged into the turn-based chess game installed on the current terminal. When the first account starts a virtual game in the turn-based chess game, the game interface of the turn-based chess game corresponding to the first account is displayed.

[0220] The game interface includes a hand area and a chessboard area. The hand area includes chess cards. The chess cards are used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces are used to participate in turn-based virtual battles in the chessboard area.

[0221] Step 1620: In response to the first account generating a virtual game event, display candidate interactive elements.

[0222] Illustratively, a virtual game event refers to an event associated with the first account that occurs after the first account initiates a virtual game.

[0223] In some embodiments, in response to a virtual game event currently generated by the first account meeting an interaction requirement, candidate interaction elements are displayed, wherein the interaction requirement refers to an event type of the virtual game event falling within a preset type range, wherein the preset type range includes one or more preset event types.

[0224] Illustratively, a first account generates various matches during a virtual match. Some of these matches are likely to trigger interactions between players, such as single-round victory, the appearance of a core hero, revenge, a comeback, a life lock, and a winning streak. In an embodiment of the present application, these event types likely to trigger interactions are added to a preset type range. Thus, when a virtual match event is generated by the first account, the event type of the virtual match event is first determined. Only when the event type falls within the preset type range will the corresponding candidate interaction element be displayed. If the event type does not fall within the preset type range, the candidate interaction element will not be displayed. This reduces the number of times a candidate interaction element is displayed without player interaction, avoids the frequent display of candidate interaction elements, and reduces the consumption of computer resources.

[0225] In other embodiments, a random event is triggered in response to a virtual game event currently generated by the first account, and candidate interactive elements are displayed. The random event is an event that pushes the candidate interactive element corresponding to the currently generated virtual game event to the game interface of the turn-based chess game corresponding to the first account.

[0226] Illustratively, a game event is randomly selected from the game events generated by the first account during the virtual game process, and the game event is used as the virtual game event.

[0227] Optionally, the candidate interactive element includes at least one of a text symbol, a pattern, an animated image, etc., which is not limited in the present embodiment. The following mainly uses the example of the candidate interactive element being implemented as an expression element. The number of candidate interactive elements can be single or multiple.

[0228] In some embodiments, when the candidate interactive element is implemented as an emoticon element, the display of the emoticon element includes at least one of the following display situations:

[0229] Case 1: Display candidate expression elements corresponding to virtual game events as candidate interactive elements.

[0230] Schematically, in the game server, an expression element is configured for each virtual game event. When the first account generates a specified virtual game event, the expression element configured for the specified virtual game event is displayed as a candidate expression element.

[0231] Among them, when there are multiple expression elements configured for the specified virtual game event, one or more expression elements are randomly selected from the multiple expression elements as candidate expression elements; or, expression elements that meet the interaction requirements corresponding to the first account are selected from the multiple expression elements as candidate expression elements.

[0232] In principle, meeting the interaction requirements corresponding to the first account means that the frequency with which the emoticon element has been selected by the first account within the historical time period is greater than or equal to a preset degree. For example, if a candidate emoticon element has been selected by the first account more than 10 times within the historical time period, the emoticon element will be displayed as a candidate emoticon element in the game interface.

[0233] Case 2: Displaying the designated expression element of the chess player virtual character as a candidate interactive element.

[0234] Optionally, the first account corresponds to a chess player virtual character, and the chess player virtual character is used to represent a virtual character that controls virtual chess pieces.

[0235] The designated expression element of the chess player virtual character is determined based on the expression type of the candidate expression element determined in the above situation 1. Schematically, the expression type of the candidate expression element is a smiley face, and the chess player virtual character corresponding to the first account is virtual character 1. Then, the smiley face expression avatar of virtual character 1 is selected from the image library corresponding to virtual character 1 as the designated expression element.

[0236] Case 3: When the virtual game event is associated with a designated chess piece virtual character corresponding to the first account, a designated expression element of the chess piece virtual character is displayed as a candidate interactive element.

[0237] Illustratively, when the virtual game event is implemented as the first account summoning a designated virtual chess piece in the chessboard area during the preparation phase of a turn-based virtual game, it is determined that the designated chess piece virtual character indicated by the designated virtual chess piece is associated with the virtual game event, and the designated expression element of the chess piece virtual character is displayed as a candidate interactive element.

[0238] Among them, the designated expression element of the chess piece virtual character is determined based on the expression type of the candidate expression element determined according to the above situation 1. Schematically, the expression type of the candidate expression element is a smiley face, and the chess piece virtual character corresponding to the first account is virtual character 2, then the smiley face expression avatar of virtual character 2 is selected from the image library corresponding to virtual character 2 as the designated expression element.

[0239] Through the display method of candidate expression elements provided in Case 2 and Case 3, the display content of the candidate expression elements is integrated with the image of the chess player virtual object corresponding to the current account or the chess player virtual object associated with the current game event. accomplish The display of candidate expression elements is personalized, allowing players to pay attention to the current interactive elements and the relationship between the virtual game. Contact and increase players' enthusiasm for interaction.

[0240] It should be noted that the above description of the display of candidate interactive elements is only an illustrative example and is not limited to this embodiment of the present application.

[0241] The candidate interactive elements are matched with the virtual game events, and the candidate interactive elements are used to express emotions regarding the occurrence of the virtual game events.

[0242] For example, let's assume that candidate interactive element 1 is a smiley face emoji, and the virtual game event is the first account winning a single round. In this case, when the first account wins a single round, a smiley face emoji is displayed as feedback, conveying the player's joy at winning the single round.

[0243] In some embodiments, in response to the first account generating a virtual game event in the turn-based virtual game, candidate interactive elements are displayed.

[0244] Optionally, in response to the first account generating a round result in the round-based virtual battle, candidate interactive elements are displayed based on the round result, and the candidate interactive elements are used to express emotions about the round result.

[0245] Illustratively, the round results include, but are not limited to, victory, defeat, draw, surrender, etc. In some embodiments, the round results also include performance data of each virtual character participating in the battle of the first account in the current round, such as the number of kills, etc.

[0246] Taking the round result as a round victory and the candidate interactive elements as expression elements as an example, when the first account wins the round, the candidate interactive elements can be implemented as smiley expressions, sarcastic expressions, and smug expressions, etc. The smiley expression conveys the player's joy of winning the round, the sarcastic expression conveys the contempt for other accounts after winning the round, and the smug expression conveys the pride after winning the round.

[0247] Optionally, in response to the first account generating a designated battle decision in a turn-based virtual battle, candidate interactive elements are displayed based on the turn result, and the candidate interactive elements are used to express emotions for the designated battle decision.

[0248] Optionally, the designated battle decision can be implemented as a decision to play a target card, where the type of the target card includes at least one of a chess piece card, an effect card, an equipment card, etc.; the designated battle decision can also be implemented as a decision to arrange the summoned virtual chess pieces into a designated battle formation, etc., which is not limited in this embodiment of the present application.

[0249] Illustratively, when the first account arranges the virtual chess pieces summoned to the chessboard area into a designated battle formation and fails in the current round of battle, a sad expression and the text "I need a better formation" can be displayed as a candidate interactive element, thereby conveying the emotion of regret for formulating the designated battle formation.

[0250] After obtaining the round result, the candidate interactive elements can be used to express emotions about the round result or the player's execution of a designated battle decision during the round. Players can express their emotions about the current round result by selecting candidate interactive elements. This increases players' willingness to participate in interactions and increases the frequency of players' interactions on the game interface.

[0251] In other embodiments, candidate interactive elements are displayed in response to the first account generating a virtual game event during the preparation phase of a turn-based virtual game.

[0252] Optionally, the situation in which the candidate interactive elements are displayed in the preparation stage includes at least one of the following situations:

[0253] Case 1: In response to the first account obtaining a designated card during the preparation phase of a turn-based virtual battle, candidate interactive elements are displayed, where the candidate interactive elements are used to emotionally express the acquisition of the designated card.

[0254] The designated cards include any one of designated chess piece cards or designated function cards, or the designated cards include a designated combination of designated chess piece cards and designated function cards.

[0255] Optionally, the designated function cards include at least one of effect cards and equipment cards.

[0256] Indicatively, during the battle preparation phase, when the first account obtains a key card that is missing from the current lineup, for example, if the current lineup lacks a virtual chess piece with strong attack capabilities, then when obtaining a chess piece card with strong attack capabilities or obtaining a chess piece card with strong attack capabilities and an equipment card corresponding to the chess piece card, an excited expression is displayed to convey the excitement about obtaining the card; or, if the virtual chess piece in the current lineup lacks equipment, then when obtaining the equipment card corresponding to the specified virtual chess piece, an excited expression is displayed.

[0257] Alternatively, when the first account obtains a card that is not currently needed, for example, an equipment card that cannot be equipped by any chess card currently owned by the first account, a regretful expression is displayed to convey the regret for obtaining the invalid equipment card.

[0258] Case 2: In response to the first account summoning a designated virtual chess piece in the chessboard area during the preparation phase of a turn-based virtual battle, candidate interactive elements are displayed, where the candidate interactive elements are used to emotionally express the event of summoning the designated virtual chess piece.

[0259] Illustratively, specifying a virtual chess piece can implement a core virtual chess piece. A core virtual chess piece refers to a chess piece at the core of the lineup summoned in the chessboard area. The core virtual chess piece can be specified by the player or automatically executed by the system, and this embodiment of the application is not limited to this. After the core virtual chess piece is summoned to the chessboard area, an excited expression is displayed, conveying the excitement of wanting to quickly start the battle after summoning the core virtual chess piece.

[0260] Case 3: In response to the first account generating an attribute upgrade event during the preparation phase of a turn-based virtual battle, candidate interactive elements are displayed, and the candidate interactive elements are used to express emotions regarding the attribute upgrade event.

[0261] Illustratively, an attribute upgrade event can be implemented as an event that summons a duplicate virtual chess piece. For example, if virtual chess piece 1 is currently displayed on the chessboard, when the player summons virtual chess piece 1 to the chessboard again, virtual chess piece 1 upgrades and displays a smiley face, conveying the joy of summoning the duplicate virtual chess piece. Alternatively, an attribute upgrade event can be implemented as an upgrade event for the player's own account or chess player virtual object.

[0262] Through candidate interactive elements in the preparation stage, various game events generated during the preparation process are emotionally expressed. Players can express their emotions about the current preparation results by selecting candidate interactive elements, allowing players to participate in the interaction The willingness to interact with other players in the preparation stage is improved, the efficiency and frequency of players interacting with other players in the preparation stage are improved, and the players' The probability of exiting the game at this stage.

[0263] It should be noted that the above examples of displaying candidate interactive elements are only illustrative and are not limited to this embodiment of the present application.

[0264] Step 1630: In response to receiving a selection operation on a first interactive element from candidate interactive elements, sending first interactive content corresponding to the first interactive element to a second account.

[0265] Optionally, the selection operation may be implemented as at least one of a single-click operation, a long-press operation, a double-click operation, a sliding operation, a voice command operation, a gesture command operation, etc. This embodiment of the present application does not limit this.

[0266] Illustratively, the second account refers to an account used to play a virtual game with the first account. Optionally, the number of the second account may be one or more.

[0267] Optionally, if there are multiple accounts currently playing against the first account, the second account can be an account specified by the first account from the multiple accounts; or, the second account is an account automatically specified by the system from the multiple accounts, for example: the system specifies all other accounts playing against the first account as the second account, or the system specifies an account ranked before or after the first account on the leaderboard as the second account.

[0268] Schematically, taking a single-click operation as an example, when the player clicks on the first interactive element, the corresponding interactive content can be sent to the second account; taking a long press operation + a sliding operation as an example, when the player long presses the first interactive element and connects the long press operation to perform a sliding operation and the sliding end point is in the account information display area corresponding to the second account, the corresponding interactive content is sent to the second account.

[0269] The first interactive content is used to express the first account's emotions based on the virtual game event to the second account.

[0270] Schematically, the first interactive content is an interactive animation configured based on the first interactive element.

[0271] Optionally, the interactive animation can be implemented as an animation that expresses corresponding emotions with the image of the chess piece virtual character corresponding to the first account. For example: the first interactive element is implemented as a smiling face expression, and the chess piece virtual character corresponding to the first account is virtual character 1, then the first interactive content can be implemented as an animation corresponding to virtual character 1, in which virtual character 1 expresses happy emotions with smiling faces, laughter, jumping movements, etc.

[0272] It should be noted that the embodiments of the present application do not limit the animation content of the interactive animation.

[0273] In other embodiments, the candidate interactive elements displayed are displayed based on interactive content sent from other accounts to the first account.

[0274] Optionally, in response to the first account receiving the second interactive content sent by the second account, candidate interactive elements are displayed based on the second interactive content, and the candidate interactive elements are used to provide emotional feedback on the second interactive content; in response to receiving a selection operation on the first interactive element among the candidate interactive elements, the first interactive content corresponding to the first interactive element is sent to the second account.

[0275] Illustratively, other players can send interactive content to the player, and the interactive content includes candidate interactive elements. The candidate interactive elements can be regarded as reply content generated based on the second interactive content. For example: the second account sends an interactive element that conveys provocative emotions to the first account, and the corresponding interactive content is displayed. The interactive content can be implemented as an interactive element that conveys angry emotions. The first account can select the interactive element. After selection, the first account sends the interactive element that conveys angry emotions to the second account, and displays the interactive content corresponding to the interactive element on the terminal corresponding to the second account.

[0276] Through the candidate interaction elements, players can also quickly reply to the interactions sent by other players. Improved play Improve the efficiency of interaction between players and enhance the players' willingness and frequency of interaction during the game.

[0277] In some embodiments, in response to receiving a selection operation on a first interactive element among candidate interactive elements, and the connected selection operation receiving an association operation on the first interactive element and the first chess piece card in the hand area, the first interactive content and the first chess piece card are sent to the second account.

[0278] Indicatively, the player can associate the first interactive element with the first chess piece card, and when sending the corresponding interactive content to other players, can also send the selected first chess piece card to other players, and associate the first chess piece card with the first interactive element. The sending operations of elements are merged into one sending operation, which reduces the resources related to computer processing player operations. consumption.

[0279] Optionally, the associated operation may be implemented as at least one of a single-click operation, a long-press operation, a double-click operation, a sliding operation, a voice command operation, a gesture command operation, etc. This embodiment of the present application does not limit this.

[0280] Schematically, after the player clicks to select the first interactive element, a prompt message is displayed, prompting the player to select a chess piece card. When the player clicks to select the first chess piece card, the first interactive element and the second chess piece element can be associated, and the step of sending the first interactive content and the first chess piece card to the second account is triggered.

[0281] Optionally, when the second account receives the first chess piece card, the second chess piece card sent by the second account to the first account is received.

[0282] Illustratively, the first chess piece card is the card that the first account needs to exchange with the second account. When the second account receives the first chess piece card, it can select the second chess piece card from the chess piece cards it owns and send it to the first account, thereby completing the chess piece card exchange process.

[0283] Optionally, the first interactive element refers to an element in which the first account provides emotional feedback to the second interactive content sent by the second account, and the second interactive content is used to express to the first account the second account's demand for a specified type of chess piece card.

[0284] In response to receiving a selection operation on a first interactive element from candidate interactive elements, and following the selection operation receiving an association operation on the first interactive element and a first chess piece card in the hand area, before sending the first interactive content and the first chess piece card to the second account, the method further includes:

[0285] The type of the first chess piece card in the hand area belongs to the specified type, and the first chess piece card is highlighted.

[0286] Illustratively, Player 1 and Player 2 are friends participating in the same virtual game. When Player 2 lacks a card of a specified type, a virtual game event corresponding to Player 2 has occurred. Candidate interactive elements corresponding to this virtual game event are displayed on Player 2's game interface. These candidate interactive elements may include a second interactive element, which expresses Player 2's desire for the specified card type. After Player 2 selects the second interactive element, the corresponding second interactive content is sent to Player 1. Upon receiving this second interactive content, the game client analyzes it and determines that the second interactive content expresses Player 1's desire for a specified card type. If Player 1 determines that a card of the specified card type exists in Player 1's current hand area, the card is highlighted.

[0287] Then, when player 1 responds to the second interactive content, that is, after selecting the first interactive element, he can simultaneously select the highlighted chess piece card and send the feedback interactive content corresponding to the first interactive element and the chess piece card to player 2.

[0288] During the above process, players can interact with other players through interactive content to interact with elements and cards, improving The enthusiasm of players to participate in the interaction is enhanced, and when players send chess cards of specified types to other players based on the interactive content, Highlight the chess pieces of the specified type so that players can clearly know who to send to other players and reduce mistakes. operation, improving the efficiency of human-computer interaction.

[0289] In summary, the embodiment of the present application provides an interactive method based on virtual games. In the game interface of a turn-based chess game corresponding to a first account, if the first account generates a virtual game event, candidate interactive elements matching the virtual game are automatically triggered and displayed. The first account can then select an interactive element after the candidate interactive element and send it to the second account, thereby sending the interactive content corresponding to the interactive element to the second account. On the one hand, the candidate interactive elements are pushed to the player in a responsive triggering manner, so that the player can directly select an interactive element from the candidate interactive elements to send, simplifying the player's interaction process and improving the efficiency of human-computer interaction during the interaction process. In addition, the player needs to perform fewer operations during the interaction process, that is, the probability of the interaction process being interrupted is low, reducing the waste of computer resources. On the other hand, because the candidate interactive elements are emotional expressions matching the current virtual game event, to a certain extent, the candidate interactive elements meet the player's current expectations, thereby increasing the player's willingness to use the candidate interactive elements for interaction and increasing the player's interaction frequency, thereby improving the utilization rate of the interactive function in the game interface of the turn-based chess game.

[0290] In some embodiments, before the first account sends interactive content to other accounts, it is necessary to determine the account that receives the interactive content. Figure 16 The illustrated embodiment can also be implemented as Figure 17 For the examples shown, please refer to Figure 17 , Figure 17 A flowchart of an interactive method based on a virtual game provided by another exemplary embodiment of the present application is shown. The method includes:

[0291] Step 1710: Display the game interface of the turn-based chess game corresponding to the first account.

[0292] The game interface includes a hand area and a chessboard area. The hand area includes chess cards. The chess cards are used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces are used to participate in turn-based virtual battles in the chessboard area.

[0293] Step 1720: In response to the first account generating a virtual game event, display candidate interactive elements.

[0294] The candidate interactive elements are matched with the virtual game events, and the candidate interactive elements are used to express emotions regarding the occurrence of the virtual game events.

[0295] For illustration, please refer to Figure 18 , which shows a schematic diagram of displaying candidate interactive elements. In the game interface 1800 of a turn-based chess game, when game events that are easy to trigger interaction between players occur, such as: single-round victory, core hero deployment, revenge, comeback, blood lock, winning streak, etc., the candidate interactive element 1810 corresponding to the round victory event can be displayed on the interface 1800.

[0296] There may be multiple candidate interactive elements. In some embodiments, when there are multiple candidate interactive elements, the candidate interactive elements may be arranged and displayed.

[0297] Optionally, in response to the first account generating a virtual game event, multiple candidate interactive elements are displayed in sequence, wherein the display order of the multiple candidate interactive elements corresponds to the element attributes of the candidate interactive elements.

[0298] The element attributes include at least one of the element popularity of the candidate interactive element, the matching degree between the candidate interactive element and the virtual game event, and the frequency of the candidate interactive element being selected by the first account in a historical time period.

[0299] Optionally, the element heat of the candidate interactive element is represented by the number of times the candidate interactive element has been selected historically, where the number of times the candidate interactive element has been selected refers to the total number of times the candidate interactive element has been selected by multiple accounts (which can be implemented as all registered accounts in a turn-based chess game). For example, if the number of times an element has been selected is 100, then the element heat of the candidate interactive element is 100.

[0300] Alternatively, the element heat of the selected interactive element is represented by the ratio of the number of times the element is selected and the number of times the element is displayed. The number of times the element is displayed refers to the number of times the interactive element is displayed as a candidate interactive element in the game interface corresponding to multiple accounts. For example: if the number of times the element is selected is 100 and the number of times the element is displayed is 80, then the element heat of the candidate interactive element is 80%.

[0301] In some embodiments, the display order of the plurality of candidate interactive elements is determined according to the order of element heat from high to low.

[0302] Optionally, the degree of match between a candidate interactive element and a virtual game event refers to the degree of association between the candidate interactive element and the virtual game event. Illustratively, a match score between the interactive element type and the game event type is configured in the game server, and the corresponding match score is obtained from the game server based on the interactive element type of the candidate interactive element and the event type of the virtual game event.

[0303] In some embodiments, the display order of the plurality of candidate interactive elements is determined according to the order of matching degree from high to low.

[0304] Optionally, the frequency of selection of the candidate interactive element by the first account within the historical time period is represented by the number of times the candidate interactive element is selected by the first account within the historical time period. For example, if the number of times the first account selects the candidate interactive element is 10, the frequency of the candidate interactive element is 10.

[0305] Alternatively, the frequency of a candidate interactive element being selected by the first account during the historical time period is represented by the ratio of the number of times the element was selected to the number of times the element was displayed. The number of times the element was selected refers to the number of times the candidate interactive element was selected by the first account during the historical time period, and the number of times the element was displayed refers to the number of times the interactive element was displayed as a candidate interactive element on the first account's game interface. For example, if the number of times the element was selected is 10 and the number of times the element was displayed is 5, the frequency of the candidate interactive element is 50%.

[0306] In some embodiments, the display order of the plurality of candidate interactive elements is determined based on the order of frequency from high to low.

[0307] In other embodiments, multiple candidate interactive elements are displayed in order according to the element popularity corresponding to the multiple candidate interactive elements, the matching degree between the multiple candidate interactive elements and the virtual game event, and the frequency of being selected by the first account in a historical time period.

[0308] Schematically, the element heat, matching degree and frequency corresponding to the candidate interactive element are input into the selection score calculator provided by the game server to determine the selection score corresponding to the candidate interactive element. For example, after normalizing the element heat, matching degree and frequency, their sum is calculated as the selection score corresponding to the candidate interactive element; then, the display order of multiple candidate interactive elements is determined in descending order of the selection scores.

[0309] Determine the display order of multiple candidate interactive elements through element attributes, and select the most frequently clicked or virtual game elements. Elements with high event matching or those selected more times by the first account are placed in front to increase the first account's enthusiasm for interaction.

[0310] In some embodiments, when the operation mode corresponding to the first account is right-hand preference operation, multiple candidate interactive elements are displayed in sequence from left to right, and the element heat or matching or frequency or selection scores of the multiple candidate interactive elements increase in the display order from left to right; when the operation mode corresponding to the first account is left-hand preference operation, multiple candidate interactive elements are displayed in sequence from left to right, and the element heat or matching or frequency or selection scores of the multiple candidate interactive elements decrease in the display order from left to right.

[0311] For example, taking element heat as an example, the element heat of candidate interactive element 1 is 100, the element heat of candidate interactive element 2 is 50, and the element heat of candidate interactive element 3 is 30. Then, they are displayed from left to right in the display order of "candidate interactive element 1, candidate interactive element 2, candidate interactive element 3" to adapt to the player's left-handed operating habits; or, they are displayed from right to left in the display order of "candidate interactive element 1, candidate interactive element 2, candidate interactive element 3" to adapt to the player's right-handed operating habits. It is convenient for players to easily trigger the most popular candidate interactive elements. High interactive elements increase players' willingness to participate in interactions and improve the efficiency of human-computer interaction.

[0312] Step 1730a: In response to receiving a selection operation on a first interactive element from candidate interactive elements, batch-send first interactive content corresponding to the first interactive element to multiple second accounts.

[0313] Illustratively, if there are multiple accounts currently playing a virtual game with a first account, the first account can specify multiple second accounts from the multiple accounts and send the first interactive content to the multiple accounts; or, the system automatically specifies multiple second accounts from the multiple accounts, for example: the system specifies all other accounts playing against the first account as multiple second accounts, or the system specifies multiple accounts ranked before or after the first account on the leaderboard as multiple second accounts.

[0314] Optionally, in response to receiving a selection operation on a first interactive element among candidate interactive elements, selection boxes are displayed corresponding to multiple second accounts, and the multiple second accounts are accounts that participate in the turn-based virtual battle with the first account; in response to receiving a selection operation on at least two second accounts in the multiple second account selection boxes, the first interactive content is sent to the at least two second accounts in batches.

[0315] Schematically, the accounts currently participating in the virtual battle are account 1 (the first account), account 2, account 3 and account 4. When account 1 selects the first interactive element, a selection box may be displayed. The selection box includes options corresponding to accounts 2, 3 and 4. Players can select account 2 and account 3 from it, and the account will send the first interactive content to account 2 and account 3.

[0316] In the above embodiment, the candidate interactive element will display a selection box so that the player can select the second account to receive the first interactive content. Improved player flexibility when sending their first interaction.

[0317] Step 1730b: In response to receiving a selection operation on the first interactive element from the candidate interactive elements, the first interactive content is sent to a second account that has an event association relationship with the virtual game event.

[0318] Optionally, the event association relationship means that the current virtual game event belongs to a virtual game event associated with the first account, and is also a virtual game event associated with the second account.

[0319] For example, if the current round is a 1v1 match between Account 1 and Account 2, and the round result is generated after the current round ends, then the event that generates the round result is an event associated with both Account 1 and Account 2. Therefore, after Account 1 selects the corresponding first interactive element, Account 1 sends the interactive content corresponding to the first interactive element to Account 2.

[0320] In some embodiments, the game interface includes an account identification display area, which is used to display the account currently participating in the turn-based virtual game.

[0321] Optionally, in response to receiving a selection operation of the first interactive element from the candidate interactive elements, before sending the first interactive content to the second account that has an event association relationship with the virtual game event, the method further includes:

[0322] The area corresponding to the second account in the account identification display area displays candidate interactive elements.

[0323] For illustration, please refer to Figure 18, the second account is the opponent of the first account in the current round. When the first account wins the round, a candidate interactive element 1810 corresponding to the round victory event can be displayed in the display area 1803 of the second account in the leaderboard on the left side of the interface 1800.

[0324] When the first interactive element 1802 in the candidate interactive elements 1810 is clicked, the first account will send the interactive content corresponding to the first interactive element 1802 to the second account, such as Figure 19 As shown, after the second account receives the interactive content corresponding to the first interactive element 1802, the interactive content 1901 will be displayed in the game interface 1900 corresponding to the second account.

[0325] In some embodiments, in response to receiving a selection operation on a first interactive element from candidate interactive elements, a first interactive content is displayed on a game interface of a turn-based chess game corresponding to the first account.

[0326] By displaying candidate interactive elements in the area corresponding to the second account, It allows players to clearly identify the object of interaction. Improve the efficiency of human-computer interaction.

[0327] In summary, in the interactive method based on virtual elements provided in the embodiment of the present application, the first interactive content can be sent to multiple accounts in batches by selecting the first interactive element, thereby Improves the efficiency of sending interactive content and avoids repeated sending The operation of delivering the first interactive content reduces the consumption of network resources. By selecting the first interactive element, the first interactive content can be sent to a second account associated with the virtual game event. The second account is associated with the virtual game event. Increase the probability of the second account giving feedback on the interactive content received, so that player interaction enters a virtuous cycle middle.

[0328] In some embodiments, when the first account receives interactive content sent by other accounts, the corresponding interactive animation will be displayed. Figure 20 A flowchart of an interactive method based on a virtual game provided by another exemplary embodiment of the present application is shown. Figure 16 or Figure 17 The illustrated embodiment also includes Figure 20 Step 2001 is shown.

[0329] Step 2001: In response to receiving third interactive content sent by a third account, the account identifier corresponding to the third account displays an interactive animation of the third interactive content.

[0330] Illustratively, when the first account receives the third interactive content determined by other accounts based on the third interactive element, an interactive animation of the third interactive content is displayed, and the interactive animation is displayed in the account identification display area of the third account (ie, the sender).

[0331] Optionally, in response to receiving the third interactive content sent by the third account, the area where the account identifier of the third account is located is used as the animation start display area, and an interactive animation starting from the animation start display area and displayed in full screen.

[0332] Illustratively, the third interactive content can be implemented as interactive content in which a third account expresses congratulations to the first account. The interactive animation corresponding to the third interactive content can be implemented as a fireworks animation. For example, upon receiving a fireworks tube from the third account, the fireworks tube is displayed in the area where the third account's account logo is located, followed by a full-screen display of a fireworks animation showing the fireworks tube being released.

[0333] In the above embodiment, when receiving interactive content sent by other accounts, the interactive animation of the interactive content sent by the other accounts is displayed in the identification area of the other accounts. , so that players can clearly understand the interactive content they are currently receiving The sending object can be determined in a targeted manner, thereby improving the user experience.

[0334] In other embodiments, in response to receiving the third interactive content sent by the third account, the account identifier corresponding to the first account displays an interactive animation of the third interactive content.

[0335] Illustratively, when the first account receives the third interactive content determined by other accounts based on the third interactive element, an interactive animation of the third interactive content is displayed, and the interactive animation is displayed in the account identification display area of the first account (ie, the recipient).

[0336] It should be noted that the embodiment of the present application does not limit the execution order of step 2001, that is, step 2001 can be executed before step 1610 or 1620 or 1630, or after step 1610 or 1620 or 1630, or can be executed simultaneously with step 1610 or 1620 or 1630, etc.

[0337] In summary, in turn-based chess games, since players spend most of their time facing their own fields, most of their energy during the battle is focused on the battle on the field. After the battle, they think about the subsequent battle strategy, and it is difficult to have the time and energy to interact with the opponent. The overall gaming experience of the players is relatively closed. The interactive method based on virtual games provided in this application selects appropriate interactive nodes (i.e., the generation nodes of virtual interactive events) through a responsive triggered interactive method, and pushes the interactive forms suitable for this node that are calculated and sorted to the players, allowing players to complete high-quality interactions with one click, reducing the cost of player interaction and improving the frequency and effect of interaction.

[0338] Furthermore, push-based interaction lowers the barrier to entry for players (multiple steps and multiple choices). It also avoids the mechanical nature of fixed settings and the inadequate adaptation to players' current behavior. This optimization significantly increases players' willingness and frequency of interaction during gameplay. Players actively initiating interaction increases others' willingness to interact and respond, thus creating a healthy cycle of player interaction.

[0339] The following introduces the system flow of the interactive method of the turn-based chess game provided in the embodiment of the present application.

[0340] For illustration, let's take the candidate interactive elements as interactive expressions as an example. Figure 21 , which shows a system flow chart of the interactive method based on virtual game provided in an embodiment of the present application, and the flow chart includes the following steps.

[0341] Step 2101: Start.

[0342] That is, the player enters the game interface of a turn-based chess game.

[0343] Step 2102: The system provides players with interactive expression options at specific nodes based on default rules.

[0344] For example, in a turn-based chess game, the system will trigger the push of an interactive expression selection menu at specific points. These specific points include but are not limited to the start, victory, revenge, obtaining a core hero, turning defeat into victory, health lock, and winning streak. The interactive expressions provided to the player are those that match the feature interface.

[0345] It should be noted that during the initial stages of game operation, the system will push random nodes according to the program's default configuration. This means that the system will not be limited to the specific nodes mentioned above, but will randomly select any event node from the system configuration to push the interactive expression selection menu. The interactive expressions included in the interactive expression selection menu are also random, that is, one or more interactive expressions are randomly selected from the multiple interactive expressions corresponding to the selected event node to be pushed as the interactive expression selection menu.

[0346] Step 2103: Determine whether the player selects a certain expression at a certain node.

[0347] That is, determine whether the player has selected an interactive expression in the interactive expression selection menu.

[0348] Step 2104: If not, the system pushes according to the original default rules.

[0349] Indicatively, if the player does not select a certain expression at a certain node, that is, the player does not perform the selection operation of the interactive expression, then when the interactive expression is subsequently pushed to the player, the system will still push it according to the original default rules.

[0350] Step 2105: If yes, the system records the player's choice.

[0351] Indicatively, when a player selects a certain expression at a certain node, the system records the selection operation data.

[0352] Step 2106a: Use the player's selection as the data source to record the selection data of the node and the expression. For example, player A selects expression 1 at node 1.

[0353] Indicatively, based on the player's selection operation data, the matching relationship between the node and the expression is recorded, for example: node 1-expression 1 is recorded as one match.

[0354] Step 2107a: Sort all nodes and expressions based on the aggregated player selection data.

[0355] Indicatively, all players' selection data is summarized and all nodes and expressions are sorted. For example, each node is sorted according to the number of times the node is selected; each expression is sorted according to the number of times the expression is selected; the expression corresponding to node 1 is sorted according to the number of matches between the expression and the node, etc.

[0356] Step 2108a: In the nodes and expression contents subsequently pushed by the system, the probability of the top-ranked nodes and pushed expressions appearing is increased.

[0357] Indicatively, the more times a node is selected, the greater the probability of triggering the push of interactive expressions at the node; the more times an expression is selected, the greater the probability of the expression being pushed subsequently; the more times a specified expression is selected in a specified node, the greater the probability of the specified expression appearing in the expression menu when the expression menu of the specified node is pushed subsequently.

[0358] Step 2106b: Use player selection as a data source for the player interaction model.

[0359] Schematically, the player's selection operation data is used as the data source, for example: player 1-node 1-expression 1.

[0360] Step 2107b: Modeling based on player selection operation data.

[0361] Schematically, the player interaction model is trained based on the player's selection operation data, and the trained player interaction model is used to determine the player's preferred nodes and preferred interaction expressions.

[0362] Step 2108b: In subsequent games of the player, increase the probability of the player's preferred nodes and expressions appearing.

[0363] Indicatively, when pushing interactive expressions to players, the probability of triggering and pushing interactive expressions at the nodes that players prefer is increased, thereby increasing the probability of the appearance of the nodes that players prefer.

[0364] Step 2109: The system pushes interactive expressions to the player based on the new strategy.

[0365] Illustratively, interactive expressions are pushed to the player based on the node triggering probability and expression pushing probability determined in step 2108a and step 2108b. Optionally, the number of interactive expressions pushed is a preset number, for example, 3.

[0366] In summary, this application provides a set of responsive trigger emoji prompts with configurable trigger nodes. This functionality is achieved by selecting multiple nodes in the game that are most likely to trigger player interaction (e.g., single-round victory, key hero appearance, revenge, comeback, health lock, winning streak, etc.). This functionality is then adjusted and optimized using feedback data collected from a large number of player matches, ultimately delivering push notifications in a manner that best suits the player's needs. Furthermore, the number of displayed types is limited to ensure that the player's normal gaming experience is not affected.

[0367] This application pushes emoticons that, on the one hand, appear randomly and are chosen by the player. On the other hand, it pushes feedback based on the player base and the player's own experience. This pushes emoticon options that suit the player, allowing the player to choose and interact with them.

[0368] The following introduces the interactive process of the interactive method of the turn-based chess game provided in the embodiment of the present application.

[0369] For illustration, please refer to Figure 22 , which shows an interactive flow chart of the interactive method based on virtual game provided in an embodiment of the present application. The interactive parties involved in the interactive flow chart include: players 2210, game clients 2220 and game servers 2230, and the interactive process includes the following steps.

[0370] Step 2201: The game server pushes the node of the pop-up interactive expression and the specific content of the expression to the game client according to the basic strategy.

[0371] Indicatively, the game server pushes three interactive expression options to players based on the emotional highlights that players may encounter in a game (including but not limited to the start, victory, revenge, obtaining core heroes, turning defeat into victory, locking health, winning streak, etc.).

[0372] Step 2202: The game client displays three corresponding expression options to the player next to the player's avatar on the leaderboard.

[0373] Illustratively, the game client displays three expression options in the leaderboard area of the game interface of the turn-based chess game in the terminal interface corresponding to the player, where the options are the three interactive expression options determined above for the player.

[0374] Step 2203: The player decides whether to select an expression and what expression to choose for interaction based on his or her current needs.

[0375] Indicatively, players can choose whether to use the three interactive expressions and which expression to use.

[0376] Step 2204: Based on the player's selection, the expression selected by the player is displayed to the corresponding player on the leaderboard of the game client.

[0377] Illustratively, if player 1 selects expression 1, the expression display content corresponding to expression 1 is sent to the corresponding player 2, and the expression display content corresponding to expression 1 is displayed in the leaderboard area of the game interface of player 2's turn-based chess game.

[0378] Step 2205: The player's selection data is uploaded to the game server.

[0379] Illustratively, the selection data of the player selecting expression 1 at emotional highlight point 1 is uploaded to the game server.

[0380] Step 2206: The game server refreshes the expressions, the overall weight of the nodes, and the individual weight information of the player himself according to the player selection data.

[0381] Indicatively, the game server analyzes the player selection data and other players' selection data and formulates a push strategy based on a weighted push algorithm.

[0382] Among them, for individual players, the push strategy is mainly formulated based on the following two weights.

[0383] Weight A: Overall usage weight. The more push interaction expressions a player uses, the lower the overall usage weight in the push strategy for a single player.

[0384] Weight B: Individual usage weight. The more push interaction expressions a player uses, the higher the individual usage weight will be in the push strategy for a single player.

[0385] In other words, during a player's gameplay, they'll first be exposed to popular interaction nodes and emoticons, filtered by the system based on other players' selection data. During this process, the player's selection of specific emoticons at certain nodes will be recorded, and their selections will gradually increase the proportion of their selected data in the push notifications, allowing the system to push more of their frequently used emoticons at these preferred nodes. Meanwhile, other emoticons and nodes will continue to be populated based on overall usage weights.

[0386] In this way, interactive emoticons can better suit players' usage habits. New players can also more quickly and easily build interaction models that suit them, thereby enhancing the player's in-game interaction experience.

[0387] Step 2207: The game server pushes emoticons to the player according to the new push strategy.

[0388] Indicatively, the game server prepares a push strategy for the next round for the player based on the above weights, and repeats this cycle, continuously updating the above weights, and formulating a new push strategy for each round of the player's game.

[0389] As player usage data is recorded and collected, the randomness of the push strategy for early players decreases, and the weight of the system's overall data ranking and the weight of player selection data gradually increases, replacing the original random weight. For newly added players, the default random weight is replaced by the system's aggregated ranking weight.

[0390] As players spend more time playing, the weight of the system's ranked recommendations will gradually decrease compared to the weight of the players' own gaming habits. However, in order to bring a certain degree of freshness and randomness, this part will not be reduced to 0. The weight of the recommendations corresponding to the players' own random behavior will further increase.

[0391] In summary, this application is a functional design for a mechanism that combines big data usage with player habits to facilitate player interaction. This involves presenting players with a menu of interactive expressions at multiple possible nodes. By collecting player usage data and popularity, we continuously optimize the selection of push nodes and content, ultimately satisfying player interaction needs as much as possible and enhancing their willingness and experience.

[0392] For illustration, please refer to Figure 23 , which shows a structural block diagram of an interactive device based on virtual games provided by an exemplary embodiment of the present application, the device includes the following modules:

[0393] Display module 2310 is configured to display a game interface of a turn-based chess game corresponding to the first account, wherein the game interface includes a hand area and a board area, wherein the hand area includes chess cards, wherein the chess cards are used to summon virtual chess pieces in the board area, and wherein the virtual chess pieces are used to participate in a turn-based virtual game in the board area;

[0394] The display module 2310 is further configured to display candidate interactive elements in response to the first account generating a virtual game event, the candidate interactive elements matching the virtual game event, the candidate interactive elements being used to express emotions related to the generation of the virtual game event;

[0395] The sending module 2320 is used to send first interactive content corresponding to the first interactive element to the second account in response to receiving a selection operation on the first interactive element among the candidate interactive elements, and the first interactive content is used to express the emotion of the first account based on the virtual game event to the second account.

[0396] In some embodiments, the display module 2310 is configured to:

[0397] In response to the first account generating the virtual game event in the turn-based virtual game, displaying the candidate interactive element; or,

[0398] In response to the first account generating the virtual game event during the preparation phase of the turn-based virtual game, the candidate interactive elements are displayed.

[0399] In some embodiments, the display module 2310 is configured to:

[0400] In response to the first account generating a round result in the round-based virtual battle, displaying the candidate interactive element based on the round result, wherein the candidate interactive element is used to express emotions about the round result; or

[0401] In response to the first account generating a designated battle decision in the turn-based virtual battle, the candidate interactive elements are displayed based on the turn result, and the candidate interactive elements are used to express emotions for the designated battle decision.

[0402] In some embodiments, the display module 2310 is configured to:

[0403] In response to the first account acquiring a designated card during the preparation phase of the turn-based virtual battle, displaying the candidate interactive element, wherein the candidate interactive element is used to emotionally express the acquisition of the designated card, the designated card including any one of a designated chess piece card and a designated function card, or the designated card including a designated combination of a designated chess piece card and a designated function card; or

[0404] In response to the first account summoning a designated virtual chess piece in the chessboard area during the preparation phase of the turn-based virtual battle, displaying the candidate interactive element, wherein the candidate interactive element is used to emotionally express the event of summoning the designated virtual chess piece; or

[0405] In response to the first account generating an attribute upgrade event during the preparation phase of the turn-based virtual battle, the candidate interactive elements are displayed, and the candidate interactive elements are used to express emotions for the attribute upgrade event.

[0406] In some embodiments, the display module 2310 is configured to:

[0407] In response to the first account receiving the second interactive content sent by the second account, the candidate interactive element is displayed based on the second interactive content, and the candidate interactive element is used to provide emotional feedback on the second interactive content.

[0408] In some embodiments, the sending module 2320 is configured to:

[0409] In response to receiving a selection operation of the first interactive element from the candidate interactive elements, sending first interactive content corresponding to the first interactive element to multiple second accounts in batches; or,

[0410] In response to receiving a selection operation on the first interactive element from the candidate interactive elements, the first interactive content is sent to a second account that has an event association relationship with the virtual game event.

[0411] In some embodiments, the sending module 2320 is configured to:

[0412] In response to receiving a selection operation of the first interactive element from the candidate interactive elements, displaying selection boxes corresponding to a plurality of second accounts, the plurality of second accounts being accounts participating in the turn-based virtual battle together with the first account;

[0413] In response to receiving a selection operation on at least two second accounts in the plurality of second account selection boxes, the first interactive content is sent to the at least two second accounts in batches.

[0414] In some embodiments, the game interface includes an account identification display area, which is used to display the account currently participating in the turn-based virtual battle; the display module 2310 is also used to display the candidate interactive element in the area corresponding to the second account in the account identification display area.

[0415] In some embodiments, the display module 2310 is further configured to display a plurality of candidate interactive elements in sequence in response to the first account generating the virtual game event, wherein the display order of the plurality of candidate interactive elements corresponds to the element attributes of the candidate interactive elements;

[0416] The element attribute includes at least one of the element popularity of the candidate interactive element, the matching degree between the candidate interactive element and the virtual game event, and the frequency of the candidate interactive element being selected by the first account in a historical time period.

[0417] In some embodiments, the element attribute refers to the element heat of the candidate interactive element; the display module 2310 is further configured to:

[0418] When the operation mode corresponding to the first account is right-handed operation, the plurality of candidate interactive elements are displayed sequentially from left to right, and the element heat of the plurality of candidate interactive elements increases in the order of display from left to right;

[0419] When the operation mode corresponding to the first account is left-hand preference operation, the multiple candidate interactive elements are displayed in sequence from left to right, and the element heat of the multiple candidate interactive elements decreases in the display order from left to right.

[0420] In some embodiments, the first account corresponds to a chess player virtual character, and the chess player virtual character is used to represent the virtual character controlling the virtual chess piece; the display module 2310 is further used to display a specified expression element of the chess player virtual character as the candidate interactive element.

[0421] In some embodiments, the display module 2310 is further configured to display a designated expression element of the designated chess piece virtual character as the candidate interactive element when the virtual game event is associated with a designated chess piece virtual character corresponding to the first account.

[0422] In some embodiments, the sending module 2320 is used to send the first interactive content and the first chess piece card to the second account in response to receiving a selection operation on the first interactive element among the candidate interactive elements, and receiving an association operation on the first interactive element and the first chess piece card in the hand area in conjunction with the selection operation.

[0423] In some embodiments, the first interactive element refers to an element in which the first account provides emotional feedback to the second interactive content sent by the second account, and the second interactive content is used to express to the first account the demand of the second account for a specified type of chess piece card; the sending module 2320 is used to highlight the first chess piece card in the hand area if the type of the first chess piece card belongs to the specified type.

[0424] In some embodiments, the display module 2310 is further configured to, in response to receiving third interactive content sent by a third account, display an interactive animation of the third interactive content corresponding to the account identifier of the third account.

[0425] In some embodiments, the display module 2310 is further used to respond to receiving third interactive content sent by a third account, using the area where the account identifier of the third account is located as the animation start display area, and displaying the interactive animation starting from the animation start display area and in full screen.

[0426] In summary, the virtual game-based interactive device provided by the embodiments of the present application is configured to automatically trigger the display of candidate interactive elements matching the virtual game in the game interface of a turn-based chess game corresponding to a first account if the first account generates a virtual game event. The first account can then select an interactive element after the candidate interactive element and send it to the second account, thereby sending the interactive content corresponding to the interactive element to the second account. On the one hand, by pushing candidate interactive elements to the player in a responsive triggering manner, the player can directly select an interactive element from the candidate interactive elements to send, simplifying the player's interaction process and improving the efficiency of human-computer interaction during the interaction process. In addition, the player needs to perform fewer operations during the interaction process, that is, the probability of the interaction process being interrupted is low, reducing the waste of computer resources. On the other hand, because the candidate interactive elements are emotional expressions that match the current virtual game event, to a certain extent, the candidate interactive elements meet the player's current expectations, thereby increasing the player's willingness to use the candidate interactive elements for interaction and increasing the player's interaction frequency, thereby improving the utilization rate of the interactive function in the game interface of the turn-based chess game.

[0427] It should be noted that the virtual game-based interactive device provided in the above embodiment is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the virtual game-based interactive device and the virtual game-based interactive method provided in the above embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0428] Figure 24 The following is a block diagram of a computer device 2400 according to an exemplary embodiment of the present application. Computer device 2400 may be a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, or a desktop computer. Computer device 2400 may also be referred to as a user device, a portable computer device, a laptop computer device, a desktop computer device, or other similar names.

[0429] Typically, the computer device 2400 includes a processor 2401 and a memory 2402 .

[0430] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 2401 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 central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2401 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2401 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0431] Memory 2402 may include one or more computer-readable storage media, which may be non-transitory. Memory 2402 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 2402 is used to store at least one instruction, which is executed by processor 2401 to implement the virtual game-based interactive method provided in the method embodiment of the present application.

[0432] Schematically, the computer device 2400 also includes other components, which can be understood by those skilled in the art. Figure 24 The structure shown in the figure does not constitute a limitation on the computer device 2400, and the computer device 2400 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.

[0433] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above-described embodiments can be performed by instructing the relevant hardware through a program. The program can be stored in a computer-readable storage medium, which can be the computer-readable storage medium included in the memory of the above-described embodiments, or a separate computer-readable storage medium not incorporated into the computer device. The computer-readable storage medium stores at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement any of the virtual game-based interactive methods described in the above-described embodiments.

[0434] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0435] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.

Claims

1. An interactive method based on virtual games, characterized in that: The method comprises: Displaying a game interface of a turn-based chess game corresponding to the first account, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area; In response to the first account generating a virtual game event, displaying candidate interactive elements, the candidate interactive elements matching the virtual game event, the candidate interactive elements being used to express emotions regarding the generation of the virtual game event; In response to receiving a selection operation on a first interactive element among the candidate interactive elements, first interactive content corresponding to the first interactive element is sent to a second account, where the first interactive content is used to express the first account's emotion based on the virtual game event to the second account.

2. The method according to claim 1, characterized in that The displaying of candidate interactive elements in response to the virtual game event generated by the first account includes: In response to the first account generating the virtual game event in the turn-based virtual game, displaying the candidate interactive element; or, In response to the first account generating the virtual game event during the preparation phase of the turn-based virtual game, the candidate interactive elements are displayed.

3. The method according to claim 2, characterized in that In response to the first account generating the virtual game event in the turn-based virtual game, displaying the candidate interactive elements includes: In response to the first account generating a round result in the round-based virtual battle, displaying the candidate interactive element based on the round result, wherein the candidate interactive element is used to express emotions about the round result; or In response to the first account generating a designated battle decision in the turn-based virtual battle, the candidate interactive elements are displayed based on the turn result, and the candidate interactive elements are used to express emotions for the designated battle decision.

4. The method according to claim 2, characterized in that The displaying of the candidate interactive elements in response to the first account generating the virtual game event during the preparation phase of the turn-based virtual game includes: In response to the first account acquiring a designated card during the preparation phase of the turn-based virtual battle, displaying the candidate interactive element, wherein the candidate interactive element is used to emotionally express the acquisition of the designated card, the designated card including any one of a designated chess piece card and a designated function card, or the designated card including a designated combination of a designated chess piece card and a designated function card; or In response to the first account summoning a designated virtual chess piece in the chessboard area during the preparation phase of the turn-based virtual battle, displaying the candidate interactive element, wherein the candidate interactive element is used to emotionally express the event of summoning the designated virtual chess piece; or In response to the first account generating an attribute upgrade event during the preparation phase of the turn-based virtual battle, the candidate interactive elements are displayed, and the candidate interactive elements are used to express emotions for the attribute upgrade event.

5. The method according to any one of claims 1 to 4, characterized in that: The displaying of candidate interactive elements in response to the virtual game event generated by the first account includes: In response to the first account receiving the second interactive content sent by the second account, the candidate interactive element is displayed based on the second interactive content, and the candidate interactive element is used to provide emotional feedback on the second interactive content.

6. The method according to any one of claims 1 to 4, characterized in that: The step of sending, in response to receiving a selection operation on a first interactive element from the candidate interactive elements, first interactive content corresponding to the first interactive element to the second account includes: In response to receiving a selection operation of the first interactive element from the candidate interactive elements, sending first interactive content corresponding to the first interactive element to multiple second accounts in batches; or, In response to receiving a selection operation on the first interactive element from the candidate interactive elements, the first interactive content is sent to a second account that has an event association relationship with the virtual game event.

7. The method according to claim 6, characterized in that In response to receiving a selection operation of the first interactive element from the candidate interactive elements, sending first interactive content corresponding to the first interactive element to multiple second accounts in batches includes: In response to receiving a selection operation of the first interactive element from the candidate interactive elements, displaying selection boxes corresponding to a plurality of second accounts, the plurality of second accounts being accounts participating in the turn-based virtual battle together with the first account; In response to receiving a selection operation on at least two second accounts in the plurality of second account selection boxes, the first interactive content is sent to the at least two second accounts in batches.

8. The method according to claim 6, characterized in that The game interface includes an account identification display area, which is used to display the account currently participating in the turn-based virtual game; Before sending the first interactive content to the second account associated with the virtual game event in response to receiving a selection operation of the first interactive element from the candidate interactive elements, the method further includes: The candidate interactive element is displayed in an area corresponding to the second account in the account identification display area.

9. The method according to any one of claims 1 to 4, characterized in that: The displaying of candidate interactive elements in response to the virtual game event generated by the first account includes: In response to the first account generating the virtual game event, displaying a plurality of candidate interactive elements in sequence, wherein the display order of the plurality of candidate interactive elements corresponds to element attributes of the candidate interactive elements; The element attribute includes at least one of the element popularity of the candidate interactive element, the matching degree between the candidate interactive element and the virtual game event, and the frequency of the candidate interactive element being selected by the first account in a historical time period.

10. The method according to claim 9, characterized in that The element attribute refers to the element heat of the candidate interactive element; In response to the first account generating the virtual game event, displaying a plurality of candidate interactive elements in sequence includes: When the operation mode corresponding to the first account is right-handed operation, the plurality of candidate interactive elements are displayed sequentially from left to right, and the element heat of the plurality of candidate interactive elements increases in the order of display from left to right; When the operation mode corresponding to the first account is left-hand preference operation, the multiple candidate interactive elements are displayed in sequence from left to right, and the element heat of the multiple candidate interactive elements decreases in the display order from left to right.

11. The method according to any one of claims 1 to 4, characterized in that: The first account corresponds to a chess player virtual character, and the chess player virtual character is used to represent the virtual character controlling the virtual chess piece; The displaying of candidate interactive elements includes: The designated expression element of the chess player virtual character is displayed as the candidate interactive element.

12. The method according to any one of claims 1 to 4, characterized in that: The displaying of candidate interactive elements includes: In a case where the virtual game event is associated with a designated chess piece virtual character corresponding to the first account, a designated expression element of the designated chess piece virtual character is displayed as the candidate interactive element.

13. The method according to any one of claims 1 to 4, characterized in that: The step of sending, in response to receiving a selection operation on a first interactive element from the candidate interactive elements, first interactive content corresponding to the first interactive element to the second account includes: In response to receiving a selection operation on a first interactive element among the candidate interactive elements, and following the selection operation, receiving an association operation on the first interactive element and the first chess piece card in the hand area, the first interactive content and the first chess piece card are sent to the second account.

14. The method according to claim 13, characterized in that The first interactive element refers to an element in which the first account provides emotional feedback to the second interactive content sent by the second account, and the second interactive content is used to express to the first account the second account's demand for a specified type of chess piece card; In response to receiving a selection operation of a first interactive element from the candidate interactive elements, and following the selection operation, receiving an association operation of the first interactive element with a first chess piece card in the hand area, before sending the first interactive content and the first chess piece card to the second account, the method further includes: In the hand area, the type of the first chess piece card belongs to the specified type, and the first chess piece card is highlighted.

15. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: In response to receiving the third interactive content sent by the third account, an interactive animation of the third interactive content is displayed corresponding to the account identifier of the third account.

16. The method according to claim 15, characterized in that In response to receiving the third interactive content sent by the third account, displaying an interactive animation of the third interactive content corresponding to the account identifier of the third account includes: In response to receiving the third interactive content sent by the third account, the area where the account identifier of the third account is located is used as the animation start display area, and the interactive animation starting from the animation start display area and displayed in full screen.

17. An interactive device based on virtual games, characterized in that: The device comprises: a display module, configured to display a game interface of a turn-based chess game corresponding to the first account, the game interface including a hand area and a chessboard area, the hand area including chess cards, the chess cards being used to summon virtual chess pieces in the chessboard area, and the virtual chess pieces being used to participate in a turn-based virtual battle in the chessboard area; The display module is further configured to display candidate interactive elements in response to the first account generating a virtual game event, the candidate interactive elements matching the virtual game event, the candidate interactive elements being used to express emotions regarding the generation of the virtual game event; A sending module is used to send first interactive content corresponding to the first interactive element to a second account in response to receiving a selection operation on a first interactive element among the candidate interactive elements, wherein the first interactive content is used to express the first account's emotion based on the virtual game event to the second account.

18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the interactive method based on virtual game as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the interactive method based on virtual game as described in any one of claims 1 to 16.

20. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the interactive method based on virtual game as claimed in any one of claims 1 to 16.