Reward issuing method and device, computer equipment and storage medium

By clearing virtual equipment after the game activity and distributing target rewards, the problem of excessive equipment gap between new players and old players is solved, ensuring fairness of the event and improving user stickiness.

CN120532129APending Publication Date: 2025-08-26TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410204280.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-02-23
Publication Date
2025-08-26

AI Technical Summary

Technical Problem

In the game, the gap between the virtual equipment held by new players and old players is too large, which affects the enthusiasm of new players to participate and leads to insufficient fairness in the event.

Method used

After the event, clear the virtual equipment held by the virtual character and give them target rewards. The target rewards include decoration props, decoration prop redemption coupons, low-level equipment and equipment points, etc., to ensure that there is not much difference between the virtual equipment held by new players and old players in subsequent events.

Benefits of technology

By converting virtual equipment as rewards, avoid affecting the enthusiasm of new players, ensuring fairness of activities, and not losing the results of old players, improving user stickiness.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a reward issuing method and device, computer equipment and a storage medium, and belongs to the technical field of computers. The method comprises the following steps: determining a target reward based on first virtual equipment obtained by a virtual character in a first activity; after the first activity is finished, first virtual equipment held by the virtual role is emptied; issuing the target reward to the virtual character; wherein the first virtual equipment refers to the virtual equipment belonging to the first activity, and the first activity is any activity. According to the method and the device, the large gap between the virtual character newly participating in the activity and the virtual equipment held by the virtual character participating in the activity in the subsequent activity is avoided, so that the activity participation enthusiasm of the new user is prevented from being influenced, and the fairness of the activity is ensured as much as possible. And the virtual equipment obtained by participating in the activity is converted into the target reward to be issued, so that the loss of the achievement obtained by participating in the activity of the virtual role is avoided.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a reward distribution method, apparatus, computer equipment, and storage medium. Background Art

[0002] With the development of internet technology, games such as RPGs (Role-Playing Games) and MOBAs (Multiplayer Online Battle Arena) have become widely used. Typically, players assume the role of a virtual character, controlling that character to perform game operations in a virtual environment. Furthermore, in-game events are often held, where players' virtual characters can participate and obtain virtual equipment.

[0003] Since old players have participated in activities before and obtained more virtual equipment, while new players have not yet obtained virtual equipment, the gap in virtual equipment held by new and old players is too large, which will affect the enthusiasm of new players to participate in activities. Summary of the Invention

[0004] The embodiments of the present application provide a reward distribution method, apparatus, computer equipment, and storage medium, which ensure the fairness of the activity as much as possible and improve user stickiness. The technical solution is as follows:

[0005] In one aspect, a method for issuing a reward is provided, the method comprising:

[0006] determining a target reward based on first virtual equipment obtained by the virtual character in the first activity;

[0007] After the first activity ends, clearing the first virtual equipment held by the virtual character;

[0008] issuing the target reward to the virtual character;

[0009] The first virtual equipment refers to virtual equipment belonging to the first activity, and the first activity is any activity.

[0010] In a possible implementation, the equipment points are used to purchase an equipment box of the second activity, where the equipment box contains random low-level equipment.

[0011] In another aspect, a reward distribution device is provided, comprising:

[0012] A reward determination module, configured to determine a target reward based on the first virtual equipment obtained by the virtual character in the first activity;

[0013] An equipment clearing module, configured to clear the first virtual equipment held by the virtual character after the first activity ends;

[0014] A reward issuing module, configured to issue the target reward to the virtual character;

[0015] The first virtual equipment refers to virtual equipment belonging to the first activity, and the first activity is any activity.

[0016] In one possible implementation, the reward determination module includes at least one of the following:

[0017] a first reward determining unit, configured to determine an equipment score of the virtual character based on the first virtual equipment obtained by the virtual character, and determine the target reward corresponding to the equipment score;

[0018] The second reward determining unit is configured to determine the equipment type to which the first virtual equipment belongs, and determine the target reward corresponding to the equipment type.

[0019] In one possible implementation, the reward determination module is configured to determine the target reward based on the first virtual equipment obtained by the virtual character in the first activity when a first time is reached;

[0020] The first time is a time after the start time of the first activity and separated from the start time by a first time interval, or a time before the end time of the first activity and separated from the end time by a second time interval.

[0021] In one possible implementation, the apparatus further includes:

[0022] The display module is configured to display a reward preview entrance when the first time is reached; and display the target reward in response to a triggering operation on the reward preview entrance.

[0023] In one possible implementation, the display module is used to display the reward preview entrance and countdown duration in the game interface of the virtual character when the first time is reached; wherein, the countdown duration is the duration between the first time and the second time, and the second time is the deadline for counting the first virtual equipment obtained by the virtual character.

[0024] In a possible implementation, the reward determination module is further configured to determine, when the second time is reached, the updated target reward based on the first virtual equipment obtained by the virtual character up to the second time.

[0025] In one possible implementation, the display module is used to display a selection interface in response to a triggering operation on the reward preview entrance, wherein the selection interface displays multiple reward preview tags, and different reward preview tags correspond to different systems; in response to a triggering operation on a first reward preview tag corresponding to an equipment system, the target reward of the equipment system is displayed, wherein the first virtual equipment is obtained by the virtual character in the equipment system.

[0026] In one possible implementation, the display module is further configured to display a system reward corresponding to a second reward preview tag in response to a triggering operation on the second reward preview tag, where the second reward preview tag is different from the first reward preview tag.

[0027] In one possible implementation, the equipment clearing module is used to clear the first virtual equipment held by the virtual character after the first activity ends and when a second activity starts; wherein the second activity is the next activity of the first activity, and the interval between the end time of the first activity and the start time of the second activity is greater than 0.

[0028] In one possible implementation, the target reward includes at least one of the following:

[0029] Decorative props, which are used to decorate the appearance of the virtual character;

[0030] Decorative item exchange vouchers, which are used to exchange for decorative items;

[0031] Low-level equipment, wherein the low-level equipment is virtual equipment whose level is lower than the target level;

[0032] Equipment points, where the equipment points are used to purchase the low-level equipment.

[0033] In a possible implementation, the decorative props are decorative props for the second activity;

[0034] The decoration props exchange voucher is used to exchange the decoration props for the second activity;

[0035] The low-level equipment is virtual equipment in the second activity whose level is lower than the target level;

[0036] The equipment points are used to purchase the low-level equipment of the second activity;

[0037] The second activity is the next activity of the first activity.

[0038] In a possible implementation, the equipment points are used to purchase an equipment box of the second activity, where the equipment box contains random low-level equipment.

[0039] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the reward distribution method described in the above aspects.

[0040] On the other hand, a computer-readable storage medium is provided, in which at least one computer program is stored. The at least one computer program is loaded and executed by a processor to implement the operations performed by the reward distribution method described in the above aspects.

[0041] On the other hand, a computer program product is provided, comprising a computer program, wherein the computer program is loaded and executed by a processor to implement the operations performed by the reward distribution method as described in the above aspects.

[0042] The solution of the embodiment of the present application is to clear the first virtual equipment obtained by the virtual character by participating in the first activity after the first activity ends, and issue a target reward to the virtual character, so as to avoid a large gap in virtual equipment held by the virtual character who has participated in the activity in the subsequent activity, thereby avoiding affecting the enthusiasm of new users to participate in the activity and ensuring the fairness of the activity as much as possible. The virtual equipment obtained by participating in the activity is converted into a target reward for distribution, avoiding the loss of the results obtained by the virtual character participating in the activity. Therefore, the embodiment of the present application takes into account both users who have participated in the activity and users who are newly participating in the activity, thereby improving user stickiness. BRIEF DESCRIPTION OF THE DRAWINGS

[0043] 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 embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0044] Figure 1 This is a schematic diagram of an implementation environment provided by an embodiment of the present application;

[0045] Figure 2 This is a flow chart of a reward distribution method provided in an embodiment of the present application;

[0046] Figure 3 This is a flowchart of another reward distribution method provided in an embodiment of the present application;

[0047] Figure 4 is a schematic diagram of a virtual character provided in an embodiment of the present application;

[0048] Figure 5 is a schematic diagram of another virtual character provided in an embodiment of the present application;

[0049] Figure 6 This is a schematic diagram of a purchasing equipment box provided in an embodiment of the present application;

[0050] Figure 7 This is a schematic diagram of a game interface provided by an embodiment of the present application;

[0051] Figure 8 This is a schematic diagram of another game interface provided by an embodiment of the present application;

[0052] Figure 9 This is a schematic diagram of a reward preview interface provided in an embodiment of the present application;

[0053] Figure 10 is a schematic diagram of a selection interface provided in an embodiment of the present application;

[0054] Figure 11 This is a schematic diagram of an operation process provided by an embodiment of the present application;

[0055] Figure 12 This is a schematic diagram of the structure of a reward distribution device provided in an embodiment of the present application;

[0056] Figure 13 This is a schematic diagram of the structure of another reward distribution device provided in an embodiment of the present application;

[0057] Figure 14 This is a schematic diagram of the structure of a terminal provided in an embodiment of the present application;

[0058] Figure 15 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0059] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.

[0060] It is understood that the terms "first," "second," and the like used herein may be used to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are used solely to distinguish one concept from another. For example, a first activity may be referred to as a second activity, and similarly, a second activity may be referred to as a first activity without departing from the scope of this application.

[0061] Here, "at least two" refers to two or more activities. For example, "at least two activities" can be two activities, three activities, or any other integer greater than or equal to two activities. "each" refers to each of the at least two activities. For example, "each activity" refers to each of the at least two activities. If the at least two activities are three activities, then "each activity" refers to each of the three activities.

[0062] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in this application are all fully authorized by users or relevant parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0063] Artificial Intelligence (AI) refers to the theories, methods, techniques, and application systems that use digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, to perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that seeks to understand the essence of intelligence and produce new intelligent machines that can respond in a manner similar to human intelligence. AI also studies the design principles and implementation methods of various intelligent machines, enabling them to possess the capabilities of perception, reasoning, and decision-making.

[0064] Artificial intelligence (AI) technology is a comprehensive discipline encompassing a wide range of fields, encompassing both hardware and software technologies. Foundational AI technologies generally include sensors, specialized AI chips, cloud computing, distributed storage, big data processing, pre-trained models, operating / interaction systems, and mechatronics. Pre-trained models, also known as large models or basic models, can be fine-tuned and widely applied to downstream tasks across various AI disciplines. AI software technologies primarily encompass computer vision, speech processing, natural language processing, as well as machine learning / deep learning, autonomous driving, and smart transportation.

[0065] Computer vision (CV) is the science of making machines "see." Specifically, it refers to using cameras and computers to replace the human eye in identifying and measuring objects, and then performing image processing to create images more suitable for human observation or transmission to instruments. As a scientific discipline, computer vision studies related theories and technologies, aiming to build artificial intelligence systems that can extract information from images or multidimensional data. Large model technology has brought significant changes to the development of computer vision technology. Pre-trained models in the field of vision, such as the Swin-Transformer (a neural network model), ViT (Vision Transformer), V-MOE (Vision Mixture of Experts), and MAE (Masked Auto Encoders), can be quickly and widely applied to specific downstream tasks through fine-tuning. Computer vision technology generally includes image processing, image recognition, image semantic understanding, image retrieval, optical character recognition (OCR), video processing, video semantic understanding, video content / behavior recognition, three-dimensional object reconstruction, three-dimensional technology, virtual reality, augmented reality, simultaneous positioning and mapping, and other technologies. It also includes common biometric recognition technologies such as face recognition and fingerprint recognition.

[0066] With the research and advancement of artificial intelligence technology, artificial intelligence technology has been studied and applied in many fields, such as common smart homes, smart wearable devices, virtual assistants, smart speakers, smart marketing, unmanned driving, autonomous driving, drones, digital twins, virtual humans, robots, artificial intelligence-generated content (AI-Generated Content, AIGC), conversational interaction, smart medical care, smart customer service, game AI, etc. It is believed that with the development of technology, artificial intelligence technology will be applied in more fields and play an increasingly important role.

[0067] The embodiments of the present application can be applied to various scenarios such as cloud technology, artificial intelligence, smart transportation, and assisted driving, as described in detail below.

[0068] The reward distribution method provided in the embodiment of the present application is applied to a computer device, which is a terminal or a server.

[0069] Figure 1 This is a schematic diagram of an implementation environment provided by an embodiment of the present application. Figure 1 , the implementation environment includes multiple terminals 101 ( Figure 1The terminals 101 and the server 102 are connected via a wireless or wired network.

[0070] Optionally, the terminal is a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a smart game console, a smart TV, etc., but is not limited thereto.

[0071] Optionally, the server is an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms.

[0072] In the embodiment of the present application, the server 102 holds an event, and multiple terminals 101 can control virtual characters to participate in the event held by the server 102, obtain virtual equipment, and then use the virtual equipment to interact with other virtual characters. After the event ends, the virtual equipment obtained by the virtual characters in the event will be cleared, and rewards will be distributed to the virtual characters. This avoids a large gap in the virtual equipment held by the virtual characters who have participated in the event in subsequent events. This allows different virtual characters to participate in the event from the same starting line. In addition, the virtual equipment is converted into rewards to avoid affecting the enthusiasm of users to participate in the event.

[0073] Optionally, each terminal 101 installs a target application served by the server 102, and multiple terminals 101 can interact through the target application, wherein the target application has multiple functions, such as gaming, chatting, etc. Optionally, the server 102 is a backend server for the target application or a cloud server that provides cloud computing and cloud storage services for the target application.

[0074] In one possible implementation, the computer program involved in the embodiments of the present application can be deployed and executed on a computer device, or on multiple computer devices located at one location, or on multiple computer devices distributed at multiple locations and interconnected through a communication network. Multiple computer devices distributed at multiple locations and interconnected through a communication network can constitute a blockchain system.

[0075] In one possible implementation, the computer device in the embodiment of the present application is a node in a blockchain system, which can store data in the blockchain. Thereafter, the node or the node corresponding to other devices in the blockchain can query the data by accessing the blockchain.

[0076] The method provided in the embodiments of the present application can be used in a variety of scenarios.

[0077] For example, in the scenario of hosting a game season:

[0078] Game seasons include multiple game missions. Users control their avatars to participate in these missions, thereby obtaining game equipment. Avatars can use this equipment to compete against other avatars, or they can keep it until the end of the season to exchange for rewards. At the end of the season, the game server will clear the virtual equipment obtained by the avatars and convert it into rewards for them. This way, when the next season begins, regardless of whether the avatars have participated in previous seasons, the virtual equipment held by different avatars will be similar, ensuring fairness and preventing the losses of the achievements of avatars who participated in previous seasons.

[0079] For example, in the scenario of holding a basketball season:

[0080] A basketball season includes multiple basketball games. Users can control their avatars to participate in these games, and based on the results, they can obtain virtual equipment. This equipment can then be used in subsequent basketball games, such as equipment that increases the avatar's stamina or aids teammates. At the end of the basketball season, the virtual equipment earned by the avatars is cleared and converted into rewards for the avatars. This way, when the next basketball season begins, regardless of whether the avatars have participated in previous basketball seasons, the virtual equipment held by different avatars will be similar. This ensures fairness in basketball games and protects the achievements of avatars who participated in previous basketball seasons.

[0081] For example, when holding events during holidays:

[0082] During holidays such as the Spring Festival and the Mid-Autumn Festival, a series of activities are held in the game, including singing activities, lantern riddle guessing activities, poetry recitation activities, etc. Users can control virtual characters to participate in activities and obtain virtual equipment based on their performance. After each activity, the virtual equipment obtained by the virtual character is cleared and converted into rewards and distributed to the virtual character. In this way, when the next activity starts, regardless of whether the virtual character has participated in the previous activity, the virtual equipment held by different virtual characters is not much different, which can ensure fairness and will not lose the results of the virtual characters that have participated in previous activities.

[0083] In addition, the above scenarios are only examples. The methods provided in the embodiments of the present application can also be applied to other scenarios. The embodiments of the present application do not limit the application scenarios.

[0084] Figure 2This is a flowchart of a reward distribution method provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device. Figure 2 , the method comprising:

[0085] 201. A computer device determines a target reward based on first virtual equipment obtained by a virtual character in a first activity.

[0086] The first activity is any activity hosted by the computer device, and such activities may include a gaming season, a basketball season, a quiz contest, and other diverse activities. A virtual character participating in the activity may obtain virtual equipment, such as armor and rings. The virtual character's use of the virtual equipment increases the virtual character's ability value. The virtual character's ability value is a parameter representing the virtual character's ability, such as health, mana, and combat power. The first virtual equipment refers to the virtual equipment associated with the first activity, meaning that only the virtual character participating in the first activity has the opportunity to obtain the first virtual equipment.

[0087] By participating in the first activity, the virtual character can obtain one or more first virtual equipment. The virtual character can retain these first virtual equipment until the end of the first activity, or can use one or more first virtual equipment during the participation in the first activity. For example, the first virtual equipment includes virtual equipment that increases ability value. In the process of the virtual character playing against other virtual characters, the virtual character can increase the ability value of the virtual character by using the virtual equipment that increases ability value.

[0088] The first virtual equipment shown in step 201 is the first virtual equipment currently remaining in the virtual character. For example, at some time before the end of the first activity, the computer device determines the target reward to be issued to the virtual character based on the first virtual equipment currently remaining in the virtual character.

[0089] Of course, a virtual character can also possess other virtual equipment besides the primary virtual equipment, such as virtual equipment issued to the virtual character when the virtual character was created, virtual equipment purchased separately by the virtual character, virtual equipment gifted by the user's friends, etc. Subsequently, when the primary virtual equipment is cleared, the virtual character's other virtual equipment will not be cleared. Furthermore, a virtual character can also possess virtual props that do not affect the virtual character's ability value, such as decorative props. Subsequently, when the primary virtual equipment is cleared, the virtual character's virtual props will not be cleared.

[0090] In one possible implementation, a computer device includes a terminal and a server. A user creates a virtual character on the terminal, which then controls the character to participate in activities hosted by the server and obtain virtual equipment. The server then records the virtual equipment each character has obtained. The server can then determine the target reward to be distributed to each virtual character based on the virtual equipment obtained by any one or more virtual characters.

[0091] In one possible implementation, an embodiment of the present application is applied to a game application, which provides a virtual environment. The virtual environment can be used to simulate a three-dimensional virtual space. The three-dimensional virtual space can be an open space. For example, the virtual environment can include the sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. Of course, the virtual environment can also include virtual items, such as buildings, vehicles, decorative props, virtual equipment used by virtual characters to play against other virtual characters, etc. The various scene elements enhance the diversity and authenticity of the virtual environment. The user can control the virtual character to operate in the virtual environment and obtain virtual equipment. The virtual character can be a virtual avatar in the virtual environment that represents the user. The avatar can be in any form, such as a human, an animal, etc., which is not limited by the present application. The game application can be a first-person shooter game, a third-person shooter game, or other electronic game.

[0092] 202. After the first activity ends, the computer device clears the first virtual equipment held by the virtual character.

[0093] In order to avoid the virtual character still holding the first virtual equipment in other activities after the first activity, resulting in a large difference between the virtual equipment held by the virtual character that participated in the first activity and the virtual equipment held by the virtual character that did not participate in the first activity, the computer device will clear the first virtual equipment of the virtual character after the first activity ends.

[0094] In one possible implementation, clearing the first virtual equipment of the virtual character includes: clearing the first virtual equipment worn on the body of the virtual character, the first virtual equipment in the backpack of the virtual character, and the first virtual equipment in the equipment warehouse of the virtual character, thereby clearing all the first virtual equipment of the virtual character.

[0095] 203. The computer device issues a target reward to the virtual character.

[0096] Directly clearing the first virtual equipment of the virtual character will affect the virtual character's enthusiasm for participating in activities. Therefore, in order to avoid losing the results of the virtual character, the computer device clears the first virtual equipment and then issues the target reward to the virtual character, thereby converting the first virtual equipment into the target reward and issuing it to the virtual character.

[0097] Since the first activity is any activity held by a computer device, for any activity, after the activity ends, the virtual equipment obtained by the virtual character in the activity is cleared. In this way, when the virtual character participates in other activities after the activity, the virtual equipment will not be much different from that of the virtual character who just participated in the activity, thus ensuring fairness.

[0098] The method provided in the embodiment of the present application, after the first activity ends, clears the first virtual equipment obtained by the virtual character by participating in the first activity, and issues a target reward to the virtual character, so as to avoid a large gap in virtual equipment held by the virtual character who has participated in the activity in subsequent activities, thereby avoiding affecting the enthusiasm of new users to participate in the activity and ensuring the fairness of the activity as much as possible. The virtual equipment obtained by participating in the activity is converted into a target reward for distribution, avoiding the loss of the results obtained by the virtual character by participating in the activity. Therefore, the embodiment of the present application takes into account both users who have participated in the activity and new users who participate in the activity, thereby improving user stickiness.

[0099] In the above Figure 2 Based on the embodiment shown, the present application embodiment also provides another reward distribution method. Figure 3 This is a flowchart of another reward distribution method provided by an embodiment of the present application. The embodiment of the present application is executed by a computer device. Figure 3 , the method comprising:

[0100] 301. When a first time is reached, the computer device determines a target reward based on first virtual equipment obtained by the virtual character in a first activity.

[0101] The first virtual equipment refers to the virtual equipment belonging to the first activity, and the first time is a time after the start time of the first activity and a first time interval therebetween, or a time before the end time of the first activity and a second time interval therebetween. The first time interval or the second time interval can be set by the computer device. When the first time is reached, the computer device calculates the performance of the virtual character in the first activity and determines the target reward based on the first virtual equipment obtained by the virtual character.

[0102] Since the first time is before the end time of the first activity, that is, at the first time, the first activity is ongoing and has not yet ended, the subsequent virtual characters may continue to obtain new first virtual equipment. In step 301, the computer device determines the target reward based on the first virtual equipment obtained by the virtual character as of the first time. Subsequently, the computer device can also count the newly obtained first virtual equipment of the virtual character to update the target reward. This method can determine part or all of the target rewards that need to be issued to the virtual character in advance, improve operational efficiency, avoid the problem of excessive workload caused by centrally determining the target rewards that need to be issued to each virtual character after the first activity ends, and reduce processing pressure.

[0103] In one possible implementation, determining a target reward based on the first virtual equipment obtained by the virtual character in the first activity includes at least one of the following:

[0104] 1. Based on the first virtual equipment obtained by the virtual character, determine the equipment score of the virtual character and determine the target reward corresponding to the equipment score.

[0105] Rewards are set for different equipment scores. The equipment score of the avatar is determined based on the first virtual equipment obtained by the avatar, and the reward corresponding to the equipment score is retrieved and used as the target reward. Alternatively, different equipment score ranges correspond to different rewards. The equipment score of the avatar is determined based on the first virtual equipment obtained by the avatar, the equipment score range to which the equipment score belongs is determined, and the reward corresponding to the equipment score range is retrieved and used as the target reward.

[0106] Optionally, an equipment score is set for each first virtual item in the first activity, thereby individually setting a matching equipment score for each first virtual item. The equipment score for the virtual character is then determined as the sum or average of the equipment scores for each first virtual item. This allows the equipment score to fully consider the influence of the characteristics of each first virtual item and the number of first virtual items acquired by the virtual character, more accurately reflecting the virtual character's performance in the first activity. Alternatively, the number of first virtual items acquired by the virtual character is determined, and based on this number, an equipment score positively correlated with this number is determined, so that the equipment score accurately reflects the number of first virtual items acquired by the virtual character and accurately reflects the virtual character's performance in the first activity. Alternatively, the equipment score is determined based on the number of first virtual items acquired by the virtual character and the sum or average of the equipment scores for each first virtual item. For example, the number of first virtual items acquired by the virtual character is used as a weight, and the weight is multiplied by the sum or average of the equipment scores for each first virtual item to determine the equipment score for the virtual character. This consideration of more information enhances the comprehensiveness of the equipment score determination process, improves the accuracy of the equipment score, and thereby enhances the fairness of the activity. Alternatively, the computer device may use other methods to determine the equipment score of the virtual character. The embodiment of the present application does not limit the method for determining the equipment score.

[0107] For example, if a virtual character is active in participating in the second activity and completes many game tasks, he or she will obtain a large number of first virtual equipment. Determining the target reward based on the equipment score of each first virtual equipment and the number of first virtual equipment will result in the target reward of this virtual character being of better quality or larger in quantity than that of other virtual characters.

[0108] 2. Determine the equipment type of the first virtual equipment and determine the target reward corresponding to the equipment type.

[0109] In a first activity, multiple types of first virtual equipment are provided, and corresponding rewards are set for each type of first virtual equipment. The computer device then determines the equipment type of the virtual character's first virtual equipment and determines a target reward corresponding to the equipment type. Since the multiple virtual equipment present in the computer device have different equipment types, and the equipment type represents the quality of the virtual equipment, the equipment type of the first virtual equipment obtained by the virtual character can reflect the performance of the virtual character in participating in the first activity. Therefore, the target reward corresponding to the equipment type is determined to ensure that the target reward matches the virtual character's performance in participating in the first activity, thereby improving the accuracy of the target reward and ensuring fairness.

[0110] For example, virtual equipment that can be obtained through simple operations has a lower equipment score, while virtual equipment that can only be obtained through complex operations has a higher equipment score. If a virtual character performs complex operations while participating in the second activity and obtains a higher equipment score, a target reward of better quality or larger quantity will be determined for the virtual character.

[0111] Optionally, in a case where the virtual character possesses at least two types of first virtual equipment, a target reward corresponding to each equipment type is determined respectively.

[0112] The equipment type may include the color of the virtual equipment, the shape of the virtual equipment, the type of the virtual character to which the virtual equipment belongs, and the like.

[0113] For example, the computer device sets corresponding rewards for different equipment types and quantities of virtual equipment. When the first time arrives, the computer device determines the equipment type to which the first virtual equipment belongs, as well as the number of first virtual equipment belonging to each equipment type, and determines the target reward corresponding to the equipment type and quantity. The equipment type and the number of first virtual equipment obtained by the virtual character can both reflect the performance of the virtual character in participating in the first activity. By determining the target reward corresponding to the equipment type and quantity, the amount of information considered is increased, so that the target reward matches the virtual character's performance in participating in the first activity, improving the accuracy of the target reward and ensuring fairness.

[0114] It should be noted that the two methods of determining the target reward described above can be combined, for example, the computer device determines the target reward corresponding to the equipment score and equipment type of the virtual character. The target reward can also be determined based on other parameters of the virtual character, which is not limited in this embodiment of the application.

[0115] For example, the reward configuration information for a computer device is shown in Table 1 below. Referring to Table 1, the reward configuration information specifies the rewards corresponding to each equipment score, each equipment type (color of virtual equipment), and the number of virtual equipment belonging to each equipment type. By querying the reward configuration information, the target reward can be determined based on the virtual character's equipment score, equipment type, and the number of first virtual equipment belonging to each equipment type. Furthermore, the reward configuration information can be updated, such as adding a new equipment score or deleting the reward corresponding to a specific equipment score. This increases flexibility and allows updating rewards to be issued without complex operations, improving operational efficiency.

[0116] Table 1

[0117]

[0118] As can be seen from Table 1 above, if the avatar's equipment score reaches 10,000 and the first virtual equipment obtained includes 6 red items, these 6 red items can be exchanged for 1 gold item. If the avatar's equipment score reaches 20,000 and the first virtual equipment obtained includes 6 yellow items, these 6 yellow items can be exchanged for 2 purple items. If the avatar's equipment score reaches 30,000 and the first virtual equipment obtained includes 12 green items, these 12 green items can be exchanged for 3 orange items.

[0119] Furthermore, given that the first virtual equipment obtained by a virtual character in the first activity only reflects the virtual character's performance in the first activity, to improve accuracy, the target reward can also be determined by comprehensively considering the virtual character's performance in the first activity and in other activities prior to the first activity. Therefore, in one possible implementation, the virtual character's level is obtained, which represents the virtual character's historical performance in activities, namely, performance in the first activity and previous activities. The target reward is then determined based on the virtual character's first virtual equipment obtained and the virtual character's level. For example, the target reward can be determined based on the virtual character's equipment score and level. This method of determining the target reward comprehensively considers the virtual character's historical performance in activities, improves the accuracy of the target reward, and thus increases user satisfaction. For example, if a virtual character does not obtain much first virtual equipment in the first activity, but has participated in many activities and has a high level, determining the target reward based on the virtual character's first virtual equipment obtained and the virtual character's level can determine a higher quality or larger target reward for the virtual character, thereby improving the satisfaction of the user to whom the virtual character belongs.

[0120] In another possible implementation, in addition to determining a target reward based on the first virtual equipment obtained by the virtual character, another target reward may be determined based on the virtual character's level. For example, if the virtual character's level is higher than a preset level, the other target reward may be determined to be an honor or medal. After the honor or medal is subsequently awarded to the virtual character, a special effect displaying the virtual character wearing the honor or medal may be displayed, such as displaying the honor or medal on the virtual character's avatar, or displaying the honor or medal above the virtual character in the game.

[0121] In one possible implementation, the target reward includes virtual items but not virtual equipment. Virtual equipment refers to items that affect the avatar's ability value during an activity, while virtual items refer to items that do not affect the avatar's ability value during an activity. Therefore, after clearing the avatar's first virtual equipment, distributing virtual items to the avatar without distributing virtual equipment ensures that the avatar does not possess items that affect its ability value, thereby ensuring that different avatars are on the same starting line when participating in subsequent activities.

[0122] The target reward issued can be a reward that can be used in any activity, or a reward that can be used in another activity after the first activity. Alternatively, the target reward is a reward for a second activity and needs to be used in the second activity. In this way, issuing the target reward to the virtual character can attract the virtual character to participate in the second activity after participating in the first activity so that the target reward can be used.

[0123] In another possible embodiment, the target reward includes at least one of the following:

[0124] 1. Decorative props: Decorative props are used to decorate the appearance of virtual characters, such as hairstyles, fashions, headwear, etc.

[0125] Decorative props are the most direct display props and are very attractive to users. They do not increase the abilities of virtual characters and do not affect the results of virtual character games. Therefore, distributing decorative props to virtual characters can attract users without affecting fairness.

[0126] Figure 4 The virtual character 401 without wearing any fashion items is displayed. Figure 5 The virtual character 401 wearing the fashion props is shown. By comparison, it can be seen that after the virtual character 401 wears the fashion props, the display effect of the virtual character 401 will be greatly improved.

[0127] For example, the decorative props are decorative props for the second activity and need to be used in the second activity. Therefore, distributing decorative props for the second activity to the virtual character not only avoids affecting fairness, but also attracts the virtual character to participate in the second activity after participating in the first activity, so as to use the decorative props to decorate the appearance of the virtual character in the second activity.

[0128] 2. Decoration Item Exchange Coupons: Decoration Item Exchange Coupons are used to redeem decoration items. After issuing a decoration item exchange coupon to a virtual character, users can use the decoration item exchange coupon to redeem the desired decoration item.

[0129] For example, the decoration props exchange voucher is used to exchange for decoration props for the second activity and needs to be used in the second activity. Therefore, issuing the decoration props exchange voucher for the second activity to the virtual character not only avoids affecting fairness, but also attracts the virtual character to participate in the second activity after participating in the first activity, so as to use the decoration props exchange voucher to exchange for decoration props in the second activity, and thus use the decoration props to decorate the appearance of the virtual character in the second activity.

[0130] 3. Low-level equipment: Low-level equipment is virtual equipment whose level is lower than the target level.

[0131] Among them, the target level can be set by a computer device. The higher the level of the virtual equipment, the greater the impact on the ability value of the virtual character, and the greater the magnitude of the improvement in the ability value of the virtual character.

[0132] In this embodiment, only low-level equipment is rewarded, not high-level equipment. This prevents a virtual character from obtaining high-level equipment and affecting the fairness of subsequent activities. For example, if a virtual character obtains high-level equipment in a first activity, the high-level equipment can be converted into low-level equipment and given to the virtual character. This way, when the virtual character subsequently participates in a second activity, the high-level equipment will not affect the enthusiasm of other new virtual characters participating in the activity.

[0133] For example, low-level equipment is virtual equipment whose level in the second activity is lower than the target level and needs to be used in the second activity. Therefore, issuing low-level equipment for the second activity to virtual characters not only avoids affecting fairness, but also attracts virtual characters to participate in the second activity after participating in the first activity, so as to use low-level equipment in the second activity to avoid waste of equipment.

[0134] 4. Equipment Points: Equipment points are used to purchase low-level equipment. After equipment points are issued to virtual characters, the virtual characters can purchase the required low-level equipment.

[0135] For example, the computer device provides several optional low-level equipment for the virtual character to purchase using equipment points, or the computer device provides an equipment box. The equipment box refers to a container for storing equipment. The equipment box contains random low-level equipment. Equipment points can be used to purchase the equipment box, thereby purchasing the random equipment in the equipment box. In one possible implementation, the appearance of the equipment box does not contain information about the low-level equipment inside the equipment box. That is, by previewing the equipment box, it is impossible to know the specific low-level equipment inside. Only after purchasing the equipment box can the specific low-level equipment inside be determined. This provides a random equipment extraction gameplay and increases the fun. Moreover, since the virtual character can only use equipment points to purchase random equipment, the level of this random equipment is low and the attributes are poor. It will not have a significant impact on the virtual character's participation in the activity, thus avoiding any impact on fairness as much as possible.

[0136] like Figure 6 The equipment display interface shown shows multiple equipment boxes and the number of equipment points required to purchase each equipment box. Each equipment box contains random virtual equipment. After the user selects "Random Blue Equipment Box", enter the number of equipment boxes to be purchased in the quantity input bar in the lower right corner. The corresponding number of equipment boxes can be purchased to obtain the random equipment contained in the equipment box.

[0137] For example, equipment points are used to purchase low-level equipment for the second activity, which needs to be used in the second activity. Therefore, distributing equipment points for the second activity to the avatar not only avoids affecting fairness but also encourages the avatar to participate in the second activity after participating in the first activity, so that they can use the equipment points in the second activity to purchase low-level equipment for the second activity.

[0138] In one possible implementation, equipment points are used to purchase equipment boxes from the second activity, which contain random, low-level equipment. This means that while equipment points can be used to purchase the equipment box, there's no way to determine the specific equipment within. Only after purchasing the second activity equipment box can the specific low-level equipment within be determined. This provides a randomized equipment draw, enhancing the gameplay experience.

[0139] It should be noted that the above-mentioned types of target rewards listed in the embodiments of the present application are merely examples. The target rewards determined by the computer device may include one or more of the above-mentioned types of target rewards, and may also include other types of target rewards, such as honors, medals, etc. The embodiments of the present application do not limit this.

[0140] In one possible implementation, the method further includes: displaying a reward preview entrance when the first time is reached, and displaying a target reward in response to a triggering operation on the reward preview entrance.

[0141] By displaying the reward preview entrance, the user of the virtual character will know that the computer device has started to display the settlement content. By triggering the reward preview entrance, the user can preview the rewards he can obtain, which increases the amount of displayed information and makes it easier for the user to grasp the progress of the activity. In addition, the reward preview entrance is located before the end time of the first activity. By displaying the target reward for the user, the user is guided to actively participate in the first activity within the remaining time of the first activity to obtain more target rewards, thereby improving the user's enthusiasm.

[0142] Exemplarily, the computer device includes a terminal and a server. After the server determines the target reward of the virtual character, a reward preview entrance is displayed in the terminal corresponding to the virtual character's account. In response to a triggering operation on the reward preview entrance, the target reward is displayed in the reward preview interface.

[0143] In addition, in addition to the target rewards that the virtual character can receive, other rewards in the activity rewards except the target rewards can also be displayed in the reward preview interface. These rewards are rewards that the virtual character cannot currently receive. By displaying these rewards, users can be encouraged to control the virtual character to participate in the first activity more actively.

[0144] Exemplarily, when the first time is reached, a reward preview entrance is displayed, including: when the first time is reached, a reward preview entrance and a countdown duration are displayed in the game interface of the virtual character, wherein the countdown duration is the interval between the first time and the second time, and the second time is the deadline for counting the first virtual equipment obtained by the virtual character, that is, the time for settling the target reward.

[0145] For example, the countdown time is displayed on one side of the reward preview entrance, such as above, below, left or right. Figure 7 As shown, the game interface not only displays the game screen, but also displays the reward preview entrance 701 "Season Settlement" and the countdown duration 702 "2 days and 2 hours", indicating that there are still 2 days and 2 hours to settle the first virtual equipment obtained by the virtual character and determine the target reward that the virtual character can obtain.

[0146] By displaying the reward preview entrance and countdown time in the game interface, the user of the virtual character can know that the computer device has started to settle the first virtual equipment and the remaining settlement time while controlling the virtual character to play the game. This not only avoids affecting the game of the virtual character, but also increases the amount of displayed information, making it easier for users to grasp the progress of the activity. In addition, the first time is before the end time of the first activity. By displaying the countdown time for the user, the user is guided to actively participate in the first activity within the countdown time to obtain more target rewards, thereby improving the user's enthusiasm.

[0147] In another possible implementation, when the second time is reached, the countdown duration is 0, and there is no need to display the countdown duration thereafter, so the countdown duration is replaced with a prompt text, which is used to prompt that the current activity has been settled. Figure 8 As shown, the countdown duration 702 is replaced by the prompt text 703 "This season has been settled", and the reward preview entrance 701 "Season settled" is retained, so that the user can trigger the reward preview entrance 701 at any time to view the target rewards that can be obtained.

[0148] User trigger Figure 7 or Figure 8 The reward preview entrance 701 displayed in the terminal is as follows Figure 9 The reward preview interface shown displays the rewards available to the avatar after the event ends, along with status labels. The status labels, "Achieved" or "Not Achieved," indicate whether the avatar currently meets the conditions for each reward. The conditions for the first two rewards have already been met, making them the target rewards. The conditions for the third reward have not yet been met, so the avatar cannot yet receive it.

[0149] In another possible implementation, to facilitate the user in knowing the exact settlement time, the computer device may further display a prompt message on the main interface of the current application, another interface within the current application, or the main page of a website associated with the current application, prompting the user to settle the first activity at the second time. The prompt message may be displayed starting at the first time, or at any time before the first time, and continue until the second time is reached.

[0150] In another possible implementation, a computer device is configured with multiple systems. A virtual character participating in a first activity can participate in activity tasks across these multiple systems. In this case, the virtual character not only obtains first virtual equipment but also generates other types of activity data. For example, if the equipment system can distribute virtual equipment, the first virtual equipment is obtained by the virtual character in the equipment system, while the virtual character can also obtain other achievements in other systems, such as merits, points, season rankings, and personal star ratings. In addition to settling accounts for the virtual character's first virtual equipment, the computer device also needs to settle other activity data. Therefore, in response to a triggering operation on a reward preview entry, the terminal can display a selection interface displaying multiple reward preview tabs, each corresponding to a different system. In response to a triggering operation on a first reward preview tab corresponding to an equipment system, the computer device displays the target reward for the equipment system. Additionally, in response to a triggering operation on a second reward preview tab, the computer device displays the reward for the system corresponding to the second reward preview tab. The second reward preview tab, unlike the first reward preview tab, can be a reward preview tab corresponding to any system other than the equipment system. By triggering the reward preview entrance, reward preview labels of multiple systems are displayed in the selection interface, providing users with a variety of choices. It is convenient for users to select the reward preview label corresponding to any system to view the rewards of that system, simplifying user operations.

[0151] For example, select the interface such as Figure 10 As shown, the selection interface displays the first reward preview label 1001 corresponding to the equipment system. After triggering the first reward preview label 1001, the following is displayed: Figure 9 The reward preview interface shown in FIG. 1001 thus displays the target reward of the equipment system. After triggering other reward preview tags other than the first reward preview tag 1001, rewards of other systems can also be displayed.

[0152] 302. When the second time arrives, the computer device determines an updated target reward based on the first virtual equipment obtained by the virtual character up to the second time.

[0153] The second time indicates the end of settlement. That is, at the second time, the first virtual equipment obtained by the avatar will stop being counted. Any first virtual equipment obtained by the avatar after the second time will not be counted. Therefore, the target reward determined at the second time is the exact target reward to be distributed to the avatar. This target reward will be displayed permanently and will not be updated.

[0154] In one possible implementation, the second time is the end time of the first activity, or the second time is any time after the end time of the first activity, such as the second time is a time after the end time of the first activity and separated from the end time by a target duration, and the target duration is determined by a computer device. For different virtual characters, the target duration can be equal or unequal.

[0155] In one possible implementation, if the interval between the first time and the second time is greater than zero, indicating that there is a certain time interval between the first time and the second time, and the virtual character may obtain new first virtual equipment, then the virtual character's target reward needs to be updated. For example, after the computer device determines the current target reward at the first time, the computer device determines the updated target reward of the virtual character at regular intervals until the second time is reached, at which time the final target reward of the virtual character is determined. Alternatively, the computer device updates the virtual character's target reward in real time during the period between the first time and the second time.

[0156] For example, during each update, the computer device performs steps similar to step 301 based on the first virtual equipment acquired by the virtual character up to the current time to determine an updated target reward. Alternatively, the computer device retains the previously determined target reward and, based on the first virtual equipment newly acquired by the virtual character between the last time the target reward was determined and the current time, determines a target reward corresponding to the equipment score and / or equipment type of the newly acquired first virtual equipment, and combines the currently determined target reward with the previously determined target reward to determine the updated target reward.

[0157] For example, the battle zone ID (Identity), season ID, start time, end time, settlement days, settlement display days, and rewards are shown in Table 2 below. As can be seen from Table 2, each season lasts one month, with 50 settlement display days and 55 settlement days. This means that from the start of the season, settlement rewards will be displayed on the 50th day, but actual settlement is not yet complete; they are only displayed. However, from the start of the season, the 55th day is the settlement date, when final settlement can be made and the final reward for the avatar can be determined.

[0158] Table 2

[0159]

[0160] 303. When the second activity is started, the computer device clears the first virtual equipment held by the virtual character.

[0161] The second activity is the next activity of the first activity, and the first virtual equipment held by the virtual character is cleared when the second activity starts.

[0162] Exemplarily, the interval between the end time of the first activity and the start time of the second activity is greater than 0, that is, there is a transition period between the first activity and the second activity, such as an off-season between two seasons. During the transition period, the first virtual equipment and target reward of the virtual character are no longer updated, and the first virtual equipment of the virtual character has not been cleared, and the target reward has not been issued to the virtual character.

[0163] In one possible implementation, a virtual character participates in a first activity, generating activity data. This activity data may include the first virtual equipment obtained by the virtual character, as well as other types of activity data. When a second activity begins, the computer device clears the activity data generated by the virtual character in the first activity. This clears not only the first virtual equipment but also other types of activity data. For example, the first activity offers multiple gameplay modes, one of which allows obtaining the first virtual equipment, while other gameplay modes offer other achievements, such as merits, points, season rankings, and personal star ratings. Clearing the virtual character's activity data will also clear the virtual character's first virtual equipment, merits, points, season rankings, and personal star ratings.

[0164] In another possible implementation, the computer device only clears the first virtual equipment of the virtual character but does not clear other types of activity data. The remaining activity data can be retained as a record for viewing by the user or users of other virtual characters who play against the virtual character. These retained activity data will not change the ability value of the virtual character and therefore will not affect the virtual character's participation in other activities.

[0165] 304. The computer device issues a target reward to the virtual character.

[0166] In one possible implementation, the target reward is a reward for the second activity and must be used in the second activity. Therefore, the target reward will only be available when the second activity begins. When the second activity begins, the computer device clears the first virtual equipment held by the virtual character and distributes the target reward to the virtual character. Furthermore, it is necessary to ensure that the first virtual equipment held by the virtual character is cleared before the target reward is distributed to the virtual character, to avoid distributing the target reward before the first virtual equipment is cleared. The target reward can include various types of rewards, such as the virtual character's skin, special display effects used in-game, virtual currency, experience points, and so on. This method of distributing rewards not only gives the virtual character a sense of purpose when participating in the first activity and makes it more motivated to obtain the target reward, but also encourages the virtual character to participate in the second activity after participating in the first activity in order to use the target reward.

[0167] Exemplarily, the computer device creates activity data of the second activity for the virtual character, and adds the target reward to the activity data of the second activity, which means that the virtual character obtains the target reward in the second activity, thereby achieving the effect of converting the activity data of the first activity into activity data of the second activity.

[0168] In one possible implementation, the computer device creates a reward record for the virtual character at the first instance, stores the virtual character's target reward in the reward record, and can subsequently update the target reward. This reward record allows the virtual character's target reward to be traced back, avoiding incorrect rewards and improving reliability. When the second activity begins, the computer device queries the virtual character's reward record to distribute the target reward to the virtual character.

[0169] In one possible implementation, the computer device issuing the target reward to the virtual character includes: the computer device sending a reward claiming entry to the account to which the virtual character belongs, where the reward claiming entry is used to claim the target reward.

[0170] Exemplarily, the computer device is a server, and the server sends a reward collection entrance to the account of the virtual character in the target application of the terminal. The terminal then displays the reward collection entrance through the notification message window in the target application. After triggering the reward collection entrance, the target reward can be collected.

[0171] Alternatively, the computer device sends an email to the email address of the account to which the virtual character belongs, and the email includes a reward collection entrance. The target reward can be collected by triggering the reward collection entrance in the email.

[0172] The reward claim entry can be a webpage address corresponding to a webpage for claiming the target reward on a website associated with the target application, or an interface address corresponding to an application interface for claiming the target reward within the target application. By triggering the reward claim entry, a reward claim interface is displayed, which displays target rewards available for the avatar to claim. By triggering a claim operation for any one or more target rewards, the corresponding target reward can be claimed.

[0173] In one possible implementation, a computer device includes a terminal and a server. The terminal logs into the server based on an account and creates a virtual character based on the account. The computer device then issues a target reward to the virtual character, including the server issuing the target reward to the account to which the virtual character belongs. If the target reward includes virtual equipment, the server adds the virtual equipment to the equipment inventory of the account to which the virtual character belongs; if the target reward includes points, the server increases the points corresponding to the account to which the virtual character belongs; and if the target reward includes a redemption voucher, the server adds the redemption voucher to the virtual character's item inventory.

[0174] In addition, if there are multiple servers, interactive zones can be divided according to the servers. An interactive zone includes one or more servers. Virtual characters created on servers belonging to the same interactive zone can operate in the same virtual environment. Servers belonging to the same interactive zone can then perform settlements at the same time. For example, different servers belonging to the same interactive zone can simultaneously determine the target reward for each virtual character at a first time, and simultaneously determine the final target reward for each virtual character at a second time. When the second activity begins, the first virtual equipment held by each virtual character is simultaneously cleared and the corresponding target reward is distributed to each virtual character.

[0175] The method provided in the embodiment of the present application clears the first virtual equipment obtained by the virtual character by participating in the first activity after the first activity ends, and issues a target reward to the virtual character, so as to avoid a large gap in virtual equipment between the virtual character who has just participated in the activity and the virtual character who has participated in the activity in the subsequent activity, thereby avoiding affecting the enthusiasm of new users to participate in the activity and ensuring the fairness of the activity as much as possible. In addition, the virtual equipment obtained by participating in the activity is converted into a target reward for distribution, so as to avoid the loss of the results obtained by the virtual character by participating in the activity, so that the user has a certain psychological compensation and is motivated to participate in the activity to obtain rewards. Therefore, the embodiment of the present application takes into account both users who have participated in the activity and users who are newly participating in the activity, improves user stickiness, and promotes the social experience between users who have participated in the activity and users who are newly participating in the activity.

[0176] In addition, the target reward of the virtual character is determined based on the equipment score of the virtual character or at least one of the equipment types to which the first virtual equipment belongs. Since the equipment score and equipment type can accurately measure the performance of the virtual character in the first activity, it can be ensured that the determined target reward matches the performance of the virtual character in the first activity, thereby improving the accuracy of the target reward and ensuring fairness among virtual characters.

[0177] Furthermore, even if the first event has not yet concluded, the target rewards for the avatars can be determined at the first time. This allows for pre-determining some or all of the target rewards to be distributed to the avatars, improving operational efficiency and avoiding the excessive workload of centrally determining the target rewards for each avatar after the first event has concluded, thus reducing processing pressure. Furthermore, the target rewards can be updated later based on the newly acquired first virtual equipment of the avatars, without incurring a significant workload.

[0178] In addition, when the first time is reached, the reward preview entrance is displayed, so that the user of the virtual character knows that the computer device has started to settle the first virtual equipment. By triggering the reward preview entrance, the user can preview the rewards he can get, which increases the amount of information displayed and makes it easier for the user to grasp the progress of the activity. Moreover, the first time is before the end time of the first activity. By displaying the target rewards for the user, the user is guided to actively participate in the first activity within the remaining time of the first activity to obtain more target rewards, thereby improving the user's enthusiasm.

[0179] In addition, when the first time is reached, not only the reward preview entrance is displayed, but also the countdown duration is displayed, so that the user of the virtual character can know that the computer device has started to settle the first virtual equipment and the remaining settlement time while controlling the virtual character to play the game. This not only avoids affecting the game of the virtual character, but also increases the amount of displayed information, making it easier for users to grasp the progress of the activity. Moreover, the first time is before the end time of the first activity. By displaying the countdown duration for the user, the user is guided to actively participate in the first activity within the countdown duration to obtain more target rewards, thereby improving the user's enthusiasm.

[0180] In addition, the second time indicates the time to stop settlement, that is, when the second time is reached, the first virtual equipment obtained by the virtual character is stopped being counted. Therefore, when the second time is reached, the target reward is updated based on the first virtual equipment obtained by the virtual character, so as to obtain an accurate target reward, and the first virtual equipment obtained by the virtual character is stopped being counted, which improves reliability and avoids the occurrence of target reward errors.

[0181] In addition, by triggering the reward preview entrance, the reward preview labels of multiple systems are displayed in the selection interface, providing users with a variety of choices. It is convenient for users to select the reward preview label corresponding to any system to view the rewards of that system, simplifying user operations.

[0182] In addition, after the first activity ends, the first virtual equipment held by the avatar is cleared when the second activity begins, and the target reward is distributed to the avatar. This not only gives the avatar a sense of purpose when participating in the first activity and makes them more motivated to obtain the target reward, but also encourages the avatar to participate in the second activity after participating in the first activity so that they can use the target reward.

[0183] Additionally, target rewards can include decorative items or coupons for redeeming decorative items. Decorative items, as the most direct display items, are highly appealing to users, yet they do not increase the avatar's abilities or affect the avatar's match outcomes. Therefore, distributing decorative items to avatars can both attract users and maintain fairness. Alternatively, target rewards can include low-level equipment or equipment points used to purchase low-level equipment. This ensures that when a avatar subsequently participates in a second activity, its possession of high-level equipment will not negatively impact the enthusiasm of other newly participating avatars.

[0184] In addition, by sending a reward collection entrance to the account to which the virtual character belongs, the reward collection entrance is used to collect the target reward. Then, the user can easily collect the target reward by triggering the reward collection entrance. The operation is simple and convenient, which improves the operation efficiency.

[0185] In the above Figure 2 and Figure 3 Based on the embodiment shown, the embodiment of the present application also provides an exemplary operation process, see Figure 11 , the operation process includes:

[0186] 1101. When the first time is reached, the season settlement entrance and countdown duration "5 days" will be displayed in the game interface of the terminal.

[0187] The first time is five days away from the second time, which is the actual settlement time and also the end of the season. Additionally, the season settlement portal is linked to the reward preview interface. Triggering the season settlement portal displays the reward preview interface, which then displays the target rewards currently available to the avatar.

[0188] 1102. The server determines whether the second time has arrived. If so, step 1103 is executed. If not, the server continues to display the season settlement entrance and countdown duration in the game interface of the terminal.

[0189] 1103. The server collects the equipment score corresponding to the first virtual equipment of the virtual character, performs settlement based on the equipment score, and determines the target reward.

[0190] 1104. The server creates a reward record for the virtual character, and stores the target reward of the virtual character in the reward record.

[0191] 1105. The server displays the target reward of the virtual character in the reward preview interface of the terminal.

[0192] 1106. The server determines whether a new season has started. If so, execute step 1107. If not, do not issue the target reward.

[0193] 1107. The server clears the first virtual equipment of the virtual character and issues the target reward to the virtual character according to the reward record.

[0194] Figure 12 This is a schematic diagram of the structure of a reward distribution device provided in an embodiment of the present application. Figure 12 , the device comprises:

[0195] A reward determination module 1201 is configured to determine a target reward based on the first virtual equipment obtained by the virtual character in the first activity;

[0196] An equipment clearing module 1202 is used to clear the first virtual equipment held by the virtual character after the first activity ends;

[0197] The reward issuing module 1203 is used to issue target rewards to the virtual character;

[0198] The first virtual equipment refers to virtual equipment belonging to a first activity, and the first activity is any activity.

[0199] After the first activity ends, the device of the embodiment of the present application clears the first virtual equipment obtained by the virtual character by participating in the first activity, and issues a target reward to the virtual character, so as to avoid a large gap in virtual equipment between the virtual character who has just participated in the activity and the virtual character who has participated in the activity in the subsequent activity, thereby avoiding affecting the enthusiasm of new users to participate in the activity and ensuring the fairness of the activity as much as possible. The virtual equipment obtained by participating in the activity is converted into a target reward for distribution, avoiding the loss of the results obtained by the virtual character by participating in the activity. Therefore, the embodiment of the present application takes into account both users who have participated in the activity and users who are newly participating in the activity, thereby improving user stickiness.

[0200] In one possible implementation, see Figure 13 The reward determination module 1201 includes at least one of the following:

[0201] The first reward determining unit 1211 is configured to determine an equipment score of the virtual character based on the first virtual equipment obtained by the virtual character, and determine a target reward corresponding to the equipment score;

[0202] The second reward determining unit 1221 is configured to determine the equipment type to which the first virtual equipment belongs, and determine a target reward corresponding to the equipment type.

[0203] In one possible implementation, the reward determination module 1201 is configured to determine a target reward based on a first virtual equipment obtained by the virtual character in the first activity when the first time is reached;

[0204] The first time is a time after the start time of the first activity and separated from the start time by a first time interval, or a time before the end time of the first activity and separated from the end time by a second time interval.

[0205] In one possible implementation, see Figure 13 , the device further comprises:

[0206] The display module 1204 is configured to display a reward preview entry when the first time arrives; and display a target reward in response to a triggering operation on the reward preview entry.

[0207] In one possible implementation, the display module 1204 is configured to display a reward preview entrance and a countdown duration in the game interface of the virtual character when the first time is reached;

[0208] The countdown duration is the interval between the first time and the second time, and the second time is the deadline for counting the first virtual equipment obtained by the virtual character.

[0209] In one possible implementation, the reward determination module 1201 is further configured to determine, when the second time arrives, an updated target reward based on the first virtual equipment obtained by the virtual character up to the second time.

[0210] In one possible implementation, the display module 1204 is used to display a selection interface in response to a trigger operation on a reward preview entrance, where the selection interface displays multiple reward preview tags, and different reward preview tags correspond to different systems; in response to a trigger operation on a first reward preview tag corresponding to an equipment system, the target reward of the equipment system is displayed, where the first virtual equipment is obtained by the virtual character in the equipment system.

[0211] In one possible implementation, the display module 1204 is further configured to display the system reward corresponding to the second reward preview tag in response to a triggering operation on the second reward preview tag, where the second reward preview tag is different from the first reward preview tag.

[0212] In one possible implementation, the equipment clearing module 1202 is configured to clear the first virtual equipment held by the virtual character after the first activity ends and when the second activity starts;

[0213] The second activity is the next activity of the first activity, and the interval between the end time of the first activity and the start time of the second activity is greater than 0.

[0214] In one possible implementation, the target reward includes at least one of the following:

[0215] Decorative props: Decorative props are used to decorate the appearance of virtual characters;

[0216] Decorative item exchange vouchers are used to exchange for decorative items;

[0217] Low-level equipment: low-level equipment is virtual equipment with a level lower than the target level;

[0218] Equipment points: Equipment points are used to purchase low-level equipment.

[0219] In one possible implementation, the decorative props are decorative props for the second activity;

[0220] Decorative item exchange vouchers are used to exchange for decorative items for the second activity;

[0221] Low-level equipment refers to virtual equipment in the second activity whose level is lower than the target level;

[0222] Equipment points are used to purchase low-level equipment for the second activity;

[0223] The second activity is the next activity of the first activity.

[0224] In one possible implementation, equipment points are used to purchase equipment boxes for the second activity, which contain random low-level equipment.

[0225] It should be noted that the reward distribution device provided in the above embodiment is merely exemplified by the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be distributed among different functional modules as needed, i.e., the internal structure of the computer device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the reward distribution device provided in the above embodiment and the reward distribution method embodiment are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0226] Optionally, the computer device is provided as a terminal. Figure 14 A schematic structural diagram of a terminal 1400 provided by an exemplary embodiment of the present application is shown.

[0227] The terminal 1400 includes a processor 1401 and a memory 1402 .

[0228] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0229] Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 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 1402 is used to store at least one computer program, which is used by processor 1401 to implement the reward distribution method provided in the method embodiment of the present application.

[0230] In some embodiments, terminal 1400 may optionally include a peripheral device interface 1403 and at least one peripheral device. Processor 1401, memory 1402, and peripheral device interface 1403 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1403 via a bus, signal lines, or circuit boards. Optionally, the peripheral device includes at least one of a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, and a power supply 1407.

[0231] The peripheral device interface 1403 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0232] RF circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, RF circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 1404 can communicate with other devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, metropolitan area networks, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.

[0233] The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1405 is a touch screen display, the display screen 1405 also has the ability to collect touch signals on the surface or above the surface of the display screen 1405. The touch signal can be input as a control signal to the processor 1401 for processing. At this time, the display screen 1405 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1405, which is set on the front panel of the terminal 1400; in other embodiments, there can be at least two display screens 1405, which are respectively set on different surfaces of the terminal 1400 or in a folding design; in other embodiments, the display screen 1405 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1400. Even more, the display screen 1405 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0234] The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front camera and a rear camera. The front camera is arranged on the front panel of the terminal 1400, and the rear camera is arranged on the back of the terminal 1400. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0235] Power supply 1407 is used to power various components in terminal 1400. Power supply 1407 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1407 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0236] Those skilled in the art will understand that Figure 14The structure shown in the figure does not constitute a limitation on the terminal 1400, and the terminal 1400 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0237] Optionally, the computer device is provided as a server. Figure 15 This is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 1500 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1501 and one or more memories 1502, wherein the memory 1502 stores at least one computer program, and the at least one computer program is loaded and executed by the processor 1501 to implement the methods provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.

[0238] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the operations performed by the reward distribution method of the above embodiment.

[0239] An embodiment of the present application also provides a computer program product, including a computer program, which is loaded and executed by a processor to implement the operations performed by the reward distribution method of the above embodiment.

[0240] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0241] The above are only optional embodiments of the embodiments of the present application and are not intended to limit the embodiments of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the scope of protection of this application.

Claims

1. A reward distribution method, characterized in that: The method comprises: determining a target reward based on first virtual equipment obtained by the virtual character in the first activity; After the first activity ends, clearing the first virtual equipment held by the virtual character; issuing the target reward to the virtual character; The first virtual equipment refers to virtual equipment belonging to the first activity, and the first activity is any activity.

2. The method according to claim 1, characterized in that The determining of the target reward based on the first virtual equipment obtained by the virtual character in the first activity includes at least one of the following: determining an equipment score of the virtual character based on the first virtual equipment obtained by the virtual character, and determining the target reward corresponding to the equipment score; The equipment type to which the first virtual equipment belongs is determined, and the target reward corresponding to the equipment type is determined.

3. The method according to claim 1, characterized in that The determining of the target reward based on the first virtual equipment obtained by the virtual character in the first activity includes: When a first time is reached, determining the target reward based on the first virtual equipment obtained by the virtual character in the first activity; The first time is a time after the start time of the first activity and separated from the start time by a first time interval, or a time before the end time of the first activity and separated from the end time by a second time interval.

4. The method according to claim 3, characterized in that The method further comprises: When the first time is reached, a reward preview entrance is displayed; In response to a triggering operation on the reward preview entry, the target reward is displayed.

5. The method according to claim 4, characterized in that When the first time is reached, a reward preview entrance is displayed, including: When the first time is reached, displaying the reward preview entrance and countdown duration in the game interface of the virtual character; The countdown duration is the interval between the first time and the second time, and the second time is the deadline for counting the first virtual equipment obtained by the virtual character.

6. The method according to claim 5, characterized in that The method further comprises: When the second time is reached, the updated target reward is determined based on the first virtual equipment obtained by the virtual character up to the second time.

7. The method according to claim 4, characterized in that The step of displaying the target reward in response to a triggering operation on the reward preview portal includes: In response to a triggering operation on the reward preview portal, a selection interface is displayed, wherein the selection interface displays a plurality of reward preview labels, and different reward preview labels correspond to different systems; In response to a triggering operation on a first reward preview tag corresponding to an equipment system, the target reward of the equipment system is displayed, wherein the first virtual equipment is obtained by the virtual character in the equipment system.

8. The method according to claim 7, characterized in that The method further comprises: In response to a triggering operation on a second reward preview label, a reward of the system corresponding to the second reward preview label is displayed, where the second reward preview label is different from the first reward preview label.

9. The method according to claim 1, characterized in that After the first activity ends, clearing the first virtual equipment held by the virtual character includes: After the first activity ends, when the second activity starts, clearing the first virtual equipment held by the virtual character; The second activity is the next activity of the first activity, and the interval between the end time of the first activity and the start time of the second activity is greater than 0.

10. The method according to any one of claims 1 to 9, characterized in that The target reward includes at least one of the following: Decorative props, which are used to decorate the appearance of the virtual character; Decorative item exchange vouchers, which are used to exchange for decorative items; Low-level equipment, wherein the low-level equipment is virtual equipment whose level is lower than the target level; Equipment points, where the equipment points are used to purchase the low-level equipment.

11. The method according to claim 10, characterized in that The decorative props are decorative props for the second activity; The decoration props exchange voucher is used to exchange the decoration props for the second activity; The low-level equipment is virtual equipment in the second activity whose level is lower than the target level; The equipment points are used to purchase the low-level equipment of the second activity; The second activity is the next activity of the first activity.

12. A reward distribution device, characterized in that: The device comprises: A reward determination module, configured to determine a target reward based on the first virtual equipment obtained by the virtual character in the first activity; An equipment clearing module, configured to clear the first virtual equipment held by the virtual character after the first activity ends; A reward issuing module, configured to issue the target reward to the virtual character; The first virtual equipment refers to virtual equipment belonging to the first activity, and the first activity is any activity.

13. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the operations performed by the reward distribution method according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the operations performed by the reward distribution method according to any one of claims 1 to 11.

15. A computer program product comprising a computer program, characterized in that The computer program is loaded and executed by a processor to implement the operations performed by the reward distribution method according to any one of claims 1 to 11.