Game control method, device, electronic equipment and storage medium

CN120550405BActive Publication Date: 2026-10-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510955520.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-07-10
Publication Date
2026-10-09
Estimated Expiration
2045-07-10

AI Technical Summary

Technical Problem

[0002]多人在线战术竞技游戏(Multiplayer Online Battle Arena,MOBA)游戏中,玩家的操作由于网络波动会出现延迟或者失控的情况下,此时虚拟角色会被系统接管,从而执行固定的操作(如回城、跟随队友等),导致玩家完全失去游戏体验

Benefits of technology

[0019] The game control method, device, electronic device, and computer-readable storage medium provided in this application embodiment can enter an auxiliary operation mode to achieve intelligent hosting when network latency occurs during gameplay. This mode displays candidate command controls that can be executed in the current game scene. Players only need to perform a command selection operation (i.e., a first trigger operation on the candidate command controls) to select at least one target command control that the virtual character is expected to execute. During subsequent hosting, the game server automatically controls the virtual character to continue participating in the game based on the command corresponding to the target command control. Compared to real-time transmission of player operation data to control the virtual character, which has higher requirements for network latency, the terminal device transmits target command controls at a lower frequency, thus having lower requirements for network latency. Even in the presence of network latency, the player's sense of game participation can still be guaranteed, thereby ensuring a good gaming experience for players in various network environments.

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Abstract

The application discloses a game control method and device, electronic equipment and storage medium, and applies to the technical field of game hosting. The method comprises the following steps: in response to the existence of network delay, entering an auxiliary operation mode; in the auxiliary operation mode, a candidate instruction control is displayed on a graphical user interface; the candidate instruction control is an instruction control for improving the execution priority of a corresponding tactical instruction in tactical decision-making; the candidate instruction control is selected from each preset instruction control based on game interaction information; in response to a first trigger operation on the candidate instruction control, a target instruction control is determined to generate a target instruction control, and the target instruction control comprises at least one target instruction control; and based on the target instruction control, the virtual character is controlled to perform a corresponding operation. In the case that network delay enters system hosting, the player can still participate in the game, thereby guaranteeing the game experience of the player.
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Description

Technical Field

[0001] This application belongs to the field of game hosting technology, and in particular relates to a game control method, a game control device, an electronic device, and a computer-readable storage medium. Background Technology

[0002] In multiplayer online battle arena (MOBA) games, if a player's actions become delayed or out of control due to network fluctuations, the virtual character will be taken over by the system and forced to perform fixed actions (such as returning to base or following teammates), causing the player to completely lose the gaming experience.

[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0004] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes a game control method, a game control device, an electronic device, and a computer-readable storage medium, which allows players to participate in the game even with network latency entering the system hosting, thereby ensuring the player's gaming experience.

[0005] In a first aspect, this application provides a game control method that provides a graphical user interface (GUI) via a display screen of a terminal device. The GUI includes at least a portion of a game scene, and the game scene includes a virtual character controlled by the terminal device. The method includes:

[0006] In response to network latency, an auxiliary operation mode is entered. In this mode, the graphical user interface displays candidate command controls. These candidate command controls are command controls that increase the execution priority of corresponding tactical commands when making tactical decisions. The candidate command controls are selected from various preset command controls based on game interaction information.

[0007] In response to a first triggering operation on the candidate instruction control, a target instruction control is determined;

[0008] Based on the target instruction control, the virtual character is controlled to perform corresponding operations.

[0009] Secondly, this application provides a game control device, which includes:

[0010] The module is used to enter an auxiliary operation mode in response to network latency. In the auxiliary operation mode, the graphical user interface displays candidate command controls. The candidate command controls are command controls that increase the execution priority of corresponding tactical commands when making tactical decisions. The candidate command controls are selected from various preset command controls based on game interaction information.

[0011] The determination module is configured to determine the target instruction control in response to a first triggering operation on the candidate instruction control;

[0012] The control module is used to control the virtual character to perform corresponding operations based on the target instruction control.

[0013] Thirdly, this application provides an electronic device, comprising:

[0014] Memory, processor, and display;

[0015] The memory is used to store one or more computer instructions;

[0016] The processor is used to execute one or more computer instructions to implement the game control method described above;

[0017] The display screen is used to display a graphical user interface.

[0018] Fourthly, this application provides a computer-readable storage medium having stored thereon one or more computer instructions that, when executed by a processor, implement the above-described game control method.

[0019] The game control method, device, electronic device, and computer-readable storage medium provided in this application embodiment can enter an auxiliary operation mode to achieve intelligent hosting when network latency occurs during gameplay. This mode displays candidate command controls that can be executed in the current game scene. Players only need to perform a command selection operation (i.e., a first trigger operation on the candidate command controls) to select at least one target command control that the virtual character is expected to execute. During subsequent hosting, the game server automatically controls the virtual character to continue participating in the game based on the command corresponding to the target command control. Compared to real-time transmission of player operation data to control the virtual character, which has higher requirements for network latency, the terminal device transmits target command controls at a lower frequency, thus having lower requirements for network latency. Even in the presence of network latency, the player's sense of game participation can still be guaranteed, thereby ensuring a good gaming experience for players in various network environments.

[0020] Additional aspects and advantages of embodiments of this application will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of embodiments of this application. Attached Figure Description

[0021] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the description of the embodiments taken in conjunction with the following drawings, in which:

[0022] Figure 1 This is a schematic diagram illustrating an application scenario of the game control method provided in this application embodiment;

[0023] Figure 2 This is a first flowchart illustrating the game control method provided in this application embodiment;

[0024] Figure 3 This is a schematic diagram of a first scene of the game control method provided in the embodiments of this application;

[0025] Figure 4 This is a schematic diagram of a second scene of the game control method provided in the embodiments of this application;

[0026] Figure 5 This is a second flowchart illustrating the game control method provided in this application embodiment;

[0027] Figure 6 This is a schematic diagram of a third scenario of the game control method provided in the embodiments of this application;

[0028] Figure 7 This is a schematic diagram of the fourth scenario of the game control method provided in the embodiments of this application;

[0029] Figure 8 This is a schematic diagram of the fifth scenario of the game control method provided in the embodiments of this application;

[0030] Figure 9 This is a schematic diagram of the sixth scenario of the game control method provided in the embodiments of this application;

[0031] Figure 10 This is a schematic diagram of the module of the game control device provided in the embodiments of this application;

[0032] Figure 11 This is a schematic diagram of the structure of the terminal device provided in the embodiments of this application; and

[0033] Figure 12 This is a schematic diagram of the hardware structure of the terminal device provided in the embodiments of this application. Detailed Implementation

[0034] Numerous specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application. Therefore, this application is not limited to the specific embodiments disclosed below.

[0035] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.

[0036] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.

[0037] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.

[0038] In view of the above-mentioned problems, this application provides a method, device, electronic device and computer-readable storage medium for game control in games.

[0039] The game control method provided in this application can be executed by an electronic device, such as a terminal device or a server. The terminal device can be a smartphone, tablet, laptop, or other similar device.

[0040] A server can be a standalone physical server, 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 storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0041] In one alternative embodiment, when the game control method in the game is executed on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present a graphical user interface (GUI), which at least partially displays the game screen. The display screen is also used to receive commands generated by the player interacting with the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world in which virtual characters move. The processor is used to store the game application, run the game, generate game screens, respond to commands, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal device in response to the received operation commands.

[0042] There are several ways in which a terminal device can provide a graphical user interface to a player, such as rendering it on the terminal device's display screen or presenting the graphical user interface through holographic projection.

[0043] The game scene described above can be understood as a simulation of the real world within the game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of the following: a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.

[0044] A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. These elements may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a context in which players control virtual characters to complete game logic.

[0045] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.

[0046] In an alternative embodiment, when the game control method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing.

[0047] A cloud gaming system comprises servers and client devices. The core of the game application and the core of the game presentation are separate. The storage and execution of game control methods are completed on the server, while the game presentation is done on the client. The client is mainly used for receiving and sending game data and displaying the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device that processes the game data is the server in the cloud.

[0048] During gameplay, players use the client to send commands to the server. The server then controls the game based on these commands, encodes and compresses game data such as visuals, sends it back to the client over the network, and finally decodes and outputs the game visuals through the client.

[0049] It should be noted that, in this embodiment, the execution entity of the game control method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of execution entity.

[0050] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a game control method, which may include at least one terminal device 100, at least one server 200, at least one database 300, and a network.

[0051] The user's terminal device 100 can connect to different servers via a network. The terminal device is any device with computing hardware capable of supporting and executing the software applications corresponding to the game.

[0052] In the aforementioned game system 1000, the terminal device 100 is used to install and run game applications. In some cases, the terminal device 100 may not need to install the game application in advance, and players can directly access and enter the game through a browser or other client.

[0053] Players can log in to the game application using their registered game account to control the virtual character associated with that account and participate in the game. When a player logs in, the terminal device 100 sends a login request to the server 200. The server 200 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, the server 200 returns a login success notification to the terminal device 100.

[0054] During the process of players participating in the game through the game application, terminal device 100 and server 200 interact with each other. Terminal device 100 sends various information to server 200. Server 200 determines the display data of terminal device 100 based on the stored game mechanism and the received information, and sends the display data to terminal device 100 so that the display data sent by server 200 can be displayed to the player through terminal device 100.

[0055] In possible application scenarios, different terminal devices 100 may be served by different servers 200. Therefore, in order to distinguish the servers 200 corresponding to different terminal devices 100, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 200 corresponding to different terminal devices 100 can also be the same server 200. Therefore, without distinguishing between "first" and "second", it can be understood that the terminal devices 100 corresponding to virtual characters in the same game scene are served by the same server 200.

[0056] Furthermore, when the game system 1000 includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can connect to each other through different networks and different servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G networks, 3G networks, 4G networks, 5G networks, etc.

[0057] In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers.

[0058] In addition, the system 100 may include multiple databases coupled to different servers, and can continuously store game-related information in the databases as different users play multi-user games online.

[0059] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.

[0060] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0061] It should be noted that the triggering operations mentioned in the subsequent detailed description of the game control method provided in the embodiments of this application can all be regarded as operations performed by the player through their fingers or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined based on the type of electronic device. For example, when the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the player can perform touch operations on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.

[0062] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0063] like Figure 2 As shown, Figure 2 This is a flowchart illustrating a game control method provided in an embodiment of this application. It should be noted that the steps shown may be executed in a logical order different from that shown in the flowchart. The method may include steps 011 to 013, which are described in detail below.

[0064] Step 011: In response to network latency, enter the auxiliary operation mode. In the auxiliary operation mode, the graphical user interface displays candidate command controls. The candidate command controls are selected from various preset command controls to realize the operation control of the virtual character based on real-time game interaction information.

[0065] The network provides the physical conditions for communication between terminal devices. Network latency affects the delay in data transmission and reception by terminal devices. Taking communication between a terminal device and a game server as an example, when the terminal device sends data, network latency causes a time difference between the actual data reception time of the game server and the data transmission time of the terminal device; similarly, when the terminal device receives data from the game server, network latency causes a time difference between the actual data reception time of the terminal device and the data transmission time of the server. It can be understood that the greater the network latency, the larger this time difference will be.

[0066] When network latency exists, there is a delay in data communication between the terminal device and the game server. This causes the virtual character to execute a command after a delay, making the game unplayable. In cases of significant network latency (where the terminal device may have lost its network connection), this can even cause the game to freeze.

[0067] In one alternative embodiment, the game in this application can be a MOBA game, in which players control a single "hero" character and form a team (usually 5v5) with teammates to fight against the enemy team on a fixed map. The objective is usually to destroy the enemy's core buildings (such as "base" or "main castle").

[0068] In one alternative embodiment, the process of determining whether network latency exists can be implemented by detecting the latency value of network latency in real time.

[0069] For example, if the delay value is greater than a first delay threshold, it is determined that there is network delay; if the delay value is less than a second delay threshold, it is determined that there is no network delay.

[0070] The first delay threshold and the second delay threshold can be the same; or the second delay threshold can be less than the first delay threshold.

[0071] In one optional embodiment, in response to the fact that the network latency values ​​within a first preset time period are all greater than a first latency threshold, it is determined that there is network latency; in response to the fact that the network latency values ​​within a second preset time period are all less than a second latency threshold, it is determined that there is no network latency.

[0072] It is understandable that since network fluctuations may be instantaneous, this application incorporates a delayed judgment mechanism to avoid misjudgment. The network latency value can be collected at a preset frequency. Only when the network latency value is greater than the first latency threshold within the first preset time period is it determined that network latency exists, thus ensuring the accuracy of the judgment of network latency and avoiding frequent triggering of auxiliary operation mode.

[0073] Only when the network latency value within the second preset time period is less than the second latency threshold is it determined that the network latency has been restored and there is no network latency. At this point, the auxiliary operation mode can be exited, ensuring the accuracy of the judgment that there is no network latency and avoiding exiting the auxiliary operation mode if the network has not been restored.

[0074] In one alternative embodiment, the player exits the assist mode after recognizing the teammate's intention to ask the current player to exit the assist mode based on the teammate's chat or voice information.

[0075] For example, if a teammate urgently needs the player's cooperation, even if the player's device has high latency, they should exit the auxiliary control mode to cooperate with the teammate's tactical intentions and ensure a better gaming experience. Therefore, after recognizing the teammate's intention to ask the current player to exit the auxiliary control mode based on the teammate's chat or voice messages, the system can intelligently exit the auxiliary control mode, allowing the player to cooperate with the teammate in a timely manner.

[0076] In one optional embodiment, the first preset duration is greater than the second preset duration; and / or, the first delay threshold is greater than the second delay threshold.

[0077] By setting the first preset duration to be greater than the second preset duration, and / or setting the first latency threshold to be greater than the second latency threshold, it is possible to minimize the impact on the game experience caused by players accidentally triggering the auxiliary operation mode when the network fluctuates, and to allow players to exit the auxiliary operation mode as soon as the network is restored, thus enabling players to play the game normally.

[0078] The first preset duration can be 3 seconds (s), 4 seconds, 5 seconds, etc., the second preset duration can be 2 seconds, 3 seconds, 4 seconds, etc., the first delay threshold can be 80 milliseconds (ms), 90 milliseconds (ms), 100 milliseconds (ms), 110 milliseconds (ms), 120 milliseconds (ms), etc., and the second delay threshold can be 60 milliseconds (ms), 70 milliseconds (ms), 80 milliseconds (ms), 90 milliseconds (ms), 100 milliseconds (ms), etc.

[0079] For example, the condition for triggering the auxiliary operation mode is: network latency ≥100ms for 5 consecutive seconds; the condition for exiting the auxiliary operation mode is: network latency ≤80ms for 3 consecutive seconds.

[0080] Among them, the assisted operation mode is a functional mode that uses artificial intelligence (AI) technology to assist or replace the player in performing game operations.

[0081] For example, in MOBA games, when a player disconnects due to network fluctuations, the AI ​​will take over the disconnected hero, controlling them to fight autonomously and push lanes. The AI's skill level is usually close to that of a normal player, but it may be slightly weaker in team coordination.

[0082] When the game enters the assisted operation mode, this application will display candidate command controls through a graphical user interface for players to select, thereby allowing players to participate in the automated control. By selecting candidate command controls, players can let the AI ​​complete the corresponding tactical commands on their behalf. Moreover, the AI ​​automated control is generally implemented by the server and is not affected by the network latency between the terminal device and the server.

[0083] It is understandable that the process of displaying candidate instruction controls can be completed independently on the terminal device without communicating with the server. As long as the terminal device detects that it has entered the auxiliary operation mode, the candidate instruction controls can be displayed in the graphical user interface.

[0084] Among them, the candidate command control is a command control that increases the execution priority of the corresponding tactical command when making tactical decisions. The candidate command control is selected from various preset command controls based on game interaction information.

[0085] In AI-controlled mode, the AI ​​makes tactical decisions, determining the next tactical command the virtual character will execute. To allow players to participate in this decision-making process, players can select candidate command controls to increase the execution priority of the corresponding tactical commands during AI decision-making. This makes the AI ​​more inclined to execute the commands corresponding to the selected command controls, thus allowing players to influence the AI's tactical decisions even in AI-controlled mode, enhancing player engagement.

[0086] For example, candidate command controls could be "prioritize pushing towers," "prioritize killing," "prioritize clearing minion waves," "prioritize clearing jungle monsters," and "ambush from bushes." By selecting the "prioritize pushing towers" candidate command control, players can increase the execution priority of the "prioritize pushing towers" tactical command when the AI ​​makes tactical decisions; similarly, by selecting the "prioritize killing" candidate command control, players can increase the execution priority of the "prioritize killing" tactical command when the AI ​​makes tactical decisions.

[0087] Among them, preset command controls are pre-designed command controls in the current game, used to control the virtual character's actions in AI-controlled mode. For example, in MOBA games, preset command controls can be pre-set commands such as prioritizing tower pushing, protecting oneself, retreating, prioritizing kills, and prioritizing minion clearing.

[0088] Among them, game interaction information includes game-related information displayed by the terminal device that can be perceived by the user, that is, game-related information that players can perceive during the game.

[0089] In one optional embodiment, the game interaction information includes at least one of the following: graphic and text information displayed by the graphical user interface, voice information emitted by the speaker of the terminal device, and vibration information emitted by the vibration motor of the terminal device.

[0090] For example, the graphical user interface (GUI) displays text and images such as game scenes, prompts, and chat messages that players can see. Another example is the audio information emitted by the terminal device's speaker, which can include audio messages heard by the player through the device, such as game notification sounds and player chat voices. Yet another example is the terminal device's vibration motor emitting specific vibration alerts, such as vibration alerts when a virtual character's health is low or when a virtual character is attacked.

[0091] The candidate command control can intelligently select from various preset command controls based on real-time game interaction information and display it to the player through a graphical user interface.

[0092] It is understandable that the tactical commands that a virtual character can execute differ depending on the game scenario. For example, a character can only push a tower when it is in front of a tower, kill an enemy virtual character when there is one present, and clear jungle monsters when it is in the jungle.

[0093] In games, player cooperation is also crucial. Therefore, when a teammate sends a chat or voice message seeking cooperation, the player can determine the tactical intention the teammate wants the player to fulfill based on that message, and then determine the candidate command controls to be displayed based on that intention.

[0094] Moreover, game interaction information is real-time. Therefore, selecting candidate command controls from various preset command controls based on real-time game interaction information can make the selected candidate command controls more intelligent and better meet the needs of players.

[0095] For example, the tactical intentions of teammates can be identified based on the current game scene of the virtual character and / or based on teammates' chat or voice. This allows for the adaptive generation of candidate command controls that the virtual character can currently execute or that meet the tactical intentions of teammates. This not only avoids displaying too many command controls and reduces the screen space occupied by command controls, but also reduces the difficulty for players to select appropriate command controls, helping players to select the command controls that meet their needs more quickly and ensuring a better gaming experience.

[0096] In one alternative embodiment, the game interaction information includes the interactive objects currently displayed by the graphical user interface.

[0097] Interactive objects are game elements that players can trigger specific feedback or state changes through actions such as clicking, pressing buttons, and touching.

[0098] Taking MOBA games as an example, interactive objects can be virtual characters controlled by the player; or, interactive objects can be enemy characters, enemy minions, enemy turrets, jungle monsters, etc. that virtual objects can attack; or, interactive objects can be friendly minions; or, interactive objects can be bushes where virtual characters are hidden.

[0099] When a virtual character is in different locations within the game scene, the interactive objects available for interaction differ, and consequently, the tactical commands that can be executed also vary. Therefore, it is possible to obtain the currently displayed interactive objects in the graphical user interface (GUI) and select candidate command controls based on these objects.

[0100] For example, when the interactive objects currently displayed in the graphical user interface include turrets, candidate command controls for "prioritize pushing turrets" can be displayed; as another example, when the interactive objects currently displayed in the graphical user interface include enemy minions and enemy characters, candidate command controls for "prioritize killing" and "prioritize clearing minion waves" can be displayed; and as yet another example, when the interactive objects currently displayed in the graphical user interface include bushes and jungle monsters, candidate command controls for "prioritize clearing jungle monsters" and "hide in bushes to ambush" can be displayed.

[0101] In one alternative embodiment, the candidate command controls include all preset command controls, i.e., all preset command controls are displayed in the graphical user interface, and the player selects them based on experience.

[0102] In one optional embodiment, the game interaction information further includes game progress information, and the candidate instruction controls are determined based on the game progress information.

[0103] For example, game progress information could be the game time or the spawn time of specific objects in the game (such as the spawn time of the dragon or baron in a MOBA game). Tactical intentions also differ depending on the game's progress; for instance, after a specific object spawns, players generally prioritize contesting that object. Therefore, considering game progress information can further improve the accuracy of identifying candidate command controls.

[0104] In one alternative embodiment, the candidate command controls displayed in the graphical user interface are determined based on at least one of the following: network latency level, priority of each candidate command control, and role positioning of the virtual character.

[0105] Among them, network latency level is used to determine the target number and target frequency of candidate command controls to be displayed, role positioning is used to determine the candidate command controls in the game scene that match the role positioning, and graphical user interface is used to display candidate command controls whose priority is greater than or equal to the target number.

[0106] One method is to detect the network latency value and classify the network latency according to different latency value ranges, thereby obtaining the network latency level.

[0107] For example, network latency levels are categorized as low, medium, and high. A latency value greater than 100ms and less than 200ms is classified as low network latency; a latency value greater than or equal to 200ms and less than 500ms is classified as medium network latency; and a latency value greater than 500ms is classified as high network latency.

[0108] Regarding network latency levels, the network latency level is related to the number of candidate command controls displayed and the display frequency.

[0109] The higher the network latency level, the greater the delay between the player issuing a command and the virtual character executing the corresponding operation. In order to ensure the player's sense of game participation, it is necessary to involve the player more frequently, which can be achieved by displaying more candidate command controls in the graphical user interface at a higher frequency.

[0110] The lower the network latency level, the lower the delay between the player issuing a command and the virtual character executing the corresponding operation. In this case, the player only needs to participate at a lower frequency, and fewer candidate command controls can be displayed less frequently in the graphical user interface.

[0111] For example, under low network latency, 1 to 2 candidate command controls are displayed every 30 seconds; under medium network latency, 3 to 6 candidate command controls are displayed every 10 seconds; and under high network latency, 7 to 8 candidate command controls are displayed every 5 seconds.

[0112] like Figure 3 As shown, under medium network latency, there are 6 candidate command controls: "Prioritize Killing S1", "Prioritize Pushing Towers S2", "Prioritize Clearing Minion Waves S3", "Protect Yourself, Retreat S4", "Coordinate with Our Minion Waves S5", and "Hide in the Bushes to Ambush S6".

[0113] It's understandable that the greater the network latency, the more likely it is that for some candidate command controls that are highly dependent on the scene, the scene may have changed before the data is sent to the server after the player selects it, thus making it impossible to accurately execute the selected candidate command control.

[0114] For example, the candidate command control for "prioritize pushing towers" may not be able to be executed accurately if there are no towers in the game scene where the virtual character is located. When the user selects the candidate command control for "prioritize pushing towers", the virtual character is still in front of the tower, but by the time the candidate command control for "prioritize pushing towers" arrives at the server, the scene where the virtual character is located has already left the tower, such as in the jungle. In this case, the virtual character cannot execute the command for "prioritize pushing towers" normally.

[0115] The higher the network latency level (i.e., the higher the latency value), the lower the dependence of the candidate command controls that can be displayed on the scene; the lower the network latency level, the higher the dependence of the candidate command controls that can be displayed on the scene.

[0116] Under high network latency, candidate command controls such as "protect yourself, retreat" and "hide in the bushes to ambush" can be displayed, which can be executed in any game scenario. Under medium network latency, candidate command controls such as "prioritize clearing minions" and "coordinate with our minions" can be displayed, which can be executed in most game scenarios. Under low network latency, candidate command controls such as "prioritize pushing towers" and "prioritize killing" can be displayed, which are more dependent on the game scenario.

[0117] This improves the executableness of the displayed candidate command controls, preventing situations where subsequent commands selected by the player are delayed or even fail to execute.

[0118] In terms of role positioning, in MOBA games, virtual characters of the same faction generally have different role positions, such as top lane, mid lane, jungle, marksman, and support. The game scenarios in which each role position is located are different. For example, top laners are generally in the top lane, mid laners are in the mid lane, junglers are in the jungle, and marksmen and supports are in the bottom lane. For virtual characters with different role positions, the corresponding candidate command controls are different.

[0119] Therefore, the candidate command controls can be categorized in advance, and then, based on the current virtual character's role positioning, the candidate command controls that match the current virtual character can be determined. The candidate command controls that are displayed later can be selected from the candidate command controls that match the current virtual character.

[0120] For example, junglers can execute commands such as "clear jungle monsters" and "invade the jungle," while supports can execute commands such as "protect the backline" that match their role.

[0121] In this way, the displayed candidate command controls are matched with the current virtual character, which can further reduce the difficulty for players to select target command controls and improve the player's gaming experience.

[0122] For candidate command controls, there is a priority among different candidate command controls, and the priority of each candidate command control can be preset based on the game designer's experience. For example, "Protect yourself, retreat" which protects your own life from harm has a higher priority than "Clear the minion wave".

[0123] After determining the candidate command controls to be displayed based on role positioning, the candidate command controls can be sorted from high to low priority based on their priority. Then, based on the target frequency matched by the network latency level, the candidate command controls with priority sorted greater than or equal to the target number can be displayed.

[0124] Therefore, prioritizing the display of higher-priority candidate command controls can improve the efficiency of players in selecting target command controls later.

[0125] In one alternative embodiment, the priority of the candidate command control changes as game progress information changes.

[0126] For example, when accumulating economy in the early stages of the game, the command to clear minions has a higher priority, but after a specific target spawns, the command to contest that specific target has a higher priority; and when the game enters the team fight phase, the command to prioritize killing the enemy has a higher priority.

[0127] Therefore, the priority of candidate commands is not static, but changes with the game progress information. When sorting candidate command controls based on priority, the real-time priority of each candidate command control can be determined based on the game progress information before sorting, so as to ensure the accuracy of the priority sorting of candidate command controls and intelligently display high-priority candidate command controls that conform to the player's tactical intentions.

[0128] In summary, after generating a list of candidate command controls that can be executed in the current game scene based on the game scene, the system can select the candidate command controls to be displayed from among them based on the character's location. Then, among the candidate command controls to be displayed, the system prioritizes and displays the candidate command controls with a target frequency that is greater than or equal to the target number based on the target frequency matched by the network latency level. This ensures the executability of the final displayed candidate command controls and the efficiency of the player in selecting the target command control.

[0129] In one alternative embodiment, candidate instruction controls with different priorities display different visual feedback information.

[0130] It is understandable that, in order to allow players to quickly distinguish between candidate command controls of different priorities, different visual feedback information can be displayed based on the priority of the candidate command controls when displaying them.

[0131] For example, candidate instruction controls with different priorities can be colored differently, thereby reducing the display space occupied by priority display. Figure 3 The first priority command control is "Prioritize Killing" and "Prioritize Pushing Towers", displayed in the first color; the second priority command control is "Protect Yourself, Retreat", displayed in the second color; the third priority command control is "Clear the Minion Wave", "Coordinate with Our Minion Wave", and "Hide in the Bush to Ambush", displayed in the third color. The first, second, and third colors are different, and the priority of the first, second, and third priorities gradually decreases.

[0132] For example, candidate instruction controls with different priorities can display their respective priority values ​​in text form, which is quite intuitive.

[0133] For example, candidate instruction controls with different priorities can be colored differently, thereby reducing the display space occupied by priority display. Figure 4 The first priority command control is "Prioritize Killing S1" and "Prioritize Pushing Towers S2", and the text "Level 1" is displayed at the location of the control. The second priority command control is "Protect Yourself, Retreat S4", and the text "Level 2" is displayed at the location of the control. The third priority command control is "Prioritize Clearing the Minion Wave S3", "Cooperate with Our Minion Wave S5", and "Hide in the Bush and Ambush S6", and the text "Level 3" is displayed at the location of the control.

[0134] In one alternative embodiment, the candidate instruction control is displayed close to the location of the corresponding game element in the graphical user interface.

[0135] In this way, by displaying the candidate command control close to the corresponding game element in the graphical user interface, players can quickly understand the main target of the candidate command control.

[0136] For example, the game element corresponding to "Prioritize Pushing Towers S2" is the tower, the game element corresponding to "Prioritize Killing S1" is the enemy hero, and the game element corresponding to "Prioritize Clearing Minion Waves S3" is the enemy minions.

[0137] Then, a candidate command control for "Prioritize Tower Retreat S2" can be displayed near the tower, a candidate command control for "Prioritize Kill S1" can be displayed near the enemy hero, and a candidate command control for "Prioritize Clearing the Minion Wave S3" can be displayed near the enemy minions.

[0138] It is understandable that if candidate command controls are displayed in a teammate's graphical user interface, it will interfere with the teammate's operation and game experience, and may even lead to defeat in the game. If they are displayed in the enemy's graphical user interface, it will also interfere with the enemy's operation and game experience, and affect the fairness of the game.

[0139] Therefore, the candidate command control is only displayed in the graphical user interface of the player who has entered AI-managed mode, and not in the graphical user interface of other players, thus avoiding the candidate command control from affecting other players.

[0140] In one alternative embodiment, the candidate instruction control includes a candidate box for selecting game elements in the graphical user interface that correspond to the candidate instruction control.

[0141] For example, the game element corresponding to "Prioritize Pushing Towers S2" is the tower, the game element corresponding to "Prioritize Killing S1" is the enemy hero, the game element corresponding to "Prioritize Clearing the Minion Wave S3" is the enemy minions, the game element corresponding to "Protect Yourself, Retreat S4" is the current virtual character, the game element corresponding to "Cooperate with Our Minion Wave S5" is our minions, and the game element corresponding to "Hide in the Bush and Ambush S6" is the bush.

[0142] By using the candidate box to select the game element corresponding to the candidate command control, players can quickly understand the main target of the candidate command control, and the corresponding game object will not be obscured.

[0143] The different colors of candidate instruction controls with different priorities refer to the different colors of the candidate boxes of candidate instruction controls with different priorities, thereby reducing the display space occupied by priority display.

[0144] In one alternative embodiment, the border widths of the candidate boxes for candidate instruction controls of different priorities are different.

[0145] For example, Figure 3The first priority command controls are “Prioritize Killing S1”, “Prioritize Pushing Towers S2”, and “Protect Yourself, Retreat S4”, with a relatively wide border. The second priority command controls are “Clear Minion Wave S3”, “Coordinate with Our Minion Wave S5”, and “Hide in the Bush to Ambush S6”, with a relatively narrow border.

[0146] In one alternative embodiment, in response to network latency and the virtual character's game level being lower than a preset level, an auxiliary operation mode is entered.

[0147] In this context, game level is used to represent a player's skill level; generally, the higher the game level, the higher the player's skill level. For example, in MOBA games, game level refers to the game's rank, not the virtual character's level in a single game. In Massively Multiplayer Online Role-Playing Games (MMORPGs), game level refers to the virtual character's level or ranking score, etc.

[0148] It's understandable that high-level players require highly precise controls, which is impossible in assisted control mode (also known as AI-controlled mode), severely impacting the fairness of matches. Conversely, if the precision of AI-controlled mode reaches the level of high-level players, lower-level players could use it to participate in matches against higher-level players, also affecting fairness. Therefore, high-level players should disable AI-controlled mode to ensure game fairness.

[0149] In one alternative embodiment, the candidate command controls displayed in the graphical user interface are updated in real time based on changes in the game scene in the graphical user interface. The candidate command controls displayed after the graphical user interface is updated do not include the target command control.

[0150] It's understandable that as the virtual character moves, the game scene they are in changes accordingly, and the commands the virtual character can execute also change within that changed game scene. For example, in a game scene with towers, the virtual character can execute the command to prioritize destroying towers, but in a game scene without towers, this command is not possible. Therefore, it's necessary to update the candidate command controls displayed in the game scene in real time based on the game scene to ensure the executable nature of the target control command selected by the player. Furthermore, the already selected target command control control should not be displayed to avoid obscuring the game scene.

[0151] Step 012: In response to the first trigger operation for the candidate instruction control, determine the target instruction control.

[0152] The first triggering operation is the operation performed to select a candidate command control. Taking a mobile phone as an example, the first triggering operation can be to select a candidate command control by clicking, or to select a candidate command control by swiping.

[0153] The target instruction control is a candidate instruction control selected through the first trigger operation, and the number of target instruction controls is at least one.

[0154] After selecting the target command control through the first trigger operation, the virtual character can be controlled through the target command control. This not only allows players to participate in the automated control, but also reduces the player's operational burden and improves the player's gaming experience in the presence of network latency.

[0155] Furthermore, compared to real-time transmission of player operation data to control virtual characters, which requires high network latency (i.e., low network latency), the frequency of transmitting target command controls by the terminal device is lower. The same target command controls may be used throughout the entire game in the assisted operation mode, meaning that the target command controls only need to be sent once, thus requiring lower network latency between the terminal device and the server.

[0156] In one optional embodiment, the interval between two adjacent first trigger operations is longer than a preset interval.

[0157] The preset interval duration is an empirical value that can be determined based on the network latency level. The higher the network latency level, the shorter the preset interval duration; the lower the network latency level, the longer the preset interval duration.

[0158] For example, the preset interval duration is 3s, 4s, 5s, 6s, 7s, etc.

[0159] Understandably, to prevent players from overusing AI and compromising game fairness, it's necessary to control the frequency with which players select target command controls, thus avoiding excessive selection. Therefore, by setting the interval between two consecutive first-trigger actions to be longer than a preset interval, the frequency of player commands can be effectively controlled.

[0160] Step 013: Based on the target instruction control, control the virtual character to perform the corresponding operation.

[0161] After the player selects the target command control to be executed, the AI ​​can perform the managed operation of the virtual character based on the target command control generated by the target command control.

[0162] For example, please see Figure 3Players select the candidate command control "Prioritize Tower Push S2" through the graphical user interface, thereby generating the target command control containing "Prioritize Tower Push".

[0163] When AI controls a virtual character, "prioritizing tower pushes" will be the highest priority tactical command among the various tactical instructions executed by the virtual character. When the virtual character can clear minions and push towers simultaneously, it will abandon clearing minions and prioritize pushing towers.

[0164] For example, a player selects candidate command controls for "prioritize pushing towers S2" and "prioritize clearing minions S3" through the graphical user interface, thereby generating a target command control that simultaneously includes "prioritize pushing towers" and "prioritize clearing minions".

[0165] When the AI ​​controls the virtual character, "prioritize pushing towers" and "prioritize clearing minions" will be the higher-priority tactical commands among the various tactical instructions executed by the virtual character. If the virtual character can simultaneously clear minions and kill enemy virtual characters, it will prioritize clearing minions over killing enemy virtual characters. Conversely, if the virtual character can simultaneously push towers and kill enemy virtual characters, it will prioritize pushing towers over killing enemy virtual characters.

[0166] It's understandable that even if the player sets a target command control, it doesn't mean that the AI ​​will execute the command of the target command control as the highest priority when it's in charge. Instead, it will prioritize executing the command of the target command control while avoiding dangerous behaviors (i.e. behaviors that endanger one's own life, such as tower diving to kill an enemy character, or soloing a creature that will likely result in death).

[0167] In this way, when network latency occurs during gameplay, an auxiliary operation mode can be entered to achieve intelligent hosting. This mode displays candidate command controls that can be executed in the current game scene. Players only need to select a command (i.e., trigger the candidate command control) to choose the target command control that they want their virtual character to execute. During subsequent hosting, the game server automatically controls the virtual character to continue participating in the game based on the command corresponding to the target command control. Compared to real-time transmission of player operation data for virtual character control, which has higher requirements for network latency, the frequency of target command control transmission by the terminal device is lower, thus having lower requirements for network latency. Even in the presence of network latency, the player's sense of game participation can still be guaranteed, thereby ensuring a good gaming experience in various network environments.

[0168] Please see Figure 5 In some embodiments, the game control method further includes step 014, which is described in detail below.

[0169] Step 014: Display the instruction editing area in the graphical user interface. The instruction editing area is used to adjust the target instruction control.

[0170] The instruction editing area is the area where the target instruction control is displayed and adjusted.

[0171] It's understandable that once a player selects a target command control, that control won't remain unchanged. As the game scenario changes, the player may need to select a new target command control or delete an existing one to implement new tactical commands. Alternatively, the player might accidentally select the wrong target command control, requiring adaptive adjustments to the target command control.

[0172] Therefore, by setting up an instruction editing area, not only can the selected target instruction controls be displayed, but also the individual target instruction controls can be edited, such as deleting the selected target instruction controls or adjusting the intensity of the execution of each target instruction control.

[0173] In one optional embodiment, the instruction editing area includes each target instruction control and an adjustment control corresponding to each target instruction control, the adjustment control including an intensity adjustment control and a delete control;

[0174] Step 014 includes steps 0141 and 0142, to adjust the intensity of any target instruction control and delete it, as detailed below.

[0175] Step 0141: In response to the second trigger operation of the intensity adjustment control corresponding to any target instruction control, adjust the execution probability of the target instruction control in the auxiliary operation mode.

[0176] The strength of the target instruction control can be positively correlated with its execution probability. The stronger the target instruction control, the higher the probability that the AI ​​will execute it when making decisions in assisted operation mode.

[0177] like Figure 6 As shown, each target instruction control in the instruction editing area S7 is equipped with a corresponding intensity adjustment control S8. The intensity can be divided into weak, medium, and strong. Users can adjust the intensity of any target instruction control by touching the intensity adjustment control corresponding to it.

[0178] For example, players can adjust the strength of the target command control to "strong" by clicking the "strong" adjustment control corresponding to "prioritize pushing towers," and adjust the strength of the target command control to "weak" by clicking the "weak" adjustment control corresponding to "prioritize pushing towers."

[0179] In this way, by adjusting the strength of the target command control, players can further influence AI decisions and enhance their sense of game engagement.

[0180] Step 0142: In response to the third trigger operation on the delete control corresponding to any target command control, delete the target command control.

[0181] It is understandable that as the game scene changes and the game progresses, players may need to change their tactical commands. At this time, the selected target command control may no longer be compatible. Therefore, players need to delete the incompatible target command control from the target command control.

[0182] For example, such as Figure 6 As shown, players can delete the target command control from the command editing area by clicking the delete control S9 corresponding to the target command control "Prioritize Tower Push". At the same time, the target command control will also be removed from the target command control.

[0183] Please refer to it again. Figure 5 In some embodiments, the game control method further includes step 015, which is described in detail below.

[0184] Step 015: In response to the first virtual character entering the assisted operation mode, a first prompt message is broadcast in the graphical user interface of other second virtual characters in the same faction as the first virtual character. The first prompt message is used to indicate that the first virtual character is using the assisted operation mode.

[0185] Taking MOBA games as an example, the game is generally divided into a first team and a second team that is hostile to the first team. If the first virtual character is in the first team, the other virtual characters in the second team that are in the same team are the other virtual characters in the first team.

[0186] It's understandable that when the first virtual character enters assisted operation mode, it may be difficult for them to communicate and cooperate with other second virtual characters. Therefore, to prevent other second virtual characters from experiencing a loss of cooperation with the first virtual character and thus affecting their gaming experience, a first prompt message can be broadcast in the second virtual character's graphical user interface to notify them that the first virtual character has entered assisted operation mode.

[0187] For example, such as Figure 7 As shown, the upper area of ​​the graphical display interface shows that "Fox (the first virtual character)" is using AI-managed mode (i.e., assisted operation mode).

[0188] Once the second virtual character realizes that the first virtual character has entered the auxiliary operation mode, it will likely try to avoid cooperating with the first virtual character, thus ensuring the second virtual character's gaming experience.

[0189] Please refer to it again. Figure 5In some embodiments, the game control method further includes step 016, which is described in detail below.

[0190] Step 016: In response to the first virtual character entering the assisted operation mode, in the game scene of the graphical user interface where other second virtual characters in the same faction as the first virtual character are located, the area where the first virtual character is located displays a second prompt message. The second prompt message is used to indicate that the first virtual character is using the assisted operation mode and the target command control currently being executed.

[0191] Similarly, to prevent the second virtual character from missing the first broadcast prompt, a second prompt can be displayed in the area where the first virtual character is located within the game scene of the second virtual character's graphical user interface. This way, once the second virtual character sees the first virtual character, it can immediately notice that the first virtual character is using AI-managed mode. Furthermore, the second prompt can indicate the command that the first virtual character is currently executing, making it easier for the second virtual character to actively cooperate with the first virtual character and thus enhancing the gaming experience.

[0192] For example, such as Figure 8 In the graphical user interface of the second virtual character shown, the "AI" displayed above the head of the first virtual character indicates that the first virtual character is using AI-managed mode, and the "Prioritize Tower Push" displayed indicates the command that the first virtual character is executing.

[0193] Please refer to it again. Figure 5 In some embodiments, the game control method further includes steps 017 and 018, which are described in detail below.

[0194] Step 017: In response to the existence of network latency, a pop-up window will appear, which includes network latency information and a confirmation control for whether to enable the assisted operation mode;

[0195] Step 018: In response to the fourth trigger operation of the confirmation control, determine whether to enter the auxiliary operation mode.

[0196] It's understandable that the judgment of whether there is network latency might be wrong, or the network latency might be restored immediately after it was accurately judged. For players, if they do not feel any operation delay or the operation delay is acceptable, they may not want to enter the auxiliary operation mode.

[0197] Therefore, the control of entering the assisted operation mode can be given to the player. If the terminal device detects network latency, a prompt window can pop up (e.g., Figure 9The prompt window S10 contains network latency information and a confirmation control S11 indicating whether to enable the assisted operation mode. Players control whether to enter the assisted operation mode by triggering the confirmation control.

[0198] If a player sees that the network latency is not particularly high, or the perceived operation delay is not significant, they can use the confirmation control S11 to choose not to enter the auxiliary operation mode (e.g., by clicking the "×" in the confirmation control S11). Alternatively, if a player sees that the network latency is high and the perceived operation delay is significant, they can use the confirmation control S11 to choose to enter the auxiliary operation mode (e.g., by clicking the "√" in the confirmation control S11).

[0199] In some embodiments, the operation accuracy of the virtual character in the assisted operation mode gradually decreases and is lower than the operation accuracy of the virtual character in the human operation mode.

[0200] And / or, the economic benefits of virtual characters in assisted operation mode gradually decrease and are lower than the economic benefits of virtual characters performing the same operations in manual operation mode;

[0201] And / or, virtual characters are prohibited from executing commands with a risk factor greater than a preset factor in assisted operation mode;

[0202] And / or, the number of times the auxiliary operation mode is triggered in a game is less than or equal to the preset number, and the duration of each entry into the auxiliary operation mode is less than the third preset duration.

[0203] It is understandable that, in order to prevent players from overusing the AI-controlled mode and to ensure the fairness of the game, the use of the AI-controlled mode needs to be restricted. In addition to limiting the interval between two consecutive first trigger operations to a preset interval as described in the aforementioned embodiments, restrictions can also be imposed from at least one of the following aspects:

[0204] (1) Operation accuracy

[0205] As the duration of the assisted operation mode gradually increases, the accuracy of the virtual character's operation in the assisted operation mode gradually decreases, thus prompting the player to exit the AI-controlled mode as soon as possible; otherwise, the chance of winning the game will gradually decrease.

[0206] Furthermore, it ensures that the precision of the operation of the virtual character in the AI-controlled mode is lower than that of the virtual character in the human-controlled mode, thus preventing players from using the AI-controlled mode to win the game.

[0207] Among these factors, operational precision can include skill hit rate, positioning accuracy, sensitivity, and other factors that affect the accuracy of virtual character operation.

[0208] In one optional embodiment, the operation precision of the virtual character in the human operation mode can be determined based on the historical operation data of the player corresponding to the current virtual character; or, it can be determined based on the operation precision of ordinary players (such as the average operation precision determined by the historical operation data of other players); or, it can be determined based on the historical operation data of other players in the same faction or the same game.

[0209] (2) Economic benefits

[0210] As the duration of the assisted operation mode gradually increases, the economic benefits of the virtual character in the assisted operation mode will gradually decrease and will always be lower than the economic benefits of the virtual character performing the same operation in the human operation mode. This will encourage players to exit the AI-controlled mode as soon as possible, otherwise the chance of winning the game will gradually decrease.

[0211] For example, when entering the assisted operation mode, the economic benefits of the virtual character in the assisted operation mode are 95% of the economic benefits of the virtual character when performing the same operation in the human operation mode. As the duration of the assisted operation mode increases, the economic benefits of the virtual character in the assisted operation mode may gradually decrease or remain unchanged, such as always maintaining 95% or gradually decreasing to 90%, 85%, etc.

[0212] (3) Prohibition of dangerous behavior

[0213] Understandably, in AI-controlled mode, engaging in risky behavior can severely impact the fairness of the game. For example, if a player chooses commands with a risk factor exceeding the preset level (such as "soloing Baron" or "tower diving for kills," which would result in the virtual character's death) in order to lose the game quickly, the enemy will gain a significant advantage, leading to the player's loss. Engaging in risky behavior severely affects the fairness of the game and the gaming experience of other players on the player's side.

[0214] Therefore, in AI-managed mode, instructions with a risk factor greater than the preset factor can be disabled.

[0215] (4) Duration of auxiliary operation mode

[0216] To prevent players from abusing the AI-controlled mode, the number of times the auxiliary operation mode can be triggered in a game can be limited, such as limiting the number of triggers to less than or equal to a preset number (e.g., 3, 4, 5 times, etc.).

[0217] It also allows for setting a limit on the duration of each entry into the auxiliary operation mode, such as less than the third preset duration (e.g., 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes, etc.).

[0218] It can be understood that since the time of a game is limited, the more preset attempts there are, the shorter the third preset duration needs to be to avoid the total duration of the auxiliary operation mode being too long. In other words, the second preset duration needs to be negatively correlated with the preset attempts.

[0219] In this way, by reasonably limiting the AI-hosted mode, the game's fairness is guaranteed while ensuring players' sense of participation in the game when there is network latency and preventing players from abusing the AI-hosted mode.

[0220] Based on the method described in the above embodiments, this application also provides a game control device 300 for executing the steps in the above game control method. Please refer to... Figure 10 , Figure 10 This is a schematic diagram of a game control device 300 provided in an embodiment of this application. The game control device 300 includes:

[0221] Enter module 301 to enter the auxiliary operation mode in response to network latency. In the auxiliary operation mode, the graphical user interface displays candidate command controls. The candidate command controls are command controls that improve the execution priority of the corresponding tactical commands when making tactical decisions. The candidate command controls are selected from various preset command controls based on game interaction information.

[0222] Determining module 302, for responding to a first trigger on the candidate instruction control.

[0223] The operation determines the target instruction control to generate the target instruction control, which includes at least one target instruction control;

[0224] The control module 303 is used to control the virtual character to perform corresponding operations based on the target instruction control.

[0225] It should be noted that the specific details of each module unit in the above-mentioned game control device have been described in detail in the embodiments of the above-mentioned game control method, and will not be repeated here.

[0226] In this application, the terms "module" or "unit" refer to computer instructions or a portion of computer instructions that have a predetermined function and work together with other related parts to achieve a predetermined goal, and can be implemented, wholly or partially, using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0227] In some embodiments, the game control device in this application can be implemented in hardware, such as a terminal device or a component in the terminal device, such as an integrated circuit or a chip; the game control device can also be implemented in software, such as as an application installed in the terminal device.

[0228] In some embodiments, please refer to Figure 11 , Figure 11 This is a schematic diagram of the terminal device provided in an embodiment of this application. The terminal device 500 includes a processor 501, a memory 502, and a display screen 503. The memory 502 stores computer instructions 504 that can be executed by the processor 501. When the processor 501 executes the instructions 504, it implements the various processes of the above-described embodiment of the game control method and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0229] Please see Figure 12 , Figure 12 This is a schematic diagram of the hardware structure of a terminal device provided in an embodiment of this application. The terminal device can be a terminal or a server. Exemplarily, the terminal device 700 includes a central processing unit (CPU) 701, a system memory 704 including random access memory (RAM) 702 and read-only memory (ROM) 703, and a system bus 705 connecting the system memory 704 and the central processing unit 701.

[0230] In some embodiments, the terminal device 700 may further include a basic input / output system 706 that helps transmit information between various devices within the computer, and a large-capacity storage device 707 for storing the operating system 713, the client 714, and other program modules 715.

[0231] In some embodiments, the basic input / output system 706 includes a display 708 for displaying a graphical user interface and input devices 709 for user input, such as touch panels and other input devices. A touch panel is also called a touchscreen. A touch panel may include both a touch device and a touch controller. Other input devices may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, and joysticks, which will not be described further here.

[0232] Both the display 708 and the input device 709 are connected to the central processing unit 701 via an input / output controller 710 connected to the system bus 705. The basic input / output system 706 may also include the input / output controller 710 for receiving and processing input from touch panels, other input devices, etc. Similarly, the input / output system 706 also includes output devices such as displays, printers, or other types of output devices.

[0233] Mass storage device 707 is connected to central processing unit 701 via a mass storage controller (not shown) connected to system bus 705. Mass storage device 707 and its associated computer-readable media provide non-volatile storage for terminal device 700. That is, mass storage device 707 may include computer-readable media (not shown) such as hard disk or compact disc read-only memory (CD-ROM) drive.

[0234] According to various embodiments of this application, the terminal device 700 can also be connected to a remote computer on a network, such as the Internet. That is, the terminal device 700 can be connected to the network 717 via the network interface unit 716 connected to the system bus 705, or the network interface unit 716 can be used to connect to other types of networks or remote computer systems (not shown).

[0235] This application also provides a non-transitory computer-readable storage medium storing computer instructions. When these computer instructions are executed by a processor, they implement the various processes of the above-described game control method embodiments and achieve the same technical effects. To avoid repetition, they will not be described again here.

[0236] The processor can be the processor in the terminal device described in the above embodiments. The computer-readable storage medium can be a computer read-only memory (ROM), random access memory (RAM), magnetic disk, or optical disk, etc.

[0237] Computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM, ROM, erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other solid-state storage technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that computer storage media are not limited to the above-mentioned types.

[0238] This application also provides a computer instruction product, including computer instructions that, when executed by a processor, implement the aforementioned game control method. The processor may be the processor in the terminal device described in the above embodiments. The various processes of the embodiments of the game control method implemented by the computer instructions when executed by the processor achieve the same technical effects, and to avoid repetition, will not be described again here.

[0239] It is understood that in the specific implementation of this application, data related to user identity or characteristics is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

Claims

1. A method for controlling a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device's display screen, the GUI including at least a portion of a game scene, the game scene including a virtual character controlled by the terminal device, the method comprising: In response to network latency, an auxiliary operation mode is entered. In this mode, the graphical user interface displays candidate command controls. These candidate command controls are command controls that increase the execution priority of corresponding tactical commands when making tactical decisions. The candidate command controls displayed in the graphical user interface are determined based on at least one of the network latency level, the priority of each candidate command control, and the role positioning of the virtual character. The network latency level is used to determine the target number and target frequency of the candidate command controls to be displayed; the character positioning is used to determine the candidate command controls in the game scene that match the character positioning; and the graphical user interface is used to display the candidate command controls whose priority is greater than or equal to the target number. In response to a first triggering operation on the candidate instruction control, a target instruction control is determined; Based on the target instruction control, the virtual character is controlled to perform corresponding operations.

2. The method according to claim 1, characterized in that, The candidate instruction control is selected from various preset instruction controls based on the interactive objects currently displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, The candidate instruction control is displayed close to the position of the corresponding game element in the graphical user interface.

4. The method according to claim 3, characterized in that, The candidate instruction control includes a candidate box, which is used to select the game element in the graphical user interface that corresponds to the candidate instruction control.

5. The method according to claim 1, characterized in that, Also includes: The graphical user interface displays an instruction editing area, which is used to adjust the target instruction control. The instruction editing area includes each target instruction control and an adjustment control corresponding to each target instruction control. The adjustment control includes an intensity adjustment control and a delete control. In response to a second trigger operation on the intensity adjustment control corresponding to any of the target instruction controls, the execution probability of the target instruction control is adjusted in the auxiliary operation mode; In response to a third trigger operation on the delete control corresponding to any of the target instruction controls, the target instruction control is deleted.

6. The method according to claim 1, characterized in that, The method further includes: Based on the changes in the game scene in the graphical user interface, the candidate command controls displayed in the graphical user interface are updated in real time. The candidate command controls displayed after the graphical user interface is updated do not include the target command control.

7. The method according to claim 1, characterized in that, Also includes: In response to the first virtual character entering the auxiliary operation mode, a first prompt message is broadcast in the graphical user interface of other second virtual characters in the same faction as the first virtual character. The first prompt message is used to indicate that the first virtual character is using the auxiliary operation mode; and / or In response to the first virtual character entering the auxiliary operation mode, in the game scene of the graphical user interface where other second virtual characters in the same faction as the first virtual character are located, the area where the first virtual character is located displays a second prompt message. The second prompt message is used to indicate that the first virtual character is using the auxiliary operation mode and the target command control currently being executed.

8. The method according to claim 1, characterized in that, Also includes: If the network latency value within a first preset time period is greater than a first latency threshold, it is determined that network latency exists. If the network latency values ​​within the second preset time period are all less than the second latency threshold, it is determined that there is no network latency. Wherein, the first preset duration is greater than the second preset duration; and / or, the first delay threshold is greater than the second delay threshold.

9. The method according to claim 1, characterized in that, The operation accuracy of the virtual character in the assisted operation mode gradually decreases and is lower than that of the virtual character in the human operation mode. And / or, the economic benefits of the virtual character in the assisted operation mode gradually decrease and are lower than the economic benefits of the virtual character when performing the same operation in the human operation mode; And / or, the virtual character is prohibited from executing instructions with a risk coefficient greater than a preset coefficient in the auxiliary operation mode; And / or, the number of times the auxiliary operation mode is triggered in a game is less than or equal to a preset number, and the duration of each entry into the auxiliary operation mode is less than a third preset duration.

10. An electronic device, characterized in that, include: Memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method as described in any one of claims 1-9; The display screen is used to display a graphical user interface.

11. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-9.

Citation Information

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