Information interaction method and device, electronic equipment, computer readable storage medium and computer program product
By acquiring and transforming the instruction set of the original interaction data and updating the interaction status data of the virtual object, the problems of virtual object operation complexity and low efficiency of human-computer interaction are solved, achieving a more efficient and realistic user experience.
Patent Information
- Application Number
- CN202410330991.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-03-21
- Publication Date
- 2025-09-23
AI Technical Summary
In the prior art, virtual behaviors of virtual objects are bound to buttons, resulting in a high threshold for operating virtual objects, difficulty in implementing complex behaviors, and low human-computer interaction efficiency.
By obtaining the original interaction data and converting it into an instruction set, the interaction status data is updated based on the instruction set to control the virtual behavior of the virtual object, reducing the direct dependence on the instructions and increasing the impact on the status data.
The efficiency and realism of human-computer interaction are improved, and users can control complex virtual behaviors through simple interactive data, thereby enhancing the user experience.
Smart Images

Figure CN120679156A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method, device, electronic device, computer-readable storage medium, and computer program product for information interaction. Background Art
[0002] Artificial Intelligence (AI) is a comprehensive field of computer science. By studying the design principles and implementation methods of various intelligent machines, AI enables them to possess the capabilities of perception, reasoning, and decision-making. AI technology is an interdisciplinary discipline encompassing a wide range of fields, including natural language processing and machine learning / deep learning. With technological advancements, AI will be applied in even more areas and play an increasingly important role.
[0003] When operating virtual objects in a computer to perform actions, operations are often performed through peripherals such as a keyboard, mouse, and controller connected to the computer. Specifically, the server or client pre-defines the behavior corresponding to each button in the peripheral. After the user triggers the button of the peripheral, the corresponding behavior is executed. The control method in the related technology is less flexible, resulting in low human-computer interaction efficiency. Summary of the Invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for information interaction. Virtual behavior is no longer directly controlled by instructions, but is affected by state data, thereby improving control realism and thus improving human-computer interaction efficiency.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] Obtaining original interaction data of the target object in the original interaction operation of the virtual scene;
[0007] Performing conversion processing on the original interaction data to obtain an instruction set of the original interaction data;
[0008] performing update processing on the original interaction state data of the target object based on the instruction set of the original interaction data to obtain updated interaction state data of the target object;
[0009] The updated interaction state data is used to control the virtual object corresponding to the target object to perform a virtual behavior in the virtual scene in response to the original interaction operation.
[0010] An embodiment of the present application provides an information interaction device, including:
[0011] A data acquisition module is used to acquire original interaction data of the target object in the original interaction operation of the virtual scene;
[0012] A data conversion module, configured to convert the original interaction data to obtain an instruction set of the original interaction data;
[0013] A data update module is used to update the original interaction state data of the target object based on the instruction set of the original interaction data to obtain updated interaction state data of the target object, wherein the updated interaction state data is used to control the virtual object corresponding to the target object to perform virtual behavior in the virtual scene in response to the original interaction operation.
[0014] In the above scheme, the data acquisition module is also used to obtain the original interaction state data of the target object in the virtual scene; obtain the original operation data corresponding to the original interaction operation; when the data volume of the original operation data is greater than a first quantity threshold, or the original operation data is related to the original interaction state data, pre-process the original operation data to obtain the original interaction data; when the data volume of the original operation data is not greater than the first quantity threshold, and the original operation data is not related to the original interaction state data, use the original operation data as the original interaction data.
[0015] In the above scheme, the data acquisition module is also used to, when the original operation data is related to the original interaction status data, perform joint analysis processing based on the original interaction status data and the original operation data to obtain the original interaction data; when the data volume of the original operation data is greater than the first quantity threshold, simplify the original operation data to obtain the original interaction data.
[0016] In the above scheme, when the real-time indicator of the original interactive operation corresponding to the original interactive data is higher than the real-time indicator threshold, or the resource consumption indicator of the original interactive operation corresponding to the original interactive data is higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the terminal; when the real-time indicator of the original interactive operation corresponding to the original interactive data is not higher than the real-time indicator threshold, and the resource consumption indicator of the original interactive operation corresponding to the original interactive data is not higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the server.
[0017] In the above scheme, when the conversion processing and the update processing are implemented through the terminal, the updated interaction status data of the target object is used to be transmitted to the server through a designated data channel, so that the server controls the virtual object corresponding to the target object to perform the virtual behavior in the virtual scene, wherein the designated data channel matches the instruction category corresponding to the updated interaction status data; when the conversion processing and the update processing are implemented through the server, the original interaction data is used to be transmitted from the terminal to the server through a designated data channel, so that the server performs the conversion processing and the update processing, wherein the designated data channel matches the instruction category corresponding to the original interaction data.
[0018] In the above scheme, the data conversion module is also used to perform the following processing in parallel for the original interaction data of each instruction category: the original interaction data corresponding to the instruction category is converted and processed by an interaction processor matching the instruction category to obtain instructions corresponding to the instruction category; and the instructions corresponding to multiple instruction categories are combined into an instruction set of the original interaction data.
[0019] In the above scheme, the data conversion module is also used to establish a data structure corresponding to the original interaction data when the original interaction data is eye-controlled interaction data or gesture interaction data, and use the data structure as an instruction set for the original interaction data; when the original interaction data is voice interaction data, perform recognition processing on the voice interaction data in different dimensions to obtain multi-dimensional recognition results, and use the multi-dimensional recognition results as the instruction set for the original interaction data.
[0020] In the above scheme, the data conversion module is also used to perform urgency recognition processing on the voice interaction data to obtain the urgency of the voice interaction data; perform action recognition processing on the voice interaction data to obtain the action instructions of the voice interaction data; perform target recognition processing on the voice interaction data to obtain the target object of the voice interaction data; and combine the urgency, the action instructions and the target object to form the multi-dimensional recognition result.
[0021] In the above scheme, the data update module is also used to, when the instruction set includes multiple execution instructions and there is a logical conflict in the execution processes represented by the multiple execution instructions, sequentially splice the multiple execution instructions based on the priority of each of the multiple execution instructions to obtain an instruction splicing result; and update the original interaction status data of the target object based on the instruction splicing result to obtain the updated interaction status data of the target object.
[0022] In the above scheme, the data update module is also used to obtain the difference between the execution instruction and the adjacent historical execution instructions of the same dimension, and obtain a first priority that is positively correlated with the difference; obtain the action amplitude corresponding to the instruction, and obtain a second priority that is positively correlated with the action amplitude; and fuse the first priority and the second priority to obtain the priority of the execution instruction.
[0023] In the above scheme, the data update module is also used to perform the following processing for each instruction in the instruction set: obtain the instruction category corresponding to the instruction and obtain the target original interaction state data corresponding to the instruction category from the original interaction state data; update the target original interaction state data based on the instruction to obtain the updated interaction state data of the target object corresponding to the instruction category; and combine the updated interaction state data of multiple instructions into the updated interaction state data of the target object.
[0024] In the above scheme, the data update module is also used to control the virtual object corresponding to the target object to perform the virtual behavior corresponding to the event condition information triggered by the updated interaction status data in the virtual scene in response to the updated interaction status data triggering event condition information.
[0025] An embodiment of the present application provides an electronic device, comprising:
[0026] a memory for storing computer-executable instructions;
[0027] The processor is used to implement the information interaction method provided in the embodiment of the present application when executing the computer-executable instructions stored in the memory.
[0028] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the information interaction method provided in the embodiment of the present application when the computer-executable instructions are executed by a processor.
[0029] An embodiment of the present application provides a computer program product, including computer-executable instructions. When the computer-executable instructions are executed by a processor, the information interaction method provided in the embodiment of the present application is implemented.
[0030] The embodiments of the present application have the following beneficial effects:
[0031] First, the original interaction data in the original interaction operation is obtained, so that only the original interaction data in the original interaction operation can be processed later, without having to process the data generated by the entire original interaction operation, thereby improving the efficiency of information interaction and reducing the cost of information interaction. Afterwards, the original interaction can be converted and processed to obtain an instruction set of the original interaction data, and then the original interaction state data of the target object is updated through the instruction set to obtain the updated interaction state data, and then the virtual behavior of the virtual object of the target object is controlled by the updated interaction state data. The virtual behavior is no longer directly controlled by the instruction, but is affected by the state data, thereby improving the control fidelity and thus improving the efficiency of human-computer interaction. The embodiment of the present application changes the interaction state data and then controls the virtual behavior of the virtual object, so that the user can control the virtual object to perform complex virtual behavior through simple interaction data, thereby improving the user's control over the virtual object, and at the same time, can make the virtual object perform virtual behavior that is more in line with the user's expectations, improve the fidelity of the virtual object, and thus improve the user experience of the user. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] Figure 1A 1 is a schematic diagram of the architecture of the information interaction system 100-1 provided in an embodiment of the present application;
[0033] Figure 1B 1 is a schematic diagram of the architecture of the information interaction system 100-2 provided in an embodiment of the present application;
[0034] Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application;
[0035] Figure 3A is an interaction diagram of a method for performing information interaction by a terminal provided in an embodiment of the present application;
[0036] Figure 3B is an interaction diagram of a method for executing information interaction by a server provided in an embodiment of the present application;
[0037] Figure 4A This is a flowchart of information interaction provided by an embodiment of the present application;
[0038] Figure 4B This is a schematic diagram of the information interaction process provided by the embodiment of this application Figure 2 ;
[0039] Figure 4C This is a third flow chart of information interaction provided in an embodiment of the present application;
[0040] Figure 4D Schematic diagram 4 of the information interaction flow provided in the embodiment of the present application;
[0041] Figure 4EThis is a schematic diagram of the information interaction process provided by the embodiment of this application Figure 5 ;
[0042] Figure 5 This is a data interaction diagram in a game scenario provided by an embodiment of the present application;
[0043] Figure 6 This is a schematic diagram of the dependency relationship between modules provided in the embodiment of the present application;
[0044] Figure 7 This is a flowchart of an execution event provided by an embodiment of the present application;
[0045] Figure 8A This is a flowchart of a method for executing information interaction by a server provided in an embodiment of the present application;
[0046] Figure 8B This is a flowchart of a method for a terminal to perform information interaction provided in an embodiment of the present application. DETAILED DESCRIPTION
[0047] In order to make the purpose, technical solutions and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limiting this application. All other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0048] In the following description, reference is made to “some embodiments”, which describes a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0049] The terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0050] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0051] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meanings as those commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0052] The relevant data collection and processing in the embodiments of this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in examples, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0053] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0054] 1) Character: An object that players can control in the game, which may be a person, a vehicle, or other object;
[0055] 2) Player Controller: A virtual object in the game software that manages connected clients, collects player input, and processes player input.
[0056] 3) Channel: The data channel between the client and the server for data synchronization and transmission of virtual objects;
[0057] 4) Interaction Context: A structure used to record data of various interaction types. The interaction context is used in the game program to record and process player interaction information.
[0058] 5) Interact Orders: A set of interactive operations. The interactive order set is used to record the data format. The data format used for different interactive forms may be different.
[0059] Existing technologies achieve interactive manipulation of virtual objects by unifying interactive devices into input devices, generating commands in the form of trigger buttons, and finally mapping these commands to predefined virtual behaviors within the game program. For example, in a game scenario, the four buttons X, Y, and A on a controller can be mapped to predefined behaviors within the game: X = light attack, Y = heavy attack, B = dodge, and A = jump. This completes the functional mapping. During the game, users can serially combine X, Y, and A to implement various attack strategies against opponents, thereby completing the game interaction.
[0060] Existing technologies have been the mainstream solution for a long time, and many improvements have emerged over that time. For example, these approaches simplify actions that require continuous manipulation by sensing predefined sequences of environmental states, creating "action controls" to facilitate game control. Other approaches include providing customizable "auxiliary controls" based on environmental quantification to facilitate game control. However, these are all extensions of existing technical ideas, optimizing one or more combinations of the three elements of the existing technology: unified devices, abstract buttons, or bound behaviors.
[0061] However, human-computer interaction has made great progress in recent years, and existing game control technologies may encounter the following problems when facing new technologies.
[0062] 1. Because the virtual behaviors of virtual objects are bound to keys, each basic virtual behavior corresponds to a key. When there are a large number of virtual behaviors, the number of keys cannot meet all the virtual behaviors. Users also need to memorize the virtual behavior corresponding to each key, which increases the threshold for operating virtual objects.
[0063] 2. Limitations of sequence processing (regardless of the interaction, it is a "key-based input device" based on a linear combination of keys)
[0064] 3. When the virtual behavior to be executed is a highly complex virtual behavior, the user is often required to implement it through a combination of multiple keys, which increases the difficulty for the user to operate the virtual object. At the same time, there may be complex virtual behaviors that are difficult to implement through keys.
[0065] However, human-computer interaction has made great progress in recent years, and existing game control technologies may encounter the following problems when facing new technologies.
[0066] 1. Because the virtual behaviors of virtual objects are bound to keys, each basic virtual behavior corresponds to a key. When there are a large number of virtual behaviors, the number of keys cannot meet all the virtual behaviors. Users also need to memorize the virtual behavior corresponding to each key, which increases the threshold for operating virtual objects.
[0067] 2. Limitations of sequence processing (regardless of the interaction, it is a "key-based input device" based on a linear combination of keys)
[0068] 3. When the virtual behavior to be executed is a highly complex virtual behavior, the user is often required to implement it through a combination of multiple keys, which increases the difficulty for the user to operate the virtual object. At the same time, there may be complex virtual behaviors that are difficult to implement through keys.
[0069] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for information interaction. Virtual behavior is no longer directly controlled by instructions, but is affected by state data, thereby improving control realism and thus improving human-computer interaction efficiency.
[0070] See also Figure 1A , Figure 1A This is an architectural diagram of the information interaction system 100-1 provided in an embodiment of the present application. In order to support an information interaction application, in the system 100-1, the terminal 400-1 is connected to the server 200-1 through the network 300-1. The network 300-1 can be a wide area network or a local area network, or a combination of the two.
[0071] Terminal 400-1 is used to obtain the original interaction data of the target object in the original interaction operation of the virtual scene, and then transform and process the original interaction data to obtain the instruction set of the original interaction data, update and process the original interaction status data of the target object based on the instruction set of the original interaction data to obtain the updated interaction status data of the target object, and then transmit the updated interaction status data to server 200-1 through network 300-1.
[0072] The server 200-1 is used to control the virtual behavior of the virtual object of the target object in the virtual scene based on the event condition information triggered by the updated interaction status data after receiving the updated interaction status data transmitted by the terminal 400-1 through the network 300-1, and finally return the virtual behavior to the terminal 400-1 through the network 300-1.
[0073] The above is a process of performing information interaction through an information interaction system provided in an embodiment of the present application. The following provides a process of performing information interaction through another information interaction system.
[0074] See also Figure 1B , Figure 1B This is an architectural diagram of the information interaction system 100-2 provided in an embodiment of the present application. In the system 100-2, the terminal 400-2 is connected to the server 200-2 via the network 300-2. The network 300-2 can be a wide area network or a local area network, or a combination of the two.
[0075] The terminal 400 - 2 is used to obtain original interaction data of the target object in the original interaction operation in the virtual scene, and then transmit the original interaction data to the server 200 - 1 through the network 300 - 2 .
[0076] Server 200-2 is used to transform and process the original interaction data to obtain an instruction set of the original interaction data, update and process the original interaction status data of the target object based on the instruction set of the original interaction data to obtain updated interaction status data of the target object, control the virtual behavior of the virtual object of the target object in the virtual scene based on the event condition information triggered by the updated interaction status data, and finally return the virtual behavior to terminal 400-2 through network 300-2.
[0077] It should be noted that the information interaction method provided in the embodiments of the present application can be applied to game scenarios and autonomous driving scenarios.
[0078] In the game scene, the terminal can obtain the original interaction data of the user in the original interaction operation of the game scene, and then the terminal can convert and process the original interaction data to obtain the instruction set of the original interaction data, and then update the user's original interaction status data based on the instruction set of the original interaction data to obtain updated interaction status data, and then transmit the updated interaction status data to the server. The server controls the game behavior of the user's game object in the game scene based on the event condition information triggered by the updated interaction status data, and finally returns the game behavior to the terminal.
[0079] In the game scene, the terminal can also transmit the original interaction data to the server after obtaining the original interaction data of the user's original interaction operation in the game scene. The server converts and processes the original interaction data to obtain an instruction set of the original interaction data, and then updates and processes the user's original interaction status data based on the instruction set of the original interaction data to obtain updated interaction status data. Based on the event condition information triggered by the updated interaction status data, the game behavior of the user's game object in the game scene is controlled, and finally the game behavior is returned to the terminal.
[0080] In the autonomous driving scenario, the terminal can obtain the original interaction data of the user's original interactive operations in the map scene, and then the terminal can convert and process the original interaction data to obtain an instruction set of the original interaction data, and then update and process the user's original interaction status data based on the instruction set of the original interaction data to obtain updated interaction status data, and then transmit the updated interaction status data to the server. The server controls the autonomous driving behavior of the user's autonomous driving virtual object in the map scene based on the event condition information triggered by the updated interaction status data, and finally returns the autonomous driving behavior to the terminal.
[0081] In the game scenario, the terminal can also transmit the original interaction data to the server after obtaining the original interaction data of the user's original interaction operation in the map scene. The server converts and processes the original interaction data to obtain the instruction set of the original interaction data, and then updates the user's original interaction status data based on the instruction set of the original interaction data to obtain updated interaction status data. Based on the event condition information triggered by the updated interaction status data, the autonomous driving behavior of the user's autonomous driving virtual object in the map scene is controlled, and finally the autonomous driving behavior is returned to the terminal.
[0082] The electronic device for executing the data processing method provided in the embodiments of the present application can be various types of terminal devices or servers. In some embodiments, server 200-1 and server 200-2 can be independent physical servers, 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, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminal 400 can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, smart voice interaction device, smart home appliance, car terminal, flight, etc., but is not limited to this. The terminal and the server can be directly or indirectly connected by wired or wireless communication, which is not limited in the embodiments of the present application.
[0083] Intelligent transportation system, also known as intelligent transport system, is the effective and integrated application of advanced science and technology (information technology, computer technology, data communication technology, sensor technology, electronic control technology, automatic control theory, operations research, artificial intelligence, etc.) to transportation, service control and vehicle manufacturing, strengthening the connection between vehicles, roads and users, thereby forming a comprehensive transportation system that ensures safety, improves efficiency, improves the environment and saves energy.
[0084] Intelligent Vehicle-Road Assistance Systems (IVAs), or simply VIAs, are a development direction for intelligent transportation systems. VIAs utilize advanced wireless communications and next-generation internet technologies to implement comprehensive, real-time information exchange between vehicles and roads. Based on the collection and integration of dynamic traffic information across time and space, VIAs conduct active vehicle safety control and road-side assistance management. This effectively assists drivers, vehicles, and roads, ensuring traffic safety and improving traffic efficiency, thereby creating a safe, efficient, and environmentally friendly road transportation system.
[0085] The embodiments of the present application can be applied to various scenarios, including but not limited to artificial intelligence scenarios. Artificial intelligence technology is an interdisciplinary subject that covers a wide range of fields, including both hardware-level and software-level technologies. Basic artificial intelligence technologies generally include sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technology, pre-trained model technology, operation / interaction systems, mechatronics, etc. Among them, the pre-trained model is also called a large model or a basic model. After fine-tuning, it can be widely used in downstream tasks in various major directions of artificial intelligence. Artificial intelligence software technology mainly includes several major directions such as computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.
[0086] 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 (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.
[0087] See also Figure 2 , Figure 2 is a structural diagram of an electronic device 500 provided in an embodiment of the present application, Figure 2 The electronic device 500 shown includes: at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to achieve connection and communication between these components. In addition to including a data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, the bus system 540 is not shown in FIG. Figure 2 Various buses are labeled as bus system 540 .
[0088] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0089] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
[0090] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 550 may optionally include one or more storage devices that are physically remote from the processor 510.
[0091] The memory 550 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.
[0092] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplified below.
[0093] Operating system 551, including system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0094] A network communication module 552 for reaching other electronic devices via one or more (wired or wireless) network interfaces 520 , exemplary network interfaces 520 including Bluetooth, Wi-Fi, and Universal Serial Bus (USB);
[0095] a presentation module 553 for enabling presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information);
[0096] The input processing module 554 is configured to detect one or more user inputs or interactions from one of the one or more input devices 532 and to translate the detected inputs or interactions.
[0097] In some embodiments, the apparatus provided in the embodiments of the present application may be implemented in software. Figure 2 The apparatus 555 for interacting with information stored in the memory 550 is shown. This apparatus can be software in the form of a program or plug-in, and includes the following software modules: a data acquisition module 5551, a data conversion module 5552, and a data update module 5553. These modules are logical and can be arbitrarily combined or further separated according to the functions they implement. The functions of each module will be described below.
[0098] In other embodiments, the information interaction device provided in the embodiments of the present application can be implemented in hardware. As an example, the information interaction device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the information interaction method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs) or other electronic components.
[0099] As mentioned above, the capacity processing method of the server cluster provided in the embodiment of the present application can be implemented by various types of electronic devices. Figure 3A and Figure 3B The information interaction method provided by the embodiment of the present application is described.
[0100] See also Figure 3A , Figure 3A This is an interaction diagram of a method for performing information interaction by a terminal provided in an embodiment of the present application.
[0101] In step 301A, terminal 400 - 1 obtains the original interaction operation input by the target object.
[0102] As an example, terminal 400 - 1 may obtain the original interactive operation input by the target object for the virtual object. For example, terminal 400 - 1 may receive information input by the user by triggering a keyboard key. The original interactive operation may be which key is triggered by the user.
[0103] In step 302A, terminal 400 - 1 obtains original interaction data based on the original interaction operation.
[0104] As an example, after obtaining the original interaction operation, terminal 400-1 can preprocess the original operation to obtain original interaction data, wherein the preprocessing process can simplify useless operations in the original interaction operation and perform joint analysis processing on the original interaction status data and original interaction data recorded by terminal 400-1 to obtain the original interaction data.
[0105] In step 303A, terminal 400 - 1 converts the original interaction data to obtain an instruction set.
[0106] As an example, terminal 400 - 1 may convert the original interaction data to obtain an instruction set corresponding to the original interaction data. For example, when the target object triggers the button “A”, the corresponding instruction is “the virtual object performs a boxing action”.
[0107] In step 304A, terminal 400 - 1 performs update processing based on the instruction set to obtain updated interaction state data.
[0108] As an example, terminal 400 - 1 may update original interaction state data based on an instruction set to obtain updated interaction state data. The updating method may be to record operations corresponding to the instruction set into the original interaction state data to obtain updated interaction state data.
[0109] In step 305A, the terminal 400 - 1 sends updated interaction status data to the server 200 - 1 .
[0110] As an example, the terminal 400 - 1 sends the obtained updated interaction state data to the server 200 - 1 . After receiving the updated interaction state data, the server 200 - 1 updates the original interaction state data of the terminal 400 - 1 recorded by the server 200 - 1 based on the updated interaction state data.
[0111] In step 306A, the server 200 - 1 controls the virtual object to perform a virtual behavior based on the event condition information triggered by the updated state data.
[0112] As an example, server 200-1 can control the virtual object to perform virtual behavior based on the event condition information triggered by the updated status data. For example, if the updated status data is "an enemy is approaching" and the event condition information "automatically attack when the enemy approaches" is triggered, the virtual object will be controlled to attack the approaching enemy.
[0113] In step 307A, the server 200 - 1 sends the virtual behavior to the terminal 400 - 1 .
[0114] As an example, after executing the virtual behavior of the virtual object, the server 200 - 1 may send the virtual behavior to the terminal 400 - 1 so as to display the execution result on the terminal 400 - 1 .
[0115] As an example, the above is a process of executing the information interaction method provided by the embodiment of the present application by the terminal. The following introduces the process of executing the information interaction method provided by the embodiment of the present application by the server.
[0116] See below Figure 3B , Figure 3B This is an interaction diagram of a method for executing information interaction by a server provided in an embodiment of the present application.
[0117] In step 301B, terminal 400 - 2 obtains the original interaction operation input by the target object.
[0118] As an example, terminal 400 - 2 may obtain the original interactive operation input by the target object for the virtual object.
[0119] In step 302B, terminal 400 - 2 obtains original interaction data based on the original interaction operation.
[0120] As an example, after obtaining the original interaction operation, terminal 400-2 can preprocess the original operation to obtain original interaction data, wherein the preprocessing process can simplify useless operations in the original interaction operation and perform joint analysis processing on the original interaction status data and original interaction data recorded by terminal 400-2 to obtain the original interaction data.
[0121] In step 303B, the terminal 400-2 sends the original interaction data to the server 200-2
[0122] As an example, the terminal 400 - 2 may send the original interaction data to the server 200 - 2 , so that the server 200 - 2 obtains the original interaction data.
[0123] In step 304B, the server 200 - 2 converts the original interaction data to obtain an instruction set.
[0124] As an example, the server 200 - 2 may perform conversion processing on the original interaction data to obtain an instruction set corresponding to the original interaction data.
[0125] In step 305B, the server 200 - 2 performs update processing based on the instruction set to obtain updated interaction state data.
[0126] As an example, the server 200-2 can update the original interaction state data based on the instruction set to obtain the updated interaction state data. The updating method can be to record the operation corresponding to the instruction set into the original interaction state data to obtain the updated interaction state data.
[0127] In step 306B, the server 200 - 2 controls the virtual object to perform a virtual behavior based on the event condition information triggered by the updated state data.
[0128] As an example, the server 200-2 may control the virtual object to perform a virtual behavior based on the event condition information triggered by the updated state data.
[0129] In step 307B, the server 200 - 2 sends the virtual behavior to the terminal 400 - 2 .
[0130] As an example, after executing the virtual behavior of the virtual object, the server 200 - 2 may send the virtual behavior to the terminal 400 - 2 so as to display the execution result on the terminal 400 - 2 .
[0131] Depend on Figure 3A and Figure 3B It can be seen that in the process of executing the information interaction method provided in the embodiment of the present application, the execution subjects are the interaction process when the terminal and the server are respectively executing. The following details the implementation method of the information interaction method provided in the embodiment of the present application.
[0132] See also Figure 4A , Figure 4A This is a flow chart of information interaction provided by the embodiment of the present application, combined with Figure 4A Steps 101 to 103 are shown for explanation.
[0133] In step 101, original interaction data of a target object in an original interaction operation in a virtual scene is obtained.
[0134] As an example, the target object can be a user or a robot. In the embodiment of the present application, the target object only needs to have the ability to input primitive interactive operations, and there is no specific limitation on the type of the target object.
[0135] As an example, the virtual scene may be a scene where a virtual object exists. For example, when the virtual object operated by the target object is a game object, the virtual scene may be a game scene. When the virtual object operated by the target object is a virtual model of autonomous driving, the virtual scene may be a map scene.
[0136] As an example, the original interaction operation can be an operation input by the target object for interaction. For example, if the target object presses the "A" key, the original interaction operation can be "the "A" key is pressed." For another example, if the target object inputs the voice command "Hurry up and attack him" through a voice device deployed on the terminal, the original interaction operation can be "Attack him." For another example, if the target object inputs the gesture "wave forward" through a gesture device deployed on the terminal, the original interaction operation can be "gesture: wave forward."
[0137] As an example, the original interaction data may be data pre-processed by the terminal. A method for obtaining the original interaction data is described below.
[0138] In some embodiments, the original interaction data of the target object in the original interaction operation in the virtual scene in step 101 can be obtained by Figure 4B The result is obtained from step 1011 to step 1014 shown.
[0139] In step 1011, original interaction state data of the target object in the virtual scene is obtained.
[0140] As an example, the original interaction state data of the target object in the virtual scene is obtained so as to use the original interaction state data in subsequent joint data parsing.
[0141] In step 1012, original operation data corresponding to the original interactive operation is obtained.
[0142] As an example, after obtaining the original interactive operation of the target object, the terminal may obtain original operation data corresponding to the original interactive operation.
[0143] As an example, the original interactive operation of the target object is that the target object presses the key "A", and the original operation data corresponding to the original interactive operation obtained by the terminal is that the target object presses the key "A".
[0144] As an example, the original interactive operation of the target object is that the target object says the sentence "hurry up and attack him", and the original operation data corresponding to the original interactive operation obtained by the terminal is that the voice of the target object is "hurry up and attack him".
[0145] In step 1013, when the amount of the original operation data is greater than the first quantity threshold, or the original operation data is related to the original interaction state data, the original operation data is preprocessed to obtain original interaction data.
[0146] As an example, since the original interaction data corresponding to the original operation data needs to be transmitted to the server later, and during the interaction between the target object and the terminal, the terminal is often required to provide timely feedback on the interaction operation of the target object, the original operation data with a large amount of data needs to be preprocessed to obtain the original interaction data and transmitted to the server.
[0147] For example, the raw operation data may not be clearly defined. For example, the raw operation data 1013A is "Hurry up and attack him." If the raw operation data 1013A is directly transmitted to the server, the server cannot clearly know which object the "he" in the raw operation data 1013A refers to. Therefore, the raw operation data needs to be preprocessed to convert it into clearly defined raw interaction data.
[0148] As an example, based on the above reasons, when the amount of original operation data is greater than the first quantity threshold, or the original operation data cannot be clearly defined, the original operation data needs to be preprocessed to obtain original interaction data.
[0149] In some embodiments, pre-processing the original operation data to obtain the original interaction data in step 1013 may be implemented by the following technical solutions:
[0150] When the original operation data is related to the original interaction state data, a joint analysis process is performed based on the original interaction state data and the original operation data to obtain the original interaction data; when the amount of the original operation data is greater than the first quantity threshold, the original operation data is simplified to obtain the original interaction data.
[0151] As an example, when the original operation data cannot be clearly defined, it is often necessary to perform joint analysis based on the original interaction state data and the original operation data to obtain the original interaction data.
[0152] As an example, the original interaction state 1013B is that the target object's gaze is aimed at object 1013C, and the original operation data 1013D is "quickly attack him". At this time, "he" in the original operation data 1013D can be replaced with object 1013C, so the original interaction data obtained is "quickly attack 1013C".
[0153] As an example, the original interaction state 1013E is that the gesture of the target object points to object 1013F, and the original operation data 1013G is "Go and save him". At this time, "he" in the original operation data 1013G can be replaced with object 1013F, so the original interaction data obtained is "Go and save 1013F".
[0154] As an example, the above is a process of preprocessing raw operation data that cannot be clearly defined. The following describes a process of preprocessing raw operation data with a large amount of data.
[0155] As an example, when the data volume of the original operation data is greater than the first quantity threshold, the original operation data is simplified to obtain original interaction data.
[0156] As an example, the simplification processing of the original operation can be to simplify the original operation data into a sequence. For example, the original operation data 1013H is "Go and attack target 1013I quickly", which can be simplified to the sequence (attack, 1013I). At the same time, the invalid data in the original operation data can also be removed. For example, the original operation data 1013J is "Can you rescue 1013K quickly? It affects me" can be simplified to "Save 1013K".
[0157] In step 1014 , when the amount of the original operation data is not greater than the first quantity threshold and the original operation data is not related to the original interaction state data, the original operation data is used as the original interaction data.
[0158] As an example, when the amount of original operation data is not greater than the first quantity threshold and the original operation data can be clearly defined, there is no need to preprocess the original operation data, and the original operation data can be directly used as original interaction data.
[0159] In step 102, the original interaction data is transformed to obtain an instruction set of the original interaction data.
[0160] As an example, after obtaining the original interaction data, the original interaction data may be transformed to obtain an instruction set of the original interaction data.
[0161] For example, the purpose of converting raw interaction data is to convert it into computer-recognizable commands. For example, if the raw interaction data is "shoot," the raw interaction data can be passed to a function that controls shooting, and the function outputs the shooting command. Another example is if the raw interaction data is "pressing the A key," the raw interaction data can be mapped to the command "punch" bound to "A."
[0162] In some embodiments, when the original interaction data corresponds to multiple instruction categories, the conversion of the original interaction data in step 102 to obtain the instruction set of the original interaction data can be implemented by the following technical solutions:
[0163] The following processing is performed in parallel on the original interaction data of each instruction category: the original interaction data corresponding to the instruction category is converted and processed by the interaction processor matching the instruction category to obtain instructions of the corresponding instruction category; the instructions corresponding to multiple instruction categories are combined into an instruction set of the original interaction data.
[0164] As an example, the instruction category may be the data category of the original interaction data from which the instruction is derived. For example, if the original interaction data 102A is the voice data "attack target 102B," the instruction category corresponding to the original interaction data 102A is the voice category. For another example, if the original interaction data 102C is the gesture data "wave forward," the instruction category of the original interaction data 102C is the gesture category.
[0165] For example, different processors are often required for different instruction categories, that is, the processor that processes voice data cannot be used to process gesture data. Therefore, a processor that matches the instruction category needs to be used for conversion processing to obtain instructions of the corresponding instruction category.
[0166] As an example, the original interaction data includes original interaction data 102D (voice type data) "attack target 102E", and also includes original interaction data 102F (gesture type data) "point to target 102E", so it is necessary to use a voice processor to process the original interaction data 102D, and use a gesture processor to process the original interaction data 102F.
[0167] As an example, through the above method, multiple original interaction data can be classified and then handed over to corresponding interaction processors for conversion processing, thereby improving the efficiency and accuracy of converting the original interaction data.
[0168] In some embodiments, the instruction set for converting the original interaction data in step 102 to obtain the original interaction data can be obtained by: Figure 4C Steps 1021 to 1022 shown are implemented as follows:
[0169] In step 1021 , when the original interaction data is eye-controlled interaction data or gesture interaction data, a data structure corresponding to the original interaction data is established, and the data structure is used as an instruction set of the original interaction data.
[0170] As an example, for eye control interaction and gesture interaction, a data structure that records changes during the eye control interaction and gesture interaction can be established, and the data structure is used as an instruction set.
[0171] As an example, when the original interaction is an eye-controlled interaction, a data structure may be established to record basic data such as the gaze angle, gaze focus distance, and eye state during the eye-controlled interaction.
[0172] As an example, when the original interaction is a gesture interaction, a data structure can be established to record the basic data such as the gesture's motion trajectory, gesture shape, and instructions corresponding to different gesture motion trajectories and different gesture shapes during the gesture interaction.
[0173] In step 1022, when the original interaction data is voice interaction data, recognition processing is performed on the voice interaction data in different dimensions to obtain multi-dimensional recognition results, and the multi-dimensional recognition results are used as the instruction set of the original interaction data.
[0174] As an example, when the original interaction data is voice interaction data, recognition processing of different dimensions can be performed on the voice interaction data to obtain multi-dimensional recognition results.
[0175] The following describes the process of multi-dimensional recognition processing of raw voice interaction data.
[0176] In some embodiments, performing recognition processing on the voice interaction data in different dimensions to obtain multi-dimensional recognition results in step 1022 can be achieved by the following technical solutions:
[0177] The voice interaction data is processed for urgency recognition to obtain the urgency of the voice interaction data; the voice interaction data is processed for action recognition to obtain the action instructions of the voice interaction data; the voice interaction data is processed for target recognition to obtain the target object of the voice interaction data; the urgency, action instructions and target object are combined into a multi-dimensional recognition result.
[0178] For example, if voice interaction data 1022A is "Hurry up and find a place to hide," urgency recognition processing can be performed on voice interaction data 1022A to obtain voice interaction data 1022ADE with an urgency level of "high priority." Action recognition processing can also be performed on voice interaction data 1022A to obtain an action instruction of "defend / hide." Target recognition processing can also be performed on voice interaction data 1022A to obtain a target object of "no specific object / wide range."
[0179] In step 103, the original interaction state data of the target object is updated based on the instruction set of the original interaction data to obtain updated interaction state data of the target object; wherein the updated interaction state data is used to control the virtual object corresponding to the target object to perform virtual behavior in the virtual scene in response to the original interaction operation.
[0180] As an example, after obtaining the instruction set of the original interaction data, the original interaction state data can be updated according to the instruction set of the original interaction data. The original interaction state data can be a data set with a timestamp, which includes the data content of each loaded interaction form.
[0181] As an example, the original interaction state data 103A is [(10.30, attack target 103B)(10.30, look at target 103B), (10.31, rescue target 103C), (10.32, shoot), (10.32, gesture pointing to target 103D)], where the first item in () is the timestamp and the second item is the interaction behavior.
[0182] As an example, after the instruction set is obtained, the original interaction state data may be updated.
[0183] As an example, the instruction set is attack target 103E and gesture pointing 103E. Based on the above-mentioned original interaction state data 103A, the original interaction state data 103A can be updated to the updated interaction state data 103F [(10.30, attack target 103B)(10.30, look at target 103B), (10.31, rescue target 103C), (10.32, shoot), (10.32, gesture pointing to target 103D), (10.33, attack target 103E), (10.33, gesture pointing 103E)].
[0184] As an example, by comparing the original interaction status data 103A and the updated interaction status data 103F, it can be seen that the different parts between the original interaction status data 103A and the updated interaction status data 103F are [(10.33, attack target 103E), (10.33, gesture pointing to 103E)], and [(10.33, attack target 103E), (10.33, gesture pointing to 103E)] can be used as the updated interaction status data.
[0185] In some embodiments, the original interaction state data of the target object is updated based on the instruction set of the original interaction data in step 103, and the updated interaction state data of the target object can be obtained by: Figure 4D Steps 1031 to 1032 are implemented as shown.
[0186] In step 1031 , when the instruction set includes multiple execution instructions and there is a logic conflict in the execution processes represented by the multiple execution instructions, the multiple execution instructions are sequentially spliced based on the priority of each of the multiple execution instructions to obtain an instruction splicing result.
[0187] For example, since the instruction set records multiple execution instructions of the user, there may be logical conflicts between the multiple execution instructions. In this case, the multiple execution instructions can be sequentially spliced according to the priority of each execution instruction to obtain the instruction splicing result.
[0188] As an example, the execution process represented by execution instruction 1031A is that target 1031B moves forward, and the execution process represented by execution instruction 1031C is that target 1031B moves backward, and the priority of execution instruction 1031A is higher than that of execution instruction 1031C. Execution instruction 1031A and execution instruction 1031C are sequentially spliced to obtain the instruction splicing result of first executing the forward movement and then executing the backward movement.
[0189] In step 1032, the original interaction state data of the target object is updated based on the instruction splicing result to obtain updated interaction state data of the target object.
[0190] As an example, after obtaining the instruction splicing result, the original interaction state data is updated based on the instruction splicing result to obtain updated interaction state data.
[0191] As an example, before performing instruction splicing, it is necessary to first determine the priority of each execution instruction. The following describes the process of determining the priority of the execution instruction.
[0192] In some embodiments, before executing step 1031, the following steps may be performed: Figure 4E 1031A to step 1031C as shown.
[0193] In step 1031A, the difference between the execution instruction and the adjacent historical execution instructions of the same dimension is obtained, and a first priority positively correlated with the difference is obtained.
[0194] As an example, the priority is determined according to the difference between the execution instruction and the historical execution instructions of the same dimension, and the greater the difference, the higher the priority.
[0195] For example, if the execution instruction 1031AA is a gesture-based execution instruction (i.e., the execution instruction is obtained through a gesture), and the execution instruction 1031AB is a gesture-based execution instruction at the previous moment, where the execution instruction 1031AA is forward and the execution instruction 1031AB is backward, the priority of the execution instruction 1031AA is high.
[0196] In step 1031B, the movement amplitude corresponding to the instruction is obtained, and a second priority positively correlated with the movement amplitude is obtained.
[0197] As an example, the execution instruction 1031BA is an execution instruction of the gesture dimension (that is, the execution instruction is obtained through a gesture), and the execution instruction of the gesture dimension at the previous moment is 1031BB, wherein the gesture corresponding to the execution instruction 1031BA is pointing to the object 1031BC, and the gesture corresponding to the execution instruction 1031BB is pointing to the object 1031BD. It can be seen that the action amplitude corresponding to the execution instruction 1031BA is the same as the action amplitude corresponding to the execution instruction 1031BB at the previous moment, so the priority of the execution instruction 1031BA is low priority.
[0198] In step 1031C, the first priority and the second priority are merged to obtain the priority of the execution instruction.
[0199] As an example, the priority level can be fused by taking the higher priority of the first priority level and the second priority level as the fused priority level, or by scoring each priority level and taking the average of the scores of each priority level as the fused priority level. The above are two methods for fusion processing of priorities provided in the embodiments of the present application. The specific method for fusion processing of priorities can be set according to actual conditions and is not specifically limited here.
[0200] In some embodiments, during the conversion processing in step 102 and the update processing in step 103, when the real-time indicator of the original interaction operation corresponding to the original interaction data is higher than the real-time indicator threshold, or the resource consumption indicator of the original interaction operation corresponding to the original interaction data is higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the terminal; when the real-time indicator of the original interaction operation corresponding to the original interaction data is not higher than the real-time indicator threshold, and the resource consumption indicator of the original interaction operation corresponding to the original interaction data is not higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the server.
[0201] As an example, since the server needs to connect to multiple terminals at the same time, in order to avoid transmitting all data to the server for processing, which increases the load on the server, the terminal can perform part of the data processing process.
[0202] As an example, since the processing speed of the server may be lower than the processing speed of the terminal, the original interaction data with higher real-time indicators can be converted and updated by the terminal.
[0203] As an example, the original interaction data is the interaction data of eye-controlled interaction. Since eye-controlled interaction has high real-time requirements, when the real-time index of eye-controlled interaction is higher than the real-time index threshold, the terminal can convert and update the original interaction data of eye-controlled interaction.
[0204] As an example, since the server load may not support processing of original interactive operations with large resource consumption, the original interactive data with large resource consumption indicators can be converted and updated by the terminal.
[0205] As an example, the original interaction data is the interaction data of voice interaction. Since voice interaction consumes a lot of resources (because voice recognition is required), when the resource consumption index of voice interaction is higher than the resource consumption index threshold, the terminal can convert and update the original interaction data of voice interaction.
[0206] As an example, for original interaction data whose real-time indicators are not higher than the real-time indicator threshold and whose resource consumption indicators are not higher than the resource consumption indicator threshold, the terminal can transmit the original interaction data to the server after obtaining the original interaction data, and the server will perform conversion processing and update processing.
[0207] In some embodiments, during the conversion processing in step 102 and the update processing in step 103, when the conversion processing and the update processing are implemented through the terminal, the updated interaction state data of the target object is used to be transmitted to the server through the designated data channel, so that the server controls the virtual object corresponding to the target object to perform virtual behavior in the virtual scene, wherein the designated data channel matches the instruction category corresponding to the updated interaction state data; when the conversion processing and the update processing are implemented through the server, the original interaction data is used to be transmitted from the terminal to the server through the designated data channel, so that the server performs the conversion processing and the update processing, wherein the designated data channel matches the instruction category corresponding to the original interaction data.
[0208] As an example, since the data types of the updated interaction status data and the original interaction data may be different (the updated interaction status data and the original interaction data may include voice type, gesture type, eye control type, and keyboard and mouse type, etc.), in order to ensure efficient data transmission, the updated interaction status data of voice type or the original interaction data channel of voice type can be transmitted with the data channel matching the voice type, and the updated interaction status data of gesture type or the original interaction data channel of gesture type can be transmitted with the data channel matching the gesture type. Therefore, the updated interaction status data of eye control type or the original interaction data channel of eye control type can be transmitted with the data channel matching the eye control type, and the updated interaction status data of keyboard and mouse type or the original interaction data channel of keyboard and mouse type can be transmitted with the data channel matching the keyboard and mouse type.
[0209] As an example, the above method can improve the efficiency of data transmission.
[0210] In some embodiments, the updating of the original interaction state data of the target object based on the instruction set of the original interaction data in step 103 to obtain the updated interaction state data of the target object may be achieved by the following technical solutions:
[0211] The following processing is performed for each instruction in the instruction set:
[0212] Obtain the instruction category corresponding to the instruction; obtain the target original interaction state data corresponding to the instruction category from the original interaction state data; update the target original interaction state data based on the instruction to obtain the updated interaction state data of the target object corresponding to the instruction category; and combine the updated interaction state data of multiple instructions into the updated interaction state data of the target object.
[0213] As an example, the original interaction state data can be classified according to categories. For example, the original interaction state data can be divided into voice original interaction state data, gesture original interaction state data, keyboard and mouse original interaction state data, and eye control original interaction state data.
[0214] As an example, after obtaining the instruction set, the target original interaction state corresponding to the instruction type may be updated based on the instruction to obtain the updated interaction state data.
[0215] As an example, instruction 103G is a voice type instruction, so the voice original interaction state data can be updated based on instruction 103G, and instruction 103H is a gesture type instruction, so the gesture original interaction state data can be updated based on instruction 103H.
[0216] In some embodiments, controlling the virtual object corresponding to the target object to perform a virtual behavior in the virtual scene in response to the original interactive operation in step 103 may be implemented by the following technical solutions:
[0217] In response to the update of the interaction state data triggering event condition information, the virtual object corresponding to the target object is controlled to perform a virtual behavior corresponding to the event condition information triggered by the update of the interaction state data in the virtual scene.
[0218] For example, when the event condition information 103I is moving forward, the device moves forward at a speed of 100 speed units. When the updated interaction state data 103J is moving forward, the updated interaction state data 103J triggers the event condition information 103I, and the virtual behavior of moving forward at a speed of 100 speed units is executed.
[0219] As an example, the event condition information may be defined by a program corresponding to the virtual scene, or may be defined by a target object.
[0220] For example, the target object defines event condition information 103K as attacking the enemy when the enemy approaches. When the updated interaction state data 103L indicates that the distance between the target 103M and the virtual object 103N is 1 distance unit, it can be determined that the updated interaction state data 103L has triggered the event condition information 103K, and the virtual behavior of attacking the target 103M is executed.
[0221] The following describes an exemplary application of the embodiments of the present application in a practical application scenario.
[0222] The following combination Figure 5 The present application embodiment provides a specific implementation method in a game scenario. Figure 5 This is a data interaction diagram in a game scenario provided by an embodiment of the present application.
[0223] exist Figure 5 In the game, as the control module, the interactive processors that need to be supported and loaded will be configured on the server and client first, and the corresponding data channels will be generated according to the interaction type to achieve data communication between the server and client. Figure 5 As shown by the dashed lines in the figure, when initializing the terminal and server modules, the data in the interaction processor configuration table is combined to build the terminal and server interaction processors. At the same time, the terminal and server channels are built. The terminal transmits data through the terminal channel management, and the server transmits data through the server channel management.
[0224] After recording the original interaction operation in the interaction context, the terminal can execute the following two models. In mode 1, the terminal can pre-process the original interaction operation and transmit the pre-processed result to the server, which performs subsequent processing.
[0225] In mode 2, the terminal can directly process the original interaction operation into context impact and transformation (update interaction state data) through the local interaction processor, and then transmit the context impact and transformation to the server.
[0226] After receiving the data transmitted by the terminal, the server updates the interaction context recorded by the server, and then determines the event triggering conditions based on the game logic. The event triggering conditions can be implemented as a preset behavior set solidified in the program, or as function blocks and dynamically combined by a configuration table to facilitate program implementation or support client-side custom functions.
[0227] The information interaction method provided in the embodiment of the present application can realize related functions by combining three functional modules: interaction processor module, interaction channel management module and interaction context management module. Figure 6Introduce the dependency relationship between the interaction processor module, interaction channel management module, and interaction context management module. Figure 6 It is a schematic diagram of the dependency relationship between modules provided in the embodiment of the present application.
[0228] exist Figure 6 In the example, the dotted lines represent the dependencies between modules, and the arrows point to the dependent modules. Figure 6 In the process, the player's interaction depends on the terminal's interaction processor module, the terminal's interaction processor module depends on the terminal's local context management, and the terminal's local context management depends on the terminal's interaction channel management module.
[0229] The game logic depends on the server's control status query and the server's event triggering management execution. The server's control status query depends on the server's interaction context management execution. The server's interaction context management depends on the server's event triggering management execution. The server's interaction processor module depends on the server's interaction context management execution. The server's interaction channel management module depends on the terminal's interaction channel management model, the server's interaction context management and the server's interaction processor module execution.
[0230] The following sections describe the interaction processor module, interaction channel management module, and interaction context management module. The interaction processor module is a program that responds to a specific device-based interaction method. In addition to traditional key-mapped devices like keyboards, mice, and gamepads, the interaction processor module also includes sensing devices and processing logic for eye control, gestures, body language, and voice. This module's primary function is to convert raw device interaction data into an instruction set for updating the game's interaction context (interaction state data). This allows the player's (target object) intentions to be translated into influences on the interaction context, thereby driving various corresponding effects in the game.
[0231] The configuration of the interaction processor can be specified through the configuration file, for example:
[0232] +InteractProcessorDefinitions=(DefName="Voice",DefClassName=" / Interaction / VoiceProce ssor.VoiceProcessor",DefChannelName="VoiceInput",DefOptions="Model="CommandGeneral")
[0233] After the game program is started, each processor can be initialized and resources allocated according to relevant logic.
[0234] This method also supports traditional key-mapped devices. Traditional key-mapped devices still process player input (PlayerInput), and the standard key mapping is fully preserved, ensuring full compatibility and support for standard game interactive input in existing methods. Furthermore, other devices can develop the relevant raw data reading and escaping logic to implement player control parsing.
[0235] Some new forms of interaction can be processed through clear data structures. For example, the input of an eye-controlled device may only be able to identify the direction of the player's gaze, or it may have the ability to fully identify the player's gaze direction, focal position, and eye state, depending on the device's performance. Therefore, the eye-controlled input processor can establish relevant data structures to update the interaction context's gaze rotation angle (EyeRotate), gaze focus distance (EyeTargetDistance), eye state (EyeStatus) and other basic data to calibrate the player's momentary status and focus.
[0236] Some new forms of interaction may be difficult to represent using clear data structures, such as language processing. This type of input belongs to a big data model, and the source data for language processing may be more abstract, a quantized vector in a big data space. Language processing can involve pre-defining clusters in a program, then clustering semantics, and mapping the clustering results to language processing interaction methods for recording. The language processing process can also use the language space vector distance of basic semantics to perform multi-dimensional semantic analysis and link the player's semantic elements. Regardless of the form, after processing by the processor, a speech segment will be converted into a series of instructions to influence the player's interaction context. For example, the player's voice "Hurry up and find a place to hide" (without looking at a specific non-player character (NPC)) can be mapped to "high priority" in the urgency space, "defense / hide" in the behavior space, and "no specific object / large range" in the behavior subject identification. This generates an instruction set [Scope = AllMembers, Priority = High, Category = Defense, Action = Hide] to perform a specific action.
[0237] The following combination Figure 7 Introducing the flow diagram of executing events through event triggering, Figure 7 This is a flowchart of the execution event provided in the embodiment of the present application.
[0238] exist Figure 7In the game, players can input multi-dimensional interactive operations at the same time, which are processed through interactive input perception, traditional input mapping, and interactive input recognition to update the player interaction context. The updated player interaction context can then be executed to determine the triggered event. The player interaction context can then be updated based on the triggered event, and finally the triggered event can be executed.
[0239] The interactive channel management module is introduced below.
[0240] The interactive channel can establish relevant data channels based on the interactive processor actually enabled to synchronize data between the client and the server. Figure 8A and Figure 8B Two possible forms are introduced:
[0241] Figure 8A This is a flowchart of a method for a server to perform information interaction provided in an embodiment of the present application.
[0242] Figure 8B This is a flowchart of a method for a terminal to perform information interaction provided in an embodiment of the present application.
[0243] exist Figure 8A In the process, the player interaction perception of the terminal can obtain the player's original interaction data and transmit the original interaction data to the local interaction context of the terminal. After recording the original interaction data, the local interaction context will transmit the original interaction data to the terminal's interaction data preprocessing, and perform joint data analysis in combination with the local interaction context of the terminal to obtain preprocessed data. The preprocessed output is then transmitted to the server's interaction processor to update the server's player interaction context after the server's interaction processor completes the processing.
[0244] Based on the configuration file's definitions, the loaded interaction processor initializes the relevant data channels for each interaction type, thus enabling support for the loaded interaction types. However, the raw interaction data transmitted in these channels can be very large and may vary depending on the client's environment. Therefore, preprocessing of the raw data is necessary before transmitting the preprocessed or parsed data. For example, in the case of "Hurry up and get that person done," transmitting the raw data to the server is meaningless because the identities of the "you" and "that person" in the speech are unknown. At the time of processing, the interaction context, including eye control or controller selection, must be retrieved based on the local timestamp for parsing. For example, preprocessing the data into a sequence of units such as ["NPCNicole", "Enemy N073", "Get done"] is then synchronized to the remote end for relevant processing. This avoids ambiguous input.
[0245] exist Figure 8BIn the process, the player interaction perception of the terminal can obtain the player's original interaction data, and then send the original interaction data to the local interaction context of the terminal. After recording the original interaction data, the local interaction context will transmit the original interaction data to the interaction data parser of the terminal, and perform joint data analysis in combination with the local interaction context of the terminal to obtain an instruction set. Then, the interaction state can be parsed based on the instruction set and the local interaction context to update the local interaction context. The instruction set is then transmitted to the interaction processor of the terminal to obtain context influences and changes, and the context influences and changes are transmitted to the context data merger of the server to apply context influences and transformations in the player interaction context of the server.
[0246] Based on the configuration file, the loaded interaction data channel will initialize the relevant data channel, but at this time, the channel directly transmits the influence of the interaction context, which is equivalent to the change of the synchronized interaction context. This method is more effective for some forms of interaction that are particularly resource-intensive and have strong real-time requirements. The most obvious ones are eye control and voice: the former changes frequently and does not necessarily require synchronizing the original data to the remote end (it is also possible to only filter out meaningful data for synchronization). The latter is mainly due to the huge amount of data and the processing of large models is relatively more resource-intensive. Therefore, the detailed data of both can also be implemented as only processed locally, and only the interaction context influence after recognition is synchronized to the remote end. This form may be more suitable for games with rich language interaction and will not cause excessive data pressure on the server and network.
[0247] The interactive channel management module is introduced below.
[0248] The interaction context is a data structure attached to the player controller (PlayerController). Each player will have his own controller to control the client's transactions and manage the data exchange between the client and the server. Therefore, the interaction context is also based on the player. Each player will have a unique interaction context to present the player's interaction status.
[0249] The interaction context is implemented as a large, timestamped data set containing the contextual data content of each loaded interaction form. It supports player state perception and event triggering, allowing the player's interactive behavior to drive and influence the game environment and process. The interaction context can accept processed data (raw or processed) from the client to update the context, and can also accept context change data from the client for direct update. The interaction context can be used as state data to provide the game logic with the current player's interaction state data to guide the game logic or AI logic to perform accordingly; it can also trigger relevant actions or processing logic in response to changes in the context based on the set event trigger conditions.
[0250] For a shooting game that supports eye control, language, gestures, and keyboard and mouse control, the configured and loaded interaction processors also correspond to four types of eye control, language, gestures, and keyboard and mouse, corresponding to four data channels, and the interaction context obviously needs to include four types of eye control, language, gestures, and key input. Considering that the amount of interactive data between eye control and speech is relatively large (the former is mainly more frequent, and the latter is mainly a large amount of voice data), and the real-time nature is relatively high (especially when they cooperate with each other), and the control is mainly directional control, eye control and speech are mainly processed and parsed on the client side, and the synchronization of eye control and speech in the channel is mainly the influence and changes of context; gestures that do not change frequently and are persistent are theoretically suitable for pre-processing data synchronization to the server side, but considering that gestures are not easy to make (compared to moving the eyes and pressing a key), and the responsiveness of the game control experience to gestures (after making the right gesture, there may be delays or packet loss), gestures are also mainly processed on the client side, and the gestures at least transmit parsed data in the channel, which directly affects the interaction context, mainly to trigger various combined behaviors; keyboard and mouse operations are similar to the current implementation scheme, and are synchronized to the server side as pre-processed data in the form of combined streams to trigger related predefined behaviors (especially basic operations such as moving and shooting that everyone is accustomed to). Therefore, such an interaction context is similar to the following structure:
[0251] Context={
[0252] EyeControl={10.760:Lock<NPC Edward> ,11.230:Lock<Enemy C02> ,13.303:Scan<Angle 75-90> ,14.336:Lock<Enemy C02> ,15.780:Scan<Angle 30-60> ,17.091:Lock<Enemy C03> ,…},
[0253] VoiceControl={11.602:Cover<NPC Edward,Player 01,Enemy C02> ,17.301:Defense / Hide<X,Enemy C03> ,…},
[0254] GestureControl={14.102:Alert<Block B01> ,…},
[0255] InputControl={10.530:IA_Walk,10.668:IA_Jump,11.010:IA_Crouch,12.102:IA_Run,14.3 70:IA_Stand,14.703:IA_Shoot,15.603:IA_Walk,16.106:IA_Postrate,18.203:IA_Shoot,…}
[0256] }
[0257] The above data structure can clearly describe the player's interaction status and the current player's control status. The auxiliary AI can respond according to the instructions and the current status.
[0258] Regarding event triggering conditions, when the change in context reaches a certain preset or customized condition, it can drive related behaviors or actions accordingly. Taking the aforementioned interactive context as an example, for the eye control channel, it can be set to trigger when the player's eye lock object remains unchanged for 1 second and the player is in the Shooting state, and the trigger object is the auxiliary AI auxiliary action: focus fire; for the voice channel, the player's voice analysis command can be set to directly drive the corresponding category of auxiliary AI auxiliary actions: Cover triggers fire cover, Defense / Hide triggers immediate avoidance; for the gesture channel, the player can set two fingers to stand up for immediate alert, and assist eye control to locate the direction and approximate area of the alert; for ordinary input, the corresponding button control behavior is triggered immediately. Then, according to the above trigger conditions, the player's interactive operations from 10s-18s can be translated as:
[0259] 1. [10s] The player jumps and flips into cover;
[0260] 2. [11s] The player gives the order: Edward provides fire support as the player rushes towards the C02 enemy;
[0261] 3. [12s] The player rushes towards enemy C02;
[0262] 4. [14s] The player issues the command: Be alert to possible enemies in area B01;
[0263] 5. [14s] The player shoots at enemy C02, which is injured but not destroyed;
[0264] 6. [15s] The player issues the order: Focus fire to eliminate enemy C02;
[0265] 7. [16s] The player spots enemy C03 and immediately hides in the bushes;
[0266] 8. [17s] The player issues an order: All units immediately avoid enemy C03 and do not alert him;
[0267] 9.[18s]The player shoots and kills C03 enemy.
[0268] As can be seen above, four interactive processors, along with four trigger conditions and support for conventional input, can achieve the aforementioned series of combined command operations within the eight seconds, commanding the auxiliary AI to assist in completing various collaborative commands to help players achieve their tactical goals. Using a "button" operation requires defining multiple buttons and precisely defining their meanings, and combining them with the directional joystick for rapid stick movements. This requires high operational requirements and a complex definition of the action sequence. This method, based on multimedia interaction to complete game control, can significantly improve gameplay and make the gaming experience more similar to daily operations.
[0269] This method expands the types of interactions, not just abstracting them into fixed "buttons." Instead, it defines corresponding processors for different forms of interaction (eye contact, voice). Therefore, the result of a specific interaction becomes the instruction set for the corresponding processor. For example, for voice, this method can define its "complete expression" as an instruction. After regularization and processing with a large voice model, the voice will form quantized units that serve as input for the speech processor (a type of interaction processor). This eliminates the need to consider how to abstract the language into "buttons," saving abstraction effort and making the meaning of "input" more flexible (this will be further explained in the second question). For each form of interaction (including the keyboard), a channel belonging to this processor can be scalably defined in the game program. The processor can receive the instruction set that the processor can process. This allows for the expansion and support of diverse interaction methods, and can be applied without the need for "button" abstraction, significantly expanding the information and interaction data that the game can receive.
[0270] This method expands the application characteristics of interaction data, so that the "input" generated by the interaction is no longer just defined by the interaction context (the context here refers to the user's state, that is, where the user is looking (eye control data) and the user's tone of voice, etc.) as in existing methods. Instead, the instruction set generated by the interaction itself can affect the context, thereby triggering context changes to trigger events in each processor and drive a series of interactive effects.
[0271] Interaction is no longer a "one command, one action" approach: the instruction set will affect the interaction context and generate behavior through event triggering conditions, rather than directly triggering a specific action. This decouples interaction and behavior, enabling more complex interactive linkages. For example, the eyes control the locking of the fire crosshairs, the handle controls the opening and closing of firepower, and gestures control the tactical strategy of the AI, and these operations can occur simultaneously. On the other hand, customizable event triggering conditions can realize more player-oriented control mode design, which is more in line with the way people think about problems and can also simplify the configuration of many game controls. For example, AI high-priority instructions: when the enemy is aiming at me, and I am paying attention and fighting with others, I will attack the enemy aiming at me instead.
[0272] Interactions now have contextual semantics: whenever an instruction set triggers an event, the processor for that instruction set receives the full context of the event. Even if no event is triggered, the interaction context supports active querying by the processor, allowing the game logic to proactively access the player's control status, resulting in improved NPC AI performance and a better gaming experience. For example, if the interaction context includes eye aiming information, voice commands can give the NPC a clear purpose. This theoretically requires combining many sequential operations, but with this solution, it can be implemented in a very natural and realistic way. Another example is the area where the player's peripheral vision scans during combat. While this instruction set doesn't trigger any actual actions (such as reloading or firing), the NPC supporting AI can access this contextual information and be alert to that direction. As a gameplay experience, players will perceive the NPC as "intelligent" or "cooperative," significantly enhancing the interactive experience.
[0273] Existing implementation methods are based on single action triggering, which can be said to be stateless function triggering. Therefore, in order to implement serialized logic, a large number of dependent conditional assumptions and state assumptions are required. This makes the code implemented by the game program complex and large, and makes it difficult for players to use custom sequence functions. For example, to instruct a support AI to "charge forward with you toward the enemy," the current implementation requires configuring a condition: while you're behind cover, pressing the X key will cause the support AI to follow and hide behind nearby cover. Then, set the Y key to select enemies (possibly also using the left and right arrow keys to move among them). Then, configure a condition: while holding the X key, if an enemy is selected by the Y key, the support AI will charge toward the selected enemy. This requires at least two auxiliary keys and three rules, and the operation is easily chaotic (X / Y / arrow keys). Furthermore, the player has to find the right timing to "charge with you," because pressing X too early will cause the support AI to charge alone. Furthermore, if enemy fire is particularly fierce, you'll have to take cover first before pressing X to have the support AI hide as well. Otherwise, you'll need to define new conditions or button rules to adapt to the desired action. Using this method, it can be fully realized with just one gesture: look at the target enemy, and a "follow" gesture can put the auxiliary AI into a ready state. Then, as long as the player's eyes are still looking at the target enemy and running, the auxiliary AI will follow to provide cover. If the resistance firepower exceeds expectations, you can directly use gestures to command the auxiliary AI to hide or lie down one by one or in batches according to the current eye-controlled target. This implementation only requires the coordination of eye control and gestures for the command set. If voice is further used, more detailed commands can be achieved (such as tactical activities such as positioning and flanking), which is in line with human habits and greatly reduces the parts that need to be configured.
[0274] In summary, the embodiments of the present application can at least achieve the following technical effects: it expands the traditional single-key actively driven input device and transforms the single-key actively driven input device into any form of input device that supports customizable data input processing; the operation based on the interactive context is synchronized through data, so it can support parallel response of different input data; it expands the direct driving of behavior serialization and turns it into a conditional triggering form based on changes, so it can support customizable behavior driving logic and can be jointly driven in combination with multiple interactive forms.
[0275] The following continues to describe the exemplary structure of the information interaction device 555 provided in the embodiment of the present application as a software module. In some embodiments, such as Figure 2 As shown, the software modules stored in the information interaction device 555 of the memory 550 may include:
[0276] The data acquisition module 5551 is used to acquire the original interaction data of the target object in the original interaction operation in the virtual scene;
[0277] The data conversion module 5552 is used to convert the original interaction data to obtain an instruction set of the original interaction data;
[0278] The data update module 5553 is used to update the original interaction state data of the target object based on the instruction set of the original interaction data to obtain the updated interaction state data of the target object, wherein the updated interaction state data is used to control the virtual object corresponding to the target object to perform virtual behavior in the virtual scene in response to the original interaction operation.
[0279] In some embodiments, the data acquisition module 5551 is also used to obtain the original interactive operation of the target object in the virtual scene; obtain the original interaction state data corresponding to the original interactive operation; when the data volume of the original operation data is greater than a first quantity threshold, or the original operation data is related to the original interaction state data, pre-process the original operation data to obtain the original interaction data; when the data volume of the original operation data is not greater than the first quantity threshold, and the original operation data is not related to the original interaction state data, use the original operation data as the original interaction data.
[0280] In some embodiments, the data acquisition module 5551 is also used to, when the original operation data is related to the original interaction status data, perform joint parsing processing based on the original interaction status data and the original operation data to obtain the original interaction data; when the amount of the original operation data is greater than the first quantity threshold, simplify the original operation data to obtain the original interaction data.
[0281] In some embodiments, when the real-time indicator of the original interactive operation corresponding to the original interactive data is higher than the real-time indicator threshold, or the resource consumption indicator of the original interactive operation corresponding to the original interactive data is higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the terminal; when the real-time indicator of the original interactive operation corresponding to the original interactive data is not higher than the real-time indicator threshold, and the resource consumption indicator of the original interactive operation corresponding to the original interactive data is not higher than the resource consumption indicator threshold, the conversion processing and the update processing are implemented through the server.
[0282] In some embodiments, when the conversion processing and the update processing are implemented through the terminal, the updated interaction status data of the target object is used to be transmitted to the server through a designated data channel, so that the server controls the virtual object corresponding to the target object to perform the virtual behavior in the virtual scene, wherein the designated data channel matches the instruction category corresponding to the updated interaction status data; when the conversion processing and the update processing are implemented through the server, the original interaction data is used to be transmitted from the terminal to the server through a designated data channel, so that the server performs the conversion processing and the update processing, wherein the designated data channel matches the instruction category corresponding to the original interaction data.
[0283] In some embodiments, the data conversion module 5552 is also used to perform the following processing in parallel on the original interaction data of each instruction category: converting the original interaction data corresponding to the instruction category through an interaction processor matching the instruction category to obtain instructions corresponding to the instruction category; and combining instructions corresponding to multiple instruction categories into an instruction set of the original interaction data.
[0284] In some embodiments, the data conversion module 5552 is also used to establish a data structure corresponding to the original interaction data when the original interaction data is eye-controlled interaction data or gesture interaction data, and use the data structure as an instruction set for the original interaction data; when the original interaction data is voice interaction data, perform recognition processing on the voice interaction data in different dimensions to obtain multi-dimensional recognition results, and use the multi-dimensional recognition results as the instruction set for the original interaction data.
[0285] In some embodiments, the data conversion module 5552 is also used to perform urgency recognition processing on the voice interaction data to obtain the urgency of the voice interaction data; perform action recognition processing on the voice interaction data to obtain the action instructions of the voice interaction data; perform target recognition processing on the voice interaction data to obtain the target object of the voice interaction data; and combine the urgency, the action instructions and the target object to form the multi-dimensional recognition result.
[0286] In some embodiments, the data update module 5553 is also used to, when the instruction set includes multiple execution instructions and there is a logical conflict in the execution processes represented by the multiple execution instructions, sequentially splice the multiple execution instructions based on the priority of each of the multiple execution instructions to obtain an instruction splicing result; and update the original interaction state data of the target object based on the instruction splicing result to obtain the updated interaction state data of the target object.
[0287] In some embodiments, the data update module 5553 is also used to obtain the difference between the execution instruction and the adjacent historical execution instructions of the same dimension, and obtain a first priority that is positively correlated with the difference; obtain the action amplitude corresponding to the instruction, and obtain a second priority that is positively correlated with the action amplitude; and fuse the first priority and the second priority to obtain the priority of the execution instruction.
[0288] In some embodiments, the data update module 5553 is also used to perform the following processing for each instruction in the instruction set: obtain the instruction category corresponding to the instruction, and obtain the target original interaction state data corresponding to the instruction category from the original interaction state data; update the target original interaction state data based on the instruction to obtain the updated interaction state data of the target object corresponding to the instruction category; and combine the updated interaction state data of multiple instructions into the updated interaction state data of the target object.
[0289] In some embodiments, the data update module 5553 is also used to control the virtual object corresponding to the target object to perform the virtual behavior corresponding to the event condition information triggered by the updated interaction status data in the virtual scene in response to the event condition information triggered by the updated interaction status data.
[0290] The present invention provides a computer program product including a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the information interaction method described in the present invention.
[0291] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the information interaction method provided by the embodiment of the present application, for example, Figure 4A A method of information interaction is shown.
[0292] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0293] In some embodiments, computer-executable instructions may be in the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0294] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple auxiliary files (for example, files storing one or more modules, subroutines, or code portions).
[0295] By way of example, computer-executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed across multiple sites and interconnected by a communication network.
[0296] In summary, the embodiments of the present application can achieve at least the following beneficial effects:
[0297] First, the original interaction data in the original interaction operation is obtained, so that only the original interaction data in the original interaction operation can be processed later, without having to process the data generated by the entire original interaction operation, thereby improving the efficiency of information interaction and reducing the cost of information interaction. Afterwards, the original interaction can be converted and processed to obtain an instruction set of the original interaction data, and then the original interaction state data of the target object is updated through the instruction set to obtain updated interaction state data, and then the virtual behavior of the virtual object of the target object is controlled by the updated interaction state data. By changing the interaction state data and then controlling the virtual behavior of the virtual object, the user can control the virtual object to perform complex virtual behaviors through simple interaction data, thereby improving the user's control over the virtual object. At the same time, it can enable the virtual object to perform virtual behaviors that are more in line with the user's expectations, improve the degree of simulation of the virtual object, and thus improve the user's user experience.
[0298] The above description is merely an embodiment of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the scope of protection of the present application.
Claims
1. A method for information interaction, characterized in that: The method comprises: Obtaining original interaction data of the target object in the original interaction operation of the virtual scene; Performing conversion processing on the original interaction data to obtain an instruction set of the original interaction data; performing update processing on the original interaction state data of the target object based on the instruction set of the original interaction data to obtain updated interaction state data of the target object; The updated interaction state data is used to control the virtual object corresponding to the target object to perform a virtual behavior in the virtual scene in response to the original interaction operation.
2. The method according to claim 1, characterized in that The obtaining of original interaction data of the target object in the original interaction operation in the virtual scene includes: Acquiring original interaction state data of the target object in the virtual scene; Acquiring original operation data corresponding to the original interactive operation; When the amount of the original operation data is greater than a first quantity threshold, or the original operation data is related to the original interaction state data, preprocessing the original operation data to obtain the original interaction data; When the data volume of the original operation data is not greater than a first quantity threshold, and the original operation data is not related to the original interaction state data, the original operation data is used as the original interaction data.
3. The method according to claim 2, characterized in that The preprocessing of the original operation data to obtain the original interaction data includes: When the original operation data is related to the original interaction state data, performing joint parsing processing based on the original interaction state data and the original operation data to obtain the original interaction data; When the amount of the original operation data is greater than the first quantity threshold, the original operation data is simplified to obtain the original interaction data.
4. The method according to claim 1, wherein When the real-time index of the original interactive operation corresponding to the original interactive data is higher than the real-time index threshold, or the resource consumption index of the original interactive operation corresponding to the original interactive data is higher than the resource consumption index threshold, the conversion process and the update process are implemented by the terminal; When the real-time index of the original interactive operation corresponding to the original interactive data is not higher than the real-time index threshold, and the resource consumption index of the original interactive operation corresponding to the original interactive data is not higher than the resource consumption index threshold, the conversion processing and the update processing are implemented by the server.
5. The method according to claim 1, wherein When the conversion process and the update process are implemented by the terminal, the updated interaction state data of the target object is used to be transmitted to the server via a designated data channel, so that the server controls the virtual object corresponding to the target object to perform the virtual behavior in the virtual scene, wherein the designated data channel matches the instruction category corresponding to the updated interaction state data; When the conversion processing and the update processing are implemented by the server, the original interaction data is used to be transmitted from the terminal to the server through a designated data channel so that the server performs the conversion processing and the update processing, wherein the designated data channel matches the instruction category corresponding to the original interaction data.
6. The method according to claim 1, wherein When the original interaction data corresponds to multiple instruction categories, the converting process of the original interaction data to obtain the instruction set of the original interaction data includes: The following processing is performed in parallel on the original interaction data of each instruction category: the original interaction data corresponding to the instruction category is converted by an interaction processor matched with the instruction category to obtain an instruction corresponding to the instruction category; Instructions corresponding to a plurality of the instruction categories are combined into an instruction set of the original interaction data.
7. The method according to claim 1, characterized in that The converting and processing the original interaction data to obtain an instruction set of the original interaction data includes: When the original interaction data is eye-controlled interaction data or gesture interaction data, establishing a data structure corresponding to the original interaction data, and using the data structure as an instruction set for the original interaction data; When the original interaction data is voice interaction data, recognition processing is performed on the voice interaction data in different dimensions to obtain multi-dimensional recognition results, and the multi-dimensional recognition results are used as the instruction set of the original interaction data.
8. The method according to claim 7, characterized in that The performing recognition processing on the voice interaction data in different dimensions to obtain multi-dimensional recognition results includes: Performing urgency recognition processing on the voice interaction data to obtain the urgency level of the voice interaction data; Performing action recognition processing on the voice interaction data to obtain action instructions of the voice interaction data; Performing target recognition processing on the voice interaction data to obtain a target object of the voice interaction data; The urgency level, the action instruction, and the target object are combined into the multi-dimensional recognition result.
9. The method according to claim 1, characterized in that The updating process of the original interaction state data of the target object based on the instruction set of the original interaction data to obtain the updated interaction state data of the target object includes: When the instruction set includes multiple execution instructions and there is a logical conflict in the execution processes represented by the multiple execution instructions, the multiple execution instructions are sequentially spliced based on the priority of each of the multiple execution instructions to obtain an instruction splicing result; The original interaction state data of the target object is updated based on the instruction splicing result to obtain updated interaction state data of the target object.
10. The method according to claim 9, characterized in that The method further comprises: Obtaining a difference between the execution instruction and an adjacent historical execution instruction of the same dimension, and obtaining a first priority positively correlated with the difference; Obtaining a movement amplitude corresponding to the instruction, and obtaining a second priority positively correlated with the movement amplitude; The first priority and the second priority are merged to obtain the priority of the execution instruction.
11. The method according to claim 1, wherein The updating process of the original interaction state data of the target object based on the instruction set of the original interaction data to obtain the updated interaction state data of the target object includes: For each instruction in the instruction set, the following processing is performed: Obtaining the instruction category corresponding to the instruction; Acquire target original interaction state data corresponding to the instruction category from the original interaction state data; performing update processing on the target original interaction state data based on the instruction to obtain updated interaction state data of the target object corresponding to the instruction category; The updated interaction state data of the plurality of instructions are combined into the updated interaction state data of the target object.
12. The method according to claim 1, characterized in that The controlling the virtual object corresponding to the target object to perform a virtual behavior in the virtual scene in response to the original interactive operation includes: In response to the updated interaction state data triggering event condition information, the virtual object corresponding to the target object is controlled to perform a virtual behavior corresponding to the event condition information triggered by the updated interaction state data in the virtual scene.
13. An information interaction device, characterized in that: The device comprises: A data acquisition module is used to acquire original interaction data of the target object in the original interaction operation of the virtual scene; A data conversion module, configured to convert the original interaction data to obtain an instruction set of the original interaction data; A data update module is used to update the original interaction state data of the target object based on the instruction set of the original interaction data to obtain updated interaction state data of the target object, wherein the updated interaction state data is used to control the virtual object corresponding to the target object to perform virtual behavior in the virtual scene in response to the original interaction operation.
14. An electronic device, characterized in that: The electronic device comprises: a memory for storing computer-executable instructions; A processor, configured to implement the information interaction method according to any one of claims 1 to 12 when executing computer-executable instructions stored in the memory.
15. A computer-readable storage medium storing computer-executable instructions, characterized in that: When the computer-executable instructions are executed by a processor, the method for information interaction according to any one of claims 1 to 12 is implemented.
16. A computer program product comprising computer executable instructions, characterized in that When the computer-executable instructions are executed by a processor, the method for information interaction according to any one of claims 1 to 12 is implemented.