Information interaction method and device, electronic equipment and computer readable storage medium
By taking screenshots of the graphical user interface of the terminal device and using automatic recognition technology, graphic and text information is generated and sent, solving the problems of information transmission efficiency and accuracy in multiplayer online team games, and improving tactical collaboration efficiency and gaming experience.
Patent Information
- Application Number
- CN202510813868.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-18
- Publication Date
- 2025-09-26
AI Technical Summary
In existing multiplayer online team games, the information transmission method cannot meet the needs of efficient and accurate tactical collaboration, resulting in a limited team gaming experience. Especially in games that require a high degree of tactical collaboration, the efficiency and accuracy of information transmission directly affect the gaming experience and tactical execution effect.
A graphical user interface is provided through the terminal device, which responds to the screenshot operation to obtain a screenshot of the game scene and displays it in a small window, identifies specific scene elements, generates terms to be transmitted based on the specific scene elements and game status information, and sends graphic and text information containing the screenshot and transmission terms to the target recipient.
It achieves the accurate transmission of fixed-point information within the game without interrupting the gaming experience, improves the efficiency and accuracy of communication between players, and significantly enhances the gaming experience.
Smart Images

Figure CN120695459A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computers, and in particular to an information interaction method, device, electronic device, and computer-readable storage medium. Background Art
[0002] In multiplayer online team games, information transfer between players is crucial for tactical coordination. Players often need to communicate key information to their teammates, such as supply locations, enemy positions, and strategic deployment recommendations. Currently, in-game information transfer primarily occurs through voice calls, text chat, or simple markings on specific locations within the game interface. Existing information transfer methods have significant limitations and are unable to meet the requirements for efficient and accurate tactical coordination, resulting in a limited team gaming experience. This is particularly true in games requiring high levels of tactical coordination, where the efficiency and accuracy of information transfer directly impact the gaming experience and the effectiveness of tactical execution. Summary of the Invention
[0003] The present application provides an information interaction method, device, electronic device and computer-readable storage medium, which can enable players to transmit information more accurately and clearly during the game, improve team collaboration efficiency and enhance user experience.
[0004] In a first aspect, an embodiment of the present application provides an information interaction method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene contains interactive scene elements. The method includes: in response to a screenshot operation of the current game scene, obtaining a screenshot of the game scene and displaying the screenshot in a small window; in response to a first selection operation of a specific scene element in the screenshot displayed in the small window, identifying the specific scene element; generating a term to be transferred based on the specific scene element and game status information; and in response to a second selection operation of the term to be transferred and a third selection operation of the target recipient, sending graphic information containing the screenshot and the transfer term to the target recipient.
[0005] In the second aspect, an embodiment of the present application provides an information interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene contains interactive scene elements. The device includes: a display module, which is used to respond to a screenshot operation of the current game scene, obtain a screenshot of the game scene, and display the screenshot in a small window; an identification module, which is used to respond to a first selection operation of a specific scene element in the screenshot displayed in the small window, identify the specific scene element; a generation module, which is used to generate a term to be transferred based on the specific scene element and game status information; and a sending module, which is used to send graphic information containing the screenshot and the transfer term to the target recipient in response to a second selection operation of the term to be transferred and a third selection operation of the target recipient.
[0006] In a third aspect, an embodiment of the present application provides an electronic device, which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned information interaction method.
[0007] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned information interaction method.
[0008] The information interaction method provided in the present application provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene contains interactive scene elements. The method includes: in response to a screenshot operation of the current game scene, obtaining a screenshot of the game scene and displaying the screenshot in a small window; in response to a first selection operation of a specific scene element in the screenshot displayed in the small window, identifying the specific scene element; generating a term to be transferred based on the specific scene element and game status information; and in response to a second selection operation of the term to be transferred and a third selection operation of the target recipient, sending graphic information containing the screenshot and the transfer term to the target recipient.
[0009] Through the above method, it can be seen that this application combines the functions of screenshot and automatic image recognition, which can accurately convey the fixed-point information in the game to friendly parties through pictures and texts, thereby improving the player's gaming experience.
[0010] Other features and advantages of the present application will be described in the subsequent description, or some features and advantages can be inferred or determined without doubt from the description, or can be learned by implementing the above-mentioned technology of the present application.
[0011] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, the following specifically lists preferred embodiments and describes them in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments of the present application. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0013] Figure 1 This is a flow chart of the information interaction method provided in an embodiment of the present application;
[0014] Figure 2 This is a schematic diagram of an interface of the information interaction method provided in an embodiment of the present application;
[0015] Figure 3 This is another interface diagram of the information interaction method provided in the embodiment of the present application;
[0016] Figure 4 This is another flowchart of the information interaction method provided in the embodiment of the present application;
[0017] Figure 5 This is another interface diagram of the information interaction method provided in the embodiment of the present application;
[0018] Figure 6 This is another interface diagram of the information interaction method provided in the embodiment of the present application;
[0019] Figure 7 This is a schematic diagram of the structure of the information interaction device provided in an embodiment of the present application;
[0020] Figure 8 This is a structural block diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0021] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.
[0022] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0023] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, "several" refers to one or more, and "multiple" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0024] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0025] In existing games, such as the game Tarkov, players need to communicate specific location information (such as supply points and weapon mounts) to their allies. This can be done verbally via microphone input. However, verbal descriptions present several challenges: they cannot clearly describe the specific locations of supply points, accurately convey specific strategic positions (such as weapon mounts), and are difficult to quickly convey through language in complex game scenarios. Especially in tense combat situations, verbal descriptions are difficult and time-consuming.
[0026] Another approach is to simply place markers at specific locations on the game interface. This traditional marker approach also has limitations: markers only indicate locations, but fail to convey specific content or intent, making them inadequate for detailed information delivery. Friendly players often become confused when they see the markers, lacking clarity about their true purpose and unable to distinguish their priority or importance (e.g., whether they are urgent information or general reminders).
[0027] The problems with the above-mentioned approach lead to reduced tactical collaboration efficiency, information asymmetry in teamwork, and untimely coordination of material sharing and tactical deployment during the game, which may result in missed tactical opportunities at critical moments.
[0028] Based on the problems described above, the embodiments of the present application provide an information interaction method, device, electronic device and computer-readable storage medium, which provide an intelligent information transmission solution based on the current status of the game (such as the battle situation, player status, etc.).
[0029] The information interaction method provided in the embodiment of the present application can be performed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers, or it can be implemented as a single server. When the server is software, it can be implemented as multiple software or software modules (such as software or software modules for providing distributed services), or it can be implemented as a single software or software module. The embodiment of the present application does not specifically limit this.
[0030] In an optional embodiment, taking a game as an example, when the information interaction method is executed on a terminal device, the terminal device stores the game application and the game virtual scene. The terminal device interacts with the player via a sender graphical user interface. The terminal device can provide the sender graphical user interface to the player in various ways, such as rendering and displaying it on the terminal device's display screen or presenting the sender graphical user interface through holographic projection.
[0031] In an optional embodiment, taking cloud gaming as an example, when the information interaction method is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separated. The storage and operation of the method for controlling the vehicle in the game are completed on the server. The game screen is presented on the client. The client is mainly responsible for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, TV, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device that processes the game data is a cloud server. During the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client via the network. Finally, the client decodes and outputs the game screen.
[0032] The embodiments of the present application provide an information interaction method, device, electronic device, and computer-readable storage medium. The information interaction device can be integrated into a computer device, and the electronic device can be a server, a terminal, or other device.
[0033] Figure 1 A flowchart of an information interaction method provided in an embodiment of the present application.
[0034] The embodiment of the present application provides a method for information interaction, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene includes interactive scene elements, such as Figure 1 As shown, the method includes the following specific steps:
[0035] Step 101, in response to a screenshot operation on the current game scene, obtaining a screenshot of the game scene and displaying the screenshot in a small window;
[0036] Step 102, in response to a first selection operation on a specific scene element in the screenshot displayed in the small window, identifying the specific scene element;
[0037] Step 103, generating a term to be transferred based on specific scene elements and game state information;
[0038] Step 104 : In response to the second selection operation of the term to be transferred and the third selection operation of the target recipient, a graphic and text message including the screenshot and the transfer term is sent to the target recipient.
[0039] The method provided in the embodiment of the present application takes a screenshot of the game scene, analyzes the scene and generates graphic information. It can provide an intelligent information transmission solution based on the current status of the game (such as the battle situation, player status, etc.), effectively solving the information transmission problem in game team collaboration, significantly improving the efficiency and accuracy of communication between players, and bringing a qualitative improvement to the gaming experience.
[0040] The following is a detailed description of the above steps:
[0041] Step 101: In response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window.
[0042] A graphical user interface (GUI) is an interface used by users to interact with a terminal. In this embodiment, the GUI can be used by players to interact with the terminal to implement game logic. The terminal device can be a smartphone, tablet computer, personal computer, or other electronic device with a display function.
[0043] The game scene refers to the virtual scene displayed when the game client runs on a terminal. Optionally, the game scene can be a three-dimensional virtual environment from a first-person perspective. For example, in a shooter game, the player sees the game world through the eyes of the character, including buildings, terrain, items, and other characters in front of them. Optionally, the game scene can be a three-dimensional virtual environment from a third-person perspective. For example, in an action-adventure game, the player can see the character they control and the surrounding environment, making it easier to observe the interaction between the character and the environment. Optionally, the game scene can be a two-dimensional or three-dimensional virtual environment from a bird's-eye view. For example, in a strategy game or multiplayer online tactical game, the player can look down at the entire battlefield from a high vantage point, observing the positions and distribution of teammates and enemies, as well as map resources.
[0044] Among them, the screenshot operation is an operation in which the user captures the currently displayed game scene through the screenshot function provided by the terminal device. The screenshot operation can be an operation triggered by the user through a combination of hardware buttons built into the device. For example, on a smartphone, the user can press the power button and the volume down button at the same time to trigger the screenshot function, and the system will automatically capture the game scene content displayed on the current screen. Optionally, the screenshot operation can be an operation triggered by the user through the software interface provided by the device. For example, the game interface can provide a dedicated screenshot button or floating ball function. When the user finds a scene that needs to be shared during the game, he can click the button to directly trigger the screenshot function. Optionally, the screenshot operation can be an operation triggered by the user through a specific gesture. For example, the user can quickly trigger the screenshot function by making a specific gesture on the screen (such as sliding down with three fingers) without interrupting the current game operation process.
[0045] The small window mode displays the captured game scene screenshot in a smaller size without completely blocking the original game screen. The small window can be a semi-transparent floating window that appears at the edge of the game interface. For example, a small semi-transparent window containing the recently captured game screen can be displayed in the upper right corner of the game, allowing players to see the screenshot content without completely blocking the current game view.
[0046] Optionally, the small window can be a floating window that can be dragged and resized. Players can drag the screenshot window to different locations on the interface or resize the window according to their needs to better view the details of the screenshot content.
[0047] Optionally, the small window can be a graphical interface element with specific interactive functions. For example, the small window not only displays the screenshot, but also provides interactive functions such as marking, cropping, and zooming in, allowing players to perform simple editing on the screenshot before sending it.
[0048] Figure 2A schematic diagram of an interface of the information interaction method provided in an embodiment of the present application.
[0049] like Figure 2 As shown, in an optional embodiment, in response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window, including: displaying the screenshot in a small window on the right side of the graphical user interface, and prompting the user to interact with specific scene elements.
[0050] The right side of the graphical user interface is the display position on the device display screen, located in the right area of the main game screen.
[0051] The right side of the graphical user interface can be the edge area of the right half of the screen. For example, in landscape mode, the screenshot window can be located in approximately 1 / 4 of the right side of the screen, ensuring that it does not excessively block the main game view in the center while maintaining sufficient visibility.
[0052] Optionally, the right side of the graphical user interface can be a customized position based on user habits, and the system can allow users to set the display position of the small window according to personal preferences. The right side of the graphical user interface can also be dynamically adjusted based on the current game scene. For example, the system can intelligently analyze the distribution of important content on the current game screen, avoid key information areas on the screen (such as the minimap, ammunition counter, etc.), and select the right side position with the least interference to display the screenshot small window.
[0053] Prompting the user to interact with a specific scene element involves the system visually or textually guiding the user to the next action. This prompt can be a textual guidance prompt. For example, a text prompt such as "Please click on an object on the screen" might be displayed below or above the screenshot window, clearly informing the user of the next action.
[0054] Optionally, the prompt can be in the form of visual animation guidance. For example, the system can add a flashing finger click icon above the screenshot, or use a slight pulsating effect to guide the user to notice that the screenshot is interactive. This text-free visual prompt is more intuitive and does not take up extra space. Optionally, the prompt can be in the form of interactive teaching guidance. For example, for new users who use this feature for the first time, the system can provide more detailed guidance, such as highlighting the interactive objects on the screenshot, and attaching a brief tutorial description such as "Select the item or location you want to share with your teammates." As the user becomes more familiar with it, such prompts will become more concise.
[0055] In an optional embodiment, the method further includes: canceling the screenshot operation in response to the dragging operation of the small window.
[0056] A drag operation is an interactive action in which the user touches and holds the small window and moves it in a specific direction. The drag operation can be a horizontal drag gesture. For example, the user can press and hold the screenshot window with their finger and then slide it toward the right edge. When the drag distance exceeds a preset threshold, the system recognizes it as an intention to cancel the operation.
[0057] Optionally, the dragging operation can be a dragging gesture in a specific direction or pattern. For example, the system can set a 45-degree drag to the upper right corner, or an "X"-shaped gesture to cancel the operation. This specific gesture can avoid confusion with the normal small window moving operation.
[0058] Alternatively, a drag operation can be a combination of speed and distance. For example, the system can analyze the user's drag speed and final position. A quick flick to the edge of the screen will be interpreted as canceling the operation, while a slow movement within the screen will be interpreted as adjusting the position of the small window.
[0059] When it is recognized that the user is dragging the small window, the screenshot operation is canceled and the screenshot small window displayed on the interface is removed.
[0060] Optionally, the cancel operation can be accompanied by visual feedback. For example, when dragging exceeds the cancel threshold, the small window may become translucent and display a "Release to Cancel" prompt. After releasing, the small window will fade out, giving the user clear feedback of the operation.
[0061] Optionally, the cancel operation can provide a confirmation mechanism. Optionally, the cancel operation can support an undo function. For example, after the cancel operation is completed, the system can briefly display an "undo" button or prompt, allowing the user to restore the canceled screenshot operation within a certain period of time, improving the fault tolerance of the user experience.
[0062] Through the above steps, the embodiment of the present application realizes the function of quickly acquiring and preparing to share game scenes without interrupting the gaming experience. When the player finds a scene or item worth sharing in the game, he only needs to perform a simple screenshot operation, and the system will immediately capture the current screen and display it in the form of a small window. This small window design not only ensures that the player can continue to pay attention to the current game process, but also provides an interactive interface that is convenient for subsequent operations. For example, in a tactical shooting game such as Tarkov, the player may find key supplies or enemy traces during the fierce battle. By taking a screenshot and displaying it in a small window, this important information can be prepared to be shared with teammates without excessively interfering with the battle process.
[0063] Step 102: In response to a first selection operation on a specific scene element in the screenshot displayed in the small window, identify the specific scene element. Specific details are as follows:
[0064] Among them, the first selection operation is an interactive action in which the user selects a specific scene element in the screenshot by clicking, touching or other input methods.
[0065] Alternatively, the first selection operation may be a single click or a tap on the screen. For example, when a game screenshot is displayed in a small window, the player can directly click a specific object or location in the screenshot with their finger, and the system will identify the scene element corresponding to the clicked location.
[0066] Alternatively, the first selection action can be a long press on a specific area of the screen. For example, a player can long press an object or area in a screenshot, and the system will pop up a magnifying glass effect to help with precise selection, and identify the selected content after confirming the long press.
[0067] Optionally, the first selection operation can be an action of framing or enclosing a specific area of the screen. For example, for a scene element that is small or difficult to click, the player can specify the content to be shared by framing or dragging a selection box on the screen.
[0068] Among them, specific scene elements are objects, entities or environmental features in the game scene with which players can interact or transfer information in some form.
[0069] In an optional embodiment, the specific scene elements include at least one of the following: material props, shelters, tactical deployment positions, and mission objects.
[0070] Specific scene elements can be in-game items such as weapons, ammunition, medical supplies, and equipment upgrades that players can collect and use. These are often important elements that require information sharing between teammates.
[0071] Alternatively, the specific scene element can be a cover in the game, such as a bunker, a wall, a box in front of you, a wardrobe, etc., which can provide defensive protection for the player and avoid enemy fire or sight.
[0072] Alternatively, specific scene elements can be tactically relevant deployment locations, such as obstacles that can be used for cover, commanding heights, sniper positions, hidden passages, and other scene elements with tactical value, or geographical locations or areas suitable for specific tactical actions (such as ambush, defense, reconnaissance, etc.).
[0073] Optionally, specific scene elements can be mission-related objects. For example, these could be mission-targeted items, NPCs to protect, bombs to defuse, and other objects directly related to the game's objectives. These elements are crucial to achieving the game's objectives and typically require collaborative work by team members.
[0074] In addition to the above, specific scene elements can also be information indicators related to the enemy. For example, traces left by the enemy, opened boxes, destroyed environments, and other clues indicating enemy activities are very important for battlefield situation awareness.
[0075] Among them, identifying a specific scene element can determine the type, attribute and function of the scene element selected by the user through image recognition technology.
[0076] Optionally, the recognition process can utilize deep learning-based computer vision technology. For example, the system can use a pre-trained neural network model to analyze the screenshot content and identify various game objects and their categories, such as weapon types, item types, or environmental features.
[0077] Optionally, the recognition process can be combined with in-game data. For example, the system can access object data in the game engine to determine exactly which game element corresponds to the position selected by the player, thus providing more accurate results than pure image recognition.
[0078] Optionally, the recognition process can also include contextual analysis. For example, the system not only identifies the selected object but also analyzes its specific significance in the current game stage and location, providing a basis for the subsequent generation of more targeted delivery terms.
[0079] Step 103: Generate terms to be transferred based on specific scene elements and game state information.
[0080] The game status information refers to a data set of the overall current game situation and player / team status.
[0081] In an optional embodiment, the game status information includes at least one of the following: game team information, game battle situation trend, game environment information, game tactical strategy information, player status information, and game process information.
[0082] Game team information refers to the composition of the team in the game, hierarchical relationships, role responsibility allocation, authority settings, and historical team status.
[0083] Game battle trends refer to the development status, strengths and weaknesses distribution, and dynamic change trends of the current game or mission, such as scores or progress indicators, key point control, team strengths and weaknesses analysis, and win rate predictions. They reflect the real-time status and changing direction of the power comparison between the two or more parties during the game.
[0084] Game environment information refers to the comprehensive state of the physical environment, climate conditions, topography, and dynamically changing scene elements in the game world. It reflects the objective environmental background of the player character and its possible impact.
[0085] Game tactical information refers to operational guidance, including the team's current or planned tactical arrangements, offensive and defensive strategies, and specific action plans. It represents the collaborative behavior plan developed by the player group to achieve game goals. Examples include role divisions, timeline schedules, and resource allocation strategies (such as the priority order of equipment, skills, and consumables).
[0086] Player status information refers to the real-time status data of each player in the game, including individual status indicators such as health, energy, equipment, buffs and debuffs, and skill cooldowns. It reflects each player's current combat capabilities and available resources.
[0087] Game progress refers to the progress of a game mission or match along the timeline and the status of key milestones. For example, the current game stage (e.g., opening exploration, mid-game engagement, or final evacuation), changes in safe zones, and time limits reflect the overall progress and urgency of the game.
[0088] Among them, the generation of terms to be transferred automatically presents concise text expressions that accurately describe the player's intentions by analyzing the attributes of specific scene elements and the current game status.
[0089] Alternatively, the delivery terminology can be a directive. For example, "Go here," "Evacuate here," "Support me," and other short instructions for action. These directives clearly express the action the sender wants the recipient to take and are suitable for tactical scenarios requiring a quick response.
[0090] Optionally, the delivery term can be a resource information term. For example, phrases like "Advanced Armor Found," "Health Kit Here," or "Special Ammo Available" describe the presence of resources. These terms accurately convey the type and value of the resource, helping teammates determine whether to proceed to acquire it.
[0091] Optionally, the communication terminology can be threat warning terms. For example, phrases like "Enemy spotted," "Sniper position," and "Danger zone" can alert teammates to potential danger. These phrases serve as early warnings, helping them avoid danger or prepare for response.
[0092] The generation process can employ machine learning models. For example, a model trained on a large amount of game data can be used to predict what the player is most likely to say based on the current context and generate corresponding terminology options.
[0093] The generation process can also be personalized based on the player's historical habits. For example, the types of terms that players have previously chosen to send in similar situations can be recorded and these types of terms can be recommended first in similar situations in the future.
[0094] Figure 3 Another interface diagram of the information interaction method provided in an embodiment of the present application.
[0095] like Figure 3 As shown, in an optional embodiment, transfer terms are generated based on specific scene elements and game status information, including: analyzing the type of specific scene elements and the current game status, and based on the specific scene elements and game status information, selecting multiple terms with the highest matching degree from a preset transfer term library to generate terms to be transferred.
[0096] Analyzing the type of specific scene elements involves the system performing in-depth semantic analysis and categorization on identified scene elements to determine their functional categories and attribute characteristics within the game. For example, when a player tags a medical kit in Tarkov, the system analyzes it to determine if it belongs to the "Medical Resources" category and further determines the possible item type, rarity, and strategic value it contains.
[0097] Optionally, analyzing the type of a specific scene element involves a multi-level classification system, including main categories (such as equipment, resources, enemies, and environmental features) and sub-categories (such as ranged weapons, melee weapons, and special weapons in the weaponry). For example, in a survival game, when a player marks a cover, the system will not only classify it as "cover," but will also further analyze whether it is "high cover" or "temporary cover," as well as the degree of cover and strategic advantage it provides.
[0098] Analyzing the current game state involves capturing and analyzing multi-dimensional information in real time, including the tactical environment, mission progress, and team member status, to build a complete decision context. For example, in a team-based tactical shooter game, this involves analyzing whether the game is currently in an intense firefight or battlefield reconnaissance, whether any team members have been killed, and whether the enemy's location is known.
[0099] By correlating the identified scene element types with real-time game state data as input, a multimodal data fusion processing model is established, including a comprehensive analysis of visual features, spatial location, interaction properties, and game state parameters. For example, when a player marks an enemy position in a team shooter game, the system will integrate the enemy's visual features (such as equipment type and armor status), spatial location information (such as relative position and distance to the team), and the current game state (such as team firepower distribution and tactical deployment) to build a comprehensive situational understanding model.
[0100] After model analysis and processing, similarity calculation is performed in the established terminology database to find the expression most relevant to the current situation.
[0101] Optionally, a similarity algorithm can be used to calculate the degree of match between the current context and each terminology entry, and then sort and select the most relevant ones. For example, in a tactical shooter game, when a player marks a bunker where an enemy is hiding, the system will calculate and select the most relevant terms from a library of thousands of tactical communication phrases, such as "Here's a box, come and lick the supplies," "Leave this piece of supplies to me," and "An enemy player has been knocked down."
[0102] Optionally, a multi-factor weighted calculation method can be used, comprehensively considering multiple factors such as semantic relevance, frequency of use, team habits, and contextual applicability. For example, the system will calculate a comprehensive matching score for each candidate term, with semantic fit accounting for 40%, historical team usage frequency accounting for 30%, current urgency accounting for 20%, and term conciseness accounting for 10%, thereby selecting the optimal combination.
[0103] Optionally, generating ready-to-transmit terms involves finalizing and formatting the filtered, highly matching terms, creating a clear and intuitive list of options for players to quickly select. For example, in a fierce team battle, the system will sort the processed terms by urgency and relevance, and apply a striking visual style to highlight the most critical communication options, ensuring players can quickly find and select the most appropriate term in a stressful situation.
[0104] Step S104 , in response to the second selection operation of the term to be transferred and the third selection operation of the target recipient, a graphic and text message including the screenshot and the transfer term is sent to the target recipient.
[0105] Among them, the second selection operation is an interactive action in which the user selects one or more terms that best meet the intention from multiple terms to be transferred generated by the system.
[0106] Alternatively, the second selection operation can be an action of clicking to select a single term. For example, the system displays 3-5 possible term options, and the player selects the term that best meets the current intention by clicking or touching it.
[0107] Optionally, the second selection operation can be an action to select multiple terms. For example, the player can select multiple related terms to combine them into a more complete information expression, such as selecting both "I have advanced armor" and "I already have it, you can come and get it."
[0108] Optionally, the second selection operation may include an action to edit an existing term. For example, a click bar for editing custom text is added to the small window, allowing the player to make simple text modifications after selecting the term to more accurately express their intention.
[0109] Among them, the third selection operation is an interactive action in which the user selects a target teammate to receive graphic and text information.
[0110] Optionally, the third selection action can be to select a specific teammate from the teammate list. For example, a small window displays the portraits or names of all teammates in the current team, and the player can click to select a specific teammate to send a message to. Alternatively, the teammate's corresponding number can be displayed at the bottom of the small window, and the player can click the number to select the teammate to send the message to. Multiple sending is supported here. For example, after selecting a term and clicking Teammate 1 to send, you can still select the next term and click Teammate 3 to send.
[0111] Optionally, the third selection operation may be an action of selecting to send the message to all teammates. For example, the system provides a "send to everyone" option, and the player may select to send the message to all other members of the team at the same time.
[0112] Optionally, the third selection operation can be an action to filter teammates based on their roles or positions. For example, the system can display the teammate's current role type (such as sniper, medic) or position (such as front line, rear support), and the player can select the appropriate recipient based on the relevance of the information content.
[0113] Among them, the graphic and text information is a composite information content including screenshots of game scenes and transmission terms.
[0114] The image and text message can be in the form of a screenshot plus a text description. For example, the system will send a message containing the original screenshot and the selected term text, with the screenshot as the main content and the text as the supplementary description.
[0115] Optionally, the graphic information can be an enhanced screenshot with visual markers. For example, the system can automatically add arrows, circles, or highlights to the screenshot to point to the selected specific scene elements, allowing the recipient to identify key information more quickly.
[0116] Optionally, the graphic information can be a structured information card. For example, the system can organize the screenshot, text description and other relevant information (such as location coordinates, distance, etc.) into a compact information card, making it easier for the recipient to quickly understand important information.
[0117] The system then sends the text and image content confirmed by the user to the designated recipient. Once the target recipient is confirmed, the system will send a text and image message containing a screenshot and the delivery terms to the recipient.
[0118] Through the above steps, the embodiment of the present application achieves efficient and accurate team information sharing. Players can simply select the expression that best matches their intention from the intelligently generated terminology and choose the appropriate recipient to accurately convey the information. This approach not only preserves the intuitive visual information of the screenshot, but also eliminates potential ambiguity through the accompanying text description, allowing the recipient to accurately understand the sender's intention.
[0119] An embodiment of the present application provides an information interaction method, which also includes: displaying a first control next to a transfer term, and in response to a triggering operation on the first control, regenerating the transfer term based on specific scene elements and game status information, and replacing the original displayed transfer term.
[0120] Displaying the first control next to the delivery term is placing an interactive element for regeneration near the delivery term option area of the user interface.
[0121] Upon detecting a player interaction with the primary control through a tap, swipe, or long press, the system re-runs the term matching and generation algorithm, utilizing the identified scene elements and the latest game state. This results in a new list of terms to be sent, which are then presented on the interface, completely replacing the previously displayed term options while maintaining a stable overall UI layout. For example, in a complex multiplayer cooperative game, Player A discovers an area frequented by enemies and wishes to alert Teammate B to heighten their vigilance. The system's initial generated terms might focus on describing locational features, such as "Enemy activity in the northeast corner stairwell" or "Enemy footprints in this area." However, Player A wishes to convey tactical advice rather than simple intelligence, so he clicks the "Refresh" button above the transmitted term display area. The system then adjusts the generation weights based on the same scene elements, providing new term options with more tactical guidance, such as "Suggest outflanking this location" or "Enter this area after throwing a flashbang." This flexible regeneration mechanism significantly enhances the accuracy and applicability of information transmission, allowing players to quickly identify the most effective communication method without leaving the game context.
[0122] Furthermore, the regeneration of transfer terms based on specific scene elements and game state information also includes a learning mechanism based on the user's past choices. The system analyzes which styles or content-based terms the player has previously tended to choose and intentionally increases the proportion of these terms during regeneration. For example, if a player consistently chooses concise and direct command-based terms over descriptive terms after regenerating multiple times in past games, the system will gradually adjust its generation strategy to prioritize more command-based expressions during regeneration.
[0123] An embodiment of the present application provides an information interaction method, which further includes: displaying a second control next to a transfer term, and restoring the display of the transfer term before replacement in response to a triggering operation on the second control.
[0124] Among them, displaying the second control next to the transferred term is to set an interactive element for backtracking operation near the term display area of the user interface.
[0125] like Figure 3 As shown, a button with a "backtrack" logo is set next to the "refresh" button. When it is detected that the player interacts with the backtrack button by clicking, swiping or long pressing, the list of terms on the interface is restored to the options previously viewed by the user.
[0126] Optionally, the triggering operation of the second control includes different recovery methods corresponding to different triggering methods to meet the operational needs of different scenarios. For example, a simple click restores the previous batch of terms, while a long press displays a small pop-up menu listing multiple layers of historical terms for the player to choose from; a double-click may directly restore to the first batch of terms generated. These diverse triggering methods make operations more flexible and efficient.
[0127] Optionally, the second control can be set to become available only after the player has triggered the first control at least once, that is, after performing a term regeneration operation. For example, in the initial state, the second control may be semi-transparent gray to indicate that it is unavailable; after the player uses the first control to regenerate the term, the second control will immediately change to a fully opaque highlighted state, and may be accompanied by a short prompt animation to clearly inform the player that this function can now be used to return to the previous term selection.
[0128] Restoring the display of delivered terms before replacement involves a complete restoration of the data state. This includes not only the term text, but also the term order, highlighting, and any partial selections the user may have made. For example, if the player had scrolled to a specific position in the term list or pre-selected a term but hadn't yet sent it before refreshing, the system will preserve these operations as much as possible during restoration, minimizing the need for repeated interaction steps and providing a seamless experience.
[0129] Figure 4 Another flowchart of the information interaction method provided in an embodiment of the present application.
[0130] Furthermore, the method further comprises:
[0131] Step 201: Display the received graphic information on the scene interface of the target recipient, and provide an ignore option and a confirmation mark option.
[0132] Among them, displaying the received graphic and text information on the scene surface of the target recipient is to present the screenshots and text content transmitted by the sender on the screen of the receiving player.
[0133] Figure 5 Another interface diagram of the information interaction method provided in an embodiment of the present application.
[0134] In an optional embodiment, displaying the received graphic information on the scene interface of the target recipient means that the system displays the screenshots and corresponding transmission terms from teammates on the game interface of the receiving player in a way that is eye-catching but does not overly interfere with the game experience. Figure 5 As shown, when a player receives a message about a supply item from a teammate, a small window will appear above the player's game interface. This window displays a screenshot of the scene, with the sender's avatar, name, or ID displayed above, and the corresponding term "Here's a box, come and get the supplies" displayed below. The window's display is consistent with the sender's, ensuring clear information without completely obstructing the player's perception of the game environment.
[0135] Optionally, displaying received graphic and text information on the intended recipient's scene interface also includes context-aware presentation adjustments. The system dynamically adjusts the display based on the recipient's current game state. For example, when the player is in the middle of an intense firefight, the system automatically reduces the opacity of the information window and moves it to a more peripheral position, while potentially adding vibration or sound cues to ensure the player's attention. Meanwhile, when the player is in a relatively safe exploration phase, the information window may be larger, more centered, and display more complete details. This intelligent adjustment ensures that information delivery is both eye-catching and does not affect key game operations.
[0136] Among them, providing the ignore option and the confirmation mark option is to set two response buttons for interactive operations on the received information interface.
[0137] Optionally, providing an ignore option and a confirmation mark option can clearly place two buttons with clear functions at the bottom or edge of the small window's graphic information display interface, which are used to quickly close the message or mark it for further processing. Figure 5 As shown, an "Ignore" button is placed on the left side below the small window, using a low-key gray design; a "Confirm and Mark" button is placed on the right side, using a more eye-catching highlight color. The two buttons are of moderate size and reasonably spaced, making it easy for players to accurately touch them while moving.
[0138] Optionally, providing Ignore and Confirm Mark options can match different interactive actions. For example, considering that "Ignore" is usually a lightweight action while "Confirm and Mark" may trigger more subsequent actions, set "Ignore" to a simple logic that can be executed with a single click, while "Confirm and Mark" requires a slightly longer press (such as 0.3 seconds) to activate. This subtle interaction difference can effectively reduce accidental operations during tense gameplay while maintaining smooth operation.
[0139] Figure 6 Another interface diagram of the information interaction method provided in an embodiment of the present application.
[0140] Furthermore, the method further comprises:
[0141] Step 202: In response to the selection operation of the confirmation mark option, the mark and position information corresponding to the specific scene element are displayed in real time in the scene interface of the target recipient.
[0142] Among them, the operation in response to selecting the confirmation mark option is to detect and process the click or triggering behavior of the receiving player on the confirmation button.
[0143] For example, when a player receives graphic and text information about the location of supplies from a teammate, he or she can tap the confirmation button and the system will immediately recognize the operation and prepare to activate the target tracking marker.
[0144] Displaying the mark corresponding to the specific scene element in real time in the scene interface of the target receiver is to display the object or position marked by the sender in the form of a visual icon in the game view of the receiver. Figure 6 As shown, when the receiving player clicks the "Confirm and Mark" button, a material prop icon is placed in the lower left corner of the receiving player's game interface.
[0145] Optional, real-time location information is displayed, not only showing the object's icon but also providing clear direction and distance data to help players quickly locate their target. For example, a dynamic compass arrow appears next to the item icon, always pointing in the marked direction, while also displaying a real-time distance value, such as "81 meters northeast." This information updates instantly as the player turns or moves, ensuring accurate navigation guidance.
[0146] Optionally, real-time display position information can be processed for depth perception and occlusion to ensure clear spatial positioning in complex 3D environments. For example, the system ensures that marker icons respect the correct depth of field. Distant markers appear smaller and become outlined or translucent when obscured by walls or terrain. As the player approaches the marker location, the icon may smoothly grow or expand with more detail. These visual processing helps players accurately understand the actual position of the marker in the game space.
[0147] Optional, real-time location information also includes intelligent context-aware prompts, providing more practical navigation suggestions based on current terrain conditions and feasible paths. For example, when there is an insurmountable obstacle (such as a high wall or deep ditch) between the marked location and the player, the system not only displays the straight-line distance, but also prompts "need to take a detour" and may mark a recommended route on the minimap; or when the marked location is at different altitudes, it will clearly prompt "the target is about 20 meters above / below you". This contextual location information greatly improves navigation efficiency and reduces the possibility of players getting lost in complex environments.
[0148] Figure 7 It is a structural diagram of the information interaction device provided in an embodiment of the present application.
[0149] Based on the above method embodiment, the embodiment of the present application also provides an information interaction device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene contains interactive scene elements, see Figure 6 , the apparatus 300 includes the following modules:
[0150] The display module 301 is used to obtain a screenshot of the game scene in response to a screenshot operation of the current game scene, and display the screenshot in a small window;
[0151] An identification module 302 is configured to identify a specific scene element in response to a first selection operation on the specific scene element in the screenshot displayed in the small window;
[0152] A generation module 303 is used to generate a term to be transferred based on specific scene elements and game state information;
[0153] The sending module 304 is configured to send a graphic and text message including the screenshot and the transfer term to the target recipient in response to the second selection operation of the transfer term and the third selection operation of the target recipient.
[0154] The above-mentioned device provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes interactive scene elements. In response to a screenshot operation of the current game scene, a screenshot of the game scene is obtained and displayed in a small window; in response to a first selection operation of a specific scene element in the screenshot displayed in the small window, the specific scene element is identified; a term to be transmitted is generated based on the specific scene element and game status information; and in response to a second selection operation of the term to be transmitted and a third selection operation of the target recipient, a graphic information including the screenshot and the transmission term is sent to the target recipient. The device provided in this embodiment, by taking a screenshot of the game scene and analyzing the scene to generate graphic information, can provide an intelligent information transmission solution according to the current state of the game (such as the battle situation, player status, etc.), effectively solving the information transmission problem in game team collaboration, significantly improving the efficiency and accuracy of communication between players, and bringing a qualitative improvement to the gaming experience.
[0155] An information interaction device provided in an embodiment of the present application has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the embodiment of the information interaction device, reference may be made to the corresponding content in the aforementioned information interaction method embodiment.
[0156] Figure 8 This is a structural block diagram of an electronic device provided in an embodiment of the present application.
[0157] The present application also provides an electronic device, such as Figure 8 FIG. 1 is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the information interaction method:
[0158] In response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window;
[0159] In response to a first selection operation on the specific scene element in the screenshot displayed in the small window, identifying the specific scene element;
[0160] Generate terms to be transferred based on specific scene elements and game state information;
[0161] In response to the second selection operation of the term to be transferred and the third selection operation of the target recipient, a graphic and text message including the screenshot and the transfer term is sent to the target recipient.
[0162] Optionally, in response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window, including: displaying the screenshot in a small window on the right side of the graphical user interface, and prompting the user to interact with specific scene elements.
[0163] Optionally, the method further includes: canceling the screenshot operation in response to the dragging operation of the small window.
[0164] Optionally, the specific scene elements include at least one of the following: material props, shelters, tactical deployment positions, and mission objects.
[0165] Optionally, the game status information includes at least one of the following: game team information, game battle situation trend, game environment information, game tactical strategy information, player status information, and game process information.
[0166] Optionally, transfer terms are generated based on specific scene elements and game status information, including: analyzing the type of specific scene elements and the current game status, and based on the specific scene elements and game status information, selecting multiple terms with the highest matching degree from a preset transfer term library to generate terms to be transferred.
[0167] Optionally, the method further includes: displaying a first control next to the transfer term, and in response to a triggering operation on the first control, regenerating the transfer term based on specific scene elements and game status information, and replacing the original transfer term displayed. Optionally, the method.
[0168] Optionally, the method further includes: displaying a second control next to the transfer term, and restoring the display of the transfer term before replacement in response to a triggering operation on the second control.
[0169] Optionally, the method further includes: displaying the received graphic information on a graphical user interface of the target recipient, and providing an ignore option and a confirmation mark option.
[0170] exist Figure 8 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .
[0171] Among them, the memory 110 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0172] The processor 111 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 111 or software instructions. The above-mentioned processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium mature in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the information interaction method of the aforementioned embodiment in combination with its hardware.
[0173] An embodiment of the present application further provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement an information interaction method, which specifically includes:
[0174] In response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window;
[0175] In response to a first selection operation on the specific scene element in the screenshot displayed in the small window, identifying the specific scene element;
[0176] Generate terms to be transferred based on specific scene elements and game state information;
[0177] In response to the second selection operation of the term to be transferred and the third selection operation of the target recipient, a graphic and text message including the screenshot and the transfer term is sent to the target recipient.
[0178] Optionally, in response to a screenshot operation on the current game scene, a screenshot of the game scene is obtained and displayed in a small window, including: displaying the screenshot in a small window on the right side of the graphical user interface, and prompting the user to interact with specific scene elements.
[0179] Optionally, the method further includes: canceling the screenshot operation in response to the dragging operation of the small window.
[0180] Optionally, the specific scene elements include at least one of the following: material props, shelters, tactical deployment positions, and mission objects.
[0181] Optionally, the game status information includes at least one of the following: game team information, game battle situation trend, game environment information, game tactical strategy information, player status information, and game process information.
[0182] Optionally, transfer terms are generated based on specific scene elements and game status information, including: analyzing the type of specific scene elements and the current game status, and based on the specific scene elements and game status information, selecting multiple terms with the highest matching degree from a preset transfer term library to generate terms to be transferred.
[0183] Optionally, the method further includes: displaying a first control next to the transfer term, and in response to a triggering operation on the first control, regenerating the transfer term based on specific scene elements and game status information, and replacing the original transfer term displayed. Optionally, the method.
[0184] Optionally, the method further includes: displaying a second control next to the transfer term, and restoring the display of the transfer term before replacement in response to a triggering operation on the second control.
[0185] Optionally, the method further includes: displaying the received graphic information on a graphical user interface of the target recipient, and providing an ignore option and a confirmation mark option.
[0186] Unless otherwise specifically stated, the relative steps, numerical expressions and values of the components and steps set forth in these embodiments do not limit the scope of the present application.
[0187] Based on this understanding, the technical solution of this application, or the portion that contributes to the prior art, or the portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of this application. The aforementioned storage medium includes: a USB flash drive, a mobile hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc., various media that can store program code.
[0188] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this application and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0189] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. These modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.
Claims
1. An information interaction method, comprising: providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, wherein the game scene includes interactive scene elements; and comprising: In response to a screenshot operation on the current game scene, obtaining a screenshot of the game scene and displaying the screenshot in a small window; In response to a first selection operation on a specific scene element in the screenshot displayed in the small window, identifying the specific scene element; Generate a term to be transferred based on the specific scene elements and game state information; In response to a second selection operation on the term to be transferred and a third selection operation by the target recipient, a graphic and text message including the screenshot and the transfer term is sent to the target recipient.
2. The method according to claim 1, characterized in that The method of obtaining a screenshot of the game scene in response to a screenshot operation of the current game scene and displaying the screenshot in a small window includes: The screenshot is displayed in a small window on the right side of the graphical user interface, and the user is prompted to perform interactive operations on specific scene elements.
3. The method according to claim 1, further comprising: In response to the dragging operation of the small window, the screenshot operation is canceled.
4. The method according to claim 1, wherein the specific scene elements include at least one of the following: material props, shelters, tactical deployment positions, and mission objects.
5. According to the method of claim 1, the game status information includes at least one of the following: game team information, game battle trend, game environment information, game tactical strategy information, player status information, and game process information.
6. The method according to any one of claims 1 to 5, wherein generating a transfer term based on the specific scene element and game state information comprises: The type of the specific scene element and the current game state are analyzed, and based on the specific scene element and game state information, a plurality of terms with the highest matching degree are selected from a preset transfer term library to generate terms to be transferred.
7. The method according to claim 1, further comprising: A first control is displayed next to the transfer term. In response to a triggering operation on the first control, the transfer term is regenerated based on the specific scene element and game status information, and the original transfer term displayed is replaced.
8. The method according to claim 7, further comprising: A second control is displayed next to the transfer term, and in response to a triggering operation on the second control, the transfer term before replacement is restored to display.
9. The method according to claim 1, further comprising: The received graphic information is displayed on the graphical user interface of the target recipient, and an ignore option and a confirmation mark option are provided.
10. The method according to claim 9, further comprising: In response to a selection operation on the confirmation mark option, a mark and position information corresponding to the specific scene element are displayed in real time in the scene interface of the target recipient.
11. An information interaction device, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes interactive scene elements, characterized in that: The device comprises: A display module is configured to obtain a screenshot of the current game scene in response to a screenshot operation on the current game scene, and display the screenshot in a small window; an identification module, configured to identify the specific scene element in response to a first selection operation on the specific scene element in the screenshot displayed in the small window; A generation module, configured to generate a term to be transferred based on the specific scene elements and game state information; The sending module is used to send the graphic and text information including the screenshot and the transfer term to the target recipient in response to the second selection operation of the term to be transferred and the third selection operation of the target recipient.
12. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 10.