Interaction processing method and device in game, electronic equipment and storage medium
By providing auxiliary interaction methods based on the number of interactions with virtual objects in MMO games, the problems of lack of trust building and relationship decay are solved, and the social experience and game stickiness between players are enhanced.
Patent Information
- Application Number
- CN202511279487.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-08
- Publication Date
- 2025-10-17
AI Technical Summary
Existing MMO social systems have shortcomings in trust building, behavioral value conversion, and relationship decay management, resulting in high player churn rates and insufficient game stickiness.
By determining the number of interactions between virtual objects in the game and providing auxiliary interaction methods, including resource provision and permission opening, the social experience between players is enhanced.
It increases the speed of building trust between players, enhances the conversion of behavioral value and relationship maintenance, reduces player churn rate, and improves game stickiness.
Smart Images

Figure CN120789657A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of computer application, and in particular, relates to an interaction processing method and device in a game, an electronic device, and a storage medium. BACKGROUND
[0002] With the rapid development of Internet technology, Massive Multiplayer Online Game (MMO) is more and more popular among players. MMO games attract a large number of players due to their strong strategic nature and outstanding social attributes. In MMO games, players control virtual objects to complete tasks, participate in battles, and interact and cooperate in virtual scenes. The social system is a core module for maintaining player retention and improving game experience. The rationality of its design directly affects the life cycle of the game. However, the existing MMO social system has a significant relationship chain solidification problem in player interaction relationship management, such as the lack of trust establishment, the disappearance of behavior value, and the relationship recession blind area, which leads to obvious deficiencies in the existing MMO social system in trust establishment, behavior value conversion, and relationship recession management, resulting in a high player turnover rate and insufficient game stickiness. SUMMARY
[0003] Therefore, the embodiments of the present application provide at least an interaction processing method and device in a game, an electronic device, and a storage medium to overcome at least one of the above-mentioned defects.
[0004] In a first aspect, the exemplary embodiments of the present application provide an interaction processing method in a game, which provides a graphical user interface through a first terminal device, including: displaying at least part of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the first terminal device; determining an auxiliary interaction mode according to a first interaction number of performing a preset interaction behavior between the first virtual object and a second virtual object in the virtual scene; providing additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode.
[0005] In a second aspect, the embodiments of the present application also provide an interaction processing device in a game, which provides a graphical user interface through a first terminal device, including: a display control module configured to display at least part of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the first terminal device; The interaction identification module determines an auxiliary interaction mode according to a first interaction number of performing a preset interaction behavior between the first virtual object and the second virtual object in the virtual scene. The resource providing module provides additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode.
[0006] In a third aspect, an electronic device is provided, including a processor, a storage medium, and a bus. The storage medium stores machine readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine readable instructions to perform the steps of the above-mentioned interaction processing method.
[0007] In a fourth aspect, a computer readable storage medium is provided. The computer readable storage medium stores a computer program. When the computer program is run by a processor, the steps of the above-mentioned interaction processing method are performed.
[0008] The game interaction processing method provided by the embodiments of the present application solves the problems of missing trust establishment, behavior value disappearance, and relationship recession blind area in the existing MMO social system, and enhances the social experience and game stickiness of players.
[0009] In order to make the above objectives, characteristics and advantages of the present application more apparent and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0010] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0011] Figure 1 A flow chart of a game interaction processing method provided by an exemplary embodiment of the present application is shown; Figure 2 A flow chart of another game interaction processing method provided by an exemplary embodiment of the present application is shown; Figure 3 A schematic diagram of a behavior type provided by an exemplary embodiment of the present application is shown; Figure 4 A flow chart of another game interaction processing method provided by an exemplary embodiment of the present application is shown; Figure 5Fig. 1 shows a structural schematic diagram of an interaction processing device in a game according to an example embodiment of the present application; Figure 6 Fig. 2 shows a structural schematic diagram of an electronic device according to an example embodiment of the present application. DETAILED DESCRIPTION
[0012] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. It should be understood that the drawings in the present application merely serve the purpose of illustrating and describing and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn according to the actual proportions. The flowcharts used in the present application show the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can not be implemented in sequence, and the steps without logical context relationship can be reversed in sequence or implemented simultaneously. In addition, one or more other operations can be added to the flowcharts or one or more operations can be removed from the flowcharts under the guidance of the content of the present application.
[0013] The terms “one”, “an”, “the” and “said” are used in the present specification to denote the presence of one or more elements / components / etc.; the terms “include” and “have” are used in the present specification to denote an open-ended inclusion in such a way that additional elements / components / etc. can be present in addition to the listed elements / components / etc.; the terms “first” and “second” are merely used as labels and are not intended to limit the number of objects.
[0014] It should be understood that in the embodiments of the present application, “at least one” means one or more, and “multiple” means two or more than two. “And / or” is merely a description of the relationship between the associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character “ / ” generally represents an “or” relationship between the associated objects. “Including A, B and / or C” means including any one or any two or three of A, B and C.
[0015] It should be understood that in the embodiments of the present application, “B corresponding to A”, “B corresponding to A”, “A corresponding to B” or “B corresponding to A” means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, but B can also be determined according to A and / or other information.
[0016] In addition, the described embodiments are only some of the embodiments of the present application, not all the embodiments. The components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but only represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present application.
[0017] With the rapid development of Internet technology, massive multiplayer online games (MMO) are increasingly popular among players. MMO games attract a large number of players due to their strong strategic nature and prominent social attributes. In MMO games, players control virtual objects to complete tasks, participate in battles, and interact and collaborate in virtual scenes. The social system, as a core module for maintaining player retention and improving game experience, directly affects the life cycle of the game. However, the existing MMO social system has significant relationship chain solidification problems in player interaction relationship management, such as the lack of trust establishment, the disappearance of behavior value, and the blind area of relationship decline. The following will illustrate the above three problems: Lack of trust establishment: In temporary team-up scenarios, players lack a progressive collaboration mechanism. First-time collaborating players often have difficulty forming effective coordination due to information opacity and unopened permissions. For example, players in temporary teams entering instances cannot share basic supplies or temporarily borrow equipment, leading to unreasonable resource allocation in battles and maintaining a stranger status between players, making it difficult to establish initial trust, severely affecting collaboration efficiency and social experience. Disappearance of behavior value: Social behaviors such as teaming up, mutual assistance, and supply donation in the game do not form sustainable assets. A large number of valuable interactions remain in single activities and cannot be converted into long-term social relationship deposits or quantifiable game results. Traditional solutions rely solely on a single closeness score to measure player relationships, making players lack motivation for sustained social interaction, and the value of social behavior is not fully realized. Relationship decline blind area: When the friendship between players gradually fades due to reduced interaction, the existing system lacks effective warning mechanisms and repair guidance. Players often realize the relationship has completely broken down, making it difficult to recover, leading to high player turnover rates. For example, players who frequently team up may reduce interaction due to real-world reasons. The system fails to timely push interaction reminders or compensation tasks, ultimately leading to the complete separation of social relationship chains between the two parties, weakening the cohesion of the game community. The relationship chain solidification problem easily leads to obvious deficiencies of the existing MMO social system in trust establishment, behavior value conversion, and relationship recession management, and causes a high player turnover rate and insufficient game stickiness.
[0018] To solve the problem in at least one aspect, the application provides an interaction processing method in a game, which can enhance the social experience and game stickiness of players.
[0019] First, the names involved in the embodiments of the application are introduced.
[0020] Terminal device: The terminal device involved in the embodiments of the application mainly refers to an electronic device capable of providing a user interface (User Interface) to realize human-computer interaction. In an exemplary application scenario, the terminal device can be a smart device used to provide a game screen (such as an interface for presenting a virtual scene) and capable of performing control operations on virtual objects. The terminal device can include, but is not limited to, any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV) player, and the like. The terminal device has installed and running therein an application program supporting a virtual scene, such as an application program supporting a three-dimensional virtual scene. The application program can include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA game (Multiplayer Online Battle Arena), a multiplayer gun battle survival game, and a third-person shooting game (TPS, Third-Personal Shooting Game). Optionally, the application program can be a stand-alone application program, such as a stand-alone 3D game program, or a network online application program. The terminal device provided in the embodiments of the application includes a first terminal device, a second terminal device, and a third terminal device.
[0021] In one case, the terminal device has a display, a game console body independent of the display, and an input unit, such as a mouse, a keyboard, or a handle, independent of the game console body, and a plurality of input buttons are arranged on the input unit. In another case, for a portable terminal device, there is a game console body, a liquid crystal display arranged at a substantially central portion of the game console body, and an input unit, such as a plurality of input buttons, arranged on both sides of the liquid crystal display, or the portable terminal device can have a touch screen serving as the input unit. In the above terminal device, various commands can be indicated to a game character displayed on the display by operating the input unit.
[0022] Graphical user interface: is an interface display format for human-computer communication, which allows users to manipulate icons, signs or menu options on the screen using input devices such as mouse, keyboard and / or gamepad, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of the touch terminal to select commands, start programs or perform other tasks, etc. In a virtual scene, a virtual scene interface and a game configuration interface can be displayed in the graphical user interface.
[0023] Virtual scene: is a virtual environment displayed (or provided) by an application running on a terminal device or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment and a three-dimensional virtual environment, and the game environment can be sky, land, sea, etc. The virtual scene is a scene in which a user controls a virtual object to complete game logic, and optionally, the virtual scene is also used for virtual environment battles between at least two virtual objects, and has virtual resources available for use by the at least two virtual objects in the virtual scene.
[0024] Virtual object: may be various virtual characters, items, etc. in the virtual scene, which can be interactive or non-interactive elements, including player characters, NPCs, weapons, gems, gift packages, etc. They are the basic units of object clusters, and their scene positions determine the formation and distribution of object clusters. Optionally, virtual objects can have different types and attributes, which will affect their display and interaction in the object cluster. For example, a virtual object can be an NPC carrying a game task, which may have a high display priority when forming an object cluster; it can also be a virtual prop that can be picked up, such as a treasure chest, a weapon, etc., and its object identification pattern will be the corresponding treasure chest, weapon pattern, making it easy for players to identify. Optionally, when the game environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model, each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a part of the three-dimensional virtual environment. Optionally, the virtual object can be a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology, which realizes different external images by being endowed with different skins. In some implementations, virtual objects can also be implemented in 2.5-dimensional or 2-dimensional models, which are not limited by the embodiments of the application.
[0025] There can be multiple virtual objects in the virtual scene, which are virtual objects controlled by the player (i.e., objects controlled by the player through an input device, a touch screen), or are artificial intelligence (AI) set in the virtual environment for battle. Alternatively, the virtual objects are objects in battle in the virtual scene, and the number of virtual objects in the virtual scene battle is pre-set or dynamically determined according to the number of terminal devices participating in the virtual battle, which is not limited in the embodiments of the present application. In a possible implementation manner, the user can control the virtual object to move in the virtual scene, and can also control the virtual object to use skills, virtual props, etc. provided by the application program to fight with other virtual objects. Alternatively, the first virtual object is controlled by the first terminal device, the third virtual object is controlled by the second terminal device, and the fourth virtual object is controlled by the third terminal device.
[0026] The interaction processing method in the game in the embodiments of the present application can run on a local terminal device or a server, or can be executed by the terminal device and the server together. When the method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0027] In an optional implementation manner, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control method of the virtual object are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the information processing is performed by the cloud game server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0028] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present a graphical user interface including a game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0029] In a possible embodiment, the embodiment of the present application provides an interaction processing method in a game. A graphical user interface is provided through a first terminal device. The first terminal device can be the local terminal device mentioned above (such as a local touch terminal), or can be a client device in the cloud interaction system mentioned above.
[0030] To make the present application more comprehensible, the interaction processing method in a game, the device, the electronic device, and the storage medium provided by the embodiment of the present application are described in detail below.
[0031] Please refer to Figure 1 , Figure 1 The flowchart of the interaction processing method in a game provided by the exemplary embodiment of the present application is provided through a first terminal device to provide a graphical user interface. In Figure 1 the interaction processing method includes the following steps. Step S101, at least part of a virtual scene is displayed on the graphical user interface, and the virtual scene includes a first virtual object controlled by the first terminal device.
[0032] Here, the first terminal device refers to an electronic device used by a player to run a game and control a first virtual object, the first virtual object refers to a game character representing the player in a virtual scene controlled by the first terminal device, the player can control the first virtual object to move, fight, communicate, and perform other interactive behaviors by operating the first terminal device, and the first virtual object has its own attributes, skills, equipment, and backpack, etc.
[0033] For example, in a turn-based MMO game, when a player starts a game and logs in an account, the first terminal device runs a game program, loads and displays a corresponding virtual scene on a graphical user interface, and displays a first virtual object created and controlled by the player in the virtual scene.
[0034] Optionally, the graphical user interface displays different contents according to different virtual scenes. For example, when the first virtual object is in a town virtual scene, the graphical user interface can display location marks of various functional NPCs, store entrances, task panels, and the like controls; when the first virtual object enters a copy virtual scene, the graphical user interface switches to a layout related to battle, and then displays monster information, teammate status, skill buttons, and the like contents. Further, the virtual scene also changes with the game progress and the player's operation. For example, when the first virtual object completes a certain task, a new map can be unlocked in a certain area of the virtual scene; when the first virtual object triggers a scene mechanism with other virtual objects, a passageway in the virtual scene can be opened or closed.
[0035] Return Figure 1 In step S102, the auxiliary interaction mode is determined according to a first interaction frequency of performing a preset interaction behavior between the first virtual object and the second virtual object in the virtual scene.
[0036] In the above steps, the preset interaction behavior refers to a social interaction behavior between the first virtual object and the second virtual object in the game, which can be performed in advance, and different preset interaction behaviors correspond to different social scenes and purposes. Optionally, the preset interaction behavior includes at least one of the following: the first virtual object and the second virtual object jointly perform a virtual task in the virtual scene (such as forming a team to enter a copy, participating in a gang war); a virtual resource transfer (such as a material donation) is performed between the first virtual object and the second virtual object; a preset virtual object assists in completing a behavior event of a target virtual object (such as a crisis rescue, a gang construction), the preset virtual object being one of the first virtual object and the second virtual object, and the target virtual object being the other of the first virtual object and the second virtual object. For example, in a round-based MMO game, the first virtual object and the second virtual object form a team to enter a copy to perform a virtual task of eliminating a copy BOSS, which can be considered as a preset interaction behavior of jointly performing a virtual task.
[0037] For example, the number of times of copy cooperation is accumulated to a certain number of times, which can be converted into a cooperation spark, the interaction frequency of the material donation interaction behavior is calculated according to a weight of 0.7, and thus different types of preset interaction behaviors affect the statistics of the first interaction frequency according to corresponding rules. In a round-based MMO game, the first virtual object and the second virtual object participate in gang construction 5 times, and the first interaction frequency is calculated according to a weight of 0.3 each time, so that the first interaction frequency contributed by this behavior is 1.5 times; they perform 3 times of material donation, and the first interaction frequency is calculated according to a weight of 0.7 each time, so that the first interaction frequency contributed is 2.1 times, and thus the total first interaction frequency accumulates the number of times of different behaviors according to the rules.
[0038] Further, the first interaction frequency is determined based on a number of times of performing a preset interaction behavior between the first virtual object and the second virtual object within at least one preset period, or the first interaction frequency is determined based on a second interaction frequency of performing the preset interaction behavior between the first virtual object and the third virtual object.
[0039] Here, there are two ways to determine the first interaction frequency. The first way is to determine the first interaction frequency based on a number of times of performing a preset interaction behavior between the first virtual object and the second virtual object within at least one preset period, that is, the number of interactions between the two virtual objects within a set time period can be directly counted to obtain the first interaction frequency. The preset period is a statistical time period set by the game system in advance, which can be set to one week, one month, etc. according to the game requirements, such as counting the number of times of performing the preset interaction behavior between the first virtual object and the second virtual object within one week as the first interaction frequency. The preset interaction behavior can include social interaction behaviors between players, such as teaming up to play a copy, participating in a gang war, material donation, crisis rescue, and gang construction. The first interaction frequency is determined by counting the number of times of performing the above preset interaction behavior. Suppose the preset period is one week, and the game system can count the number of times of performing the preset interaction behavior between the first virtual object and the second virtual object within one week. For example, the first virtual object and the second virtual object team up to play a copy 3 times, participate in a gang war 2 times, and the first virtual object donates materials to the second virtual object 1 time within one week. Within the preset period, the first interaction frequency between the first virtual object and the second virtual object is 3+2+1=6 times. If multiple consecutive preset periods are set, such as 4 consecutive weeks, the system will accumulate the interaction frequency of each period to form the cumulative first interaction frequency as the basis data for measuring the closeness of the social relationship between the two. This method directly reflects the real-time interaction frequency between the two virtual objects, providing an original basis for subsequent determination of auxiliary interaction methods.
[0040] The second way is to determine the first interaction frequency based on a second interaction frequency of performing the preset interaction behavior between the first virtual object and the third virtual object, that is, the first interaction frequency between the first virtual object and the second virtual object is indirectly obtained through the second interaction frequency between the first virtual object and the third virtual object. This method is suitable for virtual objects with an association relationship, such as members of the same game organization, which can realize reasonable migration and continuation of social relationships. Specifically, the first virtual object, the second virtual object, and the third virtual object belong to the same game organization, wherein the first interaction frequency is inherited from the second interaction frequency of performing the preset interaction behavior between the first virtual object and the third virtual object, or the first interaction frequency is determined based on an organization association degree coefficient and the second interaction frequency, and the organization association degree coefficient is used to indicate the association degree of the second virtual object with the game organization to which it belongs.
[0041] The game organization refers to a collection of players in a game environment, which is spontaneously formed by players based on common goals, interests or rules, or is set by the system, such as a gang, a guild, a team, an alliance, etc. Within the game organization, members enjoy certain rights, such as participating in exclusive activities, obtaining internal resources of the organization, etc., and also need to fulfill obligations, such as participating in activities on time, contributing to the development of the organization. For example, a player can control a virtual character to join an alliance in the game, and each player in the same alliance is determined to have a relationship of allies.
[0042] The "inheritance" in the above content refers to when the third virtual object and the second virtual object belong to the same game organization, the second interaction times accumulated by the first virtual object and the third virtual object can be directly partially or entirely transferred to the first virtual object and the second virtual object as the initial first interaction times of the first virtual object and the second virtual object. The first virtual object and the second virtual object also belong to the same game organization. This method is suitable for the transfer of social relationships among members in the game organization, especially in the scenario where the same player has multiple accounts (such as the third virtual object and the second virtual object being two characters of the same player).
[0043] For example, player A has the third virtual object and the second virtual object, both of which belong to the same gang. The first virtual object (controlled by player B) has teamed up with the third virtual object to play a copy 8 times and participated in the construction of the gang 3 times in the past month, with a total of 11 second interaction times. Since the third virtual object and the second virtual object belong to the same gang and are characters under the same player account, the system allows the first virtual object and the second virtual object to directly inherit part of the second interaction times as the first interaction times. For example, according to the game rules, the characters within the organization under the same player account can inherit 80% of the second interaction times, so the first interaction times of the first virtual object and the second virtual object are 11 x 80% = 8.8 times (actually rounded to 8 times). At this time, the first virtual object and the second virtual object do not need to accumulate interaction times from zero and can directly unlock basic material sharing and other preliminary permissions based on the inherited number of times to quickly establish a collaborative foundation. It should be noted that, according to the game rules, the first virtual object and the second virtual object can also inherit all the second interaction times as the first interaction times.
[0044] Further, the first interaction times can also be determined based on the organization correlation coefficient and the second interaction times, wherein the organization correlation coefficient is a parameter for measuring the closeness between the second virtual object and the game organization to which it belongs, and the value range is usually between 0 and 1. The higher the organization correlation coefficient, the better the indicators of the activity, contribution or joining time of the second virtual object in the game organization. For example, assume that the third virtual object belongs to the same gang as the second virtual object. The second interaction times between the first virtual object and the third virtual object is 15 times (including 10 times of copy cooperation and 5 times of material donation). Assume that the organization correlation coefficient of the second virtual object in the gang is 0.7, which can be calculated according to the number of times of participating in gang activities per week, the gang contribution value, the joining time length, and the like. At this time, the first interaction times between the first virtual object and the second virtual object = the second interaction times x the organization correlation coefficient = 15 x 0.7 = 10.5 times (actually rounded to 10 times). That is, the closer the association of the second virtual object with the game organization, the higher the organization correlation coefficient, the higher the social recognition of the second virtual object in the game organization, the more the first interaction times based on the second interaction times of the third virtual object in the game organization, so as to unlock the advanced permissions such as equipment borrowing and skill assistance more quickly. On the contrary, if the association of the second virtual object with the organization is low, the organization correlation coefficient is also low, and the first interaction times obtained by migration are less, and the number of times of direct interaction between the first virtual object and the second virtual object needs to be accumulated. Such a design can not only encourage players to actively participate in organization activities to improve the correlation, but also ensure the rationality of the migration of the interaction times, and avoid the abuse of permissions between irrelevant roles.
[0045] The above-mentioned manner solves the problem that the initial interaction times of the newly established virtual object is zero, enables the player to expand new interaction permissions based on the existing social relationship more quickly, reduces the period of trust establishment, and enhances the continuity and expansibility of the game social system.
[0046] In an alternative embodiment, the embodiments of the present application further include: in response to an inheritance request initiated by the second terminal device controlling the third virtual object, determining the first interaction times based on the second interaction times of performing a preset interaction behavior between the first virtual object and the third virtual object, wherein the inheritance request includes an inheritance identifier and inheritance content, the inheritance identifier is used to indicate the inheriting party of the interaction times, and the inheritance content indicates the second interaction times between the third virtual object and the first virtual object.
[0047] In the above-mentioned step, the inheritance request refers to an instruction initiated by the controller of the third virtual object, which is used to apply for migrating the second interaction times between the third virtual object and the first virtual object to the second virtual object. The inheritance request contains necessary information required for inheritance, for example, in the game, the inheritance request can be a form containing information such as the inheriting party, the inherited party, the inheritance ratio, and the like. After the player fills in and submits, the system verifies and processes it.
[0048] Specifically, the inheritance request includes an inheritance identifier and inheritance content. The inheritance identifier is used to indicate the inheriting party of the interaction times, and the inheritance content indicates the second interaction times between the third virtual object and the first virtual object. Here, the inheritance identifier is information in the inheritance request for explicitly indicating the interaction times inheriting party, i.e., the identifier of the second virtual object, which ensures that the system can accurately identify the object that needs to receive the second interaction times. For example, the inheritance identifier can be the role ID, role name, or role nickname of the second virtual object, as long as it can uniquely identify the second virtual object. The inheritance content is information in the inheritance request for explaining the interaction times to be migrated, including the second interaction times between the third virtual object and the first virtual object, the inheritance ratio, etc., which is the basis for the system to calculate the first interaction times. For example, the inheritance content can be "the second interaction times between the wizard C and the warrior A is 10 times, and 50% of the second interaction times is applied to the assassin B for inheritance", and the system calculates the first interaction times as 10 x 50% = 5 times based on the content.
[0049] Optionally, the initiation of the inheritance request needs to meet certain conditions, such as the third virtual object and the second virtual object belonging to the same game organization. Only when the third virtual object and the second virtual object belong to the same game organization, the controller of the third virtual object can initiate the inheritance request, otherwise the system will prompt "not the same game organization, cannot initiate the inheritance request". This condition ensures the rationality of the second interaction times inheritance, and avoids the migration of interaction times between unrelated roles.
[0050] Optionally, the statistical range of the second interaction times can be selected by the controller of the third virtual object when initiating the inheritance request, such as selecting the interaction times in the last week, the last month, or all history, so that the inherited interaction times are more time-effective.
[0051] In actual operation of the player, the player controlling the third virtual object can find the interaction times inheritance entry on the game interface of the second terminal device and initiate the inheritance request. After the player initiates the inheritance request, the game system analyzes the inheritance request, obtains the inheritance identifier and the inheritance content, verifies whether the third virtual object and the second virtual object meet the inheritance conditions (such as belonging to the same game organization), if the inheritance conditions are met, the game system calculates the first interaction times based on the second interaction times in the inheritance content, and applies the result to the interaction relationship between the first virtual object and the second virtual object.
[0052] For example, in a turn-based MMO game, a player initiates an inheritance request through a mobile phone (second terminal device), the inheritance identifier is "Assassin B #1 xxx", and the inheritance content is "the second interaction frequency between Mage C and Warrior A is 8 times, and the inheritance ratio is 50%". The game system verifies that Mage C and Assassin B belong to the same gang, which meets the inheritance condition, so the first interaction frequency is calculated as 8 x 50% = 4 times, and the first interaction frequency between Warrior A and Assassin B is determined as 4 times. Based on this, Warrior A and Assassin B can directly unlock the permission of sharing basic resources, which improves their efficiency and experience in early collaboration. Through this inheritance mechanism, Warrior A and Assassin B do not need to accumulate interaction frequency from zero, quickly break through the initial trust barrier, so that the interaction experience between players is significantly improved, and the flexibility of the game social system and the sense of belonging of players are also enhanced.
[0053] In an optional embodiment, the embodiments of the present application further include: in response to the scene interaction condition being met, triggering the promotion of the first interaction frequency, wherein the scene interaction condition includes that the first virtual object and the second virtual object have both performed a specified interaction behavior with a preset scene element in the virtual scene.
[0054] Here, the scene interaction condition refers to a trigger condition that the first virtual object and the second virtual object need to jointly complete the interaction with a specific element in the virtual scene to achieve, which is a prerequisite for starting the first interaction frequency promotion process, and needs to ensure that the two people collaborate and can interact with the scene element. For example, in the copy scene of a turn-based MMO game, the scene interaction condition can be that the first virtual object and the second virtual object click the energy console in the scene and maintain for 3 seconds. Only when both of them complete the operation, it is considered that the condition is met.
[0055] After the scene interaction condition is met, the game system performs an operation of increasing the interaction frequency between the first virtual object and the second virtual object, and the promotion range can be set as a fixed value or a multiple increase according to the importance of the scene interaction, the purpose of which is to reward the collaborative behavior of the players and accelerate the progress of social relationships. For example, after successful interaction, the frequency value of both parties is accelerated by 2 times, that is, the first interaction frequency is originally 5 times, and after promotion, it becomes 5 + 5 x 2 = 15 times.
[0056] The different preset scene elements in different virtual scenes are different. The preset scene element refers to a specific object or area in the virtual scene that is designed in advance and has an interactive function, such as a trap, a stone tablet, a treasure chest, a button, an energy crystal, etc. The specified interaction behavior refers to a specific operation action that the virtual object and the preset scene element need to perform, and different preset scene elements can correspond to different specified interaction behaviors, such as clicking, long pressing, dragging, chanting, attacking, carrying, etc. For example, for the giant stone trap, the specified interaction behavior can be pushing the giant stone in the same direction or in the opposite direction; for the magic stone tablet, the specified interaction behavior can be touching the runes on the surface of the stone tablet.
[0057] Optionally, the first interaction frequency increase range corresponding to the preset scene element in different virtual scenes can be different, and the increase range of the core scene or the high difficulty scene can be set to be higher. For example, the interaction success of the wooden trap in the ordinary copy can increase the frequency value by 1 times, and the interaction success of the ancient altar in the epic copy can increase the frequency value by 3 times. This differentiated design can guide players to explore more high-value scenes. In the embodiment of the present application, the game system first monitors the behavior of the first virtual object and the second virtual object in the virtual scene in real time, and when it is detected that both of them have performed the specified interaction behavior with the preset scene element, it is determined that the scene interaction condition is met. Subsequently, the game system calculates the increase range of the first interaction frequency (such as a fixed value or a multiple) according to the preset rule, and updates the interaction frequency data between the first virtual object and the second virtual object. The above scheme makes the player's collaborative behavior directly translate into the progress of the social relationship, and improves the interaction power and the interest of scene exploration.
[0058] Further, the auxiliary interaction mode refers to an additional interaction support mode provided for the first virtual object and the second virtual object according to the first interaction frequency, including providing various resources, opening permissions, issuing tasks, etc., and the purpose is to promote social interaction between the two and enhance the social relationship. For example, when the first interaction frequency reaches a certain value, the auxiliary interaction mode can be to open the temporary borrowing permission of equipment, or to provide exclusive non-battle resources, or to push interaction tasks, etc.
[0059] For example, the game system will statistically count the first interaction frequency of the first virtual object and the second virtual object performing various preset interaction behaviors in real time, and determine the corresponding auxiliary interaction mode according to different interaction frequencies. For example, in a turn-based MMO game, the system counts that the first virtual object and the second virtual object have teamed up to play copies for 3 times, and according to the preset rule, the auxiliary interaction mode corresponding to the first interaction frequency is to unlock the temporary borrowing permission of equipment, so the system will determine that the auxiliary interaction mode is to open the temporary borrowing permission of equipment.
[0060] For example, Figure 2As shown, step S102 determines the auxiliary interaction mode by the following way: S1021, according to the first interaction times, determine the target interaction stage between the first virtual object and the second virtual object.
[0061] In the above step S1021, the first interaction times directly determines the division of the target interaction stage. The plurality of interaction stages includes the first interaction stage and the second interaction stage which are sorted according to the number interval corresponding to the interaction times, and the target interaction stage is the interaction stage corresponding to the number interval where the first interaction times falls, that is, the target interaction stage refers to the development stage of the social relationship between the first virtual object and the second virtual object, which is divided according to the number interval where the first interaction times falls. Different interaction stages correspond to different social permissions and resource providing modes, including trust foundation, value conversion, relationship repair, etc. whole cycle stage.
[0062] Optionally, the number interval division of the target interaction stage is related to the design goal of the game social system. For example, in order to quickly establish initial trust, the number interval of the first interaction stage can be set to be narrow (such as 0→3 times), so that the player can obtain basic permissions by cooperating for the first time; in order to promote long-term interaction, the number interval of the second interaction stage can be set to be wide (such as 4→100 times), and multiple sub-stages corresponding to different rewards are set. For example, in a round-based MMO game, the first interaction stage is 0→3 times (unlocking basic resource sharing within 3 times of cooperation in the copy), and the second interaction stage is divided into 4→20 times (unlocking equipment borrowing), 21→50 times (unlocking skill assistance), and 51→100 times (unlocking game result synthesis). When the first interaction times reaches 15 times, the target interaction stage is the 4→20 times sub-stage of the second interaction stage. In addition, the determination of the target interaction stage will also be dynamically adjusted in combination with the quality of the interaction behavior or the scene difficulty. For example, the interaction behavior in a high-difficulty copy can be calculated by 1.5 times, so that the player can enter the high-order stage faster when challenging the high-difficulty copy.
[0063] When the plurality of interaction stages further includes a third interaction stage, the third interaction stage is an interaction stage specially set for the interaction trend in the decay state, which belongs to the recession period of the player relationship, and can be defined as the relationship repair layer. When in the third interaction stage, the game system will trigger the warning mechanism and the repair task to prevent the relationship from further breaking. Based on this, step S1021 specifically includes: Step S1021a: according to the first interaction times, determine the interaction trend between the first virtual object and the second virtual object.
[0064] Here, the interaction trend refers to a change direction of the interaction behavior of the two virtual objects, including a growth trend, a stable trend and a decay trend, which is analyzed based on historical data and current data of the first interaction times, and reflects the dynamic change of the social relationship between the players.
[0065] In step S1021a, the interaction trend can be determined by the following step a1. When the interaction trend is determined to be a decay trend, it is determined that the first virtual object and the second virtual object are in a third interaction stage, and at least one of the following resource providing manners of steps a2 and a3 is provided to the first virtual object and the second virtual object: In step a1, the interaction statistics value between the first virtual object and the second virtual object in a preset historical time period is calculated every time the statistical moment is reached, and the interaction decay rate between the first virtual object and the second virtual object at the statistical moment is determined based on the interaction statistics value and the historical reference value. The preset historical time period includes at least one interaction period, and the interaction statistics value is the average value of the interaction times of the first virtual object and the second virtual object performing the preset interaction behavior in each interaction period. In step a1, the statistical moment refers to a time node for calculating the interaction decay rate set by the game system in advance, which can be set as a fixed time every week or a fixed time every month according to the game operation demand, to ensure regular monitoring of the interaction trend. The preset historical time period refers to the historical time range selected when calculating the interaction statistics value, which contains at least one interaction period, and is used to reflect the recent interaction, for example, it can be set as the last 1 week, the last 2 weeks or the last 1 month. For example, if the interaction period is 1 week, the preset historical time period can be selected as the last 2 weeks, that is, the interaction data in the last 2 weeks is calculated to calculate the average value.
[0066] The interaction statistics value refers to the average value of the interaction times of the first virtual object and the second virtual object performing the preset interaction behavior in each interaction period in the preset historical time period, which is used to quantify the recent interaction frequency. The interaction period refers to the time unit for calculating the interaction times, which is usually matched with the daily game habit of the player, such as 1 week as an interaction period, which is convenient for reflecting the interaction rule of the player in a fixed period. The historical reference value refers to the benchmark data for measuring the degree of recent interaction decay, which is usually selected as the best performance data of the first virtual object and the second virtual object in the historical interaction, such as the historical peak value, which refers to the maximum value of the interaction times of the first virtual object and the second virtual object every week in the history.
[0067] The interaction decay rate is used to quantify the degree of decay of recent interaction relative to the historical reference value. The calculation formula can be defined as ΔF = (recent weekly average interaction - historical peak value / historical peak value, the value is negative when the interaction shows a decay trend, the absolute value is larger, the more serious the decay. For example, the recent weekly average interaction is 7 times, and the historical peak value is 15 times, then the interaction decay rate ΔF = (7-15) / 15 ≈ -46.7%.
[0068] Optionally, the length of the preset historical time period can be dynamically adjusted according to the interaction period to ensure the accuracy of the statistics. For example, if the interaction period is 1 week, for a new relationship player (short interaction history), the preset historical time period can be set to the last 1 week; for an old player, it can be set to the last 2-4 weeks, more comprehensively reflecting the recent interaction trend.
[0069] Optionally, the selection of the historical reference value can be set to dynamic update, if the player's interaction performance exceeds the historical peak value, the historical reference value is updated to the new peak value. For example, the original historical peak value of the first virtual object and the second virtual object is 15 times / week, and the interaction frequency reaches 18 times in a week, then the historical reference value is updated to 18 times, and the subsequent interaction decay rate is calculated based on 18 times, ensuring that the reference value always reflects the best interaction level of the player.
[0070] Step a2, if it is detected that the interaction decay rate at the continuous, specified number of statistical time points meets the first decay condition, push the interaction information to the first virtual object and the second virtual object through the first preset publishing channel.
[0071] In the above steps, the continuous, specified number of statistical time points means that a plurality of adjacent statistical time points meet the decay condition in turn, and the specified number can be set to 2, 3, etc. according to the game design, to avoid false positives caused by accidental factors. The first decay condition refers to the threshold condition for determining whether the interaction is in a decay trend, which is usually defined by the absolute value of the interaction decay rate. For example, the first decay condition can be set to ΔF <-30%, that is, the absolute value of the decay rate is greater than 30%, indicating that the interaction has obviously decayed, and it can be determined that the first virtual object and the second virtual object are in the third interaction stage.
[0072] Among them, the first preset publishing channel refers to the system notification method for pushing interaction information, which can be realized through the forms of in-game pop-up window, email, chat channel prompt, etc., to ensure that the player can timely perceive the interaction information. For example, push the memory crystal to view the relationship timeline, and its publishing channel can be an in-game pop-up window that automatically pops up the memory crystal viewing portal when the player logs in to the game. The interaction information here refers to the prompt content for reminding the player that the interaction relationship has decayed, which does not contain substantive rewards, and mainly plays a warning role, such as the memory crystal that can view the relationship timeline to awaken the player's common memory.
[0073] Optionally, the first decay condition can be dynamically adjusted according to the intimacy level of the in-game social relationship, setting a lower threshold (more sensitive) for high-intimacy players and a higher threshold for low-intimacy players. For example, for players with a high historical peak, the first decay condition can be set as AF <-30%; for players with a low historical peak, it can be set as AF <-50%, to avoid excessive intervention on shallow social relationships.
[0074] Optionally, the push timing of the first preset release channel can be associated with the player's login behavior, ensuring that the player can see the interaction information in time. For example, when the system detects that the push condition is met, it will not push immediately, but will push the interaction information through a pop-up window when the player logs in next time, avoiding missing the notification when the player is offline.
[0075] Step a3, if it is detected that the interaction decay rate at consecutive, specified number of statistical moments all meet the first decay condition, an interaction task is published to the first virtual object and the second virtual object through a second preset release channel.
[0076] Among them, the second preset release channel refers to the system function entrance for publishing interaction tasks, which can be presented in the form of in-game activity panel, task list, exclusive activity page, etc. Compared with the first preset release channel, it emphasizes the guidance and operability of the task more. For example, when the first virtual object or the second virtual object enters the game, an activity page is pushed, and there is a treasure box on the page. The activity page is the second preset release channel. The interaction task here refers to a collaborative task for guiding the player to repair the decaying relationship, and the player can obtain a reward after completing the task. Through the task reward, the player is encouraged to interact again. For example, the interaction task can be to enter the secret realm copy together to collect the treasure, and both parties can obtain the re-encounter fire prop.
[0077] For example, if the first virtual object and the second virtual object have historically often formed a team to play copies, the interaction task can be set as completing any copy once together; if they often participate in gang wars, the task can be set as participating in a gang war together once, so that the task matches the player's habitual play style.
[0078] Optionally, the reward of the interaction task can be upgraded with the total interaction frequency, such as the value of the product being upgraded with the total interaction frequency of the holder, or the basic re-encounter fire being rewarded for the first time completing the interaction task, and the senior re-encounter fire with special effects being rewarded after accumulating 3 times of task completion, to enhance the player's continuous participation motivation.
[0079] In the above step a1, step a2, step a3, the interaction decay rate is calculated quantitatively, and a multi-cycle detection mechanism is combined to accurately identify the interaction trend of the player, solving the problem of no early warning of relationship decay in the existing MMO social system. By pushing interaction information and tasks in stages, the player is actively guided to repair the decaying relationship, improving the interactive experience; at the same time, the game social relationship maintenance gameplay is enriched, and the game richness is enhanced.
[0080] Step S1021b: When it is determined that the interaction trend is a decay trend, it is determined that the first virtual object and the second virtual object are in a third interaction stage.
[0081] Here, the decay trend refers to a state in which the first interaction frequency continues to decline over time, which is usually defined by setting a decay threshold. For example, an interaction decay rate ΔF can be set to define it. ΔF = (recent weekly interaction - historical peak value) / historical peak value, when the absolute value of ΔF exceeds 30% and lasts for a certain period of time (such as 3 consecutive weeks), it can be determined that the decay trend. For example, the historical peak weekly interaction frequency between Warrior A and Mage B is 15 times, and the recent weekly interaction is 8 times, ΔF = (8-15) / 15≈-46.7%, and it is a typical decay trend if it remains in this state for 3 consecutive weeks.
[0082] Among them, the third interaction stage is an interaction stage set for the interaction trend to be a decay trend, which belongs to the core category of relationship repair layer, together with the first interaction stage of trust foundation layer and the second interaction stage of value conversion layer to form a complete interaction cycle. After entering the third interaction stage, the system will trigger the corresponding decay warning mechanism and repair guide strategy, such as pushing memory crystal, triggering bidirectional compensation task, etc.
[0083] S1022, the resource providing mode corresponding to the target interaction stage is determined as an auxiliary interaction mode, wherein different interaction stages correspond to different frequency intervals, and the resource providing mode includes at least one of the following: providing battle resources in a virtual scene, providing non-battle resources, and publishing interaction tasks through a pre-set publishing channel.
[0084] In the above steps, the resource providing mode refers to the social support content provided by the game system for players in a specific interaction stage, which is a specific embodiment of the auxiliary interaction mode, and the resource providing mode in different stages is targeted. For example, the first interaction stage provides basic material sharing and other battle resources, the second interaction stage provides game results and other non-battle resources, and the third interaction stage provides interaction tasks. The auxiliary interaction mode refers to the support mechanism provided by the game system to promote the interaction between the first virtual object and the second virtual object, which is realized through the resource providing mode to help players more smoothly carry out social behavior. For example, the basic material sharing function makes it easier for players to cooperate in the copy, which is an auxiliary interaction mode in the first interaction stage. Specifically, the battle resource refers to a resource used for fighting or competing in a virtual scene, which is only effective in a specific battle scene (such as a copy) and directly helps to improve the efficiency of the battle, such as basic supplies, virtual weapons and equipment, skill mutual assistance permission, etc. The resource providing mode corresponding to the first interaction stage includes providing battle resources in the virtual scene, and the battle resources include at least one of the following: basic supplies, virtual weapons and equipment, skill mutual assistance permission in the virtual scene, for example, the basic supplies sharing (medicine, etc.), virtual weapons and equipment, and temporary borrowing permission of in-copy equipment opened by the first interaction stage all belong to the battle resources. The non-battle resource refers to a resource that is not directly used for battle, but is used to improve the social experience or role display, and has long-term validity. The resource providing mode corresponding to the second interaction stage includes providing non-battle resources, and the non-battle resources include at least one of the following: game achievements, specified appearance, scene interaction props, and specified social permissions. As shown in Figure 3 , the game achievements are, for example, cooperative star fire, warm candlelight, guardian halo, and cornerstone dust. For example, the cooperative star fire game achievement obtained in the second interaction stage, the role particle special effect appearance, and the holographic projector animation of the copy loading page all belong to the non-battle resources. Optionally, the preset release channel refers to a system function path for pushing the interaction task or the resource, including in-game pop-up windows, emails, activity panels, dedicated pages, etc., to ensure that the player can obtain the related information of the resource providing mode in time. For example, the pop-up window for pushing the memory crystal and the activity page for publishing the task of giving the secret treasure of the copy all belong to the preset release channel. The interaction task refers to a social task that needs to be completed by the first virtual object and the second virtual object together, and after the completion, an award can be obtained, which is mainly used for repairing the declining relationship in the third interaction stage. In the embodiments of the present application, the resource providing mode can gradually unlock higher-level content with the promotion of the target interaction stage, forming a gradient reward system. For example, the first interaction stage initially only provides basic supply sharing, and when the first interaction times reach 10 times, the temporary borrowing permission of equipment is additionally unlocked; after entering the second interaction stage, the cooperative star fire game achievement is first unlocked, and when the cumulative interaction times reach 50 times, the particle special effect appearance is unlocked, so that the resource providing is synchronized with the stage progress. In actual application, after determining the target interaction stage, the game system can call the corresponding resource providing mode list of the stage, determine it as an auxiliary interaction mode, and execute it. For example, if the target interaction stage is the first interaction stage and the first interaction frequency is 15 times, the corresponding resource providing modes include basic resource sharing (unlocked) and equipment temporary borrowing (unlocked due to 10 interactions), which become auxiliary interaction modes. In the copy, the player can display the shared resource page through the "public warehouse" button to view the shared resources of the first virtual object and the second virtual object, or display the resources held by the first virtual object in a certain area of the backpack interface and the shared basic resources of the second virtual object in another area when opening the backpack of the first virtual object or the second virtual object respectively. Or click on the icon on the head of the opposite role to see the shared basic resources or temporarily unlocked equipment. The icon is only visible to both parties. If the target interaction stage is the second interaction stage, the resource providing mode includes collaborative starfire game results (generated after reaching the conversion threshold) and particle special effect appearance exchange. The player can select the target appearance on the exchange page. If it is in the third interaction stage, the game system publishes an interaction task through an activity page (a preset release channel) to jointly collect the secret treasure, and obtains the reunion fire after completion.
[0085] In an optional embodiment, the preset interaction behavior includes interaction behaviors of multiple behavior types, and different behavior types of interaction behaviors correspond to different game results, wherein the resource providing mode corresponding to the second interaction stage is determined by the following method: For each behavior type, based on the interaction frequency of the interaction behavior of the behavior type and the frequency weight corresponding to the behavior type, the conversion progress is determined. Here, the behavior type refers to the classification of the preset interaction behavior between the first virtual object and the second virtual object according to social attributes or game types. Different types reflect different social values, including copy cooperation, gang war participation, resource donation, crisis rescue, and gang construction. The frequency weight is a weighting coefficient set by the game system for each behavior type, which is used to reflect the difference in social value of different behavior types. The higher the weight, the greater the contribution of the same interaction frequency to the conversion progress. For example, as shown in the table, the frequency weight of copy cooperation is set to 1.0 / time, the frequency weight of gang construction is set to 0.3 / time, the frequency weight of resource donation is set to 0.7 / time, and the frequency weight of crisis rescue is set to 1.5 / time. Figure 3
[0086] Further, the conversion progress refers to the proportion of the current cumulative interaction value to the total value required to generate a game result for a certain behavior type, presented in percentage or score form, reflecting the unlocking progress of the game result. The calculation formula is: conversion progress = (interaction frequency x frequency weight) / conversion threshold x 100%. For example, the conversion threshold of copy cooperation is 30, the interaction frequency is 15 times x weight 1.0 = 15, and the conversion progress is 15 / 30 x 100% = 50%. Alternatively, the frequency weight can be dynamically adjusted according to the scarcity of in-game behavior to ensure that the value matches the difficulty. For example, if the crisis rescue has a small interaction frequency due to strict triggering conditions (such as the player being in a life-threatening state), the frequency weight can be increased from 1.5 to 2, encouraging players to participate in high-difficulty social behaviors; if the material donation has a large interaction frequency due to easy access to props, the weight can be reduced to 0.5 to avoid value dilution.
[0087] In addition, the conversion progress supports partial accumulation across behavior types, allowing players to advance the unlocking of the same game result through multiple behavior combinations. For example, the cooperative pioneer game result can accumulate progress through copy cooperation (weight 1.0) or guild construction (weight 0.3), with a total conversion threshold of 23. Players can achieve progress by 20 copy cooperations (20 x 1.0 = 20) + 10 guild constructions (10 x 0.3 = 3), for a total of 23, enhancing unlocking flexibility.
[0088] For each behavior type, when the conversion progress of the interaction behavior corresponding to the behavior type reaches the conversion threshold, the game result corresponding to the interaction behavior of the behavior type is generated.
[0089] The conversion threshold refers to the cumulative value required to generate a game result corresponding to a certain behavior type, which is the critical value for determining whether the conversion progress meets the standard. Different behavior types correspond to different conversion thresholds. For example, the conversion threshold for copy cooperation is 30 (i.e. interaction frequency x weight 1.0 >= 30), and the conversion threshold for material donation is 14 (interaction frequency x weight 0.7 >= 14). The game result refers to a virtual achievement title or identifier generated after the conversion progress reaches the conversion threshold, used to highlight the player's social contribution in a specific behavior type, such as cooperative star fire, warm candlelight, guardian glow, and cornerstone dust. Each game result is bound to a specific behavior type. For example, copy cooperation meets the standard to generate cooperative star fire, and material donation meets the standard to generate warm candlelight.
[0090] Alternatively, the conversion threshold can be set with a ladder-like standard according to the average interaction ability of the player group, reducing the unlocking threshold for novice players. For example, the conversion threshold for the primary cooperative star fire is 30, and when the player acquires it, the conversion threshold for the advanced cooperative star fire is increased to 80, encouraging players to continue interacting through ladder design.
[0091] Specifically, the game achievement generation can trigger multi-dimensional notifications, including system pop-up windows, achievement panel updates, chat channel announcements, etc., to enhance the sense of ceremony of the achievement. For example, when the copy collaboration conversion progress meets the standard, the system pop-up window prompts "Congratulations on obtaining the collaboration starfire achievement", and at the same time, the achievement is announced in the guild channel to enhance the social honor of the player.
[0092] In an optional embodiment, the resource providing mode corresponding to the second interaction stage is determined by the following method: In response to the accumulated number of game achievements meeting the threshold condition, a redemption page is provided, and the redemption page includes at least one redeemable item; Here, the redemption page refers to an interactive interface provided by the game system to the player for selecting non-combat resources after the accumulated number of game achievements meets the threshold condition, which integrates the display, selection and confirmation functions of the redeemable items. For example, the top of the redemption page displays the "social achievement redemption" title, the middle lists 3 redeemable items and the required achievement quantity, and the bottom is provided with a confirmation button. In addition, the redemption page can recommend redeemable items according to the player's interaction preferences to improve selection efficiency.
[0093] Among them, the redeemable item refers to the non-combat resource option available for the player to select in the redemption page, each redeemable item corresponds to a specific non-combat resource, and a certain number of game achievements are consumed, such as exclusive appearance-particle special effect, scene interaction prop-holographic projector, social privilege-cross-server megaphone. For example, redeemable item 1 is "concentric light particle effect (consumes 2 game achievements)", and redeemable item 2 is "holographic projector (consumes 3 game achievements)". In response to a selection operation for a target redeemable item, the first virtual object and the second virtual object are provided with non-combat resources corresponding to the target redeemable item.
[0094] Here, the selection operation can be a click, confirmation, or other operation behavior of the player in the redemption page, which is used to specify the required non-combat resources and is the key action to trigger resource distribution. For example, the player clicks the "concentric light particle effect" redeemable item and then clicks the "confirm redemption" button to complete the selection operation. Alternatively, the selection operation can support a two-person confirmation mechanism, which requires both players to agree before completing the redemption to ensure consistency of the selection.
[0095] The target redeemable item refers to the redeemable item determined by the player through the selection operation, which is the basis for subsequent resource provision, and each target redeemable item uniquely corresponds to a non-combat resource. For example, the player selects "holographic projector" as the target redeemable item, and the corresponding non-combat resource is scene interaction prop-holographic projector. Return Figure 1S103, providing additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode. The additional resources refer to resources provided to the first virtual object and the second virtual object in addition to the basic resources obtained in the regular game play according to the auxiliary interaction mode. The additional resources include battle resources, non-battle resources, etc., and are used to enhance the interaction experience and social relationship between the two.
[0096] For example, the battle resources can be basic supplies, virtual weapon equipment, skill mutual assistance permission, etc., and the non-battle resources can be game achievements, specified appearance, scene interaction props, specified social permission, etc. In the turn-based MMO game, when the auxiliary interaction mode is to open the sharing of basic supplies, the provided additional resources are the sharing permission of the basic supplies of the two parties, so that the first virtual object and the second virtual object can use the basic supplies of the other party in the copy. When the auxiliary interaction mode is to provide game achievements, the additional resources can be achievement resources such as collaborative star fire and warm candlelight. Specifically, the provision mode of the additional resources can be different according to the different auxiliary interaction modes. Different interaction stages correspond to different resource provision modes. The first interaction stage provides battle resources, and the second interaction stage provides non-battle resources. For example, when the first interaction frequency is small and in the first interaction stage (such as the number of teaming up is 0-N times), the additional resources can be basic supply sharing. When the first interaction frequency continues to accumulate and in the second interaction stage, the additional resources can be non-battle resources such as exclusive appearance and scene interaction props.
[0097] In addition, the provision of the additional resources can also be related to the interaction task. When the interaction trend between the first virtual object and the second virtual object is in a decay trend and in the third interaction stage, the auxiliary interaction mode can be to publish an interaction task through a second preset publishing channel, and the additional resources are provided after the task is completed.
[0098] For example, after the game system determines the auxiliary interaction mode, the corresponding additional resources are provided to the first virtual object and the second virtual object in the above-mentioned manner. For example, in the turn-based MMO game, when the first interaction frequency of the first virtual object and the second virtual object reaches 5 times of gang war participation, the game system determines that the auxiliary interaction mode is to open the skill mutual assistance permission, and then the game system immediately provides the first virtual object and the second virtual object with the additional resource of skill mutual assistance. In the subsequent copy battle, when the first virtual object does not operate within the operation time, the second virtual object can take over and control the first virtual object to release the skill, realize skill mutual assistance, and improve the cooperation efficiency and interaction experience of the first virtual object and the second virtual object in the battle.
[0099] As shown in Figure 4 The embodiments of the present application also include: Step S401, in response to a relationship restart request initiated by a third terminal device controlling a fourth virtual object, an interaction page is pushed to the first virtual object and the second virtual object through a third preset publishing channel, the interaction frequency between the fourth virtual object and the specified virtual object (at least one of the first virtual object and the second virtual object) meets the restart condition, and the relationship restart request includes object identifiers indicating the relationship restart parties.
[0100] In this step, the fourth virtual object refers to a third-party virtual character initiating the relationship restart request, controlled by the third terminal device, and usually a high-frequency friend interacting with the first virtual object or the second virtual object. For example, the fourth virtual object is a high-frequency friend of the first virtual object, and when the relationship between the first virtual object and the second virtual object declines, the fourth virtual object can initiate a relationship restart request. The relationship restart request refers to an instruction submitted by the fourth virtual object to the system to activate the declining relationship between the first virtual object and the second virtual object, and includes object identifiers indicating the relationship restart parties and other key information to clearly indicate the relationship parties that need to be restarted. The object identifier is a code or name used to uniquely identify a virtual object, which is used to clearly indicate the relationship restart parties in the relationship restart request to ensure that the game system can accurately push the interaction page later. For example, the object identifier can be a character name and ID. For example, the third preset publishing channel includes in-game pop-up windows, exclusive activity panels, email notifications, etc., to ensure that both parties can receive the relationship restart request in a timely manner.
[0101] The interaction page refers to an interaction interface pushed to the first virtual object and the second virtual object for displaying relationship restart information and supporting at least one of historical video, picture, and text information, integrating request explanation, information display entry, confirmation button, and other functional modules. For example, the top of the page displays "Friend Relationship Restart Invitation", the middle part shows the request initiator information, and the bottom part has a "View Historical Memories" button. Here, the restart condition is usually that the interaction frequency between the fourth virtual object and the specified virtual object (the first virtual object or the second virtual object) reaches a preset threshold, ensuring that the request initiator has sufficient social association. For example, the restart condition is set to a weekly interaction frequency of the fourth virtual object and the specified virtual object ≥ 5 times. The specified virtual object refers to the party that has high-frequency interaction with the fourth virtual object, which is the first virtual object or the second virtual object, and is the basis for determining whether the fourth virtual object has the right to initiate the request.
[0102] Further, the restart condition can also combine the interaction quality setting composite standard. In addition to the interaction times, the interaction depth index (such as the number of times of jointly completing a high-difficulty copy) also needs to be met. For example, the restart condition is “interaction times ≥ 5 times and more than 2 elite copies have been jointly completed”, which improves the rationality of the relationship restart request initiation. Optionally, the third preset release channel supports priority pushing. For the virtual object in an offline state, the interaction page pop-up window is preferentially displayed when it logs in next time. For example, when the second virtual object is offline, the game system temporarily stores the interaction page, and immediately pops up a window to prompt “You have a friend relationship restart invitation, click to view” after it logs in.
[0103] Step S402, in response to the operation performed on the interaction page, displaying information of historical interaction behaviors between the first virtual object and the second virtual object on the interaction page.
[0104] In this step, the operation performed on the interaction page includes but is not limited to the click operation, sliding operation, and long-press operation of the first virtual object or the second virtual object on the interaction page, which is used to request to play the historical interaction video, display the historical interaction picture or text information, etc. For example, the player clicks the “play historical recall” button in the interaction page, which completes the operation.
[0105] In addition, the operation performed on the interaction page can support double-person cooperative triggering. The video is played only after the first virtual object and the second virtual object both perform operations on the interaction page, so as to enhance the participation of both parties.
[0106] Among them, the video of the historical interaction behavior is a highlight interaction segment of the first virtual object and the second virtual object in the game, which is automatically recorded and stored by the game system, such as the process of defeating the BOSS for the first time, achieving important achievements, etc. It is used to awaken the social memory of both parties. For example, the video content is the battle process of the two people cooperating to pass a copy for the first time 3 months ago, with a duration of 30 seconds. Optionally, the video of the historical interaction behavior supports intelligent editing. The system automatically selects the highest interaction frequency and the most significant achievement segment to generate a highlight. For example, the system selects three segments of defeating the BOSS for the first time, obtaining the cooperation star fire achievement, and cooperating in a copy for 50 times from 10 historical videos, and edits a 1-minute highlight video. Similarly, the picture or text information of the historical interaction behavior can also be a related screenshot, picture or text description of the above historical interaction behavior.
[0107] The scheme initiates a relationship restart request by a third party, and pushes information of an interactive page and historical interaction behaviors, so as to realize external intervention repair after social relationship decay, and solve the problem of lack of external rescue mechanism in relationship breakage in the existing social system. With the help of the third party, the decayed relationship is activated, and the historical interaction behavior information such as historical video is used to awaken the emotional connection of the player, so that the success rate of relationship repair and emotional experience are enhanced, the interactive experience is improved, and the relationship repair layer is enriched, so that the social system has an active repair function, and the game richness is improved.
[0108] The embodiments of the present application solve the problems of lack of trust establishment, disappearance of behavior value, and decay blind area of relationship in the existing MMO social system, and enhance the social experience and game stickiness of the player.
[0109] Based on the same application concept, the embodiments of the present application also provide an interactive processing device corresponding to the method provided in the above embodiments. Since the principle of solving problems in the device of the embodiments of the present application is similar to the interactive processing method of the above embodiments of the present application, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.
[0110] Please refer to Figure 5 , Figure 5 The structure schematic diagram of the interactive processing device in the game provided by the exemplary embodiments of the present application is shown in FIG. 5. As shown in FIG. 5, the interactive processing device 500 includes: Figure 5 a display control module 501, configured to display at least part of a virtual scene on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by the first terminal device; an interaction identification module 502, configured to determine an auxiliary interaction mode according to a first interaction frequency of performing a preset interaction behavior between the first virtual object and a second virtual object in the virtual scene; a resource providing module 503, configured to provide additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode. In a possible implementation of the present application, the first interaction frequency is determined based on a frequency of performing the preset interaction behavior between the first virtual object and the second virtual object in at least one preset period,
[0111] or, the first interaction frequency is determined based on a second interaction frequency of performing the preset interaction behavior between the first virtual object and a third virtual object.
[0112] In a possible implementation of the present application, the interaction identification module 502 is further configured to: The first interaction number is triggered to be promoted in response to a scenario interaction condition being met, wherein the scenario interaction condition comprises that the first virtual object and the second virtual object both perform a specified interaction behavior with a preset scenario element in the virtual scenario.
[0113] In a possible implementation of the present application, the third virtual object belongs to the same game organization as the second virtual object, The first interaction number is inherited from a second interaction number of performing a preset interaction behavior between the first virtual object and a third virtual object, Alternatively, the first interaction number is determined based on an organization correlation coefficient and the second interaction number, and the organization correlation coefficient is used to indicate a correlation degree of the second virtual object with a game organization to which the second virtual object belongs.
[0114] In a possible implementation of the present application, the interaction identification module 502 is further configured to: determine the first interaction number based on a second interaction number of performing a preset interaction behavior between the first virtual object and a third virtual object in response to an inheritance request initiated by a second terminal device that controls the third virtual object, The inheritance request comprises an inheritance identifier and inheritance content, the inheritance identifier is used to indicate an inheritor of the interaction number, and the inheritance content indicates the second interaction number between the third virtual object and the first virtual object.
[0115] In a possible implementation of the present application, the interaction identification module 502 is configured to determine the auxiliary interaction mode in the following manner: determine a target interaction stage between the first virtual object and the second virtual object according to the first interaction number, determine a resource providing mode corresponding to the target interaction stage as the auxiliary interaction mode, The different interaction stages correspond to different number intervals, and the resource providing mode comprises at least one of the following: providing a battle resource in the virtual scenario, providing a non-battle resource, and publishing an interaction task through a preset publishing channel.
[0116] In a possible implementation of the present application, the plurality of interaction stages comprises a first interaction stage and a second interaction stage sorted according to interaction numbers corresponding to the number intervals, and the target interaction stage is an interaction stage corresponding to a number interval into which the first interaction number falls, The resource providing mode corresponding to the first interaction stage comprises providing a battle resource in the virtual scenario, and the battle resource comprises at least one of the following: a basic resource in the virtual scenario, a virtual weapon and equipment, and a skill mutual assistance permission. The resource providing mode corresponding to the second interaction stage includes providing non-battle resources, and the non-battle resources include at least one of the following: game achievements, specified appearances, scene interaction props, and specified social permissions.
[0117] In a possible implementation of the present application, the preset interaction behavior includes interaction behaviors of multiple behavior types, and interaction behaviors of different behavior types correspond to different game achievements, The resource providing module 503 is configured to determine the resource providing mode corresponding to the second interaction stage in the following manner: For each behavior type, a conversion progress is determined based on the interaction times of the interaction behaviors of the behavior type and the frequency weight corresponding to the behavior type. For each behavior type, when the conversion progress of the interaction behaviors of the behavior type reaches a conversion threshold, a game achievement corresponding to the interaction behaviors of the behavior type is formed.
[0118] In a possible implementation of the present application, the resource providing module 503 is configured to determine the resource providing mode corresponding to the second interaction stage in the following manner: In response to the accumulated number of game achievements satisfying a threshold condition, a redemption page is provided, and the redemption page includes at least one redeemable item. In response to a selection operation on a target redeemable item, non-battle resources corresponding to the target redeemable item are provided to the first virtual object and the second virtual object.
[0119] In a possible implementation of the present application, the multiple interaction stages further include a third interaction stage, The interaction identification module 502 is specifically configured to: According to the first interaction times, determine an interaction trend between the first virtual object and the second virtual object, When it is determined that the interaction trend is a decay trend, it is determined that the first virtual object and the second virtual object are in a third interaction stage.
[0120] In a possible implementation of the present application, the interaction identification module 502 is specifically further configured to determine the interaction trend in the following manner: Whenever a statistical moment is reached, calculate an interaction statistical value between the first virtual object and the second virtual object within a preset historical time period, and based on the interaction statistical value and a historical reference value, determine an interaction decay rate between the first virtual object and the second virtual object at the statistical moment, the preset historical time period includes at least one interaction period, and the interaction statistical value is the average of the interaction times of the preset interaction behavior performed by the first virtual object and the second virtual object in each interaction period. If it is detected that the interaction decay rates at continuous, specified number of statistical time instants all satisfy the first decay condition, it is determined that the interaction trend is in a decay trend, the third interaction stage is between the first virtual object and the second virtual object, and additional resources are provided to the first virtual object and the second virtual object in at least one of the following resource providing modes: pushing interaction information to the first virtual object and the second virtual object through a first preset publishing channel; publishing an interaction task to the first virtual object and the second virtual object through a second preset publishing channel.
[0121] In a possible implementation of the present application, a video playing module (not shown in the figure) is further included, and the video playing module is configured to: in response to a relationship restart request initiated by a third terminal device controlling the fourth virtual object, pushing an interaction page to the first virtual object and the second virtual object through a third preset publishing channel, the number of interactions between the fourth virtual object and a specified virtual object satisfying a restart condition, the specified virtual object being at least one of the first virtual object and the second virtual object, the relationship restart request including object identifiers for indicating relationship restart parties; in response to an operation performed on the interaction page, displaying information of historical interaction behaviors between the first virtual object and the second virtual object on the interaction page.
[0122] In a possible implementation of the present application, the preset interaction behavior includes at least one of the following: the first virtual object and the second virtual object jointly performing a virtual task in the virtual scene; transferring a virtual resource between the first virtual object and the second virtual object; a preset virtual object assisting in completing a behavior event of a target virtual object, the preset virtual object being one of the first virtual object and the second virtual object, and the target virtual object being the other of the first virtual object and the second virtual object.
[0123] Based on the above device, the problems of lack of trust establishment, disappearance of behavior value, and relationship recession blind area in the existing MMO social system are solved, and the social experience and game stickiness of players are enhanced.
[0124] Please refer to Figure 6 , Figure 6 The structural schematic diagram of an electronic device provided in an exemplary embodiment of the present application is shown in FIG. 6. Figure 6 As shown in FIG. 6, the electronic device 600 includes a processor 610, a memory 620, and a bus 630.
[0125] The memory 620 stores machine readable instructions executable by the processor 610, when the electronic device 600 is running, the processor 610 and the memory 620 communicate through the bus 630, the machine readable instructions are executed by the processor 610, can execute the steps of the interaction processing method in any of the above embodiments, specifically as follows: Display at least part of the virtual scene on the graphical user interface, the virtual scene includes a first virtual object controlled by the first terminal device; determine an auxiliary interaction mode according to a first interaction number of performing a preset interaction behavior between the first virtual object and a second virtual object in the virtual scene; provide additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode.
[0126] Based on the above electronic device, the problems of missing trust establishment, behavior value annihilation and relationship recession blind area in the existing MMO social system are solved, and the social experience and game stickiness of the player are enhanced.
[0127] The embodiment of the application further provides a computer readable storage medium, the storage medium stores a computer program, and the computer program is run by a processor to execute the steps of the interaction processing method in any of the above embodiments, specifically as follows: Display at least part of the virtual scene on the graphical user interface, the virtual scene includes a first virtual object controlled by the first terminal device; determine an auxiliary interaction mode according to a first interaction number of performing a preset interaction behavior between the first virtual object and a second virtual object in the virtual scene; provide additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode.
[0128] Based on the above computer readable storage medium, the problems of missing trust establishment, behavior value annihilation and relationship recession blind area in the existing MMO social system are solved, and the social experience and game stickiness of the player are enhanced.
[0129] Those skilled in the art can clearly understand that, for the convenience and brevity of the description, the specific working process of the system and the device described above can refer to the corresponding process in the foregoing method embodiments, and will not be repeated here. In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are only schematic, for example, the division of the units is only a logical function division, and there can be another division manner in actual implementation, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some communication interfaces, devices or units, and can be electrical, mechanical or other forms.
[0130] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e., can be located in one place or can be distributed on a plurality of network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
[0131] In addition, the functional units in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.
[0132] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present application essentially or the parts of the prior art or the parts of the technical solutions can be embodied in the form of software products, and the computer software products are stored in a storage medium, including a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The foregoing storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, and various program code storage media.
[0133] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think of changes or replacements within the technical scope disclosed in the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. A method for interactive processing in a game, characterized in that: Providing a graphical user interface through a first terminal device includes: Displaying at least a portion of a virtual scene on the graphical user interface, the virtual scene including a first virtual object controlled by the first terminal device; determining an auxiliary interaction mode according to a first number of interactions in which a preset interactive behavior is performed between the first virtual object and the second virtual object in the virtual scene; According to the determined auxiliary interaction manner, additional resources are provided to the first virtual object and the second virtual object.
2. The method according to claim 1, characterized in that The first number of interactions is determined based on the number of preset interaction behaviors performed between the first virtual object and the second virtual object within at least one preset period. Alternatively, the first number of interactions is determined based on a second number of interactions in which a preset interactive behavior is performed between the first virtual object and a third virtual object.
3. The method according to claim 1 or 2, characterized in that Also includes: In response to a scene interaction condition being met, an increase in the first number of interactions is triggered, wherein the scene interaction condition includes that both the first virtual object and the second virtual object perform specified interaction behaviors with preset scene elements in the virtual scene.
4. The method according to claim 2, characterized in that The third virtual object and the second virtual object belong to the same game organization, The first number of interactions is inherited from the second number of interactions between the first virtual object and the third virtual object performing a preset interaction behavior. Alternatively, the first number of interactions is determined based on an organization association coefficient and the second number of interactions, where the organization association coefficient is used to indicate a degree of association between the second virtual object and its corresponding game organization.
5. The method according to claim 2, characterized in that Also includes: In response to an inheritance request initiated by a second terminal device controlling the third virtual object, the first interaction count is determined based on a second interaction count of a preset interaction behavior performed between the first virtual object and the third virtual object. The inheritance request includes an inheritance identifier and inheritance content, the inheritance identifier is used to indicate the inheritor of the number of interactions, and the inheritance content indicates the second number of interactions between the third virtual object and the first virtual object.
6. The method according to claim 1, characterized in that The secondary interaction mode is determined by: determining a target interaction phase between the first virtual object and the second virtual object according to the first interaction number, Determine the resource provision mode corresponding to the target interaction stage as the auxiliary interaction mode, Among them, different interaction stages correspond to different number intervals, and the resource provision method includes at least one of the following items: providing combat resources in the virtual scene, providing non-combat resources, and publishing interactive tasks through preset publishing channels.
7. The method according to claim 6, characterized in that The multiple interaction stages include a first interaction stage and a second interaction stage sorted according to the number of interactions corresponding to the number interval, and the target interaction stage is the interaction stage corresponding to the number interval into which the first number of interactions falls. The resource provision method corresponding to the first interaction stage includes providing battle resources in the virtual scene, and the battle resources include at least one of the following items: basic supplies in the virtual scene, virtual weapons and equipment, and skill mutual assistance authority. The resource provision method corresponding to the second interaction stage includes providing non-combat resources, and the non-combat resources include at least one of the following items: game results, specified appearance, scene interaction props, and specified social permissions.
8. The method according to claim 7, characterized in that The preset interactive behaviors include multiple types of interactive behaviors, and different types of interactive behaviors correspond to different game results. The resource provision method corresponding to the second interaction stage is determined in the following manner: For each behavior type, the conversion progress is determined based on the number of interactions of that behavior type and the frequency weight corresponding to that behavior type. For each behavior type, when the conversion progress corresponding to the interactive behavior of this behavior type reaches the conversion threshold, the game result corresponding to the interactive behavior of this behavior type is formed.
9. The method according to claim 8, characterized in that The resource provision method corresponding to the second interaction stage is determined by: In response to the accumulated amount of the game achievements satisfying a threshold condition, providing a redemption page, the redemption page including at least one redeemable item; In response to a selection operation on a target exchangeable item, non-combat resources corresponding to the target exchangeable item are provided to the first virtual object and the second virtual object.
10. The method according to claim 6, characterized in that The multiple interaction stages also include a third interaction stage, Determining a target interaction stage between the first virtual object and the second virtual object according to the first interaction count includes: determining an interaction trend between the first virtual object and the second virtual object according to the first interaction number, When it is determined that the interaction trend is a decaying trend, it is determined that the first virtual object and the second virtual object are in a third interaction stage.
11. The method according to claim 10, characterized in that The interaction trends are determined by: At each statistical moment, calculating an interaction statistic between the first virtual object and the second virtual object within a preset historical time period, and determining an interaction decay rate between the first virtual object and the second virtual object at the statistical moment based on the interaction statistic and a historical reference value, wherein the preset historical time period includes at least one interaction cycle, and the interaction statistic is an average of the number of times the first virtual object and the second virtual object perform a preset interaction behavior within each interaction cycle; If it is detected that the interaction decay rates at a specified number of consecutive statistical moments all meet the first decay condition, it is determined that the interaction trend is a decaying trend, the first virtual object and the second virtual object are in the third interaction stage, and additional resources are provided to the first virtual object and the second virtual object in at least one of the following resource provision methods: Pushing interactive information to the first virtual object and the second virtual object through a first preset publishing channel; An interactive task is published to the first virtual object and the second virtual object through a second preset publishing channel.
12. The method according to claim 1, characterized in that Also includes: In response to a relationship restart request initiated by a third terminal device controlling the fourth virtual object, pushing an interactive page to the first virtual object and the second virtual object via a third preset publishing channel, wherein the number of interactions between the fourth virtual object and a designated virtual object satisfies a restart condition, the designated virtual object being at least one of the first virtual object and the second virtual object, and the relationship restart request including object identifiers indicating both parties in the relationship restart; In response to an operation performed on the interactive page, information on historical interaction behaviors between the first virtual object and the second virtual object is displayed on the interactive page.
13. The method according to claim 1, wherein The preset interactive behavior includes at least one of the following items: The first virtual object and the second virtual object jointly perform a virtual task in the virtual scene; Transferring virtual resources between the first virtual object and the second virtual object; The preset virtual object assists in completing the behavior event of the target virtual object, the preset virtual object is one of the first virtual object and the second virtual object, and the target virtual object is the other of the first virtual object and the second virtual object.
14. An interactive processing device in a game, characterized in that: Providing a graphical user interface through a first terminal device includes: a display control module configured to display at least a portion of a virtual scene on the graphical user interface, wherein the virtual scene includes a first virtual object controlled by the first terminal device; an interaction recognition module, which determines an auxiliary interaction mode according to a first number of interactions in which a preset interaction behavior is performed between the first virtual object and the second virtual object in the virtual scene; The resource providing module provides additional resources to the first virtual object and the second virtual object according to the determined auxiliary interaction mode.
15. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 13.
16. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 13 are executed.