Game data processing method and device, computer program product and electronic equipment
By identifying the emotional state and positive voice segments in the audio stream of target objects, the game attributes of virtual objects are dynamically adjusted, solving the problems of flexibility and real-time response of team gain mechanisms in multiplayer online collaborative games, and improving user retention and collaboration efficiency.
Patent Information
- Application Number
- CN202511294483.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-10
- Publication Date
- 2025-10-31
AI Technical Summary
In existing multiplayer online collaborative games, team buff mechanisms rely on static skill combinations and lack dynamic responses to users' real-time emotions. This results in a lack of flexibility in the attribute bonuses of virtual objects, which fails to effectively improve user retention and collaboration efficiency.
By acquiring the audio stream of each target object, identifying emotional states and positive speech segments, determining the synchronization of the target object, dynamically adjusting the game attributes of the virtual object, and displaying gain indicators, real-time response to user emotions and flexible gain processing can be achieved.
It enables dynamic responses to the real-time emotional states of virtual objects, improving effective collaboration and gaming experience among virtual objects in the team, solving the problem of passive collaboration, and enhancing user retention.
Smart Images

Figure CN120860596A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a game data processing method and apparatus, computer program product, and electronic device. Background Technology
[0002] In games, boost mechanisms are often used to improve user retention and collaboration. Multiplayer online cooperative games also employ boost mechanisms to enhance user retention, but these are typically static team boost mechanisms. For example, a team boost trigger system can be used to apply boosts to the object attributes of virtual objects within the team.
[0003] However, in the above scheme, the team bonus triggering system relies on preset skill combinations to trigger the enhancement of virtual object attributes. Furthermore, this scheme does not link the virtual object to the user's emotions, lacks dynamic response to real-time user emotions, and the enhancement of virtual object attributes is a fixed item reward for all virtual objects in the team, lacking flexibility. Summary of the Invention
[0004] This disclosure provides a game data processing method to at least partially solve the problems in related technologies where the calculation of team buffs does not take into account the emotions of users controlling virtual objects, and where team buffs rely on static skill combinations for triggering and are fixed item rewards, thus lacking flexibility.
[0005] According to a first aspect of this disclosure, a game data processing method is provided, the method comprising:
[0006] Acquire the audio stream of each target object, identify the audio stream, and obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream;
[0007] Based on the emotional state of the target objects and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, the synchronization degree of the target objects is determined, the game attributes of each virtual object are boosted based on the synchronization degree, and a boost indicator is displayed.
[0008] According to a second aspect of this disclosure, a game data processing apparatus is provided, the apparatus comprising:
[0009] An emotion state recognition module is used to acquire the audio stream of each target object, recognize the audio stream, and obtain the emotion state corresponding to the audio stream and the positive speech segments included in the audio stream.
[0010] The virtual object gain module is used to determine that multiple target objects are in a synchronized state based on the emotional state of the target object and the positive speech segments included in the audio stream, determine the synchronization degree of the target objects, perform gain processing on the game attributes of each virtual object based on the synchronization degree, and display the gain indicator.
[0011] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0012] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0013] This disclosure provides a game data processing method that acquires an audio stream for each target object, identifies the audio stream to obtain the emotional state corresponding to the audio stream and positive speech segments included in the audio stream, determines that multiple target objects are in a synchronized state based on the emotional state of the target object and the positive speech segments included in the audio stream, determines the synchronization degree of the target objects, performs gain processing on the game attributes of each virtual object based on the synchronization degree, and displays a gain indicator. On the one hand, the audio stream of the target object controlling the virtual object is identified to determine the target object's emotional state and positive speech segments included in the audio stream. Based on the target object's emotional state and positive speech segments, it is determined that the target object is in a synchronized state. When the target object controlling each virtual object in the game is in a synchronized state, gain processing is applied to virtual objects in the same game faction. This takes into account the real-time emotions of the target object controlling the virtual object, realizing a dynamic response to the real-time emotional state of the target object controlling the virtual object. On the other hand, after determining that the target object is in a synchronized state, the synchronization degree of the target object is determined. Based on the synchronization degree, gain processing is applied to the game attributes of each virtual object in the same game faction, realizing the dynamic generation of gain effects. By using gain processing on the game attributes of virtual objects to replace fixed props, flexibility is improved. At the same time, the passive collaboration problem of virtual objects in the game faction is solved, and the effective collaboration of virtual objects in the team is improved. Attached Figure Description
[0014] Figure 1 A flowchart illustrating a game data processing method in this exemplary embodiment is shown;
[0015] Figure 2This exemplary embodiment illustrates a method for performing a second identification on multiple audio streams to determine active speech segments included in the audio streams.
[0016] Figure 3 A schematic diagram illustrating a virtual object in a target display state in this exemplary embodiment is shown;
[0017] Figure 4 This exemplary embodiment illustrates a method flowchart for determining that multiple target objects are in a synchronized state based on the emotional state of the target objects and positive speech segments included in the audio stream.
[0018] Figure 5 This example embodiment illustrates a method flowchart for determining the synchronization degree of the target object, performing gain processing on the game attributes of each virtual object based on the synchronization degree, and displaying gain identifiers;
[0019] Figure 6 A schematic diagram illustrating a gain identifier in this example embodiment is shown;
[0020] Figure 7 A block diagram of a game data processing apparatus according to this exemplary embodiment is shown;
[0021] Figure 8 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation
[0022] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0023] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0024] In games, boost mechanisms are often used to improve user retention and collaboration. Multiplayer online cooperative games also employ boost mechanisms to enhance user retention, but these are typically static team boost mechanisms. For example, a team boost trigger system can be used to apply boosts to the object attributes of virtual objects within the team.
[0025] However, in the above scheme, the team bonus triggering system relies on preset skill combinations to trigger the enhancement of virtual object attributes. Furthermore, this scheme does not link the virtual object to the user's emotions, lacks dynamic response to real-time user emotions, and the enhancement of virtual object attributes is a fixed item reward for all virtual objects in the team, lacking flexibility.
[0026] In addition, although voice communication systems are provided in games using related technologies, these systems are only used for data transmission and have a penalty mechanism for operational errors. For example, in shooting games, consecutive shooting errors will cause the crosshair to spread. However, this penalty mechanism only applies to individual virtual objects and cannot incentivize teamwork.
[0027] In view of the above problems, an exemplary embodiment of this disclosure provides a game data processing method. (See reference...) Figure 1 As shown, the game data processing method may include the following steps:
[0028] Step S110. Obtain the audio stream of each target object, identify the audio stream, and obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream;
[0029] Step S120. Based on the emotional state of the target object and the positive speech segments included in the audio stream, determine that multiple target objects are in a synchronized state, determine the synchronization degree of the target objects, perform gain processing on the game attributes of each virtual object based on the synchronization degree, and display the gain indicator.
[0030] In the above game data processing method, the audio stream of each target object is acquired, the audio stream is identified to obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream; based on the emotional state of the target object and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, the synchronization degree of the target objects is determined, the game attributes of each virtual object are boosted based on the synchronization degree, and the boost indicator is displayed. On the one hand, the audio stream of the target object controlling the virtual object is identified to determine the target object's emotional state and positive speech segments included in the audio stream. Based on the target object's emotional state and positive speech segments, it is determined that the target object is in a synchronized state. When the target object controlling each virtual object in the game is in a synchronized state, gain processing is applied to virtual objects in the same game faction. This takes into account the real-time emotions of the target object controlling the virtual object, realizing a dynamic response to the real-time emotional state of the target object controlling the virtual object. On the other hand, after determining that the target object is in a synchronized state, the synchronization degree of the target object is determined. Based on the synchronization degree, gain processing is applied to the game attributes of each virtual object in the same game faction, realizing the dynamic generation of gain effects. By using gain processing on the game attributes of virtual objects to replace fixed props, flexibility is improved. At the same time, the passive collaboration problem of virtual objects in the game faction is solved, and the effective collaboration of virtual objects in the team is improved.
[0031] The following will provide further explanation and description of steps S110 and S120.
[0032] In step S110, the audio stream of each target object is acquired, the audio stream is identified, and the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream are obtained.
[0033] The game scene is displayed through a graphical user interface. The game scene includes at least one game faction, and within each faction, multiple virtual objects can be included. Each virtual object is controlled by a target object. In the game, the target object controlling the virtual objects can communicate via voice. The system can acquire the target object's audio stream in real time. After acquiring the audio stream of each target object, it can identify each audio stream to obtain the emotional state of the target object corresponding to that audio stream. The target object's emotional state can include positive and negative emotional states. Negative emotional states can include anger, resentment, etc., but this example embodiment does not specifically limit the negative emotional state. The system can also identify positive speech segments included in the audio stream. These positive speech segments can refer to segments containing encouraging words or cooperative intentions, or segments containing tactical instructions. This example embodiment does not specifically limit the positive speech segments. Encouraging words can include phrases like "Go for it!" or "Great job!", and tactical instructions can include phrases like "Assemble!" or "Advance!", but this example embodiment does not specifically limit the encouraging words or tactical instructions.
[0034] In one exemplary embodiment, the step of identifying the audio stream to obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream includes:
[0035] Perform a first identification on each of the multiple audio streams to determine the emotional state corresponding to the audio stream;
[0036] A second identification is performed on each of the multiple audio streams to determine the active speech segments included in the audio streams.
[0037] Specifically, a first identification is performed on each audio stream to determine the emotional state corresponding to each audio stream, and a second identification is performed on each audio stream to determine the positive speech segments included in each audio stream.
[0038] In one exemplary embodiment, the step of performing a first identification on each of the plurality of audio streams to determine the emotional state corresponding to the audio stream includes:
[0039] The feature vector of the audio stream is extracted, and the feature vector is subjected to a nonlinear transformation to obtain the emotional state corresponding to the audio stream.
[0040] Specifically, the audio stream is input into an unsupervised speech recognition model, encoded, and its feature vectors are extracted. The feature vectors are averaged along the time axis to obtain a global feature representation. This global feature representation is then input into a fully connected layer for nonlinear transformation. The Sigmoid function outputs a probability value of the emotional state, which is used to determine the emotional state. The emotional state can include both negative and positive states; a negative emotional state can be anger, but this example embodiment does not specifically limit the negative emotional state. The probability value of the emotional state is the first score of that emotional state.
[0041] In one exemplary embodiment, after obtaining the emotional state corresponding to the audio stream, the score of that emotional state can be calibrated. When calibrating the emotional state score, the volume of the audio stream can be obtained, and the pitch offset of the audio stream can be obtained based on this volume. If the pitch offset is greater than a preset value, the score is adjusted according to a first coefficient. The preset value can be 0.4 or 0.5; in this example embodiment, the preset value is not specifically limited. The first coefficient can be 1.2 or 1.3; in this example embodiment, the first coefficient is not specifically limited.
[0042] For example, when the emotional state score of the audio stream is 0.6, since the pitch offset of the audio stream is >0.4, the score can be adjusted by the first coefficient 1.2, and the adjusted score is 0.6*1.2=0.72.
[0043] In one exemplary embodiment, reference is made to Figure 2 As shown, the second identification of the multiple audio streams to determine the active speech segments included in the audio streams includes:
[0044] Step S210. Segment the audio stream to obtain audio segments, input the audio segments into the semantic model, and obtain the scores corresponding to the audio segments;
[0045] Step S220. Determine the positive speech segments included in the audio stream based on the scores of the audio segments.
[0046] The following will further explain and illustrate steps S210 and S220. Specifically, positive speech segments can be speech segments containing positive emotions or cooperative meanings. Positive speech segments can be determined by semantic features or acoustic features; this example embodiment does not specifically limit this. When determined by a semantic model, the semantic model can be a BERT (Bidirectional Encoder Representations from Transformers) model; this example embodiment does not specifically limit the semantic model. When determined by acoustic features, the acoustic features of positive speech can satisfy the following: stable pitch, i.e., frequency fluctuation <50Hz; moderate speech rate, i.e., 3-5 words / second; this example embodiment does not specifically limit the acoustic features.
[0047] Specifically, this includes: for the audio stream of the target object controlling the virtual object, it can be segmented according to a preset duration to obtain multiple audio segments. When determined by semantic features, the multiple audio segments are input into a semantic model to obtain a score for each audio segment. This score is the probability value of each audio segment belonging to an active speech segment. The preset duration can be 2 seconds, but this example embodiment does not specify a particular preset duration. When determined by acoustic features, acoustic features can be extracted from the audio segments. These acoustic features can include speech rate, tone, etc. When the extracted acoustic features meet the acoustic features of active speech, the audio segment is determined to be an active speech segment. After obtaining the score for each audio segment, audio segments whose scores meet a preset score are determined to be active speech segments. Acoustic features can be extracted using the OpenSMILE tool, or other tools; this example embodiment does not specify a particular tool.
[0048] In one exemplary embodiment, after segmenting the audio stream into multiple audio segments, each audio segment can be detected. If the duration of an audio segment is less than a preset duration or the audio segment is a non-human voice segment, the audio segment is deleted. The preset duration can be 0.5 seconds. When an audio segment consists of background noise, it is determined to be a non-human voice segment.
[0049] In one exemplary embodiment, the method further includes:
[0050] When the score of any of the emotional states meets a preset first threshold, the virtual object controlled by the target object corresponding to the score of the emotional state is triggered to enter the target display state corresponding to the emotional state; wherein, the target display state is used to perform a first update on the game attributes of the virtual object.
[0051] Specifically, after obtaining the score of the emotional state corresponding to the audio stream of the target object, if the score of the emotional state of any target object meets a preset first threshold, the virtual object controlled by the target object is determined to enter the target display state corresponding to that emotional state. The first threshold can be 0.7. When the score of the emotional state meets the first threshold, the emotional state of the target object can be determined to be a negative emotional state, which can be an angry state. The target display state corresponding to the negative emotional state can be an agitated state; however, this is not specifically limited in this example embodiment. After entering the target display state, the game attributes of the virtual object can also be updated for the first time.
[0052] For example, when the score of the emotional state corresponding to the audio stream is 0.8, which is greater than the preset first threshold of 0.7, it can be determined that the state of the target object corresponding to the video stream is angry. When the target object is angry, the virtual object controlled by the target object can be triggered to enter an agitated state.
[0053] In one exemplary embodiment, updating the game attributes of the virtual object for the first time includes:
[0054] Control the increase of attack parameters in the game attributes and decrease the decrease of defense parameters in the game attributes.
[0055] Specifically, once the virtual object enters the target display state, its game attributes can be adjusted. For example, the attack parameter can be increased, and the defense parameter can be decreased. The attack parameter can be an attack speed value, and the defense parameter can be a defense value; however, this example embodiment does not impose specific limitations on these parameters.
[0056] For example, when a virtual object enters the target display state, its attack speed can be increased by 5%, and its defense value can be decreased by 10%.
[0057] Determining the display state of a virtual object by using the real-time emotional state of the target object enriches the dimensions of virtual object state determination and improves the accuracy of virtual object state determination.
[0058] In one exemplary embodiment, the method further includes:
[0059] A status indicator corresponding to the target display state is displayed at a preset position on the virtual object, and the equipment and props of the virtual object are enlarged and displayed.
[0060] Specifically, the preset position of the virtual object can be either its feet or its head; in this example embodiment, the preset position is not specifically limited. That is, a status indicator corresponding to the target display state is displayed at the head or feet of the virtual object, and the equipment and props of the virtual object are magnified. The magnification of the equipment and props can be displayed by 1x or 2x magnification; in this example embodiment, this is not specifically limited.
[0061] For example, refer to Figure 3 As shown, the virtual object on the left is the virtual object that has not entered the target display state, and the virtual object on the right is the virtual object that has entered the target display state. When the anger state value of the audio stream is 0.8, which is greater than the preset first threshold of 0.7, the rage state of the virtual object can be activated. This rage state can be manifested as an increase of 5% in the attack speed value of the virtual object, a decrease of 10% in the defense value of the virtual object, a special effect displayed at the feet of the virtual object, and a magnified display of the equipment and props of the virtual object.
[0062] In one exemplary embodiment, the method further includes:
[0063] If the score of the negative emotional state of the target object does not meet the preset first threshold, the target display state of the virtual object is deactivated.
[0064] Specifically, after a virtual object is triggered to enter the target display state, the target object controlling the virtual object is monitored in real time. When the score of the negative emotional state of the target object falls below the first threshold, the target display state of the virtual object is deactivated.
[0065] Furthermore, the behavior of the target object can be monitored, and when a preset behavior is detected, the target display state of the virtual object is deactivated. This preset behavior could be the target object using a preset deactivation tool on the virtual object after it has entered the target display state; however, this example embodiment does not specify a particular limitation on this behavior.
[0066] For example, after a virtual object enters an agitated state, the agitated state of the virtual object is deactivated when the target object controlling the virtual object does not contain any angry keywords in an audio stream lasting 10 seconds.
[0067] In one exemplary embodiment, deactivating the target display state of the virtual object includes:
[0068] Eliminate the first update to the game attribute value of the virtual object;
[0069] Cancel the display of the status indicator corresponding to the target display status, and cancel the magnified display of equipment and props.
[0070] Specifically, deactivating the agitated state of a virtual object can include eliminating the first update of the virtual object's game attribute values, canceling the display of the status indicator corresponding to the target's display state, and canceling the magnified display of the virtual object's equipment and items.
[0071] For example, after a virtual object exits its berserk state, the +5% attack speed bonus, the -10% defense bonus, the special effects displayed at the virtual object's feet, and the magnified display of the virtual object's equipment and items are all removed.
[0072] In one exemplary embodiment, deactivating the target display state of a virtual object may further include:
[0073] The virtual object is triggered to change from the target display state to the first preset state.
[0074] Specifically, after the virtual object enters the target display state, the behavior of the target object can be monitored. When a preset behavior is detected, the virtual object is controlled to enter a first preset state from the target display state, and this first preset state overrides the target display state. The first preset state can be a focused state; the preset behavior can be controlling the target object to successfully perform multiple consecutive game operations in the game. In this example embodiment, the preset behavior is not specifically limited.
[0075] For example, when a virtual object enters an agitated state, if the target object controlling the virtual object successfully performs three consecutive operations while executing game operations, the virtual object can be activated to enter a focused state, which can then override the agitated state.
[0076] In step S120, based on the emotional state of the target object and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, the synchronization degree of the target objects is determined, the game attributes of each virtual object are boosted based on the synchronization degree, and a boost indicator is displayed.
[0077] After obtaining the target object's emotional state and the positive voice segments included in the audio stream, it is possible to determine whether the target object corresponding to the virtual object in that faction is in a synchronized state based on the target object's emotional state and the positive voice segments included in the audio stream. When in a synchronized state, the game attributes of each virtual object can be boosted based on the degree of synchronization.
[0078] In one exemplary embodiment, reference is made to Figure 4As shown, based on the emotional state of the target objects and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, including:
[0079] Step S410. Based on the emotional state scores of the target objects, determine that all the target objects are in an emotionally synchronized state;
[0080] Step S420. Determine that all target objects are in a speech synchronization state based on the proportion of the active speech segments in the audio stream of each target object;
[0081] Step S430. Determine that the target object is in a synchronized state based on the fact that the target object is in an emotional synchronized state and the voice synchronized state.
[0082] The following will further explain and illustrate steps S410-S430. Specifically, the synchronization state of the target objects requires that the target objects be in both emotional and vocal synchronization states. For emotional synchronization, the emotional state score of the target objects corresponding to each virtual object controlled in the game faction can be obtained, and all target objects are determined to be in emotional synchronization based on the emotional state score of each target object. For vocal synchronization, the proportion of positive vocal segments in the audio stream of each target object can be obtained, and all target objects are determined to be in vocal synchronization based on the proportion of positive vocal segments in the audio stream of each target object.
[0083] In one exemplary embodiment, determining that all target objects are in an emotionally synchronized state based on the emotional state scores of the target objects includes:
[0084] The standard deviation of the emotion score is obtained based on the emotion state score of each target object.
[0085] When the standard deviation of the emotion score meets the first standard deviation, the target object is determined to be in an emotionally synchronized state.
[0086] Specifically, the standard deviation is calculated based on the score of the emotional state of the target object corresponding to each virtual object in the game faction. When the emotional score standard deviation meets the first standard deviation, the target object is determined to be in an emotionally synchronized state. The first standard deviation can be 0.15, but this example embodiment does not impose a specific limitation on the first standard deviation.
[0087] In one exemplary embodiment, determining that all target objects are in a voice synchronization state based on the proportion of the active speech segments in the audio stream of each target object includes:
[0088] The average proportion of the positive speech segments of all the target objects is obtained based on the proportion of the positive speech segments in the audio stream of each target object.
[0089] If the average proportion of the active speech segments meets a preset average, it is determined that multiple target objects are in a speech synchronization state.
[0090] Specifically, the proportion of positive speech in the audio stream of each target object is obtained, and the proportion of positive speech in each target object is averaged to obtain the mean proportion of positive speech segments. When the mean proportion of positive speech segments meets a preset mean, the multiple target objects are determined to be in a voice synchronization state. The preset mean can be 0.6, but this example embodiment does not impose a specific limitation on this preset mean.
[0091] In an exemplary embodiment, determining that the target object is in a synchronized state based on the target object's emotional synchronization state and its voice synchronization state includes:
[0092] When the target object is in both emotional and speech synchronization states, it is determined that the target object is in the current synchronization state.
[0093] If the number of times the current synchronization state of multiple target objects reaches a preset number within a preset time period, it is determined that the multiple target objects are in a synchronization state.
[0094] Specifically, when the target object is in both emotional and speech synchronization states, it is determined that the target object is in the current synchronization state. Once it is determined that the target object is in the synchronization state, it is also necessary to obtain the number of times the target object is in the current synchronization state within a preset time period. When the number of times the target object is in the current synchronization state reaches a preset number within the preset time period, it is determined that the target object is in the synchronization state. The preset time period can be 5 minutes, and the preset number of times can be 3; however, this example embodiment does not impose specific limitations on these.
[0095] For example, if there are 4 virtual objects in the game, and the current emotional state scores corresponding to the 4 audio streams are 0.8, 0.7, 0.75, and 0.85 respectively, and the proportions of positive voice segments are 0.7, 0.75, 0.7, and 0.8 respectively, then the standard deviation of the emotional score is 0.056, which is less than the first standard deviation of 0.15. This indicates that the emotional state of the target object corresponding to the 4 audio streams is the same emotional state, and the average proportion of positive voice segments is 0.7375, which is greater than the preset proportion of 0.6. At this time, it can be determined that the target object controlling each virtual object in the game is in the current synchronization state.
[0096] When the preset time is 5 seconds, the synchronization status of the virtual object can be determined by comparing the current state over the previous second within those 5 seconds. The synchronization status over 5 seconds is 1, 1, 0, 1, 1, where 1 represents the target object being in a synchronized state and 0 represents the target object being out of synchronized state. If the target object is in a synchronized state for 4 seconds out of the 5 seconds (more than the preset number of 3), then the target object is determined to be in a synchronized state.
[0097] In one exemplary embodiment, reference is made to Figure 5 As shown, determining the synchronization degree of the target object, performing gain processing on the game attributes of each virtual object based on the synchronization degree, and displaying the gain indicator includes:
[0098] Step S510. Determine the synchronization degree of the target objects based on the number of times the current synchronization state of multiple target objects is reached within the preset time, and determine the target game attribute gain value based on the synchronization degree;
[0099] Step S520. Obtain a preset gain time, and within the preset gain time, adjust the target game attribute of each virtual object based on the target game attribute gain value.
[0100] The following will further explain and illustrate steps S510 and S520. Specifically, when the number of times the target object is in a synchronized state within a preset time reaches a preset number, the corresponding target game attribute gain value can be determined based on the number of times the target object is in a synchronized state. That is, the gain processing is different depending on the number of times the target object is in a synchronized state within the preset time. A preset gain time is obtained, and within this preset gain time, the target game attribute of each virtual object in the game faction is adjusted based on the target game attribute gain value. The target game gain attribute can be a movement parameter, which is not specifically limited in this example embodiment.
[0101] For example, if the number of times the virtual object is in a synchronized state reaches 3 within 5 seconds, the gain scheme is 3% increase in the movement speed of the virtual object; if the number reaches 4, the gain scheme is 7% increase in the movement speed of the virtual object; and if the number reaches 5, the gain scheme is 10% increase in the movement speed of the virtual object.
[0102] After obtaining the number of times the system is in a synchronized state within a preset time, the corresponding gain scheme can be determined, and the object attributes of each virtual object in the game faction can be updated according to the gain scheme. This realizes the transformation of the audio stream into specific real-time tactics and solves the problem of idle emotional data in the audio stream in related technologies.
[0103] For example, in one exemplary embodiment, the gain identifier includes at least a gain time element, an emotion state display element, a state synchronization display element, and an object state display element.
[0104] Specifically, the gain identifier includes at least a gain time element, which is used to count down the remaining time of the gain effect; an emotion state display element, which is used to display the average score of the target object's negative emotion state when the gain effect is triggered; a state synchronization display element, which is used to display the state synchronization rate of the target object within a preset time when the gain effect is triggered. When the state synchronization rate is high, the background color of the state synchronization display element can be highlighted, or the state synchronization rate can be displayed with special effects. In this example embodiment, there is no specific limitation on this; an object state display element is used to display the state of each virtual object in the game faction. In this object state display element, when the states of virtual objects are different, the target state display element corresponding to the virtual object can be displayed in different colors. In this example embodiment, there is no specific limitation on the displayed colors.
[0105] For example, refer to Figure 6 The gain identifier shown, 601, is displayed in the game scene at an unspecified location. It appears on the game scene displayed on the terminal device controlling each virtual object within the game faction. The gain identifier includes a gain time element 602, an emotion state display element 603, a state synchronization display element 604, and an object state display element 605.
[0106] In one exemplary embodiment, the method further includes:
[0107] If the operation error rate of any of the target objects meets the preset error rate, a preset error effect is displayed on the first virtual object controlled by the target object.
[0108] Specifically, the operation of the target object is monitored during the game. When the error rate of the target object in performing game operations meets a preset error rate, a preset error is displayed on the first virtual object controlled by the target object. The preset error rate is defined as three operational errors within 15 seconds; however, this example embodiment does not specify a particular preset error rate. The error effect can be a trembling effect, i.e., a trembling effect is displayed on the first virtual object. This trembling effect can be a combination of skeletal shaking and particle effects; however, this example embodiment does not specify a particular preset error effect.
[0109] In one exemplary embodiment, when the virtual object is in the target display state, the preset error rate can be reduced.
[0110] In one exemplary embodiment, the method further includes:
[0111] Send a prompt message corresponding to the preset error effect to the second virtual object; wherein, the second virtual object is another virtual object in the game faction to which the first virtual object is located.
[0112] Specifically, after displaying a preset error effect on the virtual object controlled by the target object, a prompt message is sent to the second virtual object in the game faction. This prompt message corresponds to the preset error effect.
[0113] For example, the prompt message sent to the second virtual object in the game faction could be "XXX needs calm support!", but this example embodiment does not specifically limit the prompt message.
[0114] In one exemplary embodiment, the method further includes:
[0115] In response to the elimination effect operation of the third virtual object, the preset error effect of the first virtual object is eliminated and displayed; wherein, the third virtual object is a virtual object in the same game faction whose distance from the first virtual object is less than a preset distance.
[0116] Specifically, in response to the elimination effect operation of the third virtual object, the preset error characteristic of the first virtual object is canceled. The elimination effect operation can be a touch operation of the third virtual object on a preset control. This preset control is used to eliminate the preset error effect of the first virtual object. In this example embodiment, the preset control is not specifically limited; the touch operation on the preset control can be a click or a long press. The distance between the third virtual object and the first virtual object meets a preset distance, which can be 2 meters or 3 meters. In this example embodiment, this is not specifically limited.
[0117] In one exemplary embodiment, the method further includes:
[0118] If the display duration of the error effect meets the preset duration, the error effect is canceled, and the movement parameters of the first virtual object are reduced.
[0119] Specifically, the display duration of the error effect of the first virtual object meets a preset duration. That is, if the third virtual object does not touch the preset control to eliminate the preset error effect of the first virtual object within the preset duration, and does not rescue the first virtual object, then the error effect of the first virtual object is canceled. After the preset error effect of the first virtual object is canceled, the first virtual object can be penalized by reducing its movement parameters. The preset duration can be 15 seconds, which is not specifically limited in this example embodiment; reducing the movement parameters of the first virtual object can be reducing its movement speed by 10%, which is not specifically limited in this example embodiment.
[0120] In one exemplary embodiment, when the first virtual object fails to receive rescue from the third virtual object multiple times in a row, the error effect of the first virtual object can be upgraded, for example, displaying a crack effect on the first virtual object. This example embodiment does not specifically limit this.
[0121] By penalizing the first virtual object by reducing its movement parameters, cooperation among virtual objects in the game can be encouraged, thus improving the game experience.
[0122] In one exemplary embodiment, the game data processing method provided by this exemplary embodiment has at least the following advantages: On the one hand, it identifies the audio stream of the target object controlling the virtual object, determines the emotional state of the target object and the positive speech segments included in the audio stream, determines that the target object is in a synchronized state based on the emotional state and positive speech segments, and performs gain processing on the virtual objects in the same game faction when the target object controlling each virtual object in the game is in a synchronized state, taking into account the real-time emotions of the target object controlling the virtual object, and realizing a dynamic response to the real-time emotional state of the target object controlling the virtual object; On the other hand, after determining that the target object is in a synchronized state, it determines the synchronization degree of the target object, and performs gain processing on the game attributes of each virtual object in the same game faction based on the synchronization degree, realizing the dynamic generation of gain effects, and replacing fixed props by performing gain processing on the game attributes of virtual objects, thereby improving flexibility, solving the problem of passive collaboration of virtual objects in the game faction, and improving the effective collaboration of virtual objects in the team.
[0123] Exemplary embodiments of this disclosure also provide a game data processing apparatus, with reference to Figure 7 As shown, it includes:
[0124] The emotion state recognition module 710 is used to acquire the audio stream of each target object, recognize the audio stream, and obtain the emotion state corresponding to the audio stream and the positive speech segments included in the audio stream.
[0125] The virtual object gain module 720 is used to determine that multiple target objects are in a synchronized state based on the emotional state of the target object and the positive speech segments included in the audio stream, determine the synchronization degree of the target objects, perform gain processing on the game attributes of each virtual object based on the synchronization degree, and display a gain indicator.
[0126] In one exemplary embodiment, the emotion state recognition module includes:
[0127] An emotion state recognition module is used to perform a first recognition on the multiple audio streams respectively, and determine the emotion state corresponding to the audio stream;
[0128] The active speech segment recognition module is used to perform a second recognition on the multiple audio streams respectively to determine the active speech segments included in the audio streams.
[0129] In one exemplary embodiment, the negative emotion state recognition module further includes:
[0130] The feature extraction module is used to extract the feature vector of the audio stream, perform a nonlinear transformation on the feature vector, and obtain a score of the negative emotional state corresponding to the audio stream.
[0131] In one exemplary embodiment, the positive emotion state recognition module includes:
[0132] An audio segmentation module is used to segment the audio stream into audio segments, input the audio segments into a semantic model, and obtain a score corresponding to the audio segment.
[0133] The scoring module is used to determine the positive speech segments included in the audio stream based on the scores of the audio segments.
[0134] In one exemplary embodiment, the emotion state recognition module includes:
[0135] The target display state triggering module is used to trigger the virtual object controlled by the target object corresponding to the score of any of the emotional states to enter the target display state corresponding to the emotional state when the score of any of the emotional states meets a preset first threshold; wherein, the target display state is used to perform a first update on the game attributes of the virtual object.
[0136] In one exemplary embodiment, the target display state triggering module includes:
[0137] The game parameter adjustment module is used to control and increase the attack parameter in the game attribute, and decrease the defense parameter in the game attribute.
[0138] In one exemplary embodiment, the emotion state recognition module includes:
[0139] The status indicator display module is used to display a status indicator corresponding to the target display status at a preset position of the virtual object, and to enlarge and display the equipment and props of the virtual object.
[0140] In one exemplary embodiment, the emotion state recognition module includes:
[0141] The target display state cancellation module is used to cancel the target display state of the virtual object when the score of the emotional state of the target object does not meet the preset first threshold.
[0142] In one exemplary embodiment, the target display state deactivation module includes:
[0143] The attribute update cancellation module is used to cancel the first update of the game attributes of the virtual object;
[0144] The status indicator cancellation module is used to cancel the display of the status indicator corresponding to the target display status, and to cancel the magnified display of the equipment and props.
[0145] In one exemplary embodiment, the virtual object gain module includes:
[0146] The emotional synchronization state determination module is used to determine that all target objects are in an emotional synchronization state based on the emotional state score of the target objects;
[0147] The voice synchronization state determination module is used to determine that all the target objects are in a voice synchronization state based on the proportion of the active voice segments in the audio stream of each target object.
[0148] The synchronization state determination module is used to determine that the target object is in a synchronized state based on the target object being in an emotional synchronized state and the voice synchronized state.
[0149] In one exemplary embodiment, the emotion synchronization state determination module includes:
[0150] The emotion score standard deviation calculation module is used to obtain the emotion score standard deviation based on the emotion state score of each target object.
[0151] The emotion state determination module is used to determine that the target object is in an emotional synchronization state when the standard deviation of the emotion score meets the first standard deviation.
[0152] In one exemplary embodiment, the voice synchronization state determination module includes:
[0153] The percentage average calculation module is used to obtain the average percentage of the positive speech segments of all the target objects based on the percentage of the positive speech segments in the audio stream of each target object.
[0154] The voice state determination module is used to determine that multiple target objects are in a voice synchronization state if the average proportion of the active voice segments meets a preset average.
[0155] In one exemplary embodiment, the synchronization state determination module includes:
[0156] The current synchronization state determination module is used to determine that the target object is in the current synchronization state when the target object is in both emotional synchronization state and voice synchronization state;
[0157] The state synchronization module is used to determine that the multiple target objects are in a synchronized state when the number of times the current synchronization state of the multiple target objects reaches a preset number within a preset time.
[0158] In one exemplary embodiment, the virtual object gain module includes:
[0159] The gain scheme determination module is used to determine the synchronization degree of the target objects based on the number of times the current synchronization state of multiple target objects is reached within the preset time, and to determine the target game attribute gain value based on the synchronization degree.
[0160] The attribute gain module is used to obtain a preset gain time, and within the preset gain time, adjust the target game attribute of each virtual object based on the target game attribute gain value.
[0161] In one exemplary embodiment, the gain identifier includes at least a gain time element, an emotion state display element, a state synchronization display element, and an object state display element.
[0162] In one exemplary embodiment, the virtual object gain module includes:
[0163] The error effect display module is used to display a preset error effect on the first virtual object controlled by the target object when the operation error rate of any of the target objects meets the preset error rate.
[0164] In one exemplary embodiment, the virtual object gain module includes:
[0165] The prompt message sending module is used to send a prompt message corresponding to the preset error effect to the second virtual object; wherein, the second virtual object is another virtual object in the game faction to which the first virtual object is located.
[0166] In one exemplary embodiment, the virtual object gain module includes:
[0167] The elimination operation response module is used to respond to the elimination effect operation of the third virtual object and eliminate the preset error effect of the first virtual object; wherein, the third virtual object is a virtual object in the same game faction whose distance from the first virtual object is less than a preset distance.
[0168] In one exemplary embodiment, the virtual object gain module includes:
[0169] The virtual object penalty module is used to cancel the display of the error effect and control the reduction of the movement parameters of the first virtual object when the display duration of the error effect meets the preset duration.
[0170] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0171] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0172] Furthermore, although the steps of the method in this invention are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0173] In an exemplary embodiment of the present invention, an electronic device capable of implementing the above-described method is also provided.
[0174] Those skilled in the art will understand that various aspects of the present invention can be implemented as systems, methods, or program products. Therefore, various aspects of the present invention can be specifically implemented in the following forms: entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuits,” “modules,” or “systems.”
[0175] The following reference Figure 8 To describe an electronic device 800 according to this embodiment of the present invention. Figure 8 The electronic device 800 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.
[0176] like Figure 8 As shown, the electronic device 800 is manifested in the form of a general-purpose computing device. The components of the electronic device 800 may include, but are not limited to: at least one processing unit 810, at least one storage unit 820, a bus 830 connecting different system components (including storage unit 820 and processing unit 810), and a display unit 840.
[0177] The storage unit stores program code that can be executed by the processing unit 810, causing the processing unit 810 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 810 can perform actions such as... Figure 1 Step S110: Acquire the audio stream of each target object, identify the audio stream to obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream; Step S120: Determine that multiple target objects are in a synchronized state based on the emotional state of the target object and the positive speech segments included in the audio stream, determine the synchronization degree of the target objects, perform gain processing on the game attributes of each virtual object based on the synchronization degree, and display the gain indicator.
[0178] Storage unit 820 may include a readable medium in the form of a volatile storage unit, such as random access memory (RAM) 8201 and / or cache memory 8202, and may further include a read-only memory (ROM) 8203.
[0179] The storage unit 820 may also include a program / utility 8204 having a set (at least one) of program modules 8205, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0180] Bus 830 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0181] Electronic device 800 can also communicate with one or more external devices 900 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with electronic device 800, and / or with any device that enables electronic device 800 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 850. Furthermore, electronic device 800 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 860. As shown, network adapter 860 communicates with other modules of electronic device 800 via bus 830. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 800, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0182] Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the embodiments of the present invention.
[0183] In exemplary embodiments of the present invention, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the present invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the present invention described in the "Exemplary Methods" section above.
[0184] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0185] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0186] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0187] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF (Radio Frequency), etc., or any suitable combination thereof.
[0188] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0189] Furthermore, the above figures are merely illustrative of the processes included in the method according to exemplary embodiments of the present invention, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0190] Other embodiments of the invention will readily occur to those skilled in the art upon consideration of the specification and practice of the invention described herein. This application is intended to cover any variations, uses, or adaptations of the invention that follow the general principles of the invention and include common knowledge or customary techniques in the art not invented herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of the invention are indicated by the claims.
Claims
1. A game data processing method, characterized in that, The method involves displaying a game scene through a graphical user interface, wherein the game scene includes at least one game faction, the game faction includes multiple virtual objects, and each virtual object is controlled by a target object. Acquire the audio stream of each target object, identify the audio stream, and obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream; Based on the emotional state of the target objects and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, the synchronization degree of the target objects is determined, the game attributes of each virtual object are boosted based on the synchronization degree, and a boost indicator is displayed.
2. The method according to claim 1, characterized in that, The step of identifying the audio stream to obtain the emotional state corresponding to the audio stream and the positive speech segments included in the audio stream includes: Perform a first identification on each of the multiple audio streams to determine the negative emotional state corresponding to the audio stream; A second identification is performed on each of the multiple audio streams to determine the active speech segments included in the audio streams.
3. The method according to claim 2, characterized in that, The step of performing a first identification on each of the multiple audio streams to determine the negative emotional state corresponding to the audio stream includes: The feature vector of the audio stream is extracted, and the feature vector is subjected to a nonlinear transformation to obtain the emotional state corresponding to the audio stream.
4. The method according to claim 2, characterized in that, The step of performing a second identification on each of the multiple audio streams to determine the active speech segments included in the audio streams includes: The audio stream is segmented to obtain audio segments, and the audio segments are input into a semantic model to obtain scores corresponding to the audio segments; Based on the scores of the audio segments, the positive speech segments included in the audio stream are determined.
5. The method according to claim 2, characterized in that, The method further includes: When the score of any of the emotional states meets a preset first threshold, the virtual object controlled by the target object corresponding to the score of the emotional state is triggered to enter the target display state corresponding to the emotional state; wherein, the target display state is used to perform a first update on the game attributes of the virtual object.
6. The method according to claim 5, characterized in that, The game attributes of the virtual object are updated for the first time, including: Control the increase of attack parameters in the game attributes and decrease the decrease of defense parameters in the game attributes.
7. The method according to claim 5, characterized in that, The method further includes: A status indicator corresponding to the target display state is displayed at a preset position on the virtual object, and the equipment and props of the virtual object are enlarged and displayed.
8. The method according to claim 5, characterized in that, The method further includes: If the score of the target object's emotional state does not meet the preset first threshold, the target display state of the virtual object is deactivated.
9. The method according to claim 8, characterized in that, Deactivating the target display state of the virtual object includes: Eliminate the first update to the game attributes of the virtual object; Cancel the display of the status indicator corresponding to the target display status, and cancel the magnified display of equipment and props.
10. The method according to claim 2, characterized in that, Based on the emotional state of the target objects and the positive speech segments included in the audio stream, it is determined that multiple target objects are in a synchronized state, including: Based on the emotional state scores of the target objects, it is determined that all the target objects are in a state of emotional synchronization. Based on the proportion of the active speech segments in the audio stream of each target object, it is determined that all target objects are in a speech synchronization state; Based on the target object's emotional synchronization state and its voice synchronization state, it is determined that the target object is in a synchronized state.
11. The method according to claim 10, characterized in that, The step of determining that all target objects are in a state of emotional synchronization based on the emotional state scores of the target objects includes: The standard deviation of the emotion score is obtained based on the emotion state score of each target object. When the standard deviation of the emotion score meets the first standard deviation, the target object is determined to be in an emotionally synchronized state.
12. The method according to claim 10, characterized in that, The step of determining that all target objects are in a speech synchronization state based on the proportion of active speech segments in the audio stream of each target object includes: The average proportion of the positive speech segments of all the target objects is obtained based on the proportion of the positive speech segments in the audio stream of each target object. If the average proportion of the active speech segments meets a preset average, it is determined that multiple target objects are in a speech synchronization state.
13. The method according to claim 10, characterized in that, The step of determining that the target object is in a synchronized state based on the target object's emotional synchronization state and its voice synchronization state includes: When the target object is in both emotional and speech synchronization states, it is determined that the target object is in the current synchronization state. If the number of times the current synchronization state of multiple target objects reaches a preset number within a preset time period, it is determined that the multiple target objects are in a synchronization state.
14. The method according to claim 13, characterized in that, The process of determining the synchronization degree of the target object, performing gain processing on the game attributes of each virtual object based on the synchronization degree, and displaying the gain indicator includes: Based on the number of times the current synchronization state of multiple target objects is reached within the preset time period, the synchronization degree of the target objects is determined, and the target game attribute gain value is determined based on the synchronization degree. Obtain a preset gain time, and within the preset gain time, adjust the target game attribute of each virtual object based on the target game attribute gain value.
15. The method according to claim 1, characterized in that, The gain identifier includes at least a gain time element, an emotion state display element, a state synchronization display element, and an object state display element.
16. The method according to claim 1, characterized in that, The method further includes: If the operation error rate of any of the target objects meets the preset error rate, a preset error effect is displayed on the first virtual object controlled by the target object.
17. The method according to claim 16, characterized in that, The method further includes: Send a prompt message corresponding to the preset error effect to the second virtual object; wherein, the second virtual object is another virtual object in the game faction to which the first virtual object is located.
18. The method according to claim 16, characterized in that, The method further includes: In response to the elimination effect operation of the third virtual object, the preset error effect of the first virtual object is eliminated and displayed; wherein, the third virtual object is a virtual object in the same game faction whose distance from the first virtual object is less than a preset distance.
19. The method according to claim 16, characterized in that, The method further includes: If the display duration of the error effect meets the preset duration, the error effect is canceled, and the movement parameters of the first virtual object are reduced.
20. A game data processing device, characterized in that, The device displays a game scene through a graphical user interface, the game scene including at least one game faction, the game faction including multiple virtual objects, each virtual object being controlled by a target object, the device comprising: An emotion state recognition module is used to acquire the audio stream of each target object, recognize the audio stream, and obtain the emotion state corresponding to the audio stream and the positive speech segments included in the audio stream. The virtual object gain module is used to determine that multiple target objects are in a synchronized state based on the emotional state of the target object and the positive speech segments included in the audio stream, determine the synchronization degree of the target objects, perform gain processing on the game attributes of each virtual object based on the synchronization degree, and display the gain indicator.
21. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 19.
22. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 19 by executing the executable instructions.