Virtual equipment recommendation method and device, equipment and storage medium

By switching equipment builds during gameplay and dynamically adjusting the type and order of recommended equipment, the rigidity of virtual equipment recommendations in existing technologies is solved, improving acquisition efficiency and flexibility.

CN120919628APending Publication Date: 2025-11-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410571844.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-09
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

In existing technologies, the way virtual equipment is recommended in game matches is too rigid. Users need to manually search for the equipment they need from a large number of items, which makes the acquisition process cumbersome.

Method used

During gameplay, the game supports switching between multiple equipment builds and displays different recommended equipment based on the switch. The equipment builds include multiple virtual equipment, and switching equipment builds changes the type and order of recommended equipment displayed on the screen.

Benefits of technology

It improves the flexibility and efficiency of acquiring virtual equipment, simplifies user operations, and reduces the tedious process of manually searching in the equipment store.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a virtual equipment recommendation method and device, equipment and a storage medium, and belongs to the technical field of Internet and computers. The method comprises the steps that in the game playing process, a game playing display interface is displayed, multiple out-loading schemes are configured for the game playing, and the multiple out-loading schemes support switching in the game playing process; displaying first recommended equipment determined on the basis of the first shipment scheme in the display interface, wherein the first shipment scheme is one of multiple shipment schemes; and after the first shipment scheme is switched to the second shipment scheme, second recommended equipment determined based on the second shipment scheme is displayed in the display interface, and the second shipment scheme is another shipment scheme different from the first shipment scheme in the multiple shipment schemes. Through the method, the matching degree of the recommended equipment to the game is improved, and the efficiency of obtaining the virtual equipment by the user in the game is improved.
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Description

Technical Field

[0001] This application relates to the fields of Internet and computer technology, and in particular to a recommended method, apparatus, device and storage medium for virtual equipment. Background Technology

[0002] To enhance gameplay, the game provides a wide variety of virtual equipment for virtual characters. Users can acquire suitable virtual equipment based on the game's progress to cope with the ever-changing battle situation.

[0003] In this technology, users pre-set their item build plan before entering a game, so that the system can recommend virtual items to the user in the order specified in that plan during the game. After the game starts, the terminal device displays the recommended virtual items on the interface according to the pre-set build plan, allowing the user to quickly acquire the recommended virtual items.

[0004] However, the virtual equipment recommended to users in this way during the game is rather rigid. The recommended equipment displayed on the screen is not very helpful to users, so users have to find and obtain the virtual equipment they need from a large number of virtual equipment provided by the store during the game, which makes the process of obtaining virtual equipment rather cumbersome. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for recommending virtual equipment. The technical solutions provided by embodiments of this application are as follows:

[0006] According to one aspect of the embodiments of this application, a method for recommending virtual equipment is provided, the method comprising:

[0007] During the game, the game's display interface is shown, which includes multiple equipment builds configured for the game and allows switching between these builds during the game.

[0008] The display interface shows a first recommended equipment based on a first equipment build, which is one of the multiple equipment builds.

[0009] After switching from the first build to the second build, the display interface shows a second recommended build determined based on the second build, which is an alternative build to the first build among the multiple build options.

[0010] According to one aspect of the embodiments of this application, a virtual equipment recommendation device is provided, the device comprising:

[0011] The interface display module is used to display the game match interface during the game match, wherein multiple equipment builds are configured for the game match, and the multiple equipment builds can be switched during the game match.

[0012] The equipment recommendation module is used to display the first recommended equipment determined based on the first equipment build scheme in the display interface. The first equipment build scheme is one of the multiple equipment build schemes.

[0013] The equipment recommendation module is also used to display a second recommended equipment determined based on the second equipment scheme in the display interface after switching from the first equipment scheme to the second equipment scheme. The second equipment scheme is another equipment scheme that is different from the first equipment scheme among the multiple equipment schemes.

[0014] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the recommended method for virtual equipment as described above.

[0015] According to one aspect of the present application, a computer-readable storage medium is provided, wherein a computer program is stored therein, the computer program being loaded and executed by a processor to implement the recommended method for virtual equipment as described above.

[0016] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer program to implement the recommended method for virtual equipment as described above.

[0017] The beneficial effects of the technical solutions provided in this application include at least the following:

[0018] Compared to solutions provided in related technologies, the solution provided in this application supports switching the currently used equipment build during a game. Since different equipment builds include different types of virtual equipment and have different recommended orders, the types and order of recommended equipment displayed to the user on the interface can change as the equipment build is switched. Furthermore, since each equipment build includes multiple virtual items, switching builds will change all the virtual items subsequently displayed to the user on the interface. This improves the flexibility of providing recommended equipment to the user during a game. Compared to users manually finding and acquiring their desired virtual equipment one by one from the equipment shop, this solution simplifies the user's operation of acquiring virtual equipment and improves the efficiency of virtual equipment acquisition. Attached Figure Description

[0019] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0020] Figure 2 This is a schematic diagram of a method for recommending virtual equipment provided in an exemplary embodiment of this application;

[0021] Figure 3 This is a flowchart of a method for recommending virtual equipment provided in an exemplary embodiment of this application;

[0022] Figure 4 This is a schematic diagram illustrating the configuration process of an assembly scheme provided in an exemplary embodiment of this application;

[0023] Figure 5 This is a schematic diagram of the configuration process of the delivery scheme provided in another exemplary embodiment of this application;

[0024] Figure 6 This is a flowchart of a method for recommending virtual equipment provided in another exemplary embodiment of this application;

[0025] Figure 7 This is a schematic diagram showing a recommended apparatus provided in an exemplary embodiment of this application;

[0026] Figure 8 This is a schematic diagram illustrating a recommended method for providing a virtual device according to another exemplary embodiment of this application;

[0027] Figure 9 This is a flowchart of a method for recommending virtual equipment provided in yet another exemplary embodiment of this application;

[0028] Figure 10 This is a schematic diagram showing a third recommended apparatus provided in an exemplary embodiment of this application;

[0029] Figure 11 This is a schematic diagram of a method for recommending virtual equipment provided in yet another exemplary embodiment of this application;

[0030] Figure 12 This is a block diagram of a recommended device for virtual equipment provided in an exemplary embodiment of this application;

[0031] Figure 13 This is a structural block diagram of a terminal device provided in an exemplary embodiment of this application. Detailed Implementation

[0032] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0033] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application. The computer system can be implemented as a game application system. The computer system includes: a terminal device 10 and a server 20.

[0034] Terminal device 10 can be an electronic device such as a mobile phone, tablet computer, PC (Personal Computer), game console, multimedia playback device, wearable device, smart voice interaction device, smart home appliance, or in-vehicle terminal. In one example, terminal device 10 runs a target application, which can be a game application or other applications capable of providing gaming functionality. In some embodiments, game applications include, but are not limited to: Multiplayer Online Battle Arena (MOBA) games, First-Person Shooter (FPS) games, Adventure Games (ATG), Action Games (ACT), and Simulation Games (SLG), etc.

[0035] The target application provides game matches for users to participate in. Users control the behavior of virtual characters during these matches, winning or losing according to the game rules. These virtual characters can be equipped with virtual equipment to enhance their game attributes. The terminal device responds to an acquisition operation for a specific piece of virtual equipment by configuring that equipment for the virtual character. The solution provided in this application supports users pre-configuring multiple equipment builds, each including multiple pieces of virtual equipment. The terminal device provides recommended equipment to the user during the game according to these builds, and users can freely switch between these builds during gameplay.

[0036] Server 20 can provide background services for the target application running on terminal device 10. For example, server 20 can be a background server for the target application. Server 20 can be implemented as an independent physical server, a server cluster composed of multiple physical servers, or a distributed system, or a cloud server that provides basic cloud computing services such as cloud services, cloud computing, cloud functions, cloud storage, network services, cloud communication, domain name services, and artificial intelligence platforms. Server 20 has at least data transmission, reception, storage, and computing functions.

[0037] There is a communication connection between the terminal device 10 and the server 20. The terminal device 10 transmits user-generated operation data to the server 20, and the server 20 provides game resources and judgment results corresponding to the operation data to the terminal device 10.

[0038] Optionally, multiple item build options configured for a game match are stored in the terminal device 10 to enable quick switching between item build options. In this case, the timing of the item build switch is determined by the terminal device.

[0039] Optionally, multiple item build options configured for a game match are stored in server 20. Server 20 determines when to switch item build options and provides the item build option to be switched to terminal device 10 when it is necessary to switch item build options.

[0040] Figure 2 This is a flowchart illustrating a virtual equipment recommendation method provided in an exemplary embodiment of this application. In the virtual equipment recommendation scheme provided in this application, users can set multiple equipment builds. Each equipment build includes slightly different sets of virtual equipment.

[0041] The game supports switching the currently used equipment build during gameplay. For example, in the first period after the game starts, the recommended equipment displayed on the screen is selected from equipment build 1; in the second period, the recommended equipment is selected from equipment build 2.

[0042] Optionally, the switching of item builds is done automatically. For example, the terminal device or server may switch the currently used item build to one that is more suitable for the changing game situation based on the changes in the game's dynamics.

[0043] Optionally, the switching of item build options is triggered by user actions during a game. For example, during a game, the terminal device responds to the action of switching item build options by switching item build option 1 to item build option 2.

[0044] Compared to solutions provided in related technologies, the solution provided in this application supports switching the currently used equipment build during a game. Since different equipment builds include different types of virtual equipment and have different recommended orders, the types and order of recommended equipment displayed to the user on the interface can change as the equipment build is switched. Furthermore, since each equipment build includes multiple virtual items, switching builds will change the virtual equipment displayed to the user on the interface. This improves the flexibility of providing recommended equipment to the user during a game. Compared to users manually finding and acquiring their desired virtual equipment one by one from the equipment shop, this solution simplifies the user's operation of acquiring virtual equipment and improves the efficiency of virtual equipment acquisition.

[0045] Figure 3 This is a flowchart illustrating a recommended method for virtual equipment provided in an exemplary embodiment of this application. Exemplarily, the entity executing this method may be... Figure 1 The terminal device 10 in the implementation environment of the solution, for example, the executing entity can be a client of the target application running on the terminal device 10. Figure 3 As shown, the method includes at least the following steps (310-330).

[0046] Step 310: During the game, the game display interface is displayed, in which multiple equipment builds are configured for the game, and the multiple equipment builds can be switched during the game.

[0047] In some embodiments, a game match refers to the process by which a user controls a virtual character to compete, strategize, and cooperate in a team within a game, under the rules of the game. Optionally, a game match includes multiple virtual characters, of which at least one is a user-controlled virtual character, hereinafter referred to as a user virtual character. Exemplarily, a game match involves multiple users who are divided into different teams. These teams compete against each other according to the game rules to determine the winning team in the game match; the different teams are opponents to each other.

[0048] Optionally, the game's display interface is used to show game screenshots and controls related to the game. For example, the game screenshot refers to the game screen generated based on the virtual character controlled by the user. The content displayed in the game screenshot includes at least one of the following: the virtual environment in which the user-controlled virtual character is located, other virtual characters, controls, etc. For example, the game screenshot is a view obtained from a third-person perspective of the user-controlled virtual character. Another example is that the game screenshot represents a view obtained from the virtual character's first-person perspective of observing the virtual environment. The virtual environment refers to the virtual scene used in the game, which includes terrain, buildings, etc., and allows the user to control the behavior of their virtual character within the virtual environment.

[0049] The controls are used to control the behavior of the virtual character. For example, the display interface shows movement controls and attack controls. The interface also displays controls for opening the equipment shop and for acquiring virtual equipment. It should be noted that the types of controls included in the display interface are set according to actual needs and are not limited here.

[0050] In some embodiments, an item build scheme refers to a scheme for providing recommended equipment to the user during a game. The item build scheme includes multiple virtual items. Optionally, the multiple virtual items correspond to different recommendation orders, and the recommended equipment is provided to the user according to the recommendation order during the game. For example, the item build scheme includes three virtual items: Virtual Item 1, Virtual Item 2, and Virtual Item 3. The recommendation order for Virtual Item 1 is 1, the recommendation order for Virtual Item 2 is 2, and the recommendation order for Virtual Item 3 is 3. After Virtual Item 1 is recommended, the terminal device will use Virtual Item 2 as the recommended equipment according to the item build scheme. The recommendation order of the virtual items is preset, or determined in real-time based on the user's virtual character's game situation. Please refer to the embodiments below for details.

[0051] In some embodiments, virtual equipment is used to alter the game attributes of a virtual character. The types of virtual equipment include, but are not limited to, at least one of the following: attack equipment, defensive equipment, skill equipment, spell equipment, and movement equipment. Attack equipment is used to increase the virtual character's attack power; defensive equipment is used to reduce the damage received by the virtual character; skill equipment is used to shorten the virtual character's skill cooldown time; spell equipment is used to increase the virtual character's spell damage or increase the virtual character's resistance to spell damage; and movement equipment is used to change the virtual character's movement speed in the virtual environment.

[0052] Optionally, the virtual character has multiple equipment slots for placing virtual equipment. After acquiring a piece of virtual equipment, it is displayed in one of the equipment slots, and the virtual character's game attributes begin to be affected by that equipment. In other words, the equipment setup is used to pre-set the virtual equipment in multiple equipment slots.

[0053] In some embodiments, for any two of the multiple item build options, the virtual items included in the two item build options are not exactly the same, or the two item build options include the same virtual item, but the order in which the virtual item is built in the two item build options is different. For example, item build option 1 includes 3 virtual items, arranged in order of building from earliest to latest as: virtual item 1, virtual item 2, and virtual item 3; item build option 2 also includes 3 virtual items, arranged in order of building from earliest to latest as: virtual item 1, virtual item 3, and virtual item 2.

[0054] In some embodiments, the equipment build is preset by the user before the start of a game. Optionally, the equipment build is generated by the user. For example, before the start of a game, the terminal device displays a build settings interface, which includes multiple candidate virtual items; in response to selecting a first virtual item from the multiple candidate virtual items, the terminal device adds the first virtual item to the currently edited equipment build; in response to the completion of editing the equipment build, the terminal device saves the equipment build. The operation of selecting the first virtual character includes, but is not limited to, clicking, double-clicking, swiping, button pressing, voice commands, and gestures.

[0055] For example, the order in which the first virtual character is added to the equipment build is the recommended order of the first virtual character in the equipment build. Alternatively, the equipment build may have multiple equipment slots, each corresponding to a different recommended order. The recommended order of the first virtual equipment depends on the equipment slot in which the first virtual equipment is located in the equipment build.

[0056] Figure 4 This is a schematic diagram of the configuration process of the delivery scheme provided in an exemplary embodiment of this application.

[0057] like Figure 4 As shown, the scheme settings interface 400 displays multiple candidate virtual equipment 410, and the multiple equipment placement slots 430 corresponding to the favorable equipment scheme 440. After selecting the first virtual equipment, it is also possible to delete the first virtual equipment via the equipment deletion control 420.

[0058] Figure 5 This is a schematic diagram illustrating the configuration process of an assembly scheme provided in another exemplary embodiment of this application. For example... Figure 5 As shown, the scheme settings interface 500 also supports editing the equipment scheme when the opponent is at a disadvantage.

[0059] Optionally, the item build scheme is selected from a variety of candidate item build schemes provided by the game application. These candidate item build schemes may be from game designers or other players. For example, the terminal device displays at least one candidate item build scheme in its scheme settings interface. The virtual equipment included in the candidate item build schemes is fixed. In response to a selection operation for a first candidate item build scheme among the at least one candidate item build schemes, the terminal device determines that first candidate item build scheme as the item build scheme configured for the game match.

[0060] In some embodiments, virtual characters of the same type share multiple equipment builds, while virtual characters of different types do not share the same equipment build. In this case, configuring multiple equipment builds for a game means that multiple equipment builds are applicable to the virtual characters participating in the game, that is, multiple equipment builds can be adapted to the user's virtual character's equipment build.

[0061] Step 320: Display the first recommended equipment based on the first equipment build in the display interface. The first equipment build is one of multiple equipment build options.

[0062] In some embodiments, during a game, the terminal device recommends virtual equipment to the user based on an item build. Recommending virtual equipment to the user is called "recommended equipment." Optionally, recommended equipment refers to virtual equipment included in the item build. For example, the terminal device displays an icon for recommended equipment on a page. The icon of the recommended equipment coincides with the display position of a first control used to obtain the recommended equipment. In response to triggering the first control, the terminal device obtains the recommended equipment or initiates the crafting process for the recommended equipment. For details regarding this part, please refer to the embodiments below.

[0063] In some embodiments, the first item build refers to the item build being used in a game.

[0064] Optionally, the first item build is specified by the user. For example, after the start of a game, the terminal device displays recommended equipment on the display interface based on the first item build.

[0065] For example, the first item build is the item build selected by the user before the start of the game. For instance, before the start of the game, the terminal device responds to the selection operation for the first item build and uses the first item build as the initial item build to be used after the start of the game.

[0066] Optionally, the first item build refers to the item build among multiple options that best suits the current game situation. Different stages of a game present different game situations, and therefore require different item builds. Please refer to the following example for details.

[0067] The first recommended equipment is the virtual equipment included in the first equipment build. Optionally, the first recommended equipment refers to virtual equipment in the first equipment build that has not yet been recommended. For example, if the first equipment build includes virtual equipment 1 and virtual equipment 2, where virtual equipment 1 is in a recommended state and virtual equipment 2 is in a non-recommended state, then the first recommended equipment refers to virtual equipment 2. Optionally, the recommended state of each virtual equipment in the equipment build is stored using a single bit codeword, such as "1" indicating a recommended state and "0" indicating a non-recommended state.

[0068] For example, the terminal device determines the first virtual equipment according to the recommended order of the multiple virtual equipment included in the first installation scheme; in this case, the first recommended equipment refers to the virtual equipment that is in an unrecommended state among the multiple recommended equipment and has the highest recommendation priority.

[0069] The first recommended equipment can also be a virtual item that the user-controlled virtual character is not equipped with, among the multiple virtual items included in the first equipment build. For example, if the virtual character currently has two virtual items, Virtual Item 1 and Virtual Item 2, and the first equipment build includes Virtual Item 1, Virtual Item 2, Virtual Item 3, and Virtual Item 4, then the first recommended equipment is Virtual Item 3, or the first recommended equipment is Virtual Item 4. Alternatively, the first recommended equipment can be the one with higher recommendation priority between Virtual Item 3 and Virtual Item 4.

[0070] In some embodiments, the display interface includes a first display area for displaying recommended equipment, and the terminal device displays the first recommended equipment in the first display area. Optionally, the first display area also includes a first control for obtaining the recommended equipment, so that the user can quickly obtain the first recommended equipment or complete the pre-order of the first recommended equipment by triggering the first control.

[0071] Step 330: After switching from the first equipment build to the second equipment build, the second recommended equipment based on the second equipment build is displayed on the display interface. The second equipment build is an alternative equipment build that is different from the first equipment build among multiple equipment build options.

[0072] In some embodiments, the timing of switching from the first item build to the second item build is indicated by the user. Optionally, during a game, the terminal device switches from the first item build to the second item build in response to an operation to switch item builds. For example, the operation to switch item builds is used to indicate the second item build from a plurality of item builds. Additionally, if the game configuration includes multiple item builds but only two, the operation to switch item builds can be a trigger operation on a display control showing the item build switch. For example, if the two item builds are item build 1 and item build 2, the terminal device switches the currently used item build to the currently unused item build in response to a trigger operation on the item build switch control.

[0073] In one example, in response to an operation to display a build switching page, the terminal device displays the build switching page on the interface. This page shows multiple build options configured for the game, each with a corresponding switching control. The terminal device then selects the build option corresponding to the first control as the primary build option. This build switching page can be a virtual item shop page, meaning it not only allows switching builds but also the acquisition or pre-ordering of virtual items. This approach eliminates the need for separate display pages for multiple build options within the game, thus reusing existing pages.

[0074] In other embodiments, the timing of switching from the first item build to the second item build is related to the game situation. That is, the terminal device automatically determines the timing of switching the item build during the game. Optionally, the terminal device determines the timing of switching from the first item build to the second item build based on the game situation. In this case, the second item build refers to the item build that is suitable for the game situation among multiple item build options, as detailed in the embodiments below.

[0075] In some embodiments, the first item build and the second item build are two different item builds. Optionally, multiple item builds may have different identifiers to quickly identify the second item build from among multiple item builds. For example, the identifier of an item build may include, but is not limited to, the item build name, sequence number, icon, etc. The item build name can be user-defined.

[0076] In summary, compared to solutions provided in related technologies, the solution provided in this application supports switching the currently used equipment build during a game. Because different equipment builds include different types of virtual equipment and have different recommended orders, the types and order of recommended equipment displayed to the user on the interface can change as the equipment build is switched. Furthermore, since each equipment build includes multiple virtual items, switching builds will change the virtual equipment subsequently displayed to the user on the interface. This improves the flexibility of providing recommended equipment to the user during a game. Compared to users manually finding and acquiring their desired virtual equipment one by one from the equipment shop, this solution simplifies the user's operation of acquiring virtual equipment and improves the efficiency of virtual equipment acquisition.

[0077] In some embodiments, multiple item builds are configured for different game situations.

[0078] The game situation in a match is used to represent the direction of the game. Optionally, the game situation includes at least one of the following: a favorable game situation, an unfavorable game situation, and a balanced game situation. Among them, a favorable game situation represents that the virtual character controlled by the user has an advantage in the game, an unfavorable game situation represents that the virtual character controlled by the user has a disadvantage in the game, and a balanced game situation represents that the virtual character controlled by the user is in a balanced state with other virtual characters.

[0079] In one example, the game situation includes: a winning game and a losing game. In another example, the game situation includes: a winning game, a losing game, and a balanced game.

[0080] In a game match, different types of match situations can shift. Factors influencing the match situation include at least one of the following: the virtual character's level, the virtual equipment possessed by the virtual character, the amount of virtual resources the virtual character owns (such as gold coins, areas controlled in the virtual environment), and the number of kills the virtual character has in the game. When these influencing factors change, the match situation will shift.

[0081] Optionally, the game includes multiple teams, and virtual characters belonging to the same team correspond to the same game situation. The game situation is related to the sum of the influencing factors of each virtual character in the team.

[0082] For example, the game situation is related to the overall virtual resources of the team in which the user's virtual character is positioned during the game. The team with the most overall virtual resources is in a favorable position during the game, while the team with fewer overall virtual resources is in a disadvantageous position.

[0083] In some embodiments, the item build is applicable to at least one game situation; that is, for each of the multiple item builds, the build is suitable for some game situations but not for others. Optionally, the multiple item builds include at least one item build configured for a winning game situation and at least one item build configured for a losing game situation. Exemplarily, the multiple item builds may also include at least one item build configured for a balanced game situation.

[0084] In some embodiments, the multiple item build options include a winning item build option and a losing item build option. The winning item build option is configured for situations where the game is going well, and the losing item build option is configured for situations where the game is going poorly. Please refer to the above embodiments for the configuration process of the item build options; it will not be repeated here.

[0085] Optionally, taking a favorable game situation as an example, if there are n item build options for a favorable game situation, each of the n item build options corresponds to a different favorable game recommendation range. If the game situation can be mapped to the first favorable game recommendation range, then the item build option corresponding to the first favorable game recommendation range will be given priority in the game.

[0086] For example, the recommended range for a favorable game situation is related to the factors influencing the game situation. For instance, if the factors influencing the game situation include the amount of gold coins a virtual character has, then the recommended range for a favorable game situation refers to the range of gold coin amounts. The first recommended range for a favorable game situation refers to the range of gold coin amounts to which the aforementioned amount of gold coins a virtual character possesses.

[0087] By setting different recommendation ranges, terminal devices can select the most suitable item build from multiple options as their secondary build. This enhances the benefits that the recommended items, determined based on the secondary build, bring to the user's virtual character in the current game situation, helping the user win the game. This shortens the duration of the game, increases the number of users waiting to join a game at the same time, and improves the server's matchmaking efficiency, reducing the server's matchmaking pressure.

[0088] In some embodiments, for each of the multiple item build options, the item build option has a situation identifier, which is used to characterize the game situation to which the item build option is suitable. Optionally, the situation situation is represented by the item build option's name. Optionally, when the user manually selects a second item build option, the item build switching page displays the situation identifiers of multiple item build options respectively, in order to help the user quickly select the second item build option.

[0089] By configuring different item builds for different game situations, it's easier to quickly switch from the current build to one tailored to the changing game circumstances. This allows the recommended item build, based on the changed game situation, to improve the virtual character's adaptability to the new situation. Improving the match between recommended equipment and the game's dynamics in this way helps provide users with more suitable equipment and simplifies the process of acquiring equipment appropriate for the game's format.

[0090] Figure 6 This is a flowchart of a virtual equipment recommendation method provided in another exemplary embodiment of this application. In this example, the execution subject of the virtual equipment recommendation method is a terminal device, and the method includes at least the following steps.

[0091] Step 310: During the game, the game display interface is displayed, in which multiple equipment builds are configured for the game, and the multiple equipment builds can be switched during the game.

[0092] Step 313: Obtain real-time situation data during the game. The real-time situation data is used to reflect the game situation.

[0093] In some embodiments, real-time situation data refers to statistical data related to virtual characters during a game. Optionally, real-time situation data includes at least one of the following types of numerical indicators: virtual character level, virtual equipment, gold coins, kill count, etc.

[0094] For example, real-time situation data is statistically analyzed on a team-by-team basis in the game. Real-time situation data is used to characterize the gap between the team to which the user's virtual character belongs and the opposing team in at least one type of statistical data. The user's virtual character refers to the virtual character controlled by the user using a terminal device.

[0095] For example, a game match includes a first team and a second team. The user's virtual character belongs to the first team. Real-time situation data is used to represent the difference between the first team and the second team in terms of statistical data for at least one numerical indicator. For example, real-time situation data is used to represent the difference in the number of gold coins possessed by the first team and the second team. Another example is the difference in the number of kills achieved by the first team and the second team.

[0096] For example, real-time situation data is determined based on multiple data indicators. For instance, real-time situation data is used to characterize the difference between the first team and the second team in terms of a comprehensive indicator, which includes at least two of the following: virtual character level, virtual equipment, gold coin quantity, and kill count. For either the first team or the second team, the computer device performs a weighted sum of at least two numerical indicators for that team to obtain a comprehensive indicator. The real-time situation data is then derived based on the difference between the comprehensive indicators of the first team and the second team.

[0097] The computer device can be a server. The server receives game data of different virtual characters from multiple terminal devices participating in the game. The game data includes at least one numerical indicator of the virtual character controlled by the terminal device. The server calculates real-time situation data based on the multiple game data, and sends an equipment build switching instruction to the terminal device when the real-time situation data meets a first condition, so that the terminal device can switch from the first equipment build to the second equipment build based on the equipment build switching instruction.

[0098] Step 316: If the real-time situation data meets the first condition, switch the first equipment build to the second equipment build.

[0099] In some embodiments, the first condition refers to the evaluation condition for a change in the game's situation. Optionally, the first condition is related to the value of real-time situation data. For example, the first condition includes at least two thresholds: if the real-time situation data is greater than a first data threshold, it indicates that the game is in a favorable situation; if the real-time situation data is less than a second data threshold, it indicates that the game is in a disadvantageous situation.

[0100] For example, the first numerical threshold is a positive number and the second data threshold is a negative number. Alternatively, the first and second data thresholds can be opposites. The values ​​of the first and second numerical thresholds are determined according to actual needs and are not limited here.

[0101] Optionally, the first condition is also related to the game situation to which the first equipment build is adapted. The first condition is used to determine whether the game situation to which the first equipment build is adapted is consistent with the current game situation. If the game situation to which the first equipment build is adapted is consistent with the current game situation, then there is no need to switch the first equipment build; if the game situation to which the first equipment build is adapted is inconsistent with the current game situation, then it is necessary to switch the first equipment build.

[0102] For example, the real-time game situation is determined by comparing the numerical relationship between the numerical threshold included in the first condition and the real-time threshold; if the real-time game situation is consistent with the game situation adapted to the first equipment scheme, there is no need to switch the first equipment scheme; if the game situation adapted to the first equipment scheme is inconsistent with the current game situation, then the first equipment scheme needs to be switched.

[0103] For example, among the multiple item build options configured for a game match, there are two options: a winning build and a losing build. The first item build is suitable for a winning game situation, with a first data threshold of 5 and a real-time situation data of 8, indicating that the current game situation is favorable. In this case, the game situation suitable for the first item build is consistent with the current game situation, so there is no need to switch to the first item build.

[0104] For example, among the multiple game scenarios configured for a match, there might be: a favorable game situation, an unfavorable game situation, and a balanced game situation. The first item build is suited for a favorable game situation, with a first data threshold of 5, a second data threshold of -5, and a real-time situation data of -2. Therefore, the current game situation is determined to be a balanced game situation. In this case, the game situation suited to the first item build is inconsistent with the current game situation, and the first item build needs to be switched.

[0105] In this example, the second item build refers to the item build adapted to the current game situation. That is, the second item build is a pre-configured build for the current game situation. Since the type of game situation is known, the user can pre-configure item builds adapted to different types of game situations. When it is determined that the first item build needs to be switched, the terminal device selects and applies the second item build from the multiple item builds configured for the game situation during the game.

[0106] In some embodiments, after switching from the first item build to the second item build, on the item build switching page, the usage status indicator corresponding to the first item build changes from the used state to the candidate state, and the usage status indicator corresponding to the second item build changes from the candidate state to the used state. The item build switching page is used to display multiple item build options configured for a specific game match.

[0107] Optionally, after the game starts, the terminal device responds to the scheme switching operation in the scheme switching interface and switches the first item build scheme to the second item build scheme.

[0108] Step 320: Display the first recommended equipment based on the first equipment build in the display interface. The first equipment build is one of multiple equipment build options.

[0109] Step 330: After switching from the first equipment build to the second equipment build, the second recommended equipment based on the second equipment build is displayed on the display interface. The second equipment build is an alternative equipment build that is different from the first equipment build among multiple equipment build options.

[0110] For a detailed description of steps 310, 320 and 330, please refer to the above description; they will not be repeated here.

[0111] Figure 7 This is a schematic diagram showing a recommended apparatus provided in an exemplary embodiment of this application.

[0112] like Figure 7 As shown in the display interface 700a, the first team has 20 kills (710), and the second team has 10 kills (720). The real-time situation data is used to represent the difference in kill count between the first and second teams. At this time, the real-time situation data is equal to 10 (20-10), and the first team is in a favorable situation. Based on the first item build, the first recommended item 730 is displayed on the display interface.

[0113] After a game has been going on for a while, such as Figure 7As shown in the display interface 700b, the first team's kill count is 20 (740), and the second team's kill count is 25 (750). At this time, the real-time situation data is equal to -5 (20-25), and the first team is in a disadvantageous situation. Based on the second equipment scheme, the second recommended equipment 760 is displayed in the display interface.

[0114] In this embodiment, real-time situation data can sensitively reflect changes in the game situation, so that if the current equipment build is not suitable for the current game situation, the equipment build can be switched in time, and virtual equipment for the equipment build can be recommended to the user. This increases the chances of the recommended equipment being adopted by the user, thereby reducing the user's operation of searching for recommended equipment from a large number of items during the game and helping to simplify the cumbersome operation of obtaining virtual equipment.

[0115] The following examples illustrate the process of determining the second recommended equipment based on the second equipment configuration.

[0116] In one example, the terminal device determines the second recommended equipment according to the recommended order of each virtual equipment included in the second equipment configuration. That is, the virtual equipment with the highest priority in the second equipment configuration is selected as the second recommended equipment. For example, if at least one virtual equipment is the same in both the first and second equipment configurations, the second recommended equipment is determined from the virtual equipment included in the second equipment configuration but not included in the first equipment configuration.

[0117] In another example, the terminal device determines the second recommended equipment from the second equipment plan according to the recommended order in the first equipment plan. For example, if the recommended order of the virtual equipment currently to be recommended in the first equipment plan is 3, then the terminal device will determine the virtual equipment with a recommended order of 3 in the second equipment plan as the second recommended equipment.

[0118] In another example, the terminal device determines the second recommended equipment from the second equipment options based on the user's virtual character's data metrics.

[0119] In some embodiments, before displaying the second recommended equipment determined based on the second equipment build scheme in the display interface, step 330 further includes: determining the recommendation priority corresponding to at least one equipment type according to the game situation, and multiple candidate equipment belonging to the same equipment type having the same equipment attribute; determining the second recommended equipment according to the recommendation priority of the equipment type and the multiple recommended equipment included in the second equipment build scheme, wherein the priority of the equipment type to which the second recommended equipment belongs is higher than the priority of the equipment type to which at least one other recommended equipment belongs.

[0120] In some embodiments, equipment types are categorized based on equipment attributes among multiple virtual equipment provided in the game. Equipment types include virtual equipment with the same equipment attribute, where the equipment attribute characterizes the type of buff the virtual equipment provides to the virtual character. The types of equipment attributes include, but are not limited to, at least one of the following: magic attack buff, magic damage resistance buff, physical attack buff, physical damage resistance buff, penetration performance buff, and health regeneration buff. Specifically, magic attack buff increases the damage of the virtual character's magic attacks, magic damage resistance buff increases the virtual character's resistance to magic attacks, physical attack buff increases the damage of the virtual character's physical attacks, physical damage resistance buff increases the virtual character's resistance to physical attacks, penetration performance buff weakens the damage resistance of the virtual character's target, and health regeneration buff increases the virtual character's health. The types of equipment attributes are set according to the game type and are not limited here.

[0121] The recommendation priority is used to determine the recommendation order of multiple equipment types, and the recommendation order is different for different equipment types.

[0122] Optionally, the virtual equipment with the highest priority among the multiple recommended equipment types included in the second equipment configuration scheme for the terminal device shall be used as the second recommended equipment.

[0123] In some embodiments, the game situation includes data indicators for the first team, which include at least one of the following: output indicator, resistance indicator, and support indicator, wherein the output indicator is used to characterize the amount of damage caused by the first team in the game, the resistance indicator is used to characterize the amount of damage borne by the first team in the game, and the support indicator is used to characterize the amount of support generated by the first team in the game; and based on the game situation, determining the recommended priority corresponding to at least one equipment type includes: determining the recommended priority corresponding to at least one equipment type based on the output indicator, resistance indicator, and support indicator.

[0124] Optionally, the terminal device performs a weighted summation of the output metric, resistance metric, and support metric to obtain a comprehensive metric; based on the correlation between the comprehensive metric and at least one equipment type, it determines the recommendation priority corresponding to each of the at least one equipment type. For example, the output metric, resistance metric, and support metric have different weights during the weighted summation process.

[0125] Optionally, the terminal device determines the recommendation priority corresponding to at least one equipment type based on the index range in which the comprehensive index is located. In each index range, the recommendation priority corresponding to at least one equipment type is preset.

[0126] This approach helps users select the most suitable virtual items from the converted item builds as recommended items, increasing the likelihood of these recommended items being adopted by users and providing them with item build references that better fit the current game situation.

[0127] The following examples illustrate the process of switching item builds.

[0128] In some embodiments, when the real-time situation data meets the first condition, switching the first equipment build to the second equipment build includes: when the real-time situation data meets the first condition and the synthesis status of the currently pre-purchased equipment meets the second condition, switching the first equipment build to the second equipment build.

[0129] In some embodiments, the method further includes: maintaining the first equipment deployment plan when the real-time situation data meets the first condition and the synthesis status of the currently pre-purchased equipment does not meet the second condition.

[0130] Currently pre-ordered equipment refers to virtual equipment that the virtual character has not yet successfully acquired but is about to acquire. Alternatively, currently pre-ordered equipment may be virtual equipment for which the acquisition request has been received but which has not been directly acquired.

[0131] In some embodiments, the currently pre-ordered equipment is virtual equipment that cannot be purchased at present. For example, at the first moment, the terminal device receives an instruction to obtain the first recommended equipment, and if the number of gold coins possessed by the virtual character is less than the number of gold coins required to purchase the first recommended equipment, then the first recommended equipment is the currently pre-ordered equipment. Once the number of gold coins possessed by the virtual character is equal to or greater than the number of gold coins required to purchase the first recommended equipment, the first recommended equipment can be purchased automatically without any further action from the user.

[0132] In other embodiments, the currently pre-purchased equipment is obtained through synthesis. From the moment the terminal device receives the instruction to acquire a certain virtual equipment until the virtual equipment is successfully synthesized, the virtual equipment belongs to the currently pre-purchased equipment. Optionally, the currently pre-purchased equipment is synthesized from at least two intermediate virtual equipment. That is, the currently pre-purchased equipment can only be acquired after acquiring the at least two intermediate virtual equipment.

[0133] Optionally, the second condition includes the fact that the currently pre-purchased equipment is in a crafting state. That is, the second condition is met if the currently pre-purchased equipment is in a crafting state; otherwise, the second condition is not met.

[0134] Optionally, the second condition relates to the intermediate equipment already acquired during the synthesis of the current pre-purchased equipment, and the degree of overlap between this condition and the intermediate equipment required for the synthesis of the second recommended equipment. For example, the second condition, which includes the intermediate equipment required for the synthesis of the second recommended equipment, encompasses all intermediate equipment already acquired during the synthesis of the current pre-purchased equipment.

[0135] For example, if the real-time situation data meets the first condition and before switching the first equipment configuration to the second equipment configuration, the terminal device pre-determines the second recommended equipment from the second equipment configuration; if the intermediate equipment already acquired in the process of synthesizing the current pre-purchased equipment includes the intermediate equipment required for synthesizing the second recommended equipment, it indicates that the synthesis status of the current pre-purchased equipment meets the second condition, and the terminal device switches the first equipment configuration to the second equipment configuration.

[0136] In one example, the intermediate equipment already acquired during the synthesis of the current pre-purchased equipment includes intermediate equipment 1 and intermediate equipment 2, and the intermediate equipment required for synthesizing the second recommended equipment includes intermediate equipment 1, intermediate equipment 2 and intermediate equipment 3. Then the synthesis status of the current pre-purchased equipment satisfies the second condition.

[0137] In another example, the intermediate equipment already acquired during the synthesis of the current pre-purchased equipment includes intermediate equipment 1 and intermediate equipment 3, and the intermediate equipment required for synthesizing the second recommended equipment includes intermediate equipment 2, intermediate equipment 4, and intermediate equipment 3. Therefore, the synthesis status of the current pre-purchased equipment does not meet the second condition.

[0138] Determining the timing of switching equipment builds based on the current crafting status of pre-purchased equipment helps avoid directly switching builds while the pre-purchased equipment is still in the crafting stage. This would prevent the pre-purchased equipment from being crafted properly, leading to the need to trade acquired intermediate equipment at a low price during gameplay, thus hindering the growth of the virtual character in the game. This helps reduce the interference caused to users by switching equipment builds.

[0139] In some embodiments, if the synthesis status of the currently pre-purchased equipment meets the second condition, the terminal device updates the synthesis status of the currently pre-purchased equipment at regular intervals and re-determines whether the synthesis status of the currently pre-purchased equipment meets the second condition. If the synthesis status of the currently pre-purchased equipment does not meet the second condition, the terminal device obtains updated real-time situation data. If the updated real-time situation data meets the first condition, the terminal device switches the first equipment build to the second equipment build. If the updated real-time situation data does not meet the first condition, the terminal device continues to maintain the first equipment build.

[0140] Figure 8 This is a schematic diagram illustrating a recommended method for providing virtual equipment, as shown in another exemplary embodiment of this application. Figure 8 As shown, before the game starts, the terminal device responds to the user's item build configuration operation and obtains the winning and losing item builds for the game. After the game starts, the terminal device first adopts the winning item build as the first item build, and displays the first recommended equipment determined based on the winning item build on the display interface. During the game, the terminal device obtains real-time situation data at preset time intervals and determines whether the real-time situation data meets the first condition.

[0141] If the real-time situation data does not meet the first condition, the terminal device will maintain the favorable equipment build plan, that is, the terminal device will not switch the equipment build plan; if the real-time situation data meets the first condition, the terminal device will determine whether the synthesis status of the currently pre-purchased equipment meets the second condition.

[0142] If the current crafting status of the pre-purchased equipment does not meet the second condition, the terminal device will maintain the favorable item build, meaning it will not switch item builds. If the current crafting status of the pre-purchased equipment meets the second condition, the terminal device will switch from the favorable item build to the unfavorable item build. Subsequently, the terminal device will display the second recommended equipment determined based on the unfavorable item build in the display interface.

[0143] In this way, while ensuring that the equipment build is adapted to the game situation, it helps to avoid the display overhead caused by frequently adjusting the equipment build; it also helps to avoid the situation where the combined benefits between multiple virtual equipment actually acquired by the virtual character are low due to frequent switching of equipment builds.

[0144] In some embodiments, before switching the first build option to the second build option, the method further includes: displaying a switch confirmation message in the display interface, the switch confirmation message being used to ask the user whether they agree to switch to the second build option; and performing the step of switching the first build option to the second build option in response to the agreement to switch in the switch confirmation message.

[0145] Optionally, the presentation of the confirmation message may include, but is not limited to, at least one of the following: text, icon, animation, etc.

[0146] Optionally, the consent switching instruction for the switching confirmation information includes, but is not limited to, at least one of the following: a click operation, a double-click operation, a swipe operation, etc., for the confirmation control corresponding to the switching confirmation information.

[0147] In one example, when the terminal device determines that the real-time situation data meets the first condition, the terminal device displays a switch confirmation message on the display interface; in response to the consent switch instruction for the switch confirmation message, the terminal device executes the step of switching the first deployment scheme to the second deployment scheme; if no consent switch instruction for the switch confirmation message is received within the first time period, the terminal device continues to use the first deployment scheme.

[0148] As mentioned above, the conversion from the first to the second item build is automatically determined by the terminal device based on factors such as real-time situation data and the current crafting status of pre-purchased items. To enhance the user's awareness of the switch from the first to the second item build, the terminal device displays a confirmation message on the interface before the switch, reminding the user that the item build is about to change. This helps users understand the upcoming item build in advance and reduces the disruption to their gameplay caused by directly switching item builds.

[0149] In some embodiments, the method for recommending virtual equipment further includes: displaying an equipment scheme identifier in the display interface, the equipment scheme identifier being used to indicate the currently used equipment scheme.

[0150] Optionally, different item builds may have different item build identifiers. For example, different item build identifiers may differ in at least one aspect, such as color, shape, background, or text content.

[0151] Optionally, multiple item builds configured for the same game type can share the same item build identifier. That is, if there are k winning item builds among the multiple item builds, the k winning item builds share one item build identifier; if there are j losing item builds among the multiple item builds, the j losing item builds share one item build identifier, where j and k are positive integers, and the item build identifiers for winning item builds and losing item builds are different.

[0152] In some embodiments, the display position of the equipment build identifier in the display interface is related to the display position of the recommended equipment determined based on the equipment build. Optionally, the recommended equipment determined by the equipment build and the equipment build identifier of that equipment build are displayed in the same area of ​​the display interface. For example, the equipment build identifier is displayed at the edge of the recommended equipment. In this way, the equipment build to which the recommended equipment belongs can be clearly indicated.

[0153] Figure 9 This is a flowchart of a method for recommending virtual equipment provided in another exemplary embodiment of this application. In this example, the execution subject of the method for recommending virtual equipment is a terminal device, and the method includes at least the following steps.

[0154] Step 310: During the game, display the game's display interface.

[0155] For a detailed description of step 310, please refer to the above embodiment; it will not be repeated here.

[0156] Step 350: Display the third recommended equipment in the display interface. The third recommended equipment is determined based on the opponent's attribute information in the game. The opponent's attribute information is used to characterize the opponent's role configuration or ability.

[0157] Unlike the first and second recommended items, which are determined based on item builds, the third recommended item is specific to the opponent in a particular game. The type of the third recommended item can vary across different game matches and even at different stages of the same game. Determining the third recommended item based on the opponent helps improve the effectiveness of the recommended items in a game and increases the flexibility of item selection.

[0158] Optionally, step 350 can be executed synchronously with steps 320 and 330, or asynchronously with steps 320 and 330. For example, if the number of virtual equipment obtained by the user's virtual character is less than the equipment quantity threshold, the terminal device executes steps 320 and 330 at least once; if the number of virtual equipment obtained by the user's virtual character is equal to the equipment quantity threshold, the terminal device executes step 350 at least once. In this way, while improving the adaptability of recommended equipment to the game situation, the computational processing pressure on the terminal device is reduced, which helps to reduce the power consumption of the terminal device.

[0159] In some embodiments, an opponent refers to at least one virtual character, or a team comprising multiple virtual characters, that is in a competitive state against the virtual character controlled by the terminal device during a game. Optionally, the game includes a first team and a second team, which are opposing teams. If the user's virtual character belongs to the first team, then the opponent refers to the second team.

[0160] In some embodiments, the opponent attribute information includes the type of virtual characters in the opponent team, data indicators of the virtual characters included in the opponent team, etc.

[0161] In some embodiments, the display interface includes a first display position and a second display position. The first display position is used to display recommended equipment determined based on the equipment configuration, and the second display position is another display position independent of the first display position. Step 350: Display the third recommended equipment in the display interface, which is implemented as follows: the third recommended equipment is displayed in the second display position of the display interface.

[0162] Optionally, the first and second display positions do not overlap. For example, the first and second display positions belong to the same display area within the display interface. That is, the first and second display positions are adjacent. For instance, the second display position may be located above the first display position.

[0163] This approach helps users quickly select the recommended equipment they want from different display positions, thus improving the ease of obtaining recommended equipment.

[0164] Without needing to display other prompts, by showing recommended equipment with different selection methods in different display positions, users can visually distinguish different types of recommended equipment. This helps improve the simplicity of the display interface, reduces the use of label display controls, and reduces the display burden on terminal devices.

[0165] In some embodiments, the display interface also shows a type recommendation identifier, which is used to identify the third recommended equipment in order to distinguish it from the first recommended equipment and the second recommended equipment.

[0166] Figure 10 This is a schematic diagram illustrating a third recommended apparatus provided in an exemplary embodiment of this application. For example... Figure 10 As shown, the display interface 1000 shows the third recommended equipment 1010, and the third recommended equipment 1010 also displays the type recommendation identifier 1020 of the third recommended equipment.

[0167] The following examples illustrate the method for determining the third recommended equipment.

[0168] In some embodiments, such as Figure 9 The method for recommending virtual equipment also includes step 346, where, if the total number of virtual characters of the first type included by the opponent is greater than or equal to a first threshold, the candidate recommended equipment used to counter the virtual characters of the first type is determined as the third recommended equipment from at least one candidate equipment.

[0169] Optionally, the first threshold is preset. For example, the first threshold is equal to half the total number of virtual characters included in the opponent's team.

[0170] In some embodiments, the first type refers to the type of any virtual character in the game. Optionally, if the total number of virtual characters of multiple types included in the opponent's team exceeds a first threshold, the first type refers to the type of virtual characters with the largest number of virtual characters in the opponent's team. For example, if the total number of tank-type virtual characters in the opponent's team exceeds the first threshold, and the first type is tank-type, then a candidate recommended equipment with penetration function is determined from at least one candidate equipment as the third recommended equipment. In this case, the third recommended equipment is the armor-piercing bow, spell wand, etc. in the game.

[0171] In one example, the terminal device determines whether the total number of virtual characters of the first type included in the opponent's team is greater than or equal to a first threshold. If the total number of virtual characters of the first type included in the opponent's team is less than the first threshold, it indicates that the distribution of virtual character types among the opponent's team is normal, and there is no need to display the third recommended equipment. If the total number of virtual characters of the first type included in the opponent's team is greater than or equal to the first threshold, it indicates that the distribution of virtual character types among the opponent's team is abnormal, meaning that the opponent possesses both the advantages and disadvantages of the first type of virtual characters. Therefore, the third recommended equipment can be determined based on the first type of virtual characters.

[0172] Optionally, recommended equipment that counters Type 1 virtual characters possesses attributes opposite to those of Type 1 virtual characters. For example, if Type 1 virtual characters have good defensive capabilities, then recommended equipment that counters them will have good armor penetration capabilities. Similarly, if Type 1 virtual characters have good magic attack capabilities, then recommended equipment that counters them will have good magic defense capabilities. And if Type 1 virtual characters have good attack capabilities, then recommended equipment that counters them will have good damage reduction capabilities.

[0173] In some embodiments, such as Figure 9 The method for recommending virtual equipment also includes step 348, in the case where the opponent includes a first virtual character, determining the candidate equipment used to counter the first virtual character from at least one candidate equipment as the third recommended equipment, wherein the first virtual character is a virtual character whose ability satisfies the third condition.

[0174] Optionally, the first virtual character belongs to the first type. That is, after determining that the total number of virtual characters in the opponent is greater than or equal to the first threshold of the first type, the terminal device determines the first virtual character from the multiple virtual characters of the first type included in the opponent.

[0175] In some embodiments, the third condition is used to select the virtual character with the best numerical metrics from the opponents. Optionally, the virtual character's data metrics include at least one of the following: the virtual character's level, the amount of virtual resources the virtual character possesses, the number of kills the virtual character has, etc. For example, the first virtual character possesses the most virtual resources among the opponents.

[0176] In some embodiments, the candidate equipment for countering the first virtual character is determined based on the game attributes of the first virtual character. For the relevant concept of countering, please refer to the previous embodiment, which will not be repeated here.

[0177] Figure 11This is a schematic diagram of a method for recommending virtual equipment provided in yet another exemplary embodiment of this application.

[0178] like Figure 11 As shown, after the game begins, the terminal device determines whether the total number of virtual characters of the first type among the opponents is greater than or equal to a first threshold. If the total number of virtual characters of any type among the opponents is less than the first threshold, the method ends; if the total number of virtual characters of the first type among the opponents is greater than or equal to the first threshold, the terminal device selects the candidate recommended equipment used to counter virtual characters of the first type from at least one candidate equipment and determines it as the third recommended equipment; the terminal device displays the third recommended equipment on the display interface.

[0179] The terminal device determines whether there is a first virtual character among the opponents that meets the third condition. If there is no first virtual character among the opponents that meets the third condition, the method ends; if there is a first virtual character among the opponents that meets the third condition, the terminal device determines the third recommended equipment based on the game situation.

[0180] If the game situation is favorable, the terminal device will designate the virtual equipment used to counter the first virtual character as the third virtual smart equipment; if the game situation is unfavorable, the terminal device will designate the virtual equipment used to defend against the first virtual character as the third recommended equipment.

[0181] In some embodiments, the method for recommending virtual equipment further includes: in response to an equipment recommendation operation for a second recommended equipment, displaying equipment recommendation information in a display interface; wherein the equipment recommendation information is used to recommend a fourth recommended equipment to teammates in the game, and the fourth recommended equipment is used to enhance the equipment attributes of the second recommended equipment, so that the user account corresponding to the friendly virtual character of the teammate can quickly obtain the fourth recommended equipment based on the equipment recommendation information.

[0182] In some embodiments, the equipment recommendation operation for the second recommended equipment includes, but is not limited to, clicking, double-clicking, long-pressing, and swiping operations on the equipment recommendation control. The equipment recommendation information indicates that a fourth virtual equipment has been recommended to teammates; optionally, teammates refer to other users in the same faction as the user.

[0183] For example, in response to an equipment recommendation operation for the second recommended equipment, the terminal device sends an equipment recommendation request to the server, which requests that equipment recommendation information be displayed in a display interface that can be observed by teammates.

[0184] Based on the equipment recommendation request, the server sends equipment recommendation instructions to other devices in the same team as the terminal device. These instructions are used to display the recommended equipment information on the display interface. In other words, after a user in a team makes an equipment recommendation request for the second recommended piece of equipment, the recommended equipment information will be displayed on the respective display interfaces of all other users in that team.

[0185] In some embodiments, the equipment recommendation information may be presented in forms including, but not limited to, text, or an icon of the fourth recommended equipment. Optionally, the equipment recommendation information may be displayed in conjunction with a control for obtaining the fourth recommended equipment, allowing other terminal devices to obtain or pre-order the fourth recommended equipment in response to the operation of the control.

[0186] In some implementations, the fourth recommended equipment refers to virtual equipment of the same type as the second recommended equipment. For example, both the second and fourth recommended equipment are status-restricting equipment, used to limit the game attributes of the opponent's virtual character. For instance, the second recommended equipment might be used to control the opponent's virtual character to a bleeding state, while the fourth recommended equipment might be used to render the opponent's virtual character unable to heal.

[0187] Optionally, the fourth recommended equipment is pre-configured by the user. For example, during the user's equipment configuration process, for at least one virtual item included in the equipment configuration, a corresponding buff item is configured. This allows for quick recommendation of the virtual item to teammates during the game.

[0188] This approach helps improve communication efficiency among teammates, allowing users to quickly provide teammates with reference-worthy equipment suggestions. This ensures that the team's equipment builds are mutually compatible, helping to achieve the best equipment buffs, thereby improving the team's game pace, shortening game time, and reducing terminal device power consumption.

[0189] The following example illustrates the recommended method for creating virtual equipment as provided in this application. The following steps are performed by a terminal device.

[0190] Step A10: During the game, the game display interface is shown.

[0191] The game features multiple item build options, which can be switched during gameplay. These options include both winning and losing item builds. The winning item build is designed for winning situations, while the losing item build is designed for losing situations.

[0192] Optionally, a game match refers to a game match within a MOBA game, involving multiple users divided into different teams. Optionally, multiple item builds are either pre-configured by the user or recommended by the game application before the game begins. These multiple item builds are suitable for the user's virtual character's role type.

[0193] Step A20: Display the first recommended equipment based on the first equipment build in the display interface. The first equipment build is one of multiple equipment build options.

[0194] Optionally, the terminal device determines the first recommended equipment according to the order of deployment of the multiple virtual equipment in the first deployment scheme, and displays the first recommended equipment in the display interface.

[0195] Step A30: Obtain real-time situation data during the game. The real-time situation data is used to reflect the game situation.

[0196] Step A40: If the real-time situation data meets the first condition, switch the first equipment build to the second equipment build.

[0197] Optionally, to reduce the negative impact of excessively frequent switching of equipment builds on the user's virtual character's progress in the game, the current equipment build will only be switched when both the first and second conditions are met. The first condition is related to real-time situation data and is used to determine the game's dynamics, while the second condition is related to the virtual equipment the user's virtual character is currently crafting. Please refer to the above embodiment for details.

[0198] For example, if the real-time situation data meets the first condition and the current pre-purchased equipment's crafting status does not meet the second condition, the first equipment build remains unchanged. If the real-time situation data meets the first condition and the current pre-purchased equipment's crafting status meets the second condition, the first equipment build is switched to the second equipment build.

[0199] In other words, the terminal device will only perform the equipment switching process when the game situation changes and the change of equipment scheme has little impact on the virtual equipment currently synthesized by the user's virtual character. It will select the equipment scheme that is suitable for the current game situation from the multiple equipment schemes configured for the game.

[0200] In some embodiments, the terminal device periodically detects whether the first condition and the second condition are met. Optionally, the terminal device determines whether the first condition and the second condition are met at time intervals k, where the time interval k is preset, for example, k equals 30 seconds, 60 seconds, etc.

[0201] In other embodiments, the terminal device detects whether the first and second conditions are met by a game session. For example, after a new kill occurs during a game session, the terminal device performs a check to determine whether the first and second conditions are met.

[0202] Furthermore, the step of checking whether the first and second conditions are met can also be executed with the game application's server. If the server determines that a change in equipment build is needed based on the first and second conditions, it sends a build switch command to the terminal device. This command includes an identifier for the second equipment build. The terminal device then selects the second equipment build from multiple options based on this identifier and recommends virtual equipment to the user using that second build during the game. This approach helps reduce the computational burden on the terminal device.

[0203] Optionally, before switching the first installation scheme to the second installation scheme, the terminal device further includes displaying a switching confirmation message on the display interface, the switching confirmation message being used to ask the user whether they agree to switch to the second installation scheme; in response to the consent switching instruction in the switching confirmation message, the step of switching the first installation scheme to the second installation scheme is executed.

[0204] Step A50: After switching from the first item build to the second item build, the second recommended equipment determined based on the second item build is displayed on the display interface. The second item build is an alternative item build that differs from the first item build among multiple item build options.

[0205] Optionally, the second recommended equipment is determined based on the game situation. The game situation includes data indicators for the first team, which include at least one of the following: output indicator, resistance indicator, and support indicator. The output indicator represents the amount of damage dealt by the first team in the game, the resistance indicator represents the amount of damage absorbed by the first team in the game, and the support indicator represents the amount of support generated by the first team in the game. Based on the game situation, the recommended priority of at least one equipment type is determined, including: determining the recommended priority of at least one equipment type based on the output indicator, resistance indicator, and support indicator.

[0206] Step A60: The third recommended equipment is displayed on the display interface. The third recommended equipment is determined based on the opponent's attribute information in the game. The opponent's attribute information is used to characterize the opponent's role configuration or ability.

[0207] Optionally, the display position of the third recommended equipment in the display interface differs from that of the second recommended equipment. That is, the third and second recommended equipment can be displayed simultaneously in the display interface. Optionally, the second recommended equipment is displayed in the first display position in the display interface, and the third recommended equipment is displayed in the second display position. For example, the first recommended equipment is also displayed in the first display position; after the first equipment build is switched to the second equipment build, the first recommended equipment is removed from the first display position, and the second recommended equipment is displayed in the first display position.

[0208] Optionally, if the total number of virtual characters of the first type included in the opponent is greater than or equal to the first threshold, the candidate recommended equipment used to counter the virtual characters of the first type is determined as the third recommended equipment from at least one candidate equipment.

[0209] Optionally, if the opponent includes a first virtual character, from at least one candidate equipment, the candidate equipment used to counter the first virtual character is determined as the third recommended equipment, wherein the first virtual character is a virtual character whose ability satisfies the third condition.

[0210] For example, the first virtual character belongs to a first type of virtual character; that is, the terminal device determines the first type of virtual character and then selects the first virtual character from among the first type of virtual characters. In this way, the specificity of the determined third recommended equipment is improved, which helps to enhance the benefits that the third recommended equipment brings to the user's virtual character.

[0211] Step A70: In response to the equipment recommendation operation for the second recommended equipment, equipment recommendation information is displayed on the display interface; wherein, the equipment recommendation information is used to recommend a fourth recommended equipment to teammates in the game, and the fourth recommended equipment is used to enhance the equipment attributes of the second recommended equipment, so that the virtual character corresponding to the teammate can quickly obtain the fourth recommended equipment based on the equipment recommendation information.

[0212] Optionally, the fourth recommended equipment corresponding to the second recommended equipment is pre-configured. For example, the second recommended equipment and the fourth recommended equipment have at least one identical equipment attribute.

[0213] The method provided in this application enables the system to flexibly determine and provide recommendations to users based on changes in the game situation during gameplay. Furthermore, the recommended equipment can be derived from pre-set equipment builds based on the game situation, thus ensuring the recommended equipment is reasonably appropriate.

[0214] When the equipment build is configured by the user, the recommended equipment is made to fit the game situation and the user's usage habits. This helps to increase the user's chances of obtaining the recommended equipment, simplifies the operation complexity of obtaining virtual equipment, solves the problem of excessive time cost caused by users having to manually switch virtual equipment, and reduces the user's operational burden.

[0215] By providing users with recommended equipment to adapt to different game situations, the system enhances users' ability to adapt to changes in the game, reduces the possibility of disputes between users, and improves the user's gaming experience. It also provides recommended equipment builds for high-stat enemy heroes or specific team compositions to help users play the game better.

[0216] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0217] Figure 12 A block diagram of a virtual equipment recommendation device provided in an exemplary embodiment of this application is shown. This device can be implemented as all or part of a terminal device through software, hardware, or a combination of both. The device 1200 may include an interface display module 1210 and an equipment recommendation module 1220.

[0218] The interface display module 1210 is used to display the game display interface during the game, wherein multiple equipment schemes are configured for the game, and the multiple equipment schemes can be switched during the game.

[0219] The equipment recommendation module 1220 is used to display the first recommended equipment determined based on the first equipment configuration in the display interface, wherein the first equipment configuration is one of the multiple equipment configurations.

[0220] The equipment recommendation module 1220 is further configured to display a second recommended equipment determined based on the second equipment scheme in the display interface after switching from the first equipment scheme to the second equipment scheme, wherein the second equipment scheme is another equipment scheme different from the first equipment scheme among the multiple equipment schemes.

[0221] In some embodiments, the various item builds are configured for different game situations.

[0222] In some embodiments, the multiple item build options include a winning item build option and a losing item build option, wherein the winning item build option is configured for a winning game situation, and the losing item build option is configured for a losing game situation.

[0223] In some embodiments, the device 1200 further includes: a data acquisition module, configured to acquire real-time situation data in the game, the real-time situation data being used to reflect the game situation; and a scheme switching module, configured to switch the first item build scheme to the second item build scheme when the real-time situation data meets a first condition.

[0224] In some embodiments, the scheme switching module is used to switch the first equipment deployment scheme to the second equipment deployment scheme when the real-time situation data meets the first condition and the synthesis status of the currently pre-purchased equipment meets the second condition.

[0225] In some embodiments, the scheme switching module is further configured to maintain the first deployment scheme when the real-time situation data meets the first condition and the synthesis status of the currently pre-purchased equipment does not meet the second condition.

[0226] In some embodiments, the device 1200 may further include: an information display module, configured to display switch confirmation information in the display interface, the switch confirmation information being used to ask the user whether they agree to switch to the second build; and in response to the consent switch indication in the switch confirmation information, to perform the step of switching the first build to the second build.

[0227] In some embodiments, the apparatus further includes: an identification display module, configured to display an equipment scheme identifier in the display interface, the equipment scheme identifier indicating the currently used equipment scheme.

[0228] In some embodiments, the device 1200 further includes: an equipment display module, used to display a third recommended equipment in the display interface, the third recommended equipment being determined based on opponent attribute information in the game, the opponent attribute information being used to characterize the opponent's role configuration or ability.

[0229] In some embodiments, the display interface includes a first display position and a second display position. The first display position is used to display recommended equipment determined based on the equipment configuration scheme, and the second display position is another display position independent of the first display position. The equipment display module is used to display the third recommended equipment in the second display position of the display interface.

[0230] In some embodiments, the device 1200 further includes: an equipment selection module, configured to, when the total number of virtual characters of the first type included in the opponent is greater than or equal to a first threshold, determine from at least one candidate equipment a candidate recommended equipment for countering virtual characters of the first type as the third recommended equipment.

[0231] In some embodiments, the device 1200 further includes: an equipment selection module, configured to, when the opponent includes a first virtual character, determine from at least one candidate equipment a candidate equipment for countering the first virtual character as the third recommended equipment, wherein the first virtual character is a virtual character whose capabilities satisfy a third condition.

[0232] In some embodiments, the device 1200 further includes: a priority determination module, configured to determine the recommended priority corresponding to at least one equipment type based on the game situation, wherein multiple candidate equipment belonging to the same equipment type have the same equipment attribute; and an equipment determination module, configured to determine the second recommended equipment based on the recommended priority of the equipment type and multiple recommended equipment included in the second equipment build, wherein the priority of the equipment type to which the second recommended equipment belongs is higher than the priority of the equipment type to which at least one other recommended equipment belongs.

[0233] In some embodiments, the game situation includes data indicators for a first team, which include at least one of the following: output indicator, resistance indicator, and support indicator. The output indicator is used to characterize the amount of damage caused by the first team in the game, the resistance indicator is used to characterize the amount of damage borne by the first team in the game, and the support indicator is used to characterize the amount of support generated by the first team in the game. The priority determination module is used to determine the recommended priority corresponding to the at least one equipment type based on the output indicator, the resistance indicator, and the support indicator.

[0234] In some embodiments, the device further includes: an equipment prompting module, configured to display equipment recommendation information in the display interface in response to an equipment recommendation operation for the second recommended equipment; wherein the equipment recommendation information is used to recommend the fourth recommended equipment to the friendly virtual character of the teammate in the game, the fourth recommended equipment being used to enhance the equipment attributes of the second recommended equipment, so that the user account corresponding to the friendly virtual character of the teammate can quickly obtain the fourth recommended equipment based on the equipment recommendation information.

[0235] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here. The beneficial effects of the apparatus provided in the above embodiments can be referred to the description of the method embodiments, which will not be repeated here either.

[0236] Figure 13 A structural block diagram of a terminal device provided in an exemplary embodiment of this application is shown.

[0237] The terminal device 1300 can be an electronic device such as a mobile phone, tablet computer, game console, e-book reader, multimedia playback device, wearable device, or PC. This terminal device is used to implement the recommended method for virtual equipment provided in the above embodiments. The terminal device can be... Figure 1 The terminal device 10 shown. Specifically:

[0238] Typically, terminal device 1300 includes a processor 1301 and a memory 1302.

[0239] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1301 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1301 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0240] The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 stores a computer program that is loaded and executed by the processor 1301 to implement the recommended methods for virtual equipment provided in the above-described method embodiments.

[0241] In some embodiments, the terminal device 1300 may also optionally include a peripheral device interface 1303 and at least one peripheral device. The processor 1301, memory 1302, and peripheral device interface 1303 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1303 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1304, a display screen 1305, an audio circuit 1306, and a power supply 1307.

[0242] Those skilled in the art will understand that Figure 13 The structure shown does not constitute a limitation on terminal 1300 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0243] This application also provides a computer-readable storage medium storing a computer program that is loaded and executed by a processor to implement the recommended methods for virtual equipment provided in the above-described method embodiments.

[0244] The computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media include RAM (Random Access Memory), ROM (Read-Only Memory), EPROM (Erasable Programmable Read-Only Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), flash memory or other solid-state storage technologies, DVD (Digital Video Disc) or other optical storage, magnetic tape cassettes, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage medium is not limited to the above-mentioned types.

[0245] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. A processor reads and executes the computer program from the computer-readable storage medium to implement the recommended method for operating virtual equipment provided in the above-described method embodiments.

[0246] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related roles, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related roles have an "or" relationship.

[0247] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for recommending virtual equipment, characterized in that, The method includes: During the game, the game's display interface is shown, which includes multiple equipment builds configured for the game and allows switching between these builds during the game. The display interface shows a first recommended equipment based on a first equipment build, which is one of the multiple equipment builds. After switching from the first build to the second build, the display interface shows a second recommended build determined based on the second build, which is an alternative build to the first build among the multiple build options.

2. The method according to claim 1, characterized in that, The various item build options are configured for different game situations.

3. The method according to claim 2, characterized in that, The various item build options include a winning build option and an unfavorable build option. The winning build option is configured for situations where the game is going well, and the unfavorable build option is configured for situations where the game is going poorly.

4. The method according to claim 1, characterized in that, The method further includes: Acquire real-time situation data during the game, which is used to reflect the game situation. If the real-time situation data meets the first condition, the first equipment configuration will be switched to the second equipment configuration.

5. The method according to claim 4, characterized in that, The step of switching the first equipment build to the second equipment build when the real-time situation data meets the first condition includes: If the real-time situation data meets the first condition and the synthesis status of the currently pre-purchased equipment meets the second condition, the first equipment deployment plan will be switched to the second equipment deployment plan.

6. The method according to claim 5, characterized in that, The method further includes: If the real-time situation data meets the first condition and the current pre-purchased equipment synthesis status does not meet the second condition, the first equipment deployment plan shall be maintained.

7. The method according to claim 4, characterized in that, Before switching the first item build to the second item build, the method further includes: The display interface shows a switch confirmation message, which asks the user whether they agree to switch to the second equipment configuration. In response to the consent instruction for the switch confirmation information, the step of switching the first deployment scheme to the second deployment scheme is performed.

8. The method according to claim 1, characterized in that, The method further includes: The display interface shows an item build identifier, which indicates the currently used item build.

9. The method according to claim 1, characterized in that, The method further includes: The third recommended equipment is displayed on the display interface. The third recommended equipment is determined based on the opponent's attribute information in the game. The opponent's attribute information is used to characterize the opponent's role configuration or ability.

10. The method according to claim 9, characterized in that, The display interface includes a first display position and a second display position. The first display position is used to display the recommended equipment determined based on the equipment configuration. The second display position is another display position independent of the first display position. The display of the third recommended equipment in the display interface includes: The third recommended equipment is displayed in the second display position of the display interface.

11. The method according to claim 9, characterized in that, The method further includes: If the total number of virtual characters of the first type included in the opponent is greater than or equal to a first threshold, the candidate recommended equipment for countering the virtual characters of the first type is determined as the third recommended equipment from at least one candidate equipment.

12. The method according to claim 9, characterized in that, The method further includes: In the case where the opponent includes a first virtual character, from at least one candidate equipment, the candidate equipment used to counter the first virtual character is determined as the third recommended equipment, wherein the first virtual character is a virtual character whose ability satisfies the third condition.

13. The method according to claim 1, characterized in that, Before displaying the second recommended equipment determined based on the second equipment build in the display interface, the method further includes: Based on the game situation, determine the recommendation priority of at least one equipment type, and multiple candidate equipment belonging to the same equipment type have the same equipment attribute. Based on the recommended priority of the equipment type and the multiple recommended equipment included in the second equipment configuration, the second recommended equipment is determined, and the priority of the equipment type to which the second recommended equipment belongs is higher than the priority of the equipment type to which at least one other recommended equipment belongs.

14. The method according to claim 13, characterized in that, The game situation includes data indicators for the first team, which include at least one of the following: output indicator, resistance indicator, and support indicator. The output indicator is used to characterize the amount of damage caused by the first team in the game, the resistance indicator is used to characterize the amount of damage borne by the first team in the game, and the support indicator is used to characterize the amount of support generated by the first team in the game. The step of determining the recommended priority for at least one equipment type based on the game situation includes: Based on the output metric, the resistance metric, and the support metric, the recommended priority corresponding to each of the at least one equipment type is determined.

15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: In response to the equipment recommendation operation for the second recommended equipment, equipment recommendation information is displayed in the display interface; wherein, the equipment recommendation information is used to recommend the fourth recommended equipment to teammates in the game, and the fourth recommended equipment is used to enhance the equipment attributes of the second recommended equipment, so that the virtual character corresponding to the teammate can quickly obtain the fourth recommended equipment based on the equipment recommendation information.

16. A virtual equipment recommendation device, characterized in that, The device includes: The interface display module is used to display the game match interface during the game match, wherein multiple equipment builds are configured for the game match, and the multiple equipment builds can be switched during the game match. The equipment recommendation module is used to display the first recommended equipment determined based on the first equipment build scheme in the display interface. The first equipment build scheme is one of the multiple equipment build schemes. The equipment recommendation module is also used to display a second recommended equipment determined based on the second equipment scheme in the display interface after switching from the first equipment scheme to the second equipment scheme. The second equipment scheme is another equipment scheme that is different from the first equipment scheme among the multiple equipment schemes.

17. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the recommended method for virtual equipment as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which is loaded and executed by a processor to implement the recommended method for virtual equipment as described in any one of claims 1 to 15.

19. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium, which a processor reads from and executes to implement the recommended method for virtual equipment as described in any one of claims 1 to 15.