Information processing method in game, program product and electronic device
By parsing game messages in strategy games and displaying them graphically on a map, the problem of frequent interface switching is solved, improving ease of operation and efficiency in strategic understanding, reducing resource consumption, and enhancing the user experience.
Patent Information
- Application Number
- CN202511186740.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-22
- Publication Date
- 2025-11-14
AI Technical Summary
In strategy games, players need to frequently switch between email and map interfaces to view plot coordinates. The lack of intuitive graphical display increases the operational burden, consumes too much device storage space and server resources, and makes it difficult to quickly understand strategic layouts.
By receiving game messages, parsing location and command information, and displaying corresponding graphical representations on the map of the game's graphical user interface, including a first graphical element for location information and a second graphical element for command information, the game message content is parsed using artificial intelligence technology and preset rules to achieve graphical display.
It reduces the number of interface switching times and repeated data loading, lowers device storage space and server resource consumption, and improves players' understanding of strategic layout and gaming experience.
Smart Images

Figure CN120939561A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to information processing methods, program products, and electronic devices in games. Background Technology
[0002] This section is intended to provide background or context for the embodiments of this disclosure as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.
[0003] In some strategy games, players engage in battles by building cities, deploying armies, and formulating strategies. The gameplay mainly revolves around resource management, territorial expansion, and tactical command.
[0004] In this technology, players frequently need to send command messages and strategic arrangements to allied players via email. These emails contain the sender's orders and the coordinates of the tiles requiring action. When a player wants to view a specific tile on the map, they need to click the coordinate, confirm in a pop-up prompt, and then open the large map. An email often contains multiple arrangements and numerous tile coordinates; if a player wants to view each tile individually, they need to repeatedly switch between the email and map interfaces. This implementation method requires users to frequently switch interfaces, increasing their operational burden. Furthermore, due to the lack of an intuitive graphical representation, players find it difficult to quickly grasp the overall strategic layout. In addition, frequent interface switching and data loading consume more device storage space for caching, increasing the server's data transmission burden and straining limited server resources. Summary of the Invention
[0005] This disclosure provides an information processing method, program product, and electronic device for games, to at least partially solve the aforementioned problems existing in the related technologies.
[0006] According to a first aspect of this disclosure, this disclosure provides an information processing method in a game, comprising: receiving a game message; parsing the message content of the game message to extract location information and instruction information associated with the location information from the message; and displaying a corresponding graphical representation on a map of the game's graphical user interface based on the location information and the instruction information; wherein the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
[0007] According to a second aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and its possible implementations.
[0008] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0009] A game information processing method in at least one embodiment of this disclosure includes: receiving a game message; parsing the message content of the game message to extract location information and instruction information associated with the location information; and displaying a corresponding graphical representation on a map of the game's graphical user interface based on the location information and instruction information. On one hand, by parsing the game message content and extracting the location and instruction information, the text content of the game message is converted into an intuitive graphical representation displayed on a map, avoiding frequent switching between the email interface and the map interface, reducing the number of interface switches and repeated data loading, and lowering the occupation of device storage space and server resource consumption. On the other hand, by graphically displaying strategic layouts and instruction arrangements, players can quickly understand the overall tactical plan, improving the user's gaming experience.
[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which: Figure 1 A schematic diagram of a system architecture according to an embodiment of the present disclosure is shown.
[0012] Figure 2 A flowchart illustrating an information processing method in a game according to an embodiment of this disclosure is shown schematically.
[0013] Figure 3 A schematic diagram of a game interface in an embodiment of this disclosure is shown.
[0014] Figure 4 A schematic diagram of another game interface is shown in an embodiment of this disclosure.
[0015] Figure 5 A schematic diagram of another game interface is shown in an embodiment of this disclosure.
[0016] Figure 6 A schematic diagram of another game interface is shown in an embodiment of this disclosure.
[0017] Figure 7 The schematic diagram illustrates the structure of an electronic device provided in an embodiment of the present disclosure.
[0018] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation
[0019] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0020] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0021] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0022] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0023] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0024] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0025] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0026] According to one embodiment of this disclosure, an information processing method for a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0027] This embodiment provides a method for information processing in games. Figure 1 This is a flowchart of an information processing method in a game according to an embodiment of this disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S1: Receive game messages.
[0028] Step S2: parse the message content of the game message to extract the location information and the instruction information associated with the location information.
[0029] Step S3: Based on the location information and instruction information, display the corresponding graphical representation on the map of the game's graphical user interface; wherein, the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
[0030] The method provided in this embodiment enables intelligent parsing of game messages and extraction of location and command information, converting text content into intuitive graphical representations displayed on a map, thereby improving the efficiency of players' understanding of game information and the ease of operation; by simultaneously displaying different graphical elements corresponding to location and command information on the map, the visualization methods and information transmission means of the game are enriched; and by establishing an automated processing flow for message parsing, information extraction, and graphical display, the computer field problems of low information processing efficiency and complex user interface interaction in traditional games are solved.
[0031] The steps described above are explained in detail below.
[0032] In step S1, a game message is received.
[0033] Optionally, game messages refer to data carriers containing game-related information transmitted within the game environment, used for information exchange between players or between the system and players. Game messages can be text messages, image messages, or a combination of both.
[0034] Optionally, game messages can be displayed in the graphical user interface in various formats, such as email, picture-in-picture, and split-screen.
[0035] In step S2, the message content of the game message is parsed to extract the location information and the instruction information associated with the location information.
[0036] Optionally, message content refers to text information carrying specific information within a game message, or text information and image information, or other forms of information. Message content can include various game-related information.
[0037] Optionally, location information refers to data in the message that describes the geographical location or coordinates in the game world, used to identify spatial targets or reference points.
[0038] Optionally, instruction information refers to operation commands or action instructions associated with location information, used to describe the game operations that need to be performed.
[0039] Optionally, the parsing of game messages can be triggered manually by the user or automatically by the system. For example, the system can automatically parse recently received game messages and display them on the game map.
[0040] In step S3, based on the location information and instruction information, the corresponding graphical representation is displayed on the map of the game's graphical user interface; wherein, the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
[0041] Optionally, a graphical user interface (GUI) refers to a visually interactive interface system in a game, used to display game content and receive player input.
[0042] Optionally, a map refers to scene elements in a graphical user interface that display the geographical environment and spatial layout of the game world.
[0043] Optionally, graphical representation refers to converting message information into a display format of visual graphic elements, used to intuitively present message content in a map scene.
[0044] Optionally, the first graphical element refers to a visual component in the graphical representation used to identify and display location information, which can mark a specific geographic location on a map.
[0045] Optionally, the second graphical element refers to a visual component in the graphical representation used to display instruction information, which can express specific operation instructions or action types on the map.
[0046] In a specific application of this embodiment, when a player receives a tactical arrangement email from an alliance commander in a strategy game, the system first receives the game message, then uses artificial intelligence technology to analyze the email content, extracting location information such as land coordinates and instructions such as relocation, attack, and defense. Finally, this information is converted into a graphical representation on the game's map interface for display. Location information is displayed through first graphical elements such as highlighted markers and area selections, while instruction information is expressed through second graphical elements such as path arrows, operation icons, and time markers, allowing players to intuitively view and understand the tactical arrangements in the email on the map.
[0047] In an optional implementation, parsing the game message content includes: parsing the game message content using an artificial intelligence model or preset rules. This allows for the accurate and efficient extraction of location and command information from complex game messages, improving the accuracy and processing efficiency of information parsing.
[0048] For example, when the system receives a strategic deployment message from an ally, it can automatically identify key information in the message using a trained natural language processing model, or parse the message content based on pre-set keyword matching rules, thereby quickly extracting the location coordinates that need to be marked on the map and the corresponding combat instructions.
[0049] Optionally, the AI model capable of parsing game message content can be implemented using various machine learning architectures and algorithms. In practice, deep learning-based natural language processing models, such as recurrent neural networks, long short-term memory networks, or the Transformer architecture, can be used. These models are trained on large amounts of game message data, learning the linguistic features and structural patterns of game messages. The AI model can also combine word vectorization techniques and attention mechanisms to improve its ability to understand complex sentences. During training, the model learns to recognize various game terms, coordinate representations, command formats, etc., and establishes a mapping relationship from text content to structured information. A fully trained model can handle game messages of various expressions, including brief commands, detailed strategic descriptions, and complex messages containing multiple operation steps, ensuring accurate parsing of location and command information in practical applications.
[0050] Optionally, preset rules serve as another parsing method, identifying and extracting key information from game messages by establishing a clear rule base. Preset rules can include various types, such as regular expression rules, keyword matching rules, and syntax parsing rules. Regular expression rules are primarily used to identify coordinate formats, such as number combinations and specific delimiters. Keyword matching rules use a preset vocabulary to identify different types of game commands, such as action words like attack, defense, and migration. Syntax parsing rules analyze sentence structure, determining the relationships between subjects, predicates, and objects to accurately extract the executor, action, and target of the command. Preset rules can also include context analysis rules, understanding complex command sequences by analyzing the correlation between preceding and following sentences. This rule-based approach has the advantages of clear logic and strong interpretability, making it particularly suitable for processing game message types with relatively fixed formats, ensuring the consistency and reliability of the parsing results.
[0051] Optionally, the process of parsing game message content can employ a hybrid strategy, combining artificial intelligence models and preset rules to leverage their respective strengths. In practical applications, the system can first use preset rules for rapid preliminary parsing, identifying obvious coordinate formats and standard instruction vocabulary. For complex expressions or novel terms that the rules cannot cover, the artificial intelligence model is invoked for in-depth analysis. The artificial intelligence model can also verify and supplement the results of rule-based parsing, ensuring the completeness of the parsing. The system can also automatically select the most suitable parsing strategy based on the complexity and type of the message, prioritizing rule-based parsing for highly structured messages and relying primarily on the artificial intelligence model for messages with more natural language expression.
[0052] Optionally, the parsing process of game message content involves multiple levels of information processing and structure transformation. First, text preprocessing is performed, including removing irrelevant characters, standardizing formats, and word segmentation, preparing for subsequent parsing. Then, semantic analysis is conducted to identify entity information in the message, such as player names, location names, and quantity information. Next, relationship extraction is performed to determine the relationships between these entities, such as which player needs to move to which location and what type of operation needs to be performed. For location information extraction, the system needs to identify various coordinate representations, including numerical coordinates, place name references, and relative position descriptions, and standardize this information into a unified coordinate format. For instruction information extraction, attributes such as action type, time requirements, and priority need to be identified and this information is stored in a structured manner. The entire parsing process also includes confidence evaluation, scoring the reliability of the parsing results so that corresponding processing strategies can be adjusted based on the confidence level in subsequent processing.
[0053] Optionally, the accuracy and efficiency of game message parsing can be further improved through continuous learning and optimization mechanisms. The system can collect user feedback, including confirmation, correction, or supplementation of parsing results, and use this feedback as new training data to improve the performance of the artificial intelligence model. For preset rules, the rule base can be updated regularly based on newly emerging message formats and expressions, adding new pattern recognition rules. The system can also establish a quality evaluation mechanism for parsing results, identifying common parsing error types through statistical analysis and improving the parsing algorithm accordingly. In addition, user personalization settings can be introduced, allowing users to customize specific keywords or expression habits to improve the parsing accuracy for messages from specific user groups. Through these continuous optimization measures, the parsing system can continuously adapt to changes in game message expression methods, maintaining high parsing quality and user experience.
[0054] In an optional implementation, displaying the corresponding graphical representation on the map of the graphical user interface includes: marking a first graphical element corresponding to the location information on the map; and drawing a second graphical element corresponding to the instruction information on the map according to the type of instruction information. The second graphical element includes at least one of the following: a path icon, a region marker, a player avatar, a time marker, and an action icon. This allows for precise visualization of different instruction information through diverse graphical element types, improving the player's understanding efficiency and operational convenience of game message content.
[0055] For example, when a player receives a game message containing a relocation command, the system parses the message content to extract the player's current location coordinates and target relocation location coordinates as location information, and the relocation operation as command information. Then, the system marks the map elements corresponding to these two locations on the map interface and draws corresponding graphic elements according to the type of relocation command. Specifically, this is manifested by displaying area markers at the starting and target locations and drawing path icons between the two points to represent the relocation route. Through these diverse combinations of graphic elements, players can intuitively understand the specific content and execution requirements of the entire relocation arrangement.
[0056] Optionally, the first graphic element is a map element. The system determines its specific location in the game map coordinate system based on the parsed location information, and then identifies the type of map element present at that location. These map elements can include various types of game scene objects such as cities, resource points, levels, player bases, and NPC outposts. The marking operation is achieved by overlaying special visual identifiers onto the corresponding map element. The identifiers can use various visual representations such as highlighted borders, flashing effects, color changes, and icon overlays.
[0057] Optionally, each command type corresponds to a specific combination and representation of secondary graphic elements. Path icons are primarily used to represent movement commands, such as city relocation, troop movement, and resource transportation. They visually represent the direction and route of movement by drawing arrows, dashed lines, or dynamic paths connecting the starting and ending points. The path's color, thickness, and animation effects can further differentiate between different movement types and priorities. Area markers are suitable for commands that need to define specific areas, such as defensive deployment, attack range, and construction areas. They mark the affected area by drawing geometric shapes such as circles, rectangles, and polygons. Area boundaries can use solid lines, dashed lines, or gradient fills to represent different area attributes. Player avatars are used to clearly indicate commands related to specific players, precisely positioning the player's personalized avatar icon in the relevant location for easy identification of the command's executor. Time indicators use digital countdowns, progress bars, clock icons, etc., to represent the time requirements of commands, including start time, duration, and end time. Action icons use symbols or patterns with clear meanings to represent specific action types, such as sword and shield icons for attacking, hammer icons for building, and shield icons for defending.
[0058] Optionally, the rendering of graphic elements involves comprehensive processing across multiple technical levels, including graphics rendering, animation effects, and interactive responses. In terms of graphics rendering, the system needs to dynamically adjust the size, precision, and detail of graphic elements based on the map's zoom level and display area to ensure a clear visual effect from different perspectives. It also needs to handle the hierarchical relationships between graphic elements to prevent important information from being obscured. The application of animation effects can enhance the visual appeal and information delivery of graphic elements. For example, path icons can use flowing particle effects to simulate movement trajectories, area markers can use breathing light effects for highlighting, and time markers can use numerical jumps to represent the passage of time. Regarding interactive responses, graphic elements need to support user operations such as clicking, dragging, and hovering. Clicking a graphic element can display detailed command information, dragging can be used to adjust command parameters, and hovering can display brief prompts. Furthermore, the system needs to consider the lifecycle management of graphic elements, including creation, updating, and destruction processes, to ensure that graphic elements are updated promptly as the game state changes, avoiding the display of outdated or invalid information.
[0059] In an optional implementation, receiving game messages includes receiving game messages and displaying them in the game's email interface; displaying corresponding graphical representations on the map of the graphical user interface includes switching from the email interface to the map interface to display the corresponding graphical representations on the map. This enables seamless switching from viewing emails to displaying a map, improving user efficiency and smoothness of experience across different interfaces.
[0060] For example, when a player receives a message containing multiple plot coordinates and combat instructions in the email interface, the system first displays the message in its entirety in the email interface for the player to view. Then, in response to the player's request to view and analyze the message, the system automatically switches from the current email interface to the map interface and graphically presents the location information and instructions contained in the email on the map, allowing the player to intuitively see the specific location and related operation arrangements corresponding to the email content on the map.
[0061] Optionally, the email interface, as the primary display medium for messages in strategy games, provides complete message content viewing functionality and an interactive experience. The email interface typically organizes multiple messages in a list format, with each message containing basic elements such as sender information, receipt time, message title, and detailed content.
[0062] Optionally, the map interface, as a platform for graphical representation, possesses rich visual presentation capabilities and interactive functionality. Built upon the game world's geographical data, the map interface provides multi-layered terrain information display, including basic geographical elements such as plot types, terrain elevation, resource distribution, and buildings. When displaying graphical representations related to emails, the map interface maintains the clarity of the original geographical information while overlaying the parsed location markers and command icons. The interface supports switching between multiple view modes; users can select detailed or overview views and adjust the map zoom level for optimal information viewing. The map interface also provides intelligent field-of-view adjustment; when the location information in the email covers a wide area, the system automatically adjusts the map display range to ensure all relevant locations are fully displayed within the current field of view.
[0063] Optionally, after the switch is complete, the map interface will establish a connection with the original email message, allowing users to quickly return to the email interface while viewing the map, or directly view the original email content corresponding to the graphical representation on the map, achieving two-way information association and fast navigation.
[0064] In an optional implementation, a message thumbnail window is displayed in the graphical user interface. This window shows candidate message content, which is derived from processing game messages. Each candidate message corresponds to at least one location message and / or at least one instruction message. This allows players to easily preview and quickly access processed message content through the message thumbnail window.
[0065] For example, in strategy games, when a player receives a combat command message from an ally, the system first parses the message content, extracting key information such as city coordinates, attack target locations, and relocation commands. Then, it graphically displays these locations and corresponding action icons on the map interface. Simultaneously, a message thumbnail window appears at the location points related to the commands, displaying processed candidate message content, including simplified location information and command types. Players can quickly grasp the message's key points through this thumbnail window and select locations or commands of interest for further viewing. Figure 3 As shown, the message thumbnail window displays: Brothers who are in Ancheng (123, 456), Cat Doesn't Eat Fish and Zhang San, will move to Xinye (221, 889) after the battle tomorrow.
[0066] Optionally, the message thumbnail window can be presented as a floating window. The window uses a list or card layout to arrange and display candidate message content according to a certain priority or chronological order. Each message entry occupies a fixed display area in the thumbnail window and includes the message title, a brief description of key information, and an icon indicating the instruction type.
[0067] Optionally, a game message can contain multiple coordinate information and multiple command information. The processed content of a candidate message can correspond to one coordinate information or one command information, or it can correspond to multiple coordinate information or multiple command information, or it can correspond to a combination of coordinate messages and command messages.
[0068] Optionally, candidate message content is a concise information set generated by intelligently processing the original game messages. The system first performs lexical and semantic analysis on the text content of the game messages, identifying keywords, phrase structures, and contextual relationships, and extracting structured data such as location coordinates, player names, time information, and action commands. For complex tactical arrangement messages, the system further analyzes the logical relationships and execution order between various commands, categorizing and integrating related information. The processed candidate message content typically contains the core elements of the original message, but presented in a more concise and structured form. Each candidate message includes a clear location identifier, command type classification, and relevant supplementary information. The system also rates the importance of candidate messages, assigning a priority label to each message based on factors such as urgency, scope of impact, and relevance to the current user, helping users quickly identify important information that needs priority processing.
[0069] In an optional implementation, the method further includes locating and displaying a first graphic element corresponding to the location information on a map in response to a selection operation on the location information in the message thumbnail window. This allows the user to quickly locate a specific location on the map using the message thumbnail window.
[0070] For example, when a player clicks on a city's coordinates in the message thumbnail window, the map will automatically locate that position and display a graphical representation related to that position, such as attack paths, garrison markers, or building instructions, to help the player quickly understand the position's role in the overall strategy.
[0071] Optionally, the selection of location information in the message thumbnail window can include various interaction methods. Users can select specific location information through different touch operations such as single click, double click, or long press.
[0072] In an optional implementation, the method further includes: detecting the user's permission level; displaying editing controls in response to determining that the user has editing permissions; and entering graphical editing mode in response to an operation on the editing controls. This permission control mechanism ensures that only authorized users can edit and modify the graphical representation, improving system security and operational standardization.
[0073] For example, in strategy games, the leader or deputy leader of an alliance has tactical editing permissions, and editing controls such as edit buttons will be displayed on the interface. After the user clicks the edit control, the map enters an editable state, allowing users with tactical editing permissions to adjust and modify the graphical representations such as attack paths and defensive deployments parsed from emails.
[0074] Optionally, editing controls are a collection of interactive elements in the user interface used to activate editing functionality, including various buttons, icons, menu items, and gesture recognition areas. The display strategy of these controls is dynamically adjusted based on the user's permission level and the current operation context; only users with the corresponding permissions can see and operate the corresponding editing controls. Editing controls are broadly categorized into global editing controls and local editing controls. Global editing controls are typically located in fixed positions on the interface, such as in the toolbar or menu bar, and are used to activate the overall editing mode. Local editing controls, on the other hand, are dynamically displayed when the user interacts with a specific graphical element, providing editing options for that element.
[0075] In an optional implementation, in graphical editing mode, in response to a first trigger operation on the graphical representation, a modification state is activated; in response to a second trigger operation while in the modification state, the position or attributes of the graphical representation are adjusted; and in response to the end of the second trigger operation, the modified graphical representation is determined, and the corresponding instruction information is updated. In this way, users with editing permissions can modify and adjust the graphical representation on the map in real time through intuitive interactive operations, enabling dynamic editing and optimization of game instruction information, and improving the efficiency and accuracy of instruction formulation and tactical adjustments.
[0076] For example, when the leader of the alliance is viewing the sand table display of the city relocation notice and finds that the original relocation destination is not ideal, he can long press the corresponding target location icon on the map to activate the modification state, and then drag the target location to a more suitable city plot. The system will automatically recalculate the movement path and update the route display. When you release your finger to complete the drag, the system will determine the new relocation arrangement and update the instructions in the email in a synchronized manner.
[0077] Optionally, the first trigger action is the initial interactive action performed by the user on the graphical representation in graphical editing mode, used to initiate the editing function for a specific graphical element. The first trigger action can be implemented using various interaction methods, including long press, double-click, right-click, or specific gestures. When the user performs the first trigger action, the system detects the target object, confirms whether the object supports editing functions, and verifies whether the current user has the corresponding editing permissions. Once verification is successful, the system activates the modification state. At this time, the selected graphical representation will exhibit special visual feedback, such as highlighting, border color change, blinking effects, or the addition of editing control points, to clearly indicate to the user that it is currently in an editable state. After activating the modification state, the relevant attributes of the graphical representation become adjustable, and the user can continue with subsequent editing operations.
[0078] Optionally, the modification state is the operating mode after the graphical representation is activated and enters the editable state. In this state, the various attributes of the graphical elements become adjustable. The modification state has clear status indicators and visual cues. The system indicates the current editing state by changing the appearance of the graphical elements, such as displaying adjustment control points around the graphic, changing the border color, or adding drag handles. In the modification state, the system continuously listens for user input, including various interactive actions such as touch, drag, zoom, and rotation. The modification state supports a variety of editing functions, allowing users to adjust the spatial position, size, orientation, color attributes, transparency, and other visual parameters of the graphical representation. The modification state also has a real-time preview function. When the user makes adjustments, the system instantly displays the effect, allowing the user to intuitively see the result. The modification state remains until the user completes the editing operation or actively exits the editing mode.
[0079] Optionally, the second trigger operation is the specific editing action performed by the user in the modification state, used to adjust the position or attributes of the graphical representation. The second trigger operation includes various interaction methods, among which drag-and-drop is the most commonly used adjustment method. Users can drag and move the spatial position of graphical elements, adjust the movement path, change the target area, or rearrange tactical arrangements. The scaling operation allows users to adjust the size of graphical elements, such as expanding or shrinking the marked area, adjusting the path width, or changing the icon size. The rotation operation supports adjusting directional graphical elements, such as arrow pointing, attack direction, or movement orientation. Attribute adjustment operations include changing visual attributes such as color modification, transparency adjustment, and pattern style changes. The second trigger operation also supports combined operations, allowing users to adjust multiple attribute parameters simultaneously to achieve composite editing effects. During the operation, the system provides real-time feedback and snap-to-alignment functions to help users accurately complete adjustment tasks.
[0080] In an optional implementation, the method further includes generating corresponding modified message content based on the modified graphical representation; displaying a confirmation prompt; and sending the modified message content to the recipient in response to a confirmation operation on the confirmation prompt. This achieves synchronous updates between the graphical editing results and the message content, supporting the timely communication of modified tactical arrangements to relevant recipients and improving the efficiency and accuracy of team collaboration.
[0081] For example, after modifications are made, the system generates corresponding modified message content based on the new graphical layout and pops up a confirmation prompt asking whether to save the changes. After the alliance leader clicks "confirm," the system sends the modified message content, including information on the new attack target and path, to alliance members, enabling rapid communication of tactical adjustments.
[0082] Optionally, the system can automatically identify specific changes by analyzing the position and attribute changes of the modified graphic elements and the relationships between them. For positional adjustments, the system extracts new coordinate information, path planning results, and relevant land parcel attributes, converting this information into structured text descriptions. For command type modifications, the system redetermines the nature of the command based on the changes in the graphic elements, such as changing from an attack command to a defense command, or from single-point combat to multi-point coordinated combat. During the generation process, the system also retains important contextual information from the original message, ensuring that the modified message content reflects the latest tactical arrangements while maintaining the message's integrity and readability. Simultaneously, the system adds a timestamp and modifier identifier to the modified content, facilitating the recipient's understanding of the source and timeliness of the change.
[0083] Optionally, the prompt interface will appear as a pop-up or overlay, clearly displaying a summary of the upcoming modifications, including specific changes, the scope of impact, and related consequences. The prompt content will be displayed in a comparative format, with the state before the modification shown on the left or top, and the expected state after the modification shown on the right or bottom, allowing users to intuitively understand the specific changes. For complex modifications, the prompt interface will also list detailed information such as the coordinates of the affected plots, the number of players involved, and changes in path length.
[0084] In an optional implementation, displaying the corresponding graphical representation on the map of the graphical user interface includes: determining the layout of graphical elements based on the relationship between multiple location information in the game message; arranging the various components of the graphical representation on the map according to the layout; and adjusting the map display range to include all relevant first graphical elements when the first graphical element corresponding to the location information is not within the current view range. This intelligent analysis of the spatial relationships of location information optimizes the layout of graphical elements, ensuring that all relevant information is fully presented within the optimal view range, significantly improving the user's efficiency in understanding complex tactical information and the ease of operation.
[0085] For example, when a player receives a tactical email containing the coordinates of multiple cities, the system first analyzes the geographical relationships and tactical connections between these cities, such as which cities form defensive lines or which constitute attack paths, to determine whether to adopt a centralized or decentralized layout on the map. Then, based on the determined layout, the system systematically places graphic elements such as city markers, path arrows, and player avatars in their respective positions on the map. If it finds that some important city markers exceed the current map display area, the system will automatically zoom the map or pan the view to ensure that all relevant tactical elements are simultaneously within the user's field of vision, allowing the user to see the entire tactical layout at a glance.
[0086] Optionally, the relationship between multiple location information refers to the spatial connections and tactical relevance of the various geographical coordinates mentioned in the game message. This relationship can be linear, such as multiple locations arranged sequentially along a battle line or attack path. In this case, the system will identify these locations as forming a directed sequence and arrange the corresponding graphic elements accordingly. The relationship can also be regionally aggregated; when multiple locations are geographically concentrated and perform similar tactical functions, the system will categorize them into the same tactical area for unified identification. Furthermore, the relationship may also be hierarchical, such as a main city serving as the command center and several surrounding outposts serving as auxiliary strongholds. The system will use visual attributes such as the size and color intensity of graphic elements to represent this hierarchical relationship. In more complex cases, multiple locations may have temporal relationships, such as being arranged according to the order of attacks. The system will visualize this temporal correlation using numerical labels, timelines, etc., ensuring that users can accurately understand the role and execution order of each location in the overall tactic.
[0087] Optionally, the layout of graphical elements refers to the strategy and arrangement of various visual elements on the map based on the spatial relationships of location information and tactical logic. A centralized layout is suitable for scenarios where location information is relatively concentrated. The system will tightly arrange related graphical elements in a relatively concentrated area, using color differentiation, icon differences, and other means to distinguish different types of information. This layout helps users quickly grasp the details of local tactical arrangements. A distributed layout is suitable for situations where location information spans a large area. While maintaining the relative independence of each element, the system will use lines, arrows, path markers, etc., to indicate the logical connections between them, ensuring that users can understand the overall tactical framework. A hierarchical layout arranges different levels of visual presentation based on the importance and tactical status of the location. Important strongholds use more prominent icons and colors, while secondary locations are correspondingly weakened. A dynamic layout adjusts the prominence of elements in real time based on the user's current focus and operation progress. When a user clicks on a specific location, relevant elements automatically highlight, while irrelevant elements are appropriately faded, helping the user maintain clear focus.
[0088] Optional, the graphical representation consists of various independent graphic units that constitute a complete visualization of tactical information, each serving to convey a specific type of information. Location markers typically use circular, square, or custom-shaped icons to indicate specific geographical coordinates. Different types of locations are distinguished by different colors and patterns; for example, friendly cities are marked in blue, enemy strongholds in red, and neutral zones in gray. Path elements include various lines, arrows, and trajectory markers used to display movement routes, attack directions, or supply lines. The thickness, color, and style of these path elements are differentiated according to the importance and urgency of the path. Player avatar elements are used to identify the location and status of a specific player on the map, and may be accompanied by auxiliary information such as level indicators and faction affiliation markers. Time marker elements express time-related tactical requirements through numbers, progress bars, or countdown timers, such as attack initiation time and rally deadline. Area markers use colored blocks or borders to delineate specific tactical areas, such as defensive zones, attack target areas, and restricted areas. These area markers typically use a semi-transparent fill effect to avoid obscuring other important information.
[0089] Optionally, the current view extent refers to the geographical boundary that the user can directly observe on the map interface. This extent is determined by the map zoom level and the center of the view. The size of the view extent directly affects the user's understanding of tactical information. An excessively small view extent may prevent the user from seeing the complete tactical layout, requiring frequent map scrolling to view information in different areas, thus impacting operational efficiency. The system monitors the coordinates of each primary graphic element in real time, compares them with the current view boundary, and calculates which important elements are located outside the visible area. When a key tactical location is found to be outside the view extent, the system automatically evaluates the most suitable view adjustment strategy, which may be to expand the coverage by reducing the map scale or to reposition the focus of the view by shifting the map center. During the adjustment process, the system also considers the user's operating habits and cognitive load, using smooth animation transitions to avoid abrupt perspective jumps that could cause spatial disorientation. The adjusted view extent should be able to precisely accommodate all relevant tactical elements, ensuring both information integrity and maintaining appropriate display accuracy, allowing the user to clearly identify the specific meaning and interrelationships of each graphic element.
[0090] In an optional implementation, in response to an operation instruction on a specific first graphical element on a map containing a graphical representation, a corresponding game operation is executed, the game operation including at least one of the following: relocating a city, deploying troops, attacking a target, and constructing a facility.
[0091] Optionally, operation commands can be triggered through various interaction methods, including click operations, long press operations, drag operations, or combinations of operations.
[0092] Optionally, the game controls can be adapted to specific game types. For example, in strategy games, game controls could include relocating cities, deploying troops, attacking targets, and building facilities.
[0093] In an optional implementation, the system detects whether the message contains multiple different types of instruction information. When multiple different types of instruction information are detected, a corresponding graphical representation layer is generated for each type of instruction information. A layer switching control is provided, and in response to operations on the layer switching control, the display switches between different graphical representation layers. In this way, when a message contains multiple types of instructions, the overlapping or interference of graphical representations of different types of instruction information can be avoided by using layered display and switching, thus improving the efficiency and accuracy of users in viewing and understanding complex message content.
[0094] For example, in a strategy game, when a message containing relocation, attack, and road construction commands is received, the system automatically detects that the message contains three different types of command information. Subsequently, it generates a graphical representation layer containing the player's avatar and movement path for the relocation command, a graphical representation layer containing the attack target identifier and time information for the attack command, and a graphical representation layer containing the construction path and land plot markers for the road construction command. Users can switch between the three different graphical representation layers by clicking the layer switching control to view the specific content and location information of each type of command.
[0095] In an optional implementation, the method further includes: in response to a selection operation on the graphical representation, displaying detailed information of the message content corresponding to the graphical representation; wherein the location information in the detailed information is displayed in an interactive manner, and in response to a selection operation on the location information, highlighting the corresponding first graphical element on the map. In this way, users can quickly obtain the corresponding message details by clicking on the graphical representation, and simultaneously locate the specific location on the map directly through the location information in the details, improving the convenience and intuitiveness of information viewing.
[0096] For example, when a user sees a graphical representation of an attack command on the map, they can click on the graphical representation, and the system will then display the corresponding detailed information window, which includes a specific description of the attack target, the attack plan, and other content. The coordinates of the cities involved in the detailed information are presented as clickable links. After the user clicks on these coordinates, the map will automatically locate and highlight the corresponding city location and the planned attack route, so that the user can more clearly view the details of the target location.
[0097] Optionally, the displayed detailed information can include the original message text and a structured information display based on the message type. For city relocation messages, the detailed information will display key elements such as player information, starting location, target location, and relocation time; for attack messages, it will display information such as attack target, participating players, attack time, and required resources; for defense messages, it will display defensive positions, participating troops, and defense strategies.
[0098] In an optional implementation, parsing the message content of the game message includes: parsing the message content of the game message in response to a message parsing operation, wherein the message parsing operation includes a selection operation for location information in the game message, or a selection operation for a message parsing control.
[0099] Optionally, the information parsing operation includes selecting location information from game messages. When a player receives a battle deployment email from their alliance commander, the email contains multiple city coordinates and corresponding battle instructions. The player can trigger the message parsing operation by clicking on any location coordinate in the email. The system then intelligently parses the entire email content, extracting all location and instruction information.
[0100] Optionally, the information parsing operation includes selecting the message parsing control. When a player receives a battle deployment email from the alliance commander, the email contains the coordinates of multiple cities and corresponding battle orders. Players can click the parsing button in the email interface to start the parsing process. The system will comprehensively analyze the currently displayed email, identify various command information such as city relocation orders, attack targets, and defense deployments, and display them graphically on the map.
[0101] In optional implementations, the command type of the command information includes at least one of the following: city relocation command; defense adjustment command; attack command; road repair command; construction command.
[0102] Optionally, the relocation command is an operation command made by the player to strategically move the location of the city in the game.
[0103] Optional, the Adjust Deployment command is an operational command made to optimize the troop deployment and strategic layout of the defensive line. The Adjust Deployment command can specify which players will be stationed at specific locations, troop allocation information, and coordination plans between different defensive points.
[0104] Optionally, an attack command is an operational command for launching an attack operation against a specific target.
[0105] Optionally, the road construction command is an action command that allows players to build a road network in a specific area to support subsequent military operations.
[0106] Optionally, construction commands are the operation commands used in the game to complete the construction tasks of various buildings and facilities.
[0107] In optional implementations, corresponding graphical representations are displayed on the map, including: when the command type is a city relocation command, displaying the player's current location, target location, and the movement path connecting the two locations; when the command type is a defense adjustment command, displaying the cities and defense lines that need to be garrisoned; when the command type is an attack command, displaying the attack target and attack time information; and when the command type is a road construction command, displaying the shortest construction path from the player's territory to the target location. This graphical display method, which provides different types of command information, allows players to intuitively understand the specific content and execution requirements of each command, improving the efficiency and accuracy of information transmission in the game.
[0108] For example, for a city relocation order, such as Figure 3 As shown, a player receives a message containing a relocation command, describing how a player needs to move from their current city to a designated location. After parsing the message, the system simultaneously displays the player's current location marker, target location marker, and the movement path connecting the two locations on the map. For deployment adjustment commands, such as... Figure 4 As shown, if the message contains an order to adjust defenses, the locations of the cities that need to be garrisoned will be marked on the map, and the defensive line area will be drawn. For attack orders, such as... Figure 5 As shown, the map will highlight the location of the target and indicate the scheduled attack time next to it. For road construction orders, such as... Figure 6 As shown, for road construction commands, the system will automatically calculate and display the optimal construction path from the boundary of your own territory to the target location.
[0109] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0110] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0111] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0112] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0113] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various exemplary embodiments of this disclosure, such as: an information processing method in a game, including: receiving a game message; parsing the message content of the game message to extract location information and instruction information associated with the location information; and displaying a corresponding graphical representation on a map of the game's graphical user interface based on the location information and the instruction information; wherein the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
[0114] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0115] The following is for reference. Figure 7 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0116] like Figure 7As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0117] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0118] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0119] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as the following method steps: an information processing method in a game, comprising: receiving a game message; parsing the message content of the game message to extract location information and instruction information associated with the location information; and displaying a corresponding graphical representation on a map of the game's graphical user interface based on the location information and the instruction information; wherein the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
[0120] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0121] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0122] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0123] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.
[0124] although Figure 7 Other hardware and / or software modules may also be configured in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0125] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0126] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. An information processing method in a game, characterized in that, The method includes: Receive game messages; The message content of the game message is parsed to extract the location information and the instruction information associated with the location information from the message; Based on the location information and the instruction information, a corresponding graphical representation is displayed on the map of the game's graphical user interface; wherein the graphical representation includes a first graphical element corresponding to the location information and a second graphical element representing the instruction information.
2. The method according to claim 1, characterized in that, The parsing of the game message content includes: The game message content is analyzed using an artificial intelligence model or preset rules.
3. The method according to claim 1, characterized in that, Displaying the corresponding graphical representation on the map of the graphical user interface includes: Mark the first map graphic element corresponding to the location information on the map; Based on the type of instruction information, a second graphic element corresponding to the instruction information is drawn on the map. The second graphic element includes at least one of the following: path icon, area marker, player avatar, time marker, and action icon.
4. The method according to claim 1, characterized in that, The receiving of game messages includes: Receive the game message and display the game message in the game's mail interface; The display of the corresponding graphical representation on the map in the graphical user interface includes: Switch from the email interface to the map interface to display the corresponding graphical representation on the map.
5. The method according to claim 1, characterized in that, The method further includes: displaying a message thumbnail window in the graphical user interface, the message thumbnail window being used to display candidate message content, the candidate message content being obtained based on processing the game message, and the candidate message corresponding to at least one location message and / or at least one instruction information.
6. The method according to claim 5, characterized in that, The method further includes: In response to a selection operation on location information in the message thumbnail window, the first map graphic element corresponding to the location information and its graphical representation are located on the map and displayed.
7. The method according to claim 1, characterized in that, The method further includes: Detect the user's permission level; In response to determining that the user has editing permissions, the editing controls are displayed; In response to an operation on the editing control, enter graphical editing mode.
8. The method according to claim 7, characterized in that, The method further includes: In the graphical editing mode, in response to a first trigger operation on the graphical representation, the modification state is activated; In response to a second triggering operation in the modified state, the position or attribute of the graphical representation is adjusted; In response to the end of the second triggering operation, the modified graphical representation is determined and the corresponding instruction information is updated.
9. The method according to claim 10, characterized in that, The method further includes: Based on the modified graphical representation, generate the corresponding modified message content; A confirmation prompt will appear; In response to the confirmation operation for the modification prompt, the modified message content is sent to the recipient.
10. The method according to claim 1, characterized in that, The display of the corresponding graphical representation on the map in the graphical user interface includes: Based on the relationship between multiple location information in the game message, the layout method of the graphical elements is determined; According to the layout method, the various components of the graphical representation are arranged on the map; When the map first graphic element corresponding to the location information is not within the current view range, adjust the map display range to include all relevant map first graphic elements.
11. The method according to claim 1, characterized in that, In response to an operation instruction on a specific map first graphical element on a map containing the graphical representation, a corresponding game operation is executed, the game operation including at least one of the following: relocating a city, deploying troops, attacking a target, and constructing a facility.
12. The method according to claim 1, characterized in that, The method further includes: Detect whether the message contains multiple different types of instruction information; When multiple different types of instruction information are detected, a corresponding graphical representation layer is generated for each type of instruction information; A layer switching control is provided, which, in response to an operation on the layer switching control, switches between different graphical representation layers.
13. The method according to claim 1, characterized in that, The method further includes: In response to a selection operation on the graphical representation, detailed information of the message content corresponding to the graphical representation is displayed; The location information in the detailed information is displayed in an interactive manner, and in response to a selection operation on the location information, the corresponding first map graphic element is highlighted on the map.
14. The method according to claim 1, characterized in that, Parsing the message content of the game message includes: in response to a message parsing operation, parsing the message content of the game message, wherein the message parsing operation includes a selection operation for location information in the game message, or a selection operation for a message parsing control.
15. The method according to claim 1, characterized in that, The command types of the command information include at least one of the following: city relocation command; defense adjustment command; attack command; road repair command; construction command.
16. The method according to claim 15, characterized in that, The map displays the corresponding graphical representation, including: When the command type is a relocation command, the player's current location, target location, and the movement path connecting the two locations are displayed; When the instruction type is an adjustment deployment instruction, the cities and defense lines that need to be garrisoned are displayed; When the instruction type is an attack instruction, the attack target and attack time information are displayed; When the instruction type is a road construction instruction, the shortest construction path from the player's territory to the target location is displayed.
17. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 16.
18. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 16 by executing the executable instructions.