Method and device for recommending information, computer equipment, medium and program product

By automatically recommending information within the game application and allowing users to send it to virtual teammates, the problem of low search efficiency in the quick message function is solved, thereby improving communication efficiency and user retention.

CN121243781APending Publication Date: 2026-01-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511693393.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-17
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

In game applications, the quick chat function requires users to actively search for it, resulting in low communication efficiency, high user learning costs, and impacting team tactical cooperation and social conversion, leading to low user retention rates.

Method used

By judging the user's account status in the game application, when the information recommendation conditions are met, suitable recommended information is automatically displayed in the team interface, and users can send it to virtual teammates by triggering an action, reducing the steps for users to actively search for shortcuts.

Benefits of technology

It improved communication efficiency, reduced the burden of manual input, enhanced users' and team's willingness to communicate, and improved team tactical cooperation and user retention.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses an information recommendation method and device, computer equipment, a medium and a program product, after a user logs in a target game application through a first account, the target game application recommends recommendation information meeting information recommendation conditions to the target game application by judging the state of the first account when the first account meets the information recommendation conditions. And different information recommendation conditions correspond to different recommendation information, so that the recommendation information suitable for different conditions is recommended to the user under different conditions, the user can use the recommendation information conforming to the current condition without actively searching, and the searching efficiency is improved. And moreover, the recommendation information is displayed on the team forming interface, so that communication can be performed before the game is started, and the team communication efficiency is improved. After the user executes the trigger operation for the recommendation information, the recommendation information can be sent to the virtual teammate of the first account, so that the communication efficiency is improved, the communication intention of the user is improved, team tactical cooperation and social contact conversion are better, and the user retention rate is improved.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, computer equipment, medium, and program product for recommending information. Background Technology

[0002] With the development of gaming applications, many games now offer communication features. Related technologies enable quick chat functionality for multiple accounts in a game team, such as "Come here quickly," facilitating communication between them.

[0003] However, the quick phrase function requires users to learn it, and since it includes a variety of quick phrases, the search efficiency is low, resulting in low communication efficiency. Some users are even unwilling to communicate, which is not conducive to team tactical cooperation and social conversion, and leads to a low user retention rate. Summary of the Invention

[0004] To address the aforementioned technical problems, this application provides a method, apparatus, computer device, medium, and program product for recommending information, which solves the problems of low communication efficiency and even low user retention rates in related technologies.

[0005] The embodiments of this application disclose the following technical solutions:

[0006] On one hand, embodiments of this application provide a method for providing recommendation information, the method comprising:

[0007] Log in to the target game application using the first account;

[0008] If the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the team interface of the target game application. Different information recommendation criteria correspond to different recommended information.

[0009] In response to a triggered operation for the recommended information, the recommended information is sent to the virtual teammates of the first account.

[0010] On the other hand, embodiments of this application provide a device for recommending information, the device comprising: a login unit, a display unit, and a recommendation unit;

[0011] The login unit is used to log in to the target game application using a first account;

[0012] The display unit is configured to display recommended information corresponding to the information recommendation conditions in the team interface of the target game application if the first account meets the information recommendation conditions, and different recommended information corresponds to different information recommendation conditions;

[0013] The recommendation unit is configured to send the recommendation information to the virtual teammates of the first account in response to a trigger operation on the recommendation information.

[0014] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory:

[0015] The memory is used to store computer programs and to transfer the computer programs to the processor;

[0016] The processor is configured to execute the methods described above according to instructions in the computer program.

[0017] On the other hand, embodiments of this application provide a computer-readable storage medium for storing a computer program for performing the methods described above.

[0018] On the other hand, embodiments of this application provide a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the methods described above.

[0019] As can be seen from the above technical solution, after a user logs into the target game application through their primary account, the user no longer needs to actively search for shortcuts using features like quick chat. Instead, the target game application determines the status of the primary account, and if it meets the information recommendation criteria, it recommends relevant information to the user in the team-up interface. Different information recommendation criteria correspond to different recommended information, thus providing users with suitable information for different situations. Users can access relevant information without actively searching, improving search efficiency. Furthermore, displaying recommended information in the team-up interface allows for communication before the game starts, improving team communication efficiency. When a user triggers an action based on the recommended information, they can send the recommendation to their virtual teammates on the primary account, enabling communication with virtual teammates. This reduces the burden of manual input, improving communication efficiency, attracting users to actively communicate with their team, increasing user willingness to communicate, leading to better team tactical cooperation and social conversion, and ultimately improving user retention. Attached Figure Description

[0020] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 A schematic diagram of a computer system for providing a method of recommending information, as provided in an embodiment of this application;

[0022] Figure 2 This is a schematic diagram illustrating an application scenario of a method for providing recommendation information, as provided in an embodiment of this application.

[0023] Figure 3 A flowchart illustrating a method for providing recommendation information, as provided in an embodiment of this application;

[0024] Figure 4 This is a schematic diagram illustrating the display of various recommendation information provided in an embodiment of this application;

[0025] Figure 5 A schematic diagram illustrating a social recommendation information provided in an embodiment of this application;

[0026] Figure 6 A method for providing embodiments of this application Figure 5 A diagram showing the result after the trigger operation is executed;

[0027] Figure 7 This is a schematic diagram illustrating a recommended location information provided in an embodiment of this application.

[0028] Figure 8 A schematic diagram of an expandable control provided in an embodiment of this application;

[0029] Figure 9 This application provides a schematic diagram illustrating the selection of a target virtual object based on recommended location information, as an embodiment of the present application.

[0030] Figure 10 This is a schematic diagram illustrating recommended role information provided in an embodiment of this application.

[0031] Figure 11 One of the schematic diagrams of an expandable control provided in this application embodiment;

[0032] Figure 12 A second schematic diagram of an expandable control provided in an embodiment of this application;

[0033] Figure 13 A schematic diagram of a virtual object selection interface provided in an embodiment of this application;

[0034] Figure 14 A schematic diagram illustrating the display of account-related content, provided as an embodiment of this application;

[0035] Figure 15 This is a schematic diagram illustrating the display of feature information provided in an embodiment of this application;

[0036] Figure 16A schematic diagram illustrating a display of recommended voice prompts provided in an embodiment of this application;

[0037] Figure 17 A schematic diagram illustrating the display of quick reply content provided in an embodiment of this application;

[0038] Figure 18 A flowchart illustrating a context-aware, quick content recommendation method provided in this application embodiment;

[0039] Figure 19 A schematic diagram illustrating the determination of account-associated content provided in an embodiment of this application;

[0040] Figure 20 A flowchart illustrating interaction with teammates is provided as an embodiment of this application;

[0041] Figure 21 A flowchart for a teammate inviting another player to turn on their microphone is provided in an embodiment of this application;

[0042] Figure 22 A schematic diagram of the structure of a device for providing recommendation information provided in an embodiment of this application;

[0043] Figure 23 This application provides a schematic diagram of the structure of a server according to an embodiment of the present application.

[0044] Figure 24 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Detailed Implementation

[0045] 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.

[0046] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user-related data (such as primary account, recommendation permissions, etc.). These prompt interfaces, pop-ups, or voice prompts are used to inform users that their relevant data is being collected. This ensures that the application only begins the steps of collecting user-related data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without receiving confirmation from the user), the steps of collecting user-related data are terminated, meaning that no user-related data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0047] To facilitate understanding of the technical solutions of this application, some technical terms involved in the embodiments of this application will be briefly introduced below.

[0048] (1) Quick phrases: Preset communication phrases displayed in the chat interface (such as game applications, e-commerce applications, etc.). Clicking on them allows users to send the corresponding information with one click, without the need for manual typing, helping users to quickly express their intentions and reduce communication barriers.

[0049] (2) Bonds: usually refers to the special connections or bonuses between game characters due to specific relationships (such as emotions, background, skill linkage, etc.). Its core is to enhance the game experience or strategic depth through the interaction between game characters.

[0050] (3) Virtual teams: usually refers to a collection of units formed by players to complete specific goals (such as combat, exploration, missions). The core is to improve efficiency or win rate through the combination of game characters, complementary skills and strategic cooperation.

[0051] (4) Virtual teammates: Virtual objects in the same virtual team are usually virtual teammates, or players in the same virtual team or accounts held by players are virtual teammates.

[0052] (5) In response to, used to indicate the conditions or states on which the operation is performed depends, when the conditions or states on which it depends are met, one or more operations may be performed in real time or with a set delay: unless otherwise specified, there is no restriction on the order of execution of the multiple operations performed.

[0053] In related technologies, if users send shortcuts in game applications, they need to search for them using controls provided by the game application. This can be slow and inefficient during fast-paced gameplay, reducing the user's gaming experience. Furthermore, shortcuts come in a wide variety of types, requiring users to learn them. If users are unfamiliar with them, they may not be able to achieve rapid communication within a virtual team. This leads to low communication efficiency, and some users may even be unwilling to communicate, hindering team tactical cooperation and social conversion, resulting in low user retention rates.

[0054] Based on this, this application provides a method for recommending information. Users no longer need to actively search for shortcuts through shortcut functions or other means. Instead, the target game application determines the status of the first account and recommends information that meets the information recommendation criteria when the account meets the criteria, so that users can use appropriate shortcuts in appropriate situations.

[0055] To facilitate understanding of the method for providing recommendation information in the embodiments of this application, the computer system for this method will be described first.

[0056] See Figure 1 The figure is a schematic diagram of a computer system for a method of providing recommendation information according to an embodiment of this application. The computer system 100 includes multiple devices, such as multiple terminal devices 110 and multiple servers 120, etc. The terminal devices 110 and the servers 120 can communicate with each other through a communication network.

[0057] The communication network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network, or any combination of virtual private network. In some embodiments, custom or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0058] The terminal device can be an electronic device such as a smartphone, wearable device, personal computer (PC), intelligent voice interaction device, smart home appliance, vehicle terminal, aircraft, unmanned vending terminal, extended reality (XR) device, etc. XR devices can include virtual reality (VR) devices, augmented reality (AR) devices, and mixed reality (MR) devices. The terminal device can have a client running the target game application installed. This target game application can be a game-supporting application, or other applications that support social interaction (with game functionality) or communication (with game functionality); this application does not limit its scope. Furthermore, this application does not limit the form of the target game application, including but not limited to applications (Apps), mini-programs, etc., installed on the terminal device, and can also be in web page form.

[0059] A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services such as cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data. A server can be a backend server for the target application, providing backend services to the client of the target application, such as support services for the target game application.

[0060] To facilitate understanding of the recommendation information method provided in the embodiments of this application, the following example uses a terminal device as the execution subject of the recommendation information method to illustrate the application scenarios of the recommendation information method.

[0061] See Figure 2 This figure is a schematic diagram illustrating an application scenario of a recommendation information method provided in an embodiment of this application. Figure 2 In this application scenario, a first terminal device 210, a second terminal device 220, a server 230, and a database 240 are included. The first terminal device 210 and the second terminal device 220 are any of the aforementioned terminal devices, and the server 230 is at least one of the aforementioned servers. The server 230 and the database 240 can acquire and store relevant data; this application does not specifically limit this.

[0062] The first terminal device 210 has the target game application installed, providing game functionality to the first user. The second terminal device 220 also has the target game application installed, providing game functionality to the second user. The server 230 provides support for the target game application, such as supporting its operation and recommending appropriate information to the user. The following explanation uses the example of the first and second users playing together as a team.

[0063] In step A1, the first user logs into the target game application using the first account through the first terminal device 210 in order to play the game through the target game application.

[0064] In step A2, server 230 detects the first account and obtains relevant data about the first account. For example, it retrieves relevant data about the first account in the target game application, such as account data and scene data, from database 240.

[0065] In step A3, server 230 determines whether the first account meets the information recommendation criteria based on the relevant data of the first account. For example, whether the first account shares commonalities with the second account, whether the second account is a new teammate of the first account in their virtual team, and whether the first and second accounts have a friend / bond relationship. If the first account meets the information recommendation criteria, then the recommended information corresponding to those criteria is determined. For example, a prompt message regarding commonalities and a first quick reply message for responding to the prompt message, a quick welcome message for the second account, and first quick recommendation content describing the friend / bond relationship, etc.

[0066] In step A4, server 230 sends recommendation information to first terminal device 210.

[0067] In step A5, the first terminal device 210 displays recommended information corresponding to the recommended conditions in the team-up interface of the target game application. (Continue to see...) Figure 2 ,exist Figure 2 The text displays the team composition shown on the team interface 213 of the target game application on the first terminal device 210. The first user is user 03, the second user is user 04, and user 02 invited user 04 to join the team. This information is displayed on the team's public chat 212 on the first terminal device 210. The recommendation criteria at this time are whether the second account is a new teammate (i.e., an account joining the virtual team) of the first account. The corresponding recommendation message 211 is "Welcome to the team." Other recommendation messages can also be displayed, such as "Game character b has a 50% win rate."

[0068] In step A6, the first user performs a trigger operation on the recommendation information. In response to the trigger operation, the recommendation information is sent to the virtual teammates of the first account. For example, the recommendation information can be displayed on the public chat of the virtual team composed of the first and second accounts, so that all virtual teammates of the first account can receive the recommendation information. See also... Figure 2 The first user executes a trigger operation in response to recommendation information 211. In response to this trigger operation, recommendation information is sent to the virtual teammates of the first user's account. Figure 2 The text displays the team composition shown on the team interface 223 of the target game application on the second terminal device 220. The first user is user 03 and the second user is user 04. When the first user performs a trigger operation on the recommendation information 211, the corresponding recommendation information 221 "User 03: Welcome user 04 to the team!" is displayed on the team public screen 222 of the second terminal device 220.

[0069] Similarly, the second user can perform steps similar to A1-A6 through the second terminal device 220, which will not be described in detail here. Furthermore, the second terminal device 220 can interact with the server 230 to exchange relevant data to ensure the normal operation of the game.

[0070] Therefore, after a user logs into the target game application with their account, they no longer need to actively search for shortcuts through features like quick chat. Instead, the game application determines the account's status and recommends information that meets the recommendation criteria. Different recommendation criteria correspond to different recommendations, ensuring that users receive appropriate information for different situations, improving search efficiency by eliminating the need for users to actively search for relevant information. Furthermore, displaying recommendations on the team interface allows for communication before the game starts, improving team communication efficiency. When a user triggers an action based on a recommendation, they can send the recommendation to a virtual teammate on their primary account, enabling communication with virtual teammates. This reduces the burden of manual input, improving communication efficiency, encouraging users to actively communicate with their team, increasing user willingness to communicate, leading to better team tactical cooperation and social conversion, and ultimately improving user retention.

[0071] The method for providing recommendation information in this application embodiment can be executed by a terminal device. However, in other embodiments of this application, the server may also have similar functions to the terminal device to execute the method for providing recommendation information in this application embodiment, or the terminal device and the server may jointly execute the method for providing recommendation information in this application embodiment. This embodiment does not limit this to any particular method.

[0072] The following describes in detail a method for providing recommendation information provided in this application through method embodiments.

[0073] See Figure 3 This figure is a flowchart illustrating a method for providing recommendation information according to an embodiment of this application. For ease of description, the following embodiments use a computer device as the executing entity of this recommendation information method, such as the terminal device or server described above. Figure 3 As shown, the method for providing this recommendation information includes S301-S303.

[0074] S301: Log in to the target game application using the first account.

[0075] The primary account is the account used by the first user to log in to the target game application. The target account is the account used by the first user to log in to the target game application; the first user is the entity using the target game application. The target game application is a game application that provides information recommendation functions.

[0076] S302: If the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the team interface of the target game application.

[0077] Information recommendation criteria are used to determine whether to recommend information to the first account. This application does not specifically limit the source of the information recommendation criteria; for example, they may be pre-set by game designers, configured based on game rules, randomly generated, or user-set.

[0078] This application does not specifically limit the content of the information recommendation conditions. The following explanations will use Types 1-3 as examples, and will not be repeated here. In other words, after a user logs into the target game application with their first account, the user no longer needs to actively search for shortcuts using shortcut functions. Instead, the target game application determines the status of the first account, and if it meets the information recommendation conditions, recommends information that satisfies those conditions.

[0079] Recommended information is information recommended to the primary account based on specific recommendation criteria. Different criteria correspond to different recommended information, which will be explained later. This approach recommends information suitable for different situations, ensuring each recommendation is more appropriate for its chosen criteria. This not only makes recommendations more accurate but also improves search efficiency, allowing users to access relevant information without actively searching.

[0080] The team-up interface of the target game application is the interface for initiating, joining, or managing teams in multiplayer games. Once the team is formed, players can enter the game.

[0081] S303: In response to a trigger action for recommendation information, send recommendation information to the virtual teammates of the first account.

[0082] If a user believes the currently displayed recommendation matches their desired message, they can trigger an action based on that recommendation. In response to this trigger, the recommendation will be sent to the virtual teammates of the first account. These virtual teammates are members of the same virtual team as the first account, and are on the same side as the first account.

[0083] In other words, when a user performs a trigger action on the recommendation information, they can send the recommendation information to their virtual teammates in the first account, such as to all or some of the virtual teammates in their virtual team. This enables them to communicate with their virtual team, thereby improving communication efficiency, attracting users to actively communicate with the team, increasing users' willingness to communicate, improving team tactical cooperation and social conversion, and increasing user retention.

[0084] This application does not specifically limit the virtual team to which the first account belongs. For example, it could be a small team (such as a team with friends), a large team (such as a team belonging to the same faction), or even a guild to which the first account belongs. Those skilled in the art can set it up according to actual needs. Taking a game where five people form a faction as an example, the first account and the second account team up to enter a five-person game. The first account and the second account form a small team, and the five-person team to which the first account and the second account belong forms a large team.

[0085] As one possible implementation, in response to a trigger action for the recommendation information, recommendation information is sent to the account in the game lobby.

[0086] The game lobby is a function for social interaction, team matching, information acquisition, and personalization settings before players enter the core gameplay. The game lobby gathers some accounts that have not yet started playing games. For example, if the virtual team that the first account belongs to does not include any accounts that have started playing games, then the accounts in the game lobby will include the accounts that the first account belongs to and the accounts of the first account's virtual teammates.

[0087] Therefore, if a user performs a trigger action on the recommendation information, they can not only send recommendation information to the virtual teammates of the first account, but also to multiple accounts included in the game lobby. That is, they can send recommendation information to multiple accounts that have not yet started a game. This allows them to send recommendation information not only within the virtual team, but also outside the virtual team, thereby expanding the scope of recommendation information and broadening the usage scenarios in which users want to communicate (such as quickly recruiting teammates), improving communication efficiency, and enhancing the user experience.

[0088] In addition, if a viewing account watches the first account's game from the moment the first account forms a team, the viewing account can not only see the recommendation information on the first account's team interface, but also receive the recommendation information and display it on its own interface, thus reducing the probability of missing the recommendation information.

[0089] For example, if the viewing account is an account watching the first account's game as a spectator, then the viewing account's display interface will show the first account's game process, which may include the first account's team formation process and the recommendation messages sent by the first account during the team formation process.

[0090] For example, if the viewing account is an account acting as a referee in an esports game, the viewing account's display interface will be divided into at least two areas. Area A displays the game interface of virtual team A, and area B displays the game interface of virtual team B. Virtual teams A and B are two virtual teams participating in the esports game. Virtual team A includes the first account, and the game process includes the first account sending recommendation information in the team formation interface. If the viewing account's display interface also includes area C, then the recommendation information can be displayed not only in area A but also in area C, in order to record and reduce the probability of missing viewing recommendation information.

[0091] As can be seen from the above technical solution, after a user logs into the target game application through their primary account, the user no longer needs to actively search for shortcuts using features like quick chat. Instead, the target game application determines the status of the primary account, and if it meets the information recommendation criteria, it recommends relevant information to the user in the team-up interface. Different information recommendation criteria correspond to different recommended information, thus providing users with suitable information for different situations. Users can access relevant information without actively searching, improving search efficiency. Furthermore, displaying recommended information in the team-up interface allows for communication before the game starts, improving team communication efficiency. When a user triggers an action based on the recommended information, they can send the recommendation to their virtual teammates on the primary account, enabling communication with virtual teammates. This reduces the burden of manual input, improving communication efficiency, attracting users to actively communicate with their team, increasing user willingness to communicate, leading to better team tactical cooperation and social conversion, and ultimately improving user retention.

[0092] As one possible implementation, the first account may meet multiple information recommendation criteria. It can not only randomly select one type of recommended information from the recommendations corresponding to each of the multiple criteria, but also determine a type of recommended information from the recommendations corresponding to each of the multiple criteria according to a preset priority. Alternatively, the user can make the selection independently. This will be explained below using B1-B2, where B1 is a specific implementation of S302 and B2 is a specific implementation of S303.

[0093] B1: If the first account meets multiple information recommendation criteria, then the recommended information corresponding to each of the multiple information recommendation criteria will be displayed in the team interface of the target game application.

[0094] If the first account meets multiple information recommendation conditions, and different information recommendation conditions correspond to different recommendation information, then the team interface of the target game application will display recommendation information corresponding to multiple information recommendation conditions, i.e., multiple recommendation information.

[0095] See Figure 4 This figure is a schematic diagram of displaying various recommendation information provided in an embodiment of this application. Figure 4 The displayed interface is the team formation interface, which already has 4 members. The first account is User 03. The first account not only satisfies the requirement of adding other accounts (such as User 04) as new teammates to its virtual team, but can also display a recommendation message 402 "Welcome to the team". The first account also satisfies the requirement of not having a friend relationship with other accounts (such as User 01), but sharing a common trait: both accounts like to use game character A. In this case, a recommendation message 403 "Game character A has a 50% win rate" can be displayed to recommend itself to other accounts. Another recommendation message 401 "You both use game character A" can also be displayed to showcase the commonalities between the first account and other accounts, facilitating communication with them.

[0096] B2: In response to a triggered action targeting a specific recommendation among multiple recommendation options, send the target recommendation to the virtual teammates of the first account.

[0097] Recommended information can have interactive features, such as... Figure 4 The recommended information 402 and recommended information 403 shown can both be directly triggered, thereby selecting a desired recommended information from a variety of recommended information displayed in the target game application, i.e., the target recommended information is triggered to send the target recommended information to the virtual teammates of the first account.

[0098] In addition, recommendation information can also have interactive functions in other ways, such as Figure 4 The recommended information 401 shown is triggered by the like control 404, thereby enabling interaction between the first account and other accounts.

[0099] Therefore, by displaying multiple recommendations tailored to the user's current situation on the team-up interface of the target game application, the accuracy of each recommendation is improved through the recommendation criteria, and the richness and coverage of the information are enhanced through the variety of recommendations, thereby increasing the probability of meeting the user's communication needs. Furthermore, users can choose their desired recommendations from a variety of options, which not only increases user freedom but also stimulates user participation, increases their willingness to communicate, attracts users to actively communicate with their team, and improves user retention.

[0100] This application does not specifically limit the recommended information conditions in the embodiments. The following description uses three types as examples.

[0101] Type 1: Quick content recommendation based on context.

[0102] The purpose of this type is to recommend quick content through contextual recognition, such as dynamically displaying contextual quick phrase recommendations in the quick phrase area, thereby improving players' communication efficiency in different game scenarios. Two examples are given below for illustration.

[0103] (1) Social: The information recommendation condition is that the first account and the second account meet the social interaction conditions.

[0104] C1: If the first account and the second account meet the social interaction conditions, then display the quick reply information corresponding to the social interaction conditions in the team interface of the target game application.

[0105] The second account refers to any account included in the target game application other than the first account. For example, the second account could be an account within the virtual team of the first account, meaning the user holding the second account is a teammate of the user holding the first account. Alternatively, the second account could be an account within the game match of the first account, such as the second account belonging to a different faction than the first account.

[0106] Social interaction conditions are used to determine whether the first account and the second account need to engage in social interaction. For example, a virtual object controlled by the first account and a virtual object controlled by the second account meet in a game. Another example is when the first account and the second account prepare to form a virtual team to start a game. This application does not specifically limit this.

[0107] If the first account and the second account meet the social interaction conditions, it means that the first account and the second account can interact socially, thereby improving their understanding of each other and enabling better cooperation in subsequent games. At this time, quick reply information corresponding to the social interaction conditions can be displayed in the team interface of the target game application so that users can quickly start social interaction with the quick reply information.

[0108] In this embodiment, the recommended information corresponding to the information recommendation conditions is quick reply information for social interaction conditions. Different social interaction conditions correspond to different quick reply information, and this application does not make specific limitations on this. The following uses five cases as examples for illustration, as shown in Table 1.

[0109] Table 1

[0110]

[0111] In other words, there are five specific implementation methods for the aforementioned C1, as shown in Table 1, which will be explained below.

[0112] (1.1) Case 1: If the first account and the second account have something in common, then the team interface of the target game application will display a prompt message for the common points and a first quick reply message for replying to the prompt message.

[0113] The commonalities refer to the identical content of the information on the two accounts, such as both using the same virtual object, both having the same virtual achievement, and both having won a number of game matches. This application does not specifically limit the determination of commonalities; those skilled in the art can set the criteria for determining commonalities according to actual needs.

[0114] The prompt message describes the commonalities, and the first quick reply message is used to reply to the prompt message. In this embodiment, the first account and the second account share the commonality of meeting social interaction conditions, and the first quick reply message is the quick reply message corresponding to the social interaction conditions.

[0115] (1.2) Scenario 2: If the second account joins the virtual team of the first account, a quick welcome message for the second account will be displayed in the team interface of the target game application.

[0116] If the virtual team containing the first account does not meet the required number of accounts, it can continue to wait for new teammates to join. At this point, the second account can join the virtual team containing the first account as a new teammate. A quick welcome message is used to welcome the second account.

[0117] In this embodiment, the second account joining the virtual team of the first account means that the first account and the second account meet the social interaction conditions, and the quick welcome message is the quick reply message corresponding to the social interaction conditions.

[0118] (1.3) Scenario 3: If the boasting information is displayed from the second account, then the second quick reply information for the boasting information will be displayed on the team interface of the target game application.

[0119] The "show-off message" is information used by the second account to show off or share, while the "second quick reply message" is used to reply to the "show-off message".

[0120] In this embodiment, the first account displays a boast message from the second account because the first account and the second account meet the conditions for social interaction, and the second quick reply message is the quick reply message corresponding to the social interaction conditions.

[0121] (1.4) Scenario 4: If no communication information is displayed within the first time period, quick communication information will be displayed on the team interface of the target game application.

[0122] The first duration is used to measure whether there is an inability to speak for an extended period. This application's embodiments do not specifically limit the first duration; it can be 20-30 seconds, etc. Quick communication messages are used for rapid communication. Communication messages are used for communication between accounts.

[0123] In this embodiment, if the first account does not display any communication information that meets the social interaction conditions within the first time period, the quick communication information is the quick reply information corresponding to the social interaction conditions.

[0124] (1.5) Case 5: If communication information is displayed, then the third quick reply information for the communication information will be displayed on the team interface of the target game application.

[0125] Different types of communication messages correspond to different third-party quick reply messages. These third-party quick reply messages are used to respond to communication messages.

[0126] In this embodiment, the first account displays communication information that meets the social interaction conditions, and the third quick reply information is the quick reply information corresponding to the social interaction conditions.

[0127] As one possible implementation, the team-up interface of the target game application can be displayed on different screens depending on the social interaction conditions. For example, it can be displayed on the team-up interface, the display interface during the game, the settlement interface, etc., and this application does not make specific limitations in this regard.

[0128] See Figure 5 This figure is a schematic diagram of a social recommendation information provided in an embodiment of this application. Figure 5 Taking the team-up process as an example, the system can monitor communication information and player information within the virtual team in real time. When the first account meets the information recommendation criteria, progress information is displayed. For example, in the quick communication area 503 of the team-up interface 500 of the target game application, the quick welcome message 501 "Welcome to the team" and the first quick reply message 502 "Game character A has a win rate of 50%" can be displayed. Furthermore, in... Figure 5 The text also displays quick reply information shown in the quick communication area 503 under other circumstances; please refer to Table 1 for details. Figure 5 .

[0129] In addition, users can trigger actions based on quick reply messages, sending quick reply messages to virtual teammates of the primary account in response to these trigger actions. See also Figure 6 The figure shows an embodiment of this application for... Figure 5 A diagram illustrating the process after the trigger operation is executed. Figure 6 In the context of user 03 as the first account, if user 03 triggers an action on the quick welcome message 501 "Welcome to the team", then the quick welcome message 501 "Welcome to the team" will be sent as a quick reply message to the virtual teammates of the first account, such as being displayed as 504 in the quick communication area 503, or in other words, displayed on the team's public screen.

[0130] Therefore, by refining information recommendation criteria into social interaction criteria, we can recommend quick and appropriate replies to users based on their social context. This helps users communicate better, encourages them to speak, increases their willingness to communicate, and motivates them to proactively communicate with their teams, thereby improving user retention. Furthermore, social interaction criteria can be further refined into multiple aspects, thus covering more scenarios where users might need to communicate, expanding application scenarios, and enhancing the user experience.

[0131] (2) Tactical communication: The information recommendation condition is that the first account and the third account are in a team state.

[0132] D1: If the first account and the third account are in a team, the recommended position configuration for the first account will be displayed in the team interface of the target game application.

[0133] The third account refers to the account in the target game application that teams up with the first account and can initiate game matches as a teammate of the first account. The recommended position configuration is determined from various position configurations included in the target game application based on the first account's historical match information. This configuration is recommended to the first account based on factors such as the virtual characters the first account is skilled at using and the roles they are best suited for in virtual teams. This application does not specifically limit this. Position configuration refers to the position occupied by a virtual character controlled by the account within a virtual team, and is related to the character's role in the virtual team, the character's virtual skills, and team tactics.

[0134] If the first and third accounts are in a team, it means they are about to start a game. Tactics suitable for the upcoming match can be recommended to both, such as displaying a recommended position configuration for the first account in the team interface of the target game application. For example, players can pre-select their position and hero in the quick phrase panel in the lower left corner, allowing them to communicate their desired positions and heroes in advance and form more reasonable tactical coordination with their teammates.

[0135] In this embodiment, the recommendation information corresponding to the information recommendation conditions is the recommendation position configuration for the first account.

[0136] Therefore, if multiple accounts are in a team and waiting to start a game, the recommended team composition for the first account can be displayed in the team interface of the target game application. By refining the information recommendation criteria to content related to tactical communication, users can communicate quickly and efficiently during the team formation process to better coordinate with each other in subsequent games. This encourages users to speak up, increases their willingness to communicate, and promotes proactive communication between users and the team, thereby improving user retention.

[0137] As one possible implementation, it is possible not only to display the recommended lineup configuration, but also to display the win rate corresponding to that recommended lineup configuration, that is, the probability of winning a game when the first account uses the recommended lineup configuration.

[0138] Therefore, while recommending suitable formation configurations to users, the system also displays the corresponding win rates, helping users determine whether to use the recommended formation configuration for this game, thereby improving the user's win rate and user experience.

[0139] As one possible implementation, it is possible to display not only one recommended position configuration, but also multiple recommended position configurations, so that users can choose their desired recommended position configuration from multiple options, thereby increasing users' willingness to communicate, attracting users to actively communicate with the team, and improving user retention.

[0140] As one possible implementation, while displaying multiple recommended lineup configurations, it is also possible to display the corresponding win rate for each recommended lineup configuration. This not only enriches the user's choices but also allows them to select the desired recommended lineup configuration based on the win rate, thereby improving the user's win rate in the next game and enhancing the user experience.

[0141] As one possible implementation, when displaying the recommended lineup configuration and win rate, if the user performs a trigger operation on the recommended lineup configuration, then in response to the trigger operation on the recommended lineup configuration, the recommended lineup configuration and the win rate corresponding to the recommended lineup configuration are sent to the virtual teammates of the first account.

[0142] Therefore, while sending the recommended lineup configuration to the virtual teammates of the first account, the system can also send the win rate corresponding to that configuration. This allows teammates to decide whether or not to assign the recommended lineup configuration to the first account. In other words, the first account can increase the trust of teammates through the win rate, thereby achieving the goal of using the recommended lineup configuration themselves while also improving teamwork, thus increasing the user's win rate in the next game and enhancing the user experience.

[0143] As one possible implementation, while multiple recommended position configurations can be displayed simultaneously, display space is limited. Displaying multiple recommended position configurations simultaneously may result in situations where users don't need them, and may also occupy limited display space. Therefore, this application provides a method for displaying multiple recommended position configurations by expanding the price control area, as detailed in E1-E2.

[0144] E1: Display the recommended team position configuration and expansion controls for the first account in the team interface of the target game application.

[0145] An expandable control is a control used to display multiple recommended position configurations. This application does not specifically limit the form of the expandable control; for example, the recommended position configuration itself can be triggered as an expandable control, or a control can be placed around the recommended position configuration as a standalone expandable control. Furthermore, the expandable control can also be a control triggered by a physical button, etc.

[0146] E2: In response to a trigger action on the expanded control, display multiple recommended position configurations included in the target game application.

[0147] If the user is not satisfied with the currently displayed recommended position configuration, they can trigger an operation on the expand control, thereby displaying multiple recommended position configurations included in the target game application in response to the trigger operation on the expand control. It should be noted that the multiple recommended position configurations displayed can be all position configurations included in the target game application, or they can be some position configurations suitable for recommendation to the first account; this application does not make specific limitations in this regard.

[0148] The embodiments of this application do not specifically limit the display order of multiple recommended position configurations. Multiple recommended position configurations can be displayed randomly, in a preset order, according to the usage frequency of the first account, or according to the win rate, etc. Those skilled in the art can set it according to actual needs.

[0149] Therefore, by expanding the control, more recommended array configurations can be displayed, thus displaying as much of the data needed by the user as possible within the limited display space, while also allowing the user to select the recommended array configuration they want, thereby improving the user experience.

[0150] This application does not specifically limit the recommended position configuration. Those skilled in the art can set it according to actual needs. The following description takes recommended position configuration as recommended positioning information and recommended role information as examples.

[0151] (2.1) The recommended array position configuration is the recommended positioning information.

[0152] This embodiment provides a specific implementation of the aforementioned D1, see F1.

[0153] F1: If the first account and the third account are in a team, the recommended location information for the first account will be displayed in the team interface of the target game application.

[0154] The recommended location information describes the role positioning of virtual objects used by the first account within a second time period that have a frequency exceeding a first frequency threshold. This application does not specifically limit the form of the recommended location information, such as text or icons; those skilled in the art can set it according to actual needs.

[0155] The second duration refers to a period of time, such as within two weeks, one week, or three days, and this application does not specify a particular duration. The frequency of use of recommended positioning information is used to describe the number of times a character positioning corresponding to a single recommended positioning information is used in multiple game matches started within the second duration. Character positioning refers to the main role that the virtual object is responsible for in the virtual team, such as the vanguard, sentry, or healer.

[0156] See Figure 7 This figure is a schematic diagram of recommended location information provided in an embodiment of this application. Figure 7 In the team-up interface 700 of the target game application, a quick communication area 701 displays a region 702 for displaying recommendation information. Within this region 702, a recommended location information 703, "Sentry Post," is displayed, indicating the first account is recommended. Simultaneously, the win rate corresponding to the "Sentry Post" (65%) is also displayed. If a user performs a trigger operation on the "Sentry Post," chat information 704, generated based on the "Sentry Post," will be displayed in the quick communication area 701: "User 03: I've reserved the sentry post; win rate 65%." This chat information can also be considered a form of recommended location information. It should be noted that if... Figure 7 The sub-image below shows the user 01's display interface, which can also display two recommended messages 705 for the chat message 704 sent by user 03: "666, the pro can carry me" and "I want to play too", in order to attract user 01 to speak.

[0157] See Figure 8 This figure is a schematic diagram of an expandable control provided in an embodiment of this application. Figure 8 In this scenario, user 03, acting as the primary account, can trigger an operation on the displayed expanded control 801 if they are dissatisfied with the currently displayed recommended location information 703 "sentinel." This triggers the display of four types of recommended location information 802 within the target game application, each with its corresponding win rate. As a possible implementation, after triggering the operation on the expanded control, the previously displayed recommended location information can be stopped, allowing for the display of more recommended location information within the limited display space. If the user triggers an operation on one type of recommended location information, it can then... Figure 7The corresponding implementation sends chat messages in the same way.

[0158] Therefore, refining the recommended position configuration into recommended positioning information can not only attract users to speak at the right time, but also enable users to use virtual objects they are more proficient in in subsequent game matches, thereby improving the win rate of the game, improving the cooperation between users in the game, and improving the user experience.

[0159] As one possible implementation, after displaying the recommended location information, a virtual object belonging to that recommended location information can also be displayed. That is, this application embodiment provides a specific implementation of S303, see F2 and F3.

[0160] F2: In response to a trigger action based on the recommended location information, display various virtual objects belonging to the role location corresponding to the recommended location information.

[0161] As one possible implementation, the target game application includes multiple virtual objects under the character positioning corresponding to each type of recommended positioning information. Different virtual objects have different virtual skills and gameplay, so as to provide users with a variety of rich gameplay.

[0162] Based on this, after selecting the desired role type corresponding to the recommended location information, users can then choose a virtual object from a variety of virtual objects belonging to that role type. Specifically, users can perform a trigger operation on the recommended location information, thereby displaying a variety of virtual objects belonging to the role type corresponding to the recommended location information in response to the trigger operation.

[0163] The embodiments of this application do not specifically limit the display order of multiple virtual objects. Multiple virtual objects can be displayed randomly, in a preset order, according to the usage frequency of the first account, or according to the win rate, etc. Those skilled in the art can set it according to actual needs.

[0164] F3: In response to a trigger action targeting a target virtual object among multiple virtual objects, send a notification to the virtual teammates of the first account.

[0165] The prompt is used to indicate the first account's desire to use the target virtual object. The target virtual object is the selected virtual object from a variety of virtual objects. When a user wants to select the target virtual object, a trigger operation can be performed on the target virtual object. In response to the trigger operation on the target virtual object from a variety of virtual objects, a prompt indicating that the first account wants to use the target virtual object is sent to the first account's virtual teammates.

[0166] See Figure 9This figure is a schematic diagram illustrating the selection of a target virtual object based on recommended location information, provided in an embodiment of this application. Figure 9 The system displays recommended location information 703 "Sentry Point" and its corresponding win rate of 65%. If a user performs a trigger operation on recommended location information 703 "Sentry Point," two virtual objects 901 corresponding to the recommended location information's role location will be displayed in the quick communication area 701: virtual character a and virtual character b. Virtual character a has a win rate of 82%, and virtual character b has a win rate of 73%. If the user selects virtual character a, the chat message generated based on the target virtual object, i.e., virtual character a, will be displayed in the quick communication area 701: "User 03: I've reserved virtual character a first, win rate 82%." This chat message can be understood as a prompt, indicating to other accounts that the first account wants to use the target virtual object.

[0167] Therefore, by refining the recommended position configuration into recommended location information, users can select the corresponding virtual object after selecting the desired recommended location information. This allows the system to filter virtual objects that match the selected location information from a variety of virtual objects. This not only makes it easier for users to quickly select the virtual object they want to use from a variety of virtual objects, but also allows the system to display the data that users need more in the limited display space, thus improving the user experience.

[0168] (2.2) The recommended formation configuration is the recommended character information.

[0169] This embodiment provides a specific implementation of the aforementioned D1, see G1.

[0170] G1: If the first account is in a team with other accounts, the recommended character information for the first account will be displayed in the team interface of the target game application.

[0171] The recommended role information describes virtual objects whose usage frequency exceeds a second frequency threshold within a third time period using the first account. This application does not specifically limit the form of the recommended role information, such as text or icons; those skilled in the art can set it according to actual needs. This application does not specifically limit the number of virtual objects indicated by the recommended role information; it can be one or multiple.

[0172] The third duration refers to a period of time, such as within two weeks, one week, or three days; this application does not specify a particular duration. The frequency of use of recommended character information describes the number of times a virtual object corresponding to a single recommended character information is used in multiple game sessions within the third duration.

[0173] See Figure 10This figure is a schematic diagram of recommended role information provided in an embodiment of this application. Figure 10 In the quick communication area 701 of the team-up interface 700 of the target game application, a region 1001 for displaying recommendation information is shown. Within this region 1001, two recommended character information 1002 for the first account are displayed: virtual character A and virtual character B. Furthermore, along with displaying the two recommended character information 1002, the win rates corresponding to each are also shown: virtual character A has a win rate of 82%, and virtual character B has a win rate of 73%. If the user performs a trigger action on virtual character A, chat information 1003 generated based on the recommended character information 1002 will be displayed in the quick communication area 701: "User 03: I want to play virtual character A, win rate 82%". It can be understood that this chat information can also be considered a type of recommended character information. It should be noted that if... Figure 10 The sub-image below shows the user 01's display interface, which can also display two recommended messages 1004 "Pro player can carry you" and "I want to play too (88% win rate)" sent by user 03, in order to attract user 01 to speak.

[0174] See Figure 11 This figure is one of the schematic diagrams of an expandable control provided in an embodiment of this application. Figure 11 In this example, only the quick communication area 701 in the team interface 700 is illustrated. Furthermore, if user 03, as the first account holder, is dissatisfied with the two virtual objects corresponding to the two currently displayed recommended character information 1002, they can trigger an operation on the displayed expansion control 1101 to display all or part of the recommended character information included in the target game application, such as... Figure 11 The document shows the virtual objects corresponding to the eight types of recommended location information 1103, as well as whether the user frequently uses them as an identifier.

[0175] As one possible implementation, each recommendation location information can also display its corresponding win rate. Figure 11 (Not shown). As one possible implementation, after a trigger operation is performed on the expanded control, the previously displayed recommended role information can be removed to allow for the display of more recommended role information within the limited display space. If the user performs a trigger operation on one type of recommended positioning information, it can be like... Figure 10 The corresponding implementation sends chat messages in the same way.

[0176] See Figure 12 This figure is a second schematic diagram of an expandable control provided in an embodiment of this application. Figure 12In this context, user 03, as the primary account, displays an expansion control 1201 on their corresponding card. When the user performs a trigger operation on the expansion control 1201, virtual objects corresponding to various recommended character information are displayed in response to this operation. Figure 12 Eight virtual objects are shown in the image.

[0177] Therefore, refining the recommended position configuration into recommended character information can not only attract users to speak at the right time, but also enable users to use virtual objects they are more proficient in in subsequent game matches, thereby improving the win rate of the game, improving the cooperation between users in the game, and improving the user experience.

[0178] As one possible implementation, when a recommended role is configured and a user performs a trigger action for a recommended role, the recommended role information is sent to the virtual teammates of the first account. After the team formation is completed, a virtual object selection interface will appear, where the virtual object corresponding to the recommended role information can be highlighted.

[0179] The embodiments of this application do not specify the method of highlighting, such as displaying the virtual object corresponding to the recommended role information at the forefront of multiple virtual objects, adding a border to the virtual object corresponding to the recommended role information, highlighting it, etc., so as to achieve the highlighting of the virtual object corresponding to the recommended role information among multiple virtual objects, so that users can quickly notice and select the virtual object.

[0180] See Figure 13 This figure is a schematic diagram of a virtual object selection interface provided in an embodiment of this application. Figure 13 In the process, user 03 pre-selects virtual character a in the team-up interface. Then, when multiple virtual objects are displayed in the virtual object selection interface 1300, the virtual character a pre-selected by user 03 is displayed first, and virtual character a is distinguished by the label "Want to play", so that user 03 can quickly select virtual character a.

[0181] Therefore, the team-up interface can pre-select virtual objects through the recommended information. Then, in the virtual object selection interface, the pre-selected virtual objects will be highlighted, making it convenient for users to quickly locate and select them, thus improving the user experience.

[0182] Type 2: Showcasing the bond with teammates.

[0183] H1: If the first account and the fourth account have a bond relationship, the account association content determined based on the bond relationship will be displayed in the team interface of the target game application.

[0184] The fourth account refers to any account included in the target game application other than the first account. It may be the same as or different from the second account. For example, the fourth account could be one of the virtual teammates of the first account, meaning the user holding the fourth account is a teammate of the user holding the first account. Alternatively, the fourth account could be an account included in the game match where the first account is playing, such as the fourth account belonging to a different faction than the first account.

[0185] The term "bond relationship" is used to describe the bond between accounts, such as a friend bond relationship or having commonalities. This application does not make specific limitations on this. The following will illustrate this with two examples, such as the two scenarios where the fourth account is the first account's teammate.

[0186] If the first account and the fourth account have a bond relationship, it means that there is a bond between the first account and the second account. Based on this bond relationship, interaction between the first account and the fourth account can be initiated, making the interaction more engaging. This means that the account association content determined by the bond relationship will be displayed in the team-up interface of the target game application.

[0187] Account-linked content is used to describe the bond between the first and fourth accounts, thereby starting a conversation between the first and fourth accounts.

[0188] In this embodiment, the information recommendation condition is that the first account and the fourth account satisfy a bond relationship, and the recommended information corresponding to the information recommendation condition is account-related content determined based on the bond relationship. The account-related content corresponding to different bond relationships is different, and this application does not make specific limitations on this. The following uses the fourth account being a teammate of the first account as an example to illustrate the three situations.

[0189] (2.1) Case 1: If the first account and the fourth account have a friend relationship, the first quick recommendation content describing the friend relationship will be displayed in the interface of the target application.

[0190] Among them, the friend bond relationship is used to describe whether the first account and the fourth account are friends. For example, whether the first account and the fourth account have added each other as friends. If they have added each other as friends, content related to the friends can be displayed, making it easier to start communication.

[0191] The first quick recommendation content is generated based on the friend relationship, such as "became friends for XX days", "win rate in team games is XX%", "shared win rate in XX games", etc.

[0192] (2.2) Scenario 2: If the first account and the fourth account do not have a friend bond relationship but have common points, then the second quick recommendation content based on the common points will be displayed in the team interface of the target game application.

[0193] The commonalities refer to the identical content of the information on the two accounts, such as both using the same virtual object, both having the same virtual achievement, and both having won a number of game matches. This application does not specifically limit the determination of commonalities; those skilled in the art can set the criteria for determining commonalities according to actual needs.

[0194] The second quick recommendation content is generated based on commonalities, such as "3 mutual friends", "both won xx games", "from the same team", "all in City A", etc. The second quick recommendation content generated based on commonalities is more likely to arouse users' interest in communication and generate topics of conversation.

[0195] (2.3) Scenario 3: If the first account and the fourth account do not have a friend bond relationship or common points, then the third quick recommendation content describing the prominent attributes of the fourth account will be displayed in the team interface of the target game application.

[0196] The prominent attributes of the fourth account are used to describe the more prominent content of the fourth account. The third quick recommendation content determined based on the prominent attributes can be "collection level xx", "A 5th virtual character a", "liked xx times", etc., thereby initiating communication by attracting users' admiration psychology.

[0197] In other words, if the other party is my friend, the first quick recommendation content will be displayed based on case one (2.1); if the other party is not my friend, it will check if there is any information related to me that can be a common point. If there is, the second quick recommendation content will be displayed based on case two (2.2); if not, the third quick recommendation content will be displayed based on case three (2.3).

[0198] See Figure 14 This figure is a schematic diagram illustrating the display of account-related content according to an embodiment of this application. Figure 14 The image shows the cards of four accounts forming a team in the team-up interface 1400, with user 03 as the first account. The cards of the other accounts in the virtual team display account-related information. For example, user 04's card displays the first quick recommendation 1401 "Friends for 501 days" based on scenario (2.1), and the second quick recommendation 1403 "3 are mutual friends" based on scenario (2.2). By displaying social or performance-related information with teammates, this helps users understand each other's backgrounds and characteristics, promoting team trust.

[0199] Therefore, by refining information recommendation criteria into "bond relationships," we can recommend quick replies suitable for users' statements based on whether they have a bond (such as being friends or sharing common interests). This helps users communicate better, encourages them to speak, increases their willingness to communicate, and attracts users to proactively communicate with their teams, thereby improving user retention. Furthermore, bond relationships can be further refined into multiple aspects, making them more suitable for users' communication needs in different scenarios, more attractive to users, and thus further covering scenarios where users might need to communicate, expanding application scenarios, and improving user experience.

[0200] As one possible implementation, the team-up interface of the target game application can not only display account-related content, but also interactive controls for account-related content, which are used to interact between the first account and the fourth account.

[0201] The embodiments of this application do not specifically limit the types of interactive controls, such as like controls, add friend controls, message controls, etc., and those skilled in the art can set them according to actual needs.

[0202] Continuing with 14, in the team interface 1400, a "like" control 1402 is displayed for the first quick recommendation 1401 "501 days as friends," and a "add friend" control 1404 is displayed for the second quick recommendation 1403 "3 mutual friends." Thus, users can like their teammates' achievements or social information through various interactive controls and account-linked content, which the system automatically sends to the team's public chat, triggering an icebreaker conversation; users can also send friend requests by clicking the "add friend" control to further get to know each other.

[0203] Therefore, interactive controls enable users to further interact with corresponding accounts based on account-linked content, triggering icebreaker topics, thereby attracting users to speak, increasing their willingness to communicate, encouraging users to actively communicate with the team, further improving the interaction effect, increasing user retention rate, and enhancing the user experience.

[0204] As one possible implementation, this application provides a specific implementation of H1, see I1.

[0205] I1: In response to the fourth account joining the virtual team of the first account, if the first account and the fourth account have a bond relationship, the account association content determined by the bond relationship and the characteristic information of the fourth account will be displayed in the team interface of the target game application.

[0206] The feature information is used to describe the attributes of the fourth account, such as frequently used virtual objects, frequently used role positions, collections, virtual achievements, game rank, etc. This application does not make specific limitations on this.

[0207] See Figure 15 This figure is a schematic diagram illustrating the display of feature information provided in an embodiment of this application. Figure 15 In the game, user 03 is the first account and user 04 is the fourth account. The fourth account is a newly added teammate in the slave team. The first account and the fourth account have a bond relationship. Therefore, the team interface of the target game application will display the account association content "3 mutual friends" determined by the bond relationship and the characteristic information 1501 of the fourth account, which shows the icons of the three virtual objects commonly used by the fourth account.

[0208] Therefore, when a new account joins a virtual team as a new teammate, it can not only display the account association information between the account and the user, but also display the account's characteristic information, so that users can better understand their new teammates and improve their cooperation in subsequent game matches, thereby enhancing the user experience.

[0209] As one possible implementation, I2 can be executed after I1 is executed. I2 will be explained below.

[0210] I2: After the fourth duration of displaying feature information, cancel the display of feature information and display account-related content.

[0211] The fourth duration is a period of time, which can be 3 seconds, 2 seconds, etc. This application does not make a specific limitation on it.

[0212] Therefore, by first displaying the feature information and account-related content for the fourth time, and then canceling the display of the feature information and only showing the account-related content, users are made to pay more attention to the account-related content, which attracts users to communicate. The feature information is only used to provide relevant information about the fourth account in order to improve the credibility of the account-related content, attract users to speak, increase users' willingness to communicate, attract users to actively communicate with the team, and improve user retention.

[0213] This application does not specifically limit the method of canceling the display of feature information. The following describes one method as an example, see J1-J3, where J1-J2 is a specific implementation of the aforementioned I1 and J3 is a specific implementation of the aforementioned I2.

[0214] J1: Display multiple card faces in the team-up interface of the target game application.

[0215] The card is used to describe the accounts included in the virtual team to which the first account belongs. Different cards correspond to different accounts. The card includes a first side and a second side.

[0216] J2: On the first face of the target card corresponding to the fourth account, display the account association content determined based on the bond relationship and the characteristic information of the fourth account.

[0217] The target card face is the card face corresponding to the fourth account among multiple card faces. The first face of the target card face is used to display account-related content and feature information.

[0218] J3: After displaying the first side of the target card for four hours, flip the first side of the target card to display the second side of the target card.

[0219] The second page is used to display account-related content, but does not display the characteristic information of the fourth account.

[0220] For example, when a new user joins the team, their frequently used virtual objects and account-related content are automatically displayed on their card for 3 seconds, emphasizing their personal information. After 3 seconds, the card flips to its normal appearance, displaying only the account-related content.

[0221] Therefore, account-related content and feature information can be displayed by flipping the card. That is, the account-related content and feature information are displayed first, and after a fourth time, the card is flipped to remove the feature information and only display the account-related content. This gives users a dynamic feeling, improves the visual effect, attracts users to watch the card flipping process, and further attracts users to watch the account-related content, thereby encouraging users to communicate.

[0222] Type 3: Multi-touchpoint microphone initiation.

[0223] K1: If the first account meets the recommended communication conditions, the recommended voice content corresponding to the recommended communication conditions will be displayed in the team interface of the target game application.

[0224] The recommended communication conditions refer to the conditions under which an account needs to conduct voice communication. This application does not specify these conditions, but will illustrate them using three examples later. Recommended voice content is the content used to recommend enabling voice communication, and can take different forms depending on the specific recommended communication conditions. Four examples are provided below, see Table 2.

[0225] Table 2

[0226]

[0227] In other words, there are four specific implementation methods for K1, as shown in Table 2, which will be explained below.

[0228] (3.1) Scenario 1: If the fifth account joins the virtual team of the first account, the first recommended voice message will be displayed in the team interface of the target game application.

[0229] The first recommendation to enable voice content is used to welcome the fifth account via voice. For example, when the first account invites the fifth account to join the virtual team, it can display "Let me introduce user 05 to everyone?" to the first account. The fifth account is an account that joins the virtual team other than the first account and can serve as the first account's new teammate.

[0230] (3.2) Case 2: If the frequency of text messages sent by the first account is greater than the third frequency threshold, or the number of characters in the text messages received by the first account is greater than the number of characters threshold, then the second recommended voice content will be displayed in the team interface of the target game application.

[0231] This application does not specifically limit the third frequency threshold. If the frequency of the first account sending text messages is greater than the third frequency threshold, it means that the first account sends text messages at a higher frequency. Therefore, it is advisable to suggest that the user turn on voice to speed up communication efficiency.

[0232] This application does not specifically limit the word count threshold. If the number of words in the text message received by the first account exceeds the word count threshold, it indicates that the content is relatively complex and replying may be troublesome. In this case, it may be recommended that the user enable voice.

[0233] The second recommended content is content that suggests users enable voice communication.

[0234] (3.3) Scenario 3: If no messages are received from other accounts within the fifth time period, the third recommended voice content will be displayed in the team interface of the target game application.

[0235] Other accounts refer to accounts other than the first account. This application embodiment does not specifically limit the fifth time period. If no messages are received from other accounts within the fifth time period, it indicates that there has been a long period of silence in the current chat channel, and the user can be advised to enable voice communication. The third recommended content for enabling voice communication is the content that the user is advised to enable voice communication.

[0236] (3.4) Scenario 4: If the first account has voice enabled and the teammate's account has not, then a prompt to enable voice will be displayed in the team interface of the target game application.

[0237] Among them, the teammate account is the account that forms a virtual team with the first account. If the first account has voice chat enabled but the teammate account has not, communication may be limited because the teammate account has not enabled voice chat. Therefore, the team interface of the target game application can display a prompt to the teammate account to enable voice chat.

[0238] See Figure 16 This figure is a schematic diagram illustrating a display of recommended voice content provided in an embodiment of this application. Figure 16 In the team interface 1600, the quick communication area 1601 displays the first recommended voice message 1602 "Let me introduce user 04 to everyone" obtained from case (3.1) 1. In addition, the second recommended voice message obtained from case (3.2) 2, the third recommended voice message obtained from case (3.3) 3, and the prompt voice message obtained from case (3.4) 4 are also displayed.

[0239] In other words, the first three scenarios involve continuous system monitoring. When these scenarios occur, the system recommends that the user enable voice communication, displaying a guide bubble above the voice enable button. The user can then follow the guidance and click the voice control 1603 to initiate voice communication. The system will automatically adjust microphone permissions and activate voice chat. The fourth scenario involves recommending that teammates enable voice communication.

[0240] Therefore, by refining information recommendation criteria into recommended communication criteria, suitable times for voice communication can be suggested to users, thereby helping them communicate better, encouraging them to speak, increasing their willingness to communicate, and attracting them to proactively communicate with their teams, ultimately improving user retention. Furthermore, automatically guiding users to initiate voice communication in different scenarios, or prompting teammates to remind each other, not only improves the efficiency of voice communication and optimizes team collaboration, but also expands the application scope and enhances the user experience by further refining the scenarios that users might need to communicate in.

[0241] As one possible implementation, if a teammate sends a prompt to enable voice chat, a quick reply can be displayed in response to that prompt. This quick reply is used to respond to the teammate.

[0242] See Figure 17 This figure is a schematic diagram illustrating a display of quick reply content provided in an embodiment of this application. Figure 17In the game, User 02 is the first account, and they team up with User 03 and User 04 to start a match. During this time, an unknown User 01 joins, and User 05 is waiting to join. When User 03 notices that teammates User 02 and User 04 haven't turned on their voice chat, they send a prompt to turn it on (1701): "@User 02, User 04, turn on your microphones quickly and let's communicate." This prompt (1701) will appear in the quick communication area (1601) on the team interface (1600). At this time, User 02's screen not only displays the prompt (1701): "@User 02, User 04, turn on your microphones quickly and let's communicate," but also displays quick replies (1702): "Okay, bro" and (1703): "No, no," quickly responding to User 03. Furthermore, the display screen of the first user 02 not only displays the voice control 1603 for the entire virtual team, i.e., the brigade, to enable voice communication within the brigade, but also displays the voice control 1704 for communication within the squad (i.e., composed of users 02, 03, and 04). As one possible implementation, the voice control 1704 can be displayed for a period of time and then disappear, allowing the user to activate their microphone with a single click by performing a trigger operation on the control.

[0243] Therefore, it can not only display prompts to enable voice messages, but also display quick replies to those prompts. This not only suits the situation and enables quick responses between teammates, but also promotes communication between users and increases the frequency of communication.

[0244] After introducing the method of providing recommendation information in the embodiments of this application from the perspective of visualization, the following describes the method of providing recommendation information in the embodiments of this application from the perspective of backend technology.

[0245] It should be noted that the explanation from the perspective of the backend technology provided in this application is not the only means of implementation on the visualization side; it is merely an example and does not limit this application.

[0246] The following section will first explain Type 1: Quick Content Recommendation Based on Context.

[0247] This function can be implemented through a context-aware system, the core of which is to analyze the current environment in real time, match predefined phrase templates through a rule engine to determine whether the social interaction conditions are met, and dynamically generate quick reply information corresponding to the social interaction conditions after the conditions are met.

[0248] (1) Basis for rule judgment:

[0249] The system continuously monitors various context signals. The recognition rule library is shown in Table 1 above, mainly including common topic, welcoming new teammates, showing off and complimenting, breaking the ice in awkward silence, intelligent reply, etc.

[0250] (2)Detailed technical implementation process.

[0251] See Figure 18 , which is a flowchart of a quick content recommendation for identifying situations provided by an embodiment of this application. It is mainly divided into the following three stages.

[0252] Stage 1: Situation monitoring and aggregation

[0253] The client has a context management module (Context Manager), which has a variety of built-in monitors (Watchers), and will be described separately below.

[0254] 1) Chat monitor (ChatWatcher): Monitor the message stream for communication, perform keyword matching (such as the regular expression: people come|is there anyone|? $ / ) and cold silence timing (setTimeout).

[0255] 2) Team monitor (TeamWatcher): Monitor team member change events.

[0256] 3) UI operation monitor (UIActionWatcher): Monitor the user's local UI operations, such as preselecting virtual objects, performing trigger operations on the like control, etc.

[0257] Based on the above monitors, S1801 and S1802 can be executed.

[0258] S1801: Log in to the target game application through the first account.

[0259] S1802: Continuously monitor the situation of the first account and aggregate the situation signals to obtain aggregated situation signals.

[0260] Stage 2: Rule matching and phrase generation

[0261] The aggregated situation signals are sent to the client rule engine, and the engine workflow is as follows:

[0262] 1) Match: The engine traverses all rules and finds all rules whose conditions match the input signals, that is, social interaction conditions.

[0263] 2) Filter: Filter out the top 3-5 social interaction conditions according to the rule priority and weight.

[0264] 3) Execute: Execute the action corresponding to the social interaction condition, i.e., generate the quick reply information corresponding to the social interaction condition. For templates that require dynamic parameters, the engine will call the local parameter parser to replace the placeholders with real data (such as the name of the virtual object).

[0265] The steps corresponding to the above workflow are S1803-S1807.

[0266] S1803: Input the aggregated contextual signals into the rule engine.

[0267] S1804: By matching, filtering and executing, if the first account and the second account are determined to meet the social interaction conditions, a quick reply template corresponding to the social interaction conditions is generated.

[0268] S1805: Determine whether the quick reply template requires parameter filling.

[0269] S1806: If so, fill in the corresponding parameters in the quick reply template.

[0270] S1807: Generate quick reply information.

[0271] Phase 3: UI Updates and Communication

[0272] 1) Technical Implementation: The generated quick reply information is updated in the client's state management library. The UI component subscribes to this state and automatically re-renders the quick phrase panel.

[0273] 2) Message sending: After the trigger operation is performed on the quick reply message, the client directly calls the chat service to send the quick reply message to the team channel so that it can be displayed on the public screen of the virtual team.

[0274] The above process corresponds to S1808-S1811.

[0275] S1808: Update the local UI status based on quick reply information.

[0276] S1809: Re-render the quick phrase panel to display quick reply information corresponding to social interaction conditions.

[0277] The quick phrase panel is a part of the team interface of the target game application.

[0278] S1810: Get the trigger action for quick reply information.

[0279] S1811: In response to a triggered action for a quick reply message, send a quick reply message via the chat service.

[0280] Then, we will explain type two: showcasing the bond with teammates.

[0281] This feature aims to calculate and visualize the correlation between social interactions and performance records among players in real time. The technical processing steps include data collection, feature calculation, rule determination, and UI rendering.

[0282] (1) Rule judgment and context recognition:

[0283] The system uses a priority-based decision-making rule to determine which type of account-related content to display based on information such as the intimacy and strength of the connection between players. The decision-making logic follows a decision tree; its core rules can be found here. Figure 19 .

[0284] See Figure 19 The figure is a schematic diagram of determining account-related content provided in an embodiment of this application.

[0285] S1901: Calculate whether the current teammates meet the synergy requirements.

[0286] The current teammate's account is designated as the fourth account.

[0287] S1902: Determine whether the first account and the fourth account have a friend relationship.

[0288] S1903: If so, generate the first quick recommendation content.

[0289] For example, generate the highest priority first quick recommendation content, such as a 72% win rate in team battles.

[0290] S1904: If not, determine whether the first account and the fourth account have anything in common.

[0291] Commonalities can include whether the number of mutual friends is greater than or equal to 3, the number of games played together in the past 30 days is greater than or equal to 3, or the geographical location is the same city, etc.

[0292] S1905: If so, generate a second quick recommendation.

[0293] For example, generate the first quick recommendation with the highest priority, such as 3 mutual friends.

[0294] S1906: If not, generate a third quick recommendation.

[0295] For example, generate the highest priority first quick recommendation content, such as content that has received 1,000 likes.

[0296] S1907: Returns the account-related content corresponding to the bond relationship.

[0297] The content associated with an account can be the first, second, or third quick recommendation content.

[0298] (2) Detailed technical implementation process:

[0299] See Figure 20 The figure is a flowchart of an interaction with teammates provided in an embodiment of this application.

[0300] The entire technical implementation, from event triggering to final UI rendering, follows this process:

[0301] S2001: Event triggered.

[0302] 1) Triggering conditions: Players enter the team lobby (onEnterLobby), new members join the team (onMemberJoined), and players manually refresh the page (onManualRefresh).

[0303] Players may modify the data, so the accuracy of the data can be ensured by having players actively refresh it.

[0304] 2) Technical implementation: The client subscribes to the above events through an event listener.

[0305] S2002: Parallel data query.

[0306] After the client triggers an event, it asynchronously calls (Async / Await) multiple backend microservice interfaces to retrieve data in parallel, ensuring efficiency.

[0307] For example, you can query social graph data to obtain friend relationships and mutual friend relationships. You can also pull match history data to obtain data such as the number of matches played together, win rate, and rating. Furthermore, you can query player profile data to obtain data such as geographical location, virtual achievements, and number of likes.

[0308] S2003: Data aggregation and feature calculation.

[0309] Technical implementation: After receiving the raw data, the backend service hands it over to the Rules Engine for execution. Figure 19 The aforementioned decision-making logic involves the engine calculating 1-3 optimal account-related content for each teammate based on predefined priority rules.

[0310] 1) The format for content associated with a single account can be: { type: 'common_friends', text: '3 mutual friends', priority: 2, metadata: {...}}. Here, 'type' represents the relationship type, 'text' represents the account association content, 'priority' represents the priority, and 'metadata' represents other supplementary data.

[0311] S2004: Aggregates the account association information of all teammates.

[0312] S2005: Returns account-related content to the client.

[0313] S2006: Rendered on the client side, displaying account association content determined based on bond relationships, as well as interactive controls for account association content, in the team interface of the target game application.

[0314] The client receives a list of bond information (Array) <bondobject>After that, the components on each teammate card are dynamically rendered according to the data.

[0315] Data shows: bind BondObject.text to the text component.

[0316] S2007: Interaction processing: get the trigger operation for the interactive control.

[0317] Interaction processing: bind events for "like", "add friends", etc. controls.

[0318] Finally, type three: multi-touch microphone guide is explained.

[0319] This function can improve the microphone rate through active guidance by the system and passive invitation by the player, involving real-time state synchronization, directive message pushing and one-key operation optimization.

[0320] (1) System guided microphone:

[0321] The rules of system guidance are similar to the phrase recommendation mentioned above, but focus on encouraging voice communication. The rule library is shown in Table 2.

[0322] This part can share the same context awareness framework with the quick content recommendation of type one recognition context. After matching to the microphone guidance rule, the engine outputs guidance scripts and controls.

[0323] UI implementation: the guidance bubble is an absolutely positioned component that appears above the microphone button. Click the "start voice" button, the client applies for microphone permission, and after success, automatically connects to the voice channel through the voice SDK.

[0324] (2) Teammate invitation to open microphone:

[0325] Teammate invitation to open microphone is an interactive process, and its technical process involves state synchronization and real-time instruction pushing. See Figure 21 .

[0326] See Figure 21 , which is a flowchart of teammate invitation to open microphone provided by the embodiments of the present application.

[0327] S2101: The inviter client sends an invitation to open microphone to the game server for the teammate.

[0328] For example, when the player clicks "@mic-off player, open microphone quickly", the client does not send pure text, but constructs a structured instruction message (such as JSON: { "cmd": "mic_invite", "targetUserId": 123456}) and sends it through the real-time signaling service of the game server.

[0329] S2102: The game server pushes the microphone opening invitation to the target client through the WebSocket connection.

[0330] The target client, i.e., the teammate's client, can be referred to as the invitee client.

[0331] S2103: After receiving the microphone opening invitation, the invitee client parses and locally renders a countdown bubble UI.

[0332] The countdown bubble UI can disappear after 3 seconds.

[0333] S2104: The invitee client agrees to the microphone opening invitation.

[0334] One-key microphone opening: clicking the confirmation button on the bubble triggers an encapsulated handleInviteAccept() function, which internally performs the operations of applying for the microphone permission and connecting to the voice channel.

[0335] At the same time, the client automatically sends a preset quick reply content (such as "OK") in the chat channel, completing the entire interactive loop.

[0336] S2105: The invitee client rejects the microphone opening invitation.

[0337] Destroying the bubble, no operation or sending "no". Timeout will also default the invitee client to reject the microphone opening invitation.

[0338] Therefore, through the combination of intelligent phrase recommendation and bond display, the participation and quality of team communication are effectively improved. By displaying the bonds between players, players are encouraged to interact according to common topics and quickly establish trust; intelligent quick phrases are introduced to improve communication efficiency; and players are encouraged to open the voice in multiple touch points to increase the willingness of players to open the microphone. The effectiveness and pertinence of player communication and interaction in the team interface are overall enhanced.

[0339] For the method of recommending information described above, the application further provides a corresponding device for recommending information, so that the method of recommending information described above can be applied and implemented in practice.

[0340] Referring to Figure 22 , the figure is a structural schematic diagram of a device for recommending information provided by an embodiment of the application. As Figure 22 shown, the device for recommending information 2200 includes a login unit 2201, a display unit 2202, and a recommendation unit 2203.

[0341] The login unit 2201 is configured to log in to a target game application through a first account.

[0342] The display unit 2202 is used to display recommended information corresponding to the information recommendation conditions in the team interface of the target game application if the first account meets the information recommendation conditions. Different information recommendation conditions correspond to different recommended information.

[0343] The recommendation unit 2203 is used to send the recommendation information to the virtual teammates of the first account in response to a trigger operation on the recommendation information.

[0344] As can be seen from the above technical solution, after a user logs into the target game application through their first account, the user no longer needs to actively search for shortcuts using features like quick chat. Instead, the target game application determines the status of the first account, and if it meets the information recommendation criteria, it recommends relevant information to the user in the team-up interface. Different information recommendation criteria correspond to different recommended information, thus providing users with suitable information for different situations. Users can access relevant information without actively searching, improving search efficiency. Furthermore, displaying recommended information in the team-up interface allows for communication before the game starts, improving team communication efficiency. When a user triggers an action based on the recommended information, they can send the recommended information to their virtual teammates, enabling communication with virtual teammates. This reduces the burden of manual input, improving communication efficiency, attracting users to actively communicate with their team, increasing user willingness to communicate, leading to better team tactical cooperation and social conversion, and ultimately improving user retention.

[0345] As one possible implementation, if the first account meets the information recommendation criteria, then the display unit 2202 is specifically used for:

[0346] If the first account meets multiple of the aforementioned information recommendation conditions, then the recommended information corresponding to each of the multiple information recommendation conditions will be displayed in the team interface of the target game application.

[0347] The recommendation unit 2203 is specifically used for:

[0348] In response to a triggered operation targeting a specific recommendation among the various types of recommendation information, the target recommendation information is sent to the virtual teammates of the first account.

[0349] As one possible implementation, the recommendation unit 2203 is specifically used for:

[0350] In response to a trigger operation for the recommendation information, the recommendation information is sent to accounts in the game lobby, including accounts in the virtual team to which the first account belongs.

[0351] As one possible implementation, if the information recommendation condition is that the first account and the second account meet the social interaction condition, then the display unit 2202 is specifically used for:

[0352] If the first account and the second account meet the social interaction conditions, then the quick reply information corresponding to the social interaction conditions will be displayed in the team interface of the target game application, where the second account is an account included in the target game application other than the first account.

[0353] As one possible implementation, the display unit 2202 is specifically used to perform at least one of the following methods:

[0354] Method 1: If the first account and the second account have something in common, then display a prompt message about the commonality and a first quick reply message for replying to the prompt message in the team interface of the target game application;

[0355] Method 2: If the second account joins the virtual team of the first account, a quick welcome message for the second account will be displayed in the team-up interface of the target game application;

[0356] Method 3: If the boasting information is displayed from the second account, then a second quick reply message for the boasting information will be displayed on the team interface of the target game application;

[0357] Method 4: If no communication information is displayed within the first time period, quick communication information will be displayed on the team interface of the target game application;

[0358] Method 5: If communication information is displayed, a third quick reply message for the communication information will be displayed on the team interface of the target game application. Different communication information corresponds to different third quick reply messages.

[0359] As one possible implementation, the display unit 2202 is specifically used for:

[0360] If the first account and the third account are in a team-up state, a recommended position configuration for the first account will be displayed in the team-up interface of the target game application. The recommended position configuration is determined based on the historical game information of the first account. The third account is the account in the target game application that is in a team-up state with the first account.

[0361] As one possible implementation, the recommended positions are configured as recommended positioning information or recommended role information;

[0362] The recommended positioning information is used to describe the role positioning of virtual objects used by the first account with a frequency greater than a first frequency threshold within a second time period; the recommended role information is used to describe virtual objects used by the first account with a frequency greater than a second frequency threshold within a third time period.

[0363] As one possible implementation, if the recommended array position is configured as the recommended positioning information, then the display unit 2202 is specifically used for:

[0364] In response to a trigger operation on the recommended location information, various virtual objects belonging to the role location corresponding to the recommended location information are displayed;

[0365] In response to a trigger operation targeting a target virtual object among the various virtual objects, a prompt is sent to the virtual teammates of the first account, the prompt indicating the first account's intention to use the target virtual object.

[0366] As one possible implementation, if the recommended position is configured with the recommended role information, then the display unit 2202 is further configured to:

[0367] In the virtual object selection interface, the virtual object corresponding to the recommended role information is highlighted.

[0368] As one possible implementation, the display unit 2202 is specifically used for:

[0369] The recommended team formation for the first account is displayed in the team formation interface of the target game application, along with the win rate corresponding to the recommended team formation.

[0370] As one possible implementation, the recommendation unit 2203 is specifically used for:

[0371] In response to a trigger operation for the recommended position configuration, the recommended position configuration and the corresponding win rate are sent to the virtual teammates of the first account.

[0372] As one possible implementation, the display unit 2202 is specifically used for:

[0373] The recommended formation configuration and expansion controls for the first account are displayed in the team-up interface of the target game application;

[0374] In response to a trigger operation on the expanded control, various recommended position configurations included in the target game application are displayed.

[0375] As one possible implementation, if the information recommendation condition is that the first account and the fourth account satisfy a bond relationship, then the display unit 2202 is specifically used for:

[0376] If the first account and the fourth account satisfy the bond relationship, then the account association content determined based on the bond relationship will be displayed in the team interface of the target game application, wherein the fourth account is an account included in the target game application other than the first account.

[0377] As one possible implementation, the display unit 2202 is specifically used to perform at least one of the following methods:

[0378] Method 1: If the first account and the fourth account have a friend relationship, then the first quick recommendation content describing the friend relationship will be displayed in the interface of the target application.

[0379] Method 2: If the first account and the fourth account do not have the aforementioned friend bond relationship but have commonalities, then the second quick recommendation content based on the commonalities will be displayed in the team-up interface of the target game application.

[0380] Method 3: If the first account and the fourth account do not have the aforementioned friend bond relationship and commonalities, then a third quick recommendation content describing the prominent attributes of the fourth account will be displayed in the team-up interface of the target game application.

[0381] As one possible implementation, the display unit 2202 is specifically used for:

[0382] The team-up interface of the target game application displays account association content determined based on the bond relationship, as well as interactive controls for the account association content. The interactive controls are used to interact with the fourth account through the first account.

[0383] As one possible implementation, the display unit 2202 is specifically used for:

[0384] In response to the fourth account joining the virtual team of the first account, if the first account and the fourth account satisfy the bond relationship, the account association content determined based on the bond relationship and the feature information of the fourth account are displayed in the team interface of the target game application. The feature information is used to describe the attributes of the fourth account.

[0385] As one possible implementation, the display unit 2202 is further configured to:

[0386] After displaying the feature information for a fourth period of time, the feature information is canceled and the account-related content is displayed.

[0387] As one possible implementation, the display unit 2202 is specifically used for:

[0388] Multiple card faces are displayed in the team-up interface of the target game application. The card faces are used to describe the accounts included in the virtual team to which the first account belongs, and different card faces correspond to different accounts.

[0389] On the first side of the target card corresponding to the fourth account, the account association content determined based on the bond relationship and the characteristic information of the fourth account are displayed;

[0390] After the fourth time period of displaying the first side of the target card, the first side of the target card is flipped to display the second side of the target card, which is used to display the account-related content.

[0391] As one possible implementation, if the information recommendation condition is a recommendation communication condition, then the display unit 2202 is specifically used for:

[0392] If the first account meets the recommended communication conditions, the recommended voice content corresponding to the recommended communication conditions will be displayed in the team interface of the target game application.

[0393] As one possible implementation, the display unit 2202 is specifically used to perform at least one of the following methods:

[0394] Method 1: If the fifth account joins the virtual team of the first account, the first recommended voice chat content will be displayed in the team-up interface of the target game application;

[0395] Method 2: If the frequency of text messages sent by the first account is greater than the third frequency threshold, or the number of characters in the text messages received by the first account is greater than the number of characters threshold, then the second recommended voice content will be displayed in the team interface of the target game application.

[0396] Method 3: If no messages are received from other accounts within the fourth time period, the third recommended voice chat option will be displayed in the team interface of the target game application.

[0397] Method 4: If the first account has voice enabled and the teammate's account has not, then a prompt to enable voice will be displayed for the teammate's account in the team interface of the target game application.

[0398] As one possible implementation, the display unit 2202 is further configured to:

[0399] If the prompt to enable voice content is received, a quick reply will be displayed in response to the prompt.

[0400] This application also provides a computer device, which can be a server or a terminal device. The computer device provided in this application will be described below from a hardware implementation perspective. Figure 23 The diagram shown is a structural schematic of the server. Figure 24 The diagram shown is a structural schematic of the terminal device.

[0401] See Figure 23 This figure is a schematic diagram of a server structure provided in an embodiment of this application. The server 2300 can vary significantly due to different configurations or performance. It may include one or more processors 2322, such as a central processing unit (CPU), memory 2332, and one or more storage media 2330 (e.g., one or more mass storage devices) for application programs 2342 or data 2344. The memory 2332 and storage media 2330 can be temporary or persistent storage. The program stored in the storage media 2330 may include one or more modules (not shown in the figure), each module may include a series of instruction operations on the server. Furthermore, the processor 2322 may be configured to communicate with the storage media 2330 and execute the series of instruction operations in the storage media 2330 on the server 2300.

[0402] Server 2300 may also include one or more power supplies 2326, one or more wired or wireless network interfaces 2350, one or more input / output interfaces 2358, and / or one or more operating systems 2341, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0403] The steps performed by the server in the above embodiments can be based on this Figure 23 The server structure shown.

[0404] The processor 2322 is used to perform the following steps:

[0405] Log in to the target game application using the first account;

[0406] If the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the team interface of the target game application. Different information recommendation criteria correspond to different recommended information.

[0407] In response to a triggered operation for the recommended information, the recommended information is sent to the virtual teammates of the first account.

[0408] Optionally, the processor 2322 may also execute method steps of any specific implementation of the recommended information method in the embodiments of this application.

[0409] See Figure 24 This figure is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. The description will be based on a smartphone as an example. Figure 24 The diagram shown is a block diagram of a portion of the structure of the smartphone, which includes: a radio frequency (RF) circuit 2410, a memory 2420, an input unit 2430, a display unit 2440, a sensor 2450, an audio circuit 2460, a Wi-Fi module 2470, a processor 2480, and a power supply 2490, among other components. Those skilled in the art will understand that... Figure 24 The smartphone structure shown does not constitute a limitation on smartphones and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0410] The following is combined with Figure 24 A detailed introduction to the various components of a smartphone:

[0411] The RF circuit 2410 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and processes it with the processor 2480; in addition, it transmits uplink data to the base station.

[0412] The memory 2420 can be used to store software programs and modules. The processor 2480 runs the software programs and modules stored in the memory 2420 to realize various functions and data processing of the smartphone.

[0413] Input unit 2430 can be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the smartphone. Specifically, input unit 2430 may include touch panel 2431 and other input devices 2432. Touch panel 2431, also known as a touch screen, can collect touch operations on or near the user and drive corresponding connected devices according to a pre-set program. In addition to touch panel 2431, input unit 2430 may also include other input devices 2432. Specifically, other input devices 2432 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.

[0414] The display unit 2440 can be used to display information input by the user or information provided to the user, as well as various menus of a smartphone. The display unit 2440 may include a display panel 2441, which may optionally be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or other similar form.

[0415] Smartphones may also include at least one sensor 2450, such as a light sensor, a motion sensor, and other sensors. Other sensors that smartphones may also be equipped with, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be detailed here.

[0416] Audio circuit 2460, speaker 2461, and microphone 2462 provide an audio interface between the user and the smartphone. Audio circuit 2460 converts received audio data into electrical signals and transmits them to speaker 2461, where speaker 2461 converts them into sound signals for output. On the other hand, microphone 2462 converts collected sound signals into electrical signals, which are received by audio circuit 2460, converted into audio data, and then processed by processor 2480 before being transmitted via RF circuit 2410 to, for example, another smartphone, or the audio data can be output to memory 2420 for further processing.

[0417] The processor 2480 is the control center of the smartphone, connecting various parts of the smartphone through various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 2420, and by calling data stored in the memory 2420. Optionally, the processor 2480 may include one or more processing units.

[0418] The smartphone also includes a power supply 2490 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 2480 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0419] Although not shown, smartphones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0420] In this embodiment of the application, the memory 2420 included in the smartphone can store computer programs and transmit the computer programs to the processor.

[0421] The processor 2480 included in the smartphone can execute the method of providing the recommended information provided in the above embodiments according to the instructions in the computer program.

[0422] This application also provides a computer-readable storage medium for storing a computer program for executing a method of the recommended information provided in the above embodiments.

[0423] On the other hand, embodiments of this application provide a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the recommended information provided in various optional implementations of the above aspects.

[0424] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media that can store computer programs.

[0425] The terms "first," "second," "third," "fourth," etc. (if applicable) used in this application 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 embodiments of this application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "corresponding to," 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.

[0426] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0427] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects detailed in this application.

[0428] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms "a," "the," and "the" used herein are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and includes any or all possible combinations of one or more of the associated listed items. Depending on the context, the word "if," as used herein, can be interpreted as "when," "in response to a determination," or "when," etc.

[0429] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0430] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Based on the implementation methods provided in the above aspects, this application can also be further combined to provide more implementation methods.< / bondobject>

Claims

1. A method for recommending information, characterized in that, The method includes: Log in to the target game application using the first account; If the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the team interface of the target game application. Different information recommendation criteria correspond to different recommended information. In response to a triggered operation for the recommended information, the recommended information is sent to the virtual teammates of the first account.

2. The method according to claim 1, characterized in that, If the first account meets the information recommendation criteria, then the recommended information corresponding to the information recommendation criteria is displayed in the team interface of the target game application, including: If the first account meets multiple of the aforementioned information recommendation conditions, then the recommended information corresponding to each of the multiple information recommendation conditions will be displayed in the team interface of the target game application. The step of sending the recommendation information to the virtual teammates of the first account in response to a trigger operation for the recommendation information includes: In response to a triggered operation targeting a specific recommendation among the various types of recommendation information, the target recommendation information is sent to the virtual teammates of the first account.

3. The method according to claim 1, characterized in that, The step of sending the recommendation information to the virtual teammates of the first account in response to a trigger operation for the recommendation information includes: In response to a trigger operation for the recommendation information, the recommendation information is sent to accounts in the game lobby, including accounts in the virtual team to which the first account belongs.

4. The method according to claim 1, characterized in that, If the information recommendation criteria are that the first account and the second account meet the social interaction criteria, then if the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the interface of the target game application, including: If the first account and the second account meet the social interaction conditions, then the quick reply information corresponding to the social interaction conditions will be displayed in the team interface of the target game application, where the second account is an account included in the target game application other than the first account.

5. The method according to claim 4, characterized in that, If the first account and the second account meet the social interaction conditions, then the quick reply information corresponding to the social interaction conditions will be displayed in the team interface of the target game application, including at least one of the following methods: Method 1: If the first account and the second account have something in common, then display a prompt message about the commonality and a first quick reply message for replying to the prompt message in the team interface of the target game application; Method 2: If the second account joins the virtual team of the first account, a quick welcome message for the second account will be displayed in the team-up interface of the target game application; Method 3: If the boasting information is displayed from the second account, then a second quick reply message for the boasting information will be displayed on the team interface of the target game application; Method 4: If no communication information is displayed within the first time period, quick communication information will be displayed on the team interface of the target game application; Method 5: If communication information is displayed, a third quick reply message for the communication information will be displayed on the team interface of the target game application. Different communication information corresponds to different third quick reply messages.

6. The method according to claim 1, characterized in that, If the information recommendation condition is that the first account and the third account are in a team, then if the first account meets the information recommendation condition, the recommended information corresponding to the information recommendation condition will be displayed in the team interface of the target game application, including: If the first account and the third account are in a team-up state, a recommended position configuration for the first account will be displayed in the team-up interface of the target game application. The recommended position configuration is determined based on the historical game information of the first account. The third account is the account in the target game application that is in a team-up state with the first account.

7. The method according to claim 6, characterized in that, The recommended position configuration is either recommended positioning information or recommended role information; The recommended positioning information is used to describe the role positioning of virtual objects used by the first account with a frequency greater than a first frequency threshold within a second time period; the recommended role information is used to describe virtual objects used by the first account with a frequency greater than a second frequency threshold within a third time period.

8. The method according to claim 7, characterized in that, If the recommended position is configured as the recommended positioning information, then the step of sending the recommended information to the virtual team to which the first account belongs in response to the trigger operation for the recommended information includes: In response to a trigger operation on the recommended location information, various virtual objects belonging to the role location corresponding to the recommended location information are displayed; In response to a trigger operation targeting a target virtual object among the various virtual objects, a prompt is sent to the virtual teammates of the first account, the prompt indicating the first account's intention to use the target virtual object.

9. The method according to claim 7, characterized in that, If the recommended position is configured with the recommended character information, the method further includes: In the virtual object selection interface, the virtual object corresponding to the recommended role information is highlighted.

10. The method according to claim 6, characterized in that, The step of displaying the recommended formation configuration for the first account in the team-up interface of the target game application includes: The recommended team formation for the first account is displayed in the team formation interface of the target game application, along with the win rate corresponding to the recommended team formation.

11. The method according to claim 10, characterized in that, The step of sending the recommendation information to the virtual teammates of the first account in response to a trigger operation for the recommendation information includes: In response to a trigger operation for the recommended position configuration, the recommended position configuration and the corresponding win rate are sent to the virtual teammates of the first account.

12. The method according to claim 6, characterized in that, The step of displaying the recommended formation configuration for the first account in the team-up interface of the target game application includes: The recommended formation configuration and expansion controls for the first account are displayed in the team-up interface of the target game application; In response to a trigger operation on the expanded control, various recommended position configurations included in the target game application are displayed.

13. The method according to claim 1, characterized in that, If the information recommendation condition is that the first account and the fourth account have a bond relationship, then if the first account meets the information recommendation condition, the recommended information corresponding to the information recommendation condition will be displayed in the team interface of the target game application, including: If the first account and the fourth account satisfy the bond relationship, then the account association content determined based on the bond relationship will be displayed in the team interface of the target game application, wherein the fourth account is an account included in the target game application other than the first account.

14. The method according to claim 13, characterized in that, If the first account and the fourth account satisfy the bond relationship, then the account association content determined based on the bond relationship is displayed in the team interface of the target game application, including at least one of the following methods: Method 1: If the first account and the fourth account have a friend relationship, then display the first quick recommendation content describing the friend relationship in the target application's interface; Method 2: If the first account and the fourth account do not have the aforementioned friend bond relationship but have commonalities, then the second quick recommendation content based on the commonalities will be displayed in the team-up interface of the target game application. Method 3: If the first account and the fourth account do not have the aforementioned friend bond relationship and commonalities, then a third quick recommendation content describing the prominent attributes of the fourth account will be displayed in the team-up interface of the target game application.

15. The method according to claim 13, characterized in that, The display of account association content determined based on the bond relationship in the team-up interface of the target game application includes: The team-up interface of the target game application displays account association content determined based on the bond relationship, as well as interactive controls for the account association content. The interactive controls are used to interact with the fourth account through the first account.

16. The method according to claim 13, characterized in that, If the first account and the fourth account satisfy the aforementioned bond relationship, then the account association content determined based on the bond relationship will be displayed in the team-up interface of the target game application, including: In response to the fourth account joining the virtual team of the first account, if the first account and the fourth account satisfy the bond relationship, the account association content determined based on the bond relationship and the feature information of the fourth account are displayed in the team interface of the target game application. The feature information is used to describe the attributes of the fourth account.

17. The method according to claim 16, characterized in that, The method further includes: After the feature information has been displayed for a fourth time, the feature information is canceled and the account-related content is displayed.

18. The method according to claim 17, characterized in that, The display of account association content determined based on the bond relationship and the characteristic information of the fourth account in the team-up interface of the target game application includes: Multiple card faces are displayed in the team-up interface of the target game application. The card faces are used to describe the accounts included in the virtual team to which the first account belongs, and different card faces correspond to different accounts. On the first side of the target card corresponding to the fourth account, the account association content determined based on the bond relationship and the characteristic information of the fourth account are displayed; After the feature information has been displayed for a fourth time, the feature information is then removed from display, and the account-related content is displayed instead, including: After the fourth duration is displayed on the first side of the target card, the first side of the target card is flipped to display the second side of the target card, which is used to display the account-related content.

19. The method according to claim 1, characterized in that, If the information recommendation criteria are communication recommendation criteria, then if the first account meets the information recommendation criteria, the recommended information corresponding to the information recommendation criteria will be displayed in the team interface of the target game application, including: If the first account meets the recommended communication conditions, the recommended voice content corresponding to the recommended communication conditions will be displayed in the team interface of the target game application.

20. The method according to claim 19, characterized in that, If the first account meets the recommended communication conditions, then the recommended voice content corresponding to the recommended communication conditions will be displayed in the team interface of the target game application, including at least one of the following methods: Method 1: If the fifth account joins the virtual team of the first account, the first recommended voice chat content will be displayed in the team-up interface of the target game application; Method 2: If the frequency of text messages sent by the first account is greater than the third frequency threshold, or the number of characters in the text messages received by the first account is greater than the number of characters threshold, then the second recommended voice content will be displayed in the team interface of the target game application. Method 3: If no messages are received from other accounts within the fifth time period, the third recommended voice chat option will be displayed in the team interface of the target game application. Method 4: If the first account has voice enabled and the teammate's account has not, then a prompt to enable voice will be displayed for the teammate's account in the team interface of the target game application.

21. The method according to claim 20, characterized in that, The method further includes: If the prompt to enable voice content is received, a quick reply will be displayed in response to the prompt.

22. A device for providing recommendation information, characterized in that, The device includes: a login unit, a display unit, and a recommendation unit; The login unit is used to log in to the target game application using a first account; The display unit is configured to display recommended information corresponding to the information recommendation conditions in the team interface of the target game application if the first account meets the information recommendation conditions, and different recommended information corresponds to different information recommendation conditions; The recommendation unit is configured to send the recommendation information to the virtual teammates of the first account in response to a trigger operation on the recommendation information.

23. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to perform the method according to any one of claims 1-21 according to the computer program.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for performing the method according to any one of claims 1-21.

25. A computer program product comprising a computer program, characterized in that, When it is run on a computer device, it causes the computer device to perform the method described in any one of claims 1-21.