Game match interaction method and device, electronic equipment and storage medium

By setting interactive trigger conditions and reward mechanisms for auto chess game accounts, the team collaboration strategy in two-player mode is enhanced, the problem of monotonous interactive gameplay in two-player mode is solved, and the game experience is improved.

CN121550690APending Publication Date: 2026-02-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511769315.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-27
Publication Date
2026-02-24

AI Technical Summary

Technical Problem

Existing auto chess games lack diverse multiplayer cooperative gameplay in two-player mode, resulting in a poor player interaction experience.

Method used

By configuring target game interaction items for game accounts, setting interaction trigger conditions and associated game events, game accounts in the same faction can receive target game rewards when the conditions are met, thus enhancing team collaboration strategies.

Benefits of technology

It enriches the interactive gameplay in the two-player mode, improves the player's interactive experience, and meets the needs of multiplayer cooperation and interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game match interaction method and device, electronic equipment and a storage medium, and the method can configure a target game interaction item for a first game account, and achieve the match interaction of the first game account and a second game account of the same camp under the condition that the first game account and the second game account of the same camp meet the target interaction triggering condition of the target game interaction item. When the first game account and the second game account complete the game event associated with the target interaction triggering condition in response, target game rewards obtained by the first game account and the second game account on the game event are determined respectively; according to the method, game rewards won by players in the team when the game battle is finished are realized, the target interaction triggering condition satisfaction condition and the game finishing condition of the players in the team need to be comprehensively considered, a team cooperation strategy is provided for the players in the team, the interactive playing methods of the players in the game battle in a double-person mode are enriched, and the playing experience of the players in the game battle mode is improved. The requirements of a diversified game playing method of multi-player cooperation linkage in a double-player mode are met, and the game interaction experience of the players is effectively improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, specifically to a game interaction method, device, electronic device, and storage medium. Background Technology

[0002] In auto chess games, players can place their virtual objects (usually called "chess pieces") in the battle area on the chessboard. After the game round begins, the game system automatically controls the chess pieces of both sides in the battle area to fight and outputs the battle result.

[0003] Currently, existing auto chess games offer a two-player mode for players to team up. Each team member battles against other players, and at the end of the game, the system ranks the teams based on their total life points, from highest to lowest, and determines the top-ranked teams as winners. However, the two-player gameplay provided by current technology typically only awards rewards based on individual player performance, relying more on individual skill than team strategy. This results in a relatively simple gameplay experience in two-player mode, failing to meet the diverse gameplay demands of multiplayer cooperation and interaction, leading to a poor player experience. Summary of the Invention

[0004] This application provides a game interaction method, device, electronic device, and storage medium, which can enrich the interactive gameplay of players in two-player mode, meet the diverse gameplay needs of players in two-player mode with multi-player cooperation and linkage, and effectively improve the player's game interaction experience.

[0005] In a first aspect, embodiments of this application provide a game match interaction method, wherein the game match includes multiple game rounds, each game round includes a preparation phase and a battle phase, the game match includes a first game account, a second game account belonging to the same faction as the first game account, and a third game account belonging to the opposing faction, the method comprising: It is determined that the first game account is configured with a target game interaction item, the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition; During the battle phase of the game round, the first game account and the second game account are controlled to perform battle actions in their respective battle phases; If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

[0006] Secondly, embodiments of this application provide a game match interaction device, wherein the game match includes multiple game rounds, each game round includes a preparation phase and a battle phase, the game match includes a first game account, a second game account belonging to the same faction as the first game account, and a third game account belonging to the opposing faction, comprising: The determining unit is configured to determine that a first game account is configured with a target game interaction item, wherein the target game interaction item is configured with a target interaction triggering condition associated with the first game account and the second game account, and a game event associated with the target interaction triggering condition; A control unit is used to control the first game account and the second game account to perform combat actions in their respective combat phases during the combat phase of the game round. The response unit is configured to, in response to the game event associated with the completion of the target interaction triggering condition by the first game account and the second game account, determine the target game reward obtained by the first game account and the second game account on the game event, respectively, when the first game account and the second game account meet the target interaction triggering condition.

[0007] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this application.

[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this application.

[0009] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this application.

[0010] The solution adopted in this application embodiment can configure target game interaction items for a first game account. When the first game account and a second game account in the same faction meet the target interaction trigger conditions of the target game interaction items, and in response to the game event associated with the target interaction trigger conditions completed by the first game account and the second game account, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively. This realizes the game rewards won by each player in the team at the end of the game battle. It needs to comprehensively consider the satisfaction of the target interaction trigger conditions of each player in the team and the end of the game. It provides team cooperation strategies for each player in the team, enriches the interactive gameplay of players in the two-player mode, meets the needs of players for diversified gameplay of multi-player cooperation and linkage in the two-player mode, and effectively improves the player's game interaction experience. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying 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.

[0012] Figure 1 This is a flowchart of the game interaction method for a turn-based chess game using virtual objects provided in the embodiments of this application; Figure 2 This is a schematic diagram of the player selection interface provided in an embodiment of this application; Figure 3 This is a schematic diagram of the game interface provided in an embodiment of this application; Figure 4 This is a schematic diagram of the settlement interface provided in an embodiment of this application; Figure 5 This is a schematic diagram of a game interaction system provided in an embodiment of this application; Figure 6 This is a schematic flowchart of an embodiment of the game interaction method provided in this application. Figure 7 This is a schematic diagram of a game interaction method provided in an embodiment of this application; Figure 8 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 9 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 10 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 11This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 12 This is a schematic diagram of the game interaction device provided in the embodiments of this application; Figure 13 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0014] This application provides a game interaction method, apparatus, electronic device, and computer-readable storage medium. Specifically, this embodiment will be described from the perspective of a game interaction apparatus, which can be integrated into an electronic device. That is, the game interaction method of this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0015] The game interaction method provided in this application can be applied to game interaction systems. This game interaction system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0016] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

[0017] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0018] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0019] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0020] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.

[0021] First, the terms used in the embodiments of this disclosure will be introduced in an exemplary, non-definitive manner: Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on this pre-arranged layout. "Pieces" are typically represented by character models, object models, vehicle models, card models, etc., and may be called heroes. During the game, pieces automatically release various skills or release them based on specific instructions (e.g., player control, fulfilling specific game conditions). Battles are usually turn-based. The losing side loses the turn when all of one player's pieces are eliminated (i.e., their pieces' health points drop to zero) or when specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the field is less than the other side's at the end of a preset time). In some embodiments, in addition to the "chess pieces" used in the game, each player has a virtual character (e.g., a player) representing the current user participating in the game. This player cannot move as a "chess piece" to the battle area or the preparation area. The player can, according to specific instructions (e.g., player control, fulfilling specific game conditions), release skills or provide buffs or debuffs to their own or their opponent's battle area or preparation area. Players can have health points (or life points), which decrease (in case of loss) or remain unchanged (in case of victory) based on the outcome of each game. When a player's health points reach zero, the user corresponding to that player exits the game, and the remaining users continue playing. Optionally, turn-based chess games include auto chess.

[0022] Generally, the higher the purchase price (cost) of a hero (chess piece), the stronger the hero. Buying 3 identical 1-star heroes will automatically combine them into 1 2-star hero; 3 2-star heroes will combine into 1 3-star hero. Star rating increases will significantly increase the hero's attributes and skill effects. The specific star rating and number of heroes to combine can be set according to needs, and this disclosure does not impose any restrictions on them.

[0023] Auto Chess: The game features eight, six, or other custom numbers of players, each occupying one or more areas on the board. Players can engage in one-on-one battles or one-on-many battles. Each game round consists of two phases: a preparation phase where players purchase pieces from the shop and arrange them on the board; and a battle phase where both sides lock their formations and the pieces automatically engage in combat until one side's pieces are all eliminated or certain conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the board is less than the opposing side's at the end of a preset time). The losing side loses the round and loses health points. Game rounds are repeated, with new opponents matched until a player's health is ≤0 or they are eliminated under certain conditions (e.g., a player's health is less than or equal to a preset value). The last remaining player wins the game (1st place). Alternatively, each player can eliminate other opponents by forming their own lineup. At the end of the game, the top few (e.g., the top 3) are considered winners, and those who do not make it into the top few are considered losers.

[0024] Chessboard: refers to the area in the game interface or match interface of a turn-based chess game used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This disclosure does not limit it.

[0025] A chessboard is typically divided into a playing area and a preparation area (or candidate piece pool). Furthermore, the chessboard may include other special functional areas. The playing area consists of several squares of equal size used to place pieces that will be used in the game; alternatively, the chessboard may not have specific squares. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the game and can be placed there during the preparation phase.

[0026] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess squares.

[0027] Equipment: In auto chess games, each piece can typically equip multiple items (e.g., 3 items). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero (piece). Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then add to their inventory. The equipment in this embodiment can also be purchased from a shop. Picked-up or purchased equipment will automatically appear in the equipment inventory.

[0028] A chess player is a virtual character controlled by the player. Each chess player possesses unique abilities that help the player better navigate the game. Players can control their chess player to collect loot, send emoticons, and so on. In turn-based chess games, the chess player's level increases as the game progresses. Optionally, there is a level cap for chess player levels. For example, at the start of a game, the chess player's level is 1, and as the game progresses, the level increases, remaining at level 9. The chess player's level determines the number of pieces that can be deployed (i.e., the number of pieces that can be placed in the battle area). For example, a level 1 player can deploy 1 piece, while a level 9 player can deploy a maximum of 9 pieces. Upgrading a chess player requires gold or experience. For instance, players receive a fixed 2 experience points each game round, and can also purchase experience points with gold. When the experience points reach the required threshold, the player can advance to the next level.

[0029] Synergy: This refers to the beneficial effects activated by deploying heroes (chess pieces) with specific attributes or classes. The strength of these synergy increases with the number of synergy stacks (the number of corresponding chess pieces deployed), and is crucial for team composition and victory. Therefore, by collecting and combining chess pieces with specific synergies, you can trigger synergy effects.

[0030] Figure 1 A flowchart illustrating a game interaction method for a turn-based board game provided in an exemplary embodiment of this disclosure is shown. This embodiment illustrates the method by way of execution by a terminal running a client that supports turn-based board games. The method includes: Step 110: Select the players to participate in this game.

[0031] During the player selection phase, before starting a game, players choose their desired player. Different players have different skills.

[0032] Examples such as Figure 2As shown, before starting a game, a player selection screen is displayed. This screen displays three selectable players on the left. Optionally, the player selected by the player (21) will be highlighted. Simultaneously, the character model of the selected player is displayed in the center of the screen, and the "lock" control (22) is unlocked. The players selected by other players are displayed on the right side of the player selection screen.

[0033] Optionally, a countdown timer for entering the game is displayed at the top left of the player selection interface. At the bottom of the player selection interface are buttons for sending text messages, turning speakers on / off, and turning microphones on / off. After the player selects a player, they can click the "Lock" control 22 to enter the preparation state. Once the countdown reaches zero, the game begins.

[0034] Step 120: Display the game's match interface.

[0035] refer to Figure 3 The game interface includes battle area 31 and preparation area 32.

[0036] The battle area 31 is used to place at least one friendly piece and at least one enemy piece participating in the battle. The battle area 31 includes multiple grids 311 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the battle area 31 can be a two-dimensional or three-dimensional chessboard; this embodiment illustrates this by describing the battle area 31 as a three-dimensional chessboard viewed from above. In this document, a three-dimensional chessboard refers to a chessboard located in a three-dimensional environment, not necessarily that the chessboard itself is three-dimensional. In this embodiment, the battle area 31 is an area composed of eight rows of grids, each grid being a hexagonal square. The lower four rows of the battle area 31 are the player's battle area, where the player can place heroes and deploy formations; the upper four rows are the opponent's battle area, displaying the player's current opponent's lineup and positions.

[0037] The preparation area 32 is used to display heroes (pieces) held by the player but not yet placed on the board. Heroes displayed in the preparation area 32 include at least one of the following: heroes purchased by the player through the shop, heroes obtained through a draw, and heroes acquired through player skills. There is a maximum number of heroes that can be displayed in the preparation area 32, such as a maximum of nine; any excess heroes are automatically discarded or stored in the inventory. In some embodiments, the inventory can also be considered a preparation area.

[0038] Optionally, the order in which heroes are displayed in the preparation area 32 can be determined by at least one of the following factors: purchase time, hero type, number of copies of the same type of hero, number of copies of the same hero, and hero quality.

[0039] A single game in a turn-based board game includes multiple game phases, each phase comprising multiple game rounds. The number of rounds in each phase can be the same or different; for example, the first phase may contain 3 rounds, while other phases may each contain 7 rounds. Game rounds can be of various types, such as confrontation rounds, draft rounds, wild monster rounds, and draw rounds. Confrontation rounds and wild monster rounds may include a preparation phase (also called the preparation stage) and a confrontation phase (also called the confrontation stage). Of course, for a specific confrontation round, there may only be a confrontation stage without a preparation phase. For example, in the first confrontation round, the game can directly enter the confrontation stage, with the system automatically placing the initial pieces on the board for the player. Wild monster rounds may also exclude the preparation and confrontation phases, and can be set according to actual needs; this disclosure does not limit this. (Continue to refer to...) Figure 3 The game interface also includes a round countdown timer 33, which is located at the top center of the screen and displays the remaining time for the preparation phase (for operation) and the battle phase (auto-battle).

[0040] Optionally, the right side of the game interface also displays attribute information for the n players participating in the game. This attribute information includes at least one of the following: player nickname, player avatar, player health, and player level. An upgrade button 34 is displayed in the lower left corner of the game interface. Upgrade button 34 is used to upgrade a player's level to unlock higher-level pieces, abilities, and equipment.

[0041] Optionally, a "Lineup" control 35 is also displayed on the game interface. By clicking the "Lineup" control 35, lineups recommended by other players or edited by the player or the system can be displayed, such as "Popular Lineups".

[0042] Step 130: During the preparation phase, execute preparation operations relevant to your side.

[0043] Preparation operations include at least one of the following: adding your own pieces, removing your own pieces, upgrading your own pieces, equipping your own pieces with items, removing your own pieces from items, adding buffs to your own pieces, and deployment operations.

[0044] The deployment operation refers to the operation of moving one or more pieces held to the battle area. Illustratively, a deployment operation is the operation of dragging a selected piece towards the battle area. Alternatively, a deployment operation includes a first click operation and a second click operation, where the first click operation is clicking to select a piece, and the second click operation is clicking a square in the battle area. This disclosure does not limit the specific form of the deployment operation. In some embodiments, an intelligent deployment recommendation function can also be provided, which deploys pieces on behalf of the player in certain game rounds, such as intelligently deploying pieces to the battle area by the client for the first few game rounds for novice players.

[0045] The deployment operation targets at least one friendly piece that has participated in combat in at least one game round (including the current game round) or is in the preparation area. If the chessboard area is two-dimensional, the piece is also two-dimensional and is displayed as a two-dimensional icon or image; if the chessboard area is three-dimensional, the piece is also three-dimensional and is displayed as a three-dimensional model or image. Initially, there can be zero friendly pieces on the chessboard; players can add, remove, or replenish them.

[0046] When entering the preparation phase, the shop will automatically refresh. Players can also perform the following actions during the preparation phase: purchase chess pieces, synthesize equipment, refresh the shop, upgrade chess players, and adjust their own formation by observing the opponent's lineup and positioning.

[0047] During the preparation phase, each player prepares at least one of their own pieces on the board, while the opposing player prepares at least one of their own pieces in their designated area on the board.

[0048] Step 140: During the battle phase, display your pieces and the opponent's pieces automatically engaging in battle in the board area.

[0049] In each game round's combat phase, the automatic battle between friendly and enemy pieces on the board requires no manual player control. In other implementations, some active control can be provided, allowing players to manipulate pieces to execute specific game logic. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, piece attributes, levels, skills, attributes, and synergistic enhancements between pieces, until all of one side's pieces are eliminated or specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces is less than the opposing side's at the end of a preset time).

[0050] In certain game rounds, your pieces will fight against neutral monsters. Defeating these monsters will drop rewards such as equipment, gold, weapon forging tools, or consumables. This is an important source of basic equipment.

[0051] Step 150: Calculate your player's life points, and start the next round or end the current game based on those life points.

[0052] During the battle resolution phase, both the player and the opposing player have health points. At the end of the game round, the losing player (such as the chess player) will have a portion of their health points deducted. This deduction can be determined based on one or more elements such as the number of remaining pieces on the winning side, the winning side's level, and the current game phase, or it can be a fixed value; this embodiment does not limit this.

[0053] When your health points are reduced to zero, you are eliminated in this game.

[0054] If a player's health has not been reduced to zero, the next round of the game begins, and the player continues to fight against one of the n player objects until they are eliminated, or, as the last player not eliminated, wins the game.

[0055] Exemplary Reference Figure 4 The settlement interface displays the results of this game. This information includes player ranking, player name, the champion used by each player, their champion composition, the equipment equipped on their champions, and any activated synergies.

[0056] Please see Figure 5 , Figure 5 This is a schematic diagram of a game interaction system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.

[0057] This application provides a game interaction method, which can be executed by a terminal or a server. This application example illustrates a game interaction method executed by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the game-related GUI on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. Users use their fingers to perform touch operations on the graphical user interface. When the graphical user interface detects the touch operation, it controls different virtual objects in the game's graphical user interface to perform actions corresponding to the touch operation.

[0058] It should be noted that, Figure 5 The schematic diagram of the game interaction system shown is merely an example. The game interaction system and scenario described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.

[0059] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0060] Please see Figure 6 , Figure 6 This is a flowchart illustrating a game interaction method provided in an embodiment of this application. The specific flow of the game interaction method can be summarized in steps 410 to 430, wherein: Step 410: Determine that the first game account is configured with a target game interaction item, wherein the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition.

[0061] In this embodiment of the application, the game match includes multiple game rounds, the game rounds include a preparation phase and a battle phase, and the game match includes a first game account, a second game account that is in the same camp as the first game account, and a third game account that is in the opposing camp.

[0062] In this embodiment, the game interaction item can be a game interaction option that can be selected by the player's corresponding game account. Each game interaction option is configured with corresponding game rewards, interaction trigger conditions, and game events associated with the interaction trigger conditions, so that when the current game account and its associated game accounts complete the game events associated with the interaction trigger conditions, the corresponding game rewards are issued to the game account. The game rewards, interaction trigger conditions, and / or the corresponding game events associated with the interaction trigger conditions for each game interaction option can be the same or different.

[0063] In one embodiment, the graphical user interface of the first game account displays a virtual scene, the virtual scene including a battle area configured to place virtual objects for game battles; the target interaction triggering condition includes any one of the following: The target attributes of the first game account and / or the second game account meet the preset attribute conditions; During the battle phase, the time interval between the first game account and the second game account picking up game items and the game items picked up meet the first preset condition. During the battle phase, the differences in the remaining virtual objects deployed between the first game account, the second game account, and the corresponding third game account of the opposing faction satisfy the second preset condition. During the battle phase, the game actions performed by the virtual objects controlled by the first game account and the virtual objects controlled by the second game account within a preset time period meet the third preset condition.

[0064] Specifically, the target attributes of the first game account and / or the second game account meet preset attribute conditions, including: In a specified game round, the attribute values ​​of the target attributes of all game accounts are sorted, and the attribute values ​​of the target attributes of the first game account and the second game account are arranged within the preset arrangement range.

[0065] For example, taking the target attribute as the life attribute, and the corresponding attribute value as life value (also known as "health") as an example, in the ranking of the life attribute values ​​of all game accounts from high to low, the life values ​​of the first game account and the second game account are ranked in the top two positions (i.e., the preset ranking range).

[0066] For example, taking the target attribute as mana attribute and the corresponding attribute value as mana value as an example, in the ranking of the mana attribute values ​​of all game accounts from high to low, the mana values ​​of the first game account and the second game account are ranked first and second.

[0067] It should be noted that if the attribute value of the target attribute in the first or second game account is cleared to zero, the target game interaction item will always be in an inactive state.

[0068] Specifically, during the battle phase, the time interval between the first game account and the second game account picking up game items and the game items picked up meet a first preset condition. The first preset condition can be that the game item picked up is a specified game item and / or an associated game item that is related to the specified game item, and the time interval between the first game account and the second game account picking up the specified game item is within a specified time interval.

[0069] For example, during the battle phase, if the first game account picks up the specified game item at the first time point, and the second game account picks up the specified game item or a related game item that is associated with the specified game item at the second time point, and the time interval between the first time point and the second time point is within the specified time interval, then it is determined that the first preset condition is met.

[0070] Specifically, during the battle phase, the difference in remaining virtual objects between the first game account, the second game account, and the corresponding opposing third game account satisfies a second preset condition. This second preset condition can be: the difference in remaining virtual objects between the first game account and the corresponding opposing third game account must satisfy the following conditions: the number of remaining virtual objects in the first game account is greater than the number of remaining virtual objects in the corresponding third game account by a specified amount; the number of remaining virtual objects in the second game account is greater than the number of remaining virtual objects in the corresponding third game account by a specified amount; or, the total health of the remaining virtual objects in the first game account is greater than the total health of the remaining virtual objects in the corresponding third game account by a specified amount; or, the total health of the remaining virtual objects in the second game account is greater than the total health of the remaining virtual objects in the corresponding third game account by a specified amount. This allows the first and second game accounts to have a significant battle advantage during the battle phase, which can also be considered as satisfying the target interaction trigger condition.

[0071] Specifically, during the battle phase, the game actions performed by the virtual objects controlled by the first game account and the virtual objects controlled by the second game account within a preset time period satisfy a third preset condition; wherein, the third preset condition may be that the virtual objects controlled by the first game account and the virtual objects controlled by the second game account release a specified game skill within the preset time period.

[0072] In one embodiment, the game event can be that the round result of the first game account and the second game account at the end of the game round is a preset game result, or that the battle results of the first game account and the second game account, and the corresponding third game account of the opposing faction, satisfy the preset battle results during the battle phase.

[0073] The preset match result can be that both the first and second game accounts win the match; or that only the first or second game account wins the match. The preset battle outcome can be that the number of virtual objects controlled by the first and / or second game accounts defeating corresponding virtual objects controlled by the third game account is a specified number; or, the number of virtual objects controlled by the first and / or second game accounts defeating a specified type of virtual object controlled by the third game account.

[0074] Step 420: During the battle phase of the game round, control the first game account and the second game account to perform battle actions in their respective battle phases.

[0075] In this embodiment of the application, during the battle phase of the game round, the first game account and the second game account can each battle against a third game account from the corresponding opposing faction in their respective battle arenas, thereby enabling each player in the team to engage in individual battles against their corresponding opposing player. For example, a game round may include game account A, game account B, game account C, and game account D. Game account A and game account B belong to the first game faction, and game account C and game account D belong to the second game faction. During the battle phase of the game round, game account A and game account C can be controlled to perform battle actions, while game account B and game account D can also be controlled to perform battle actions.

[0076] Step 430: If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, determine the target game reward obtained by the first game account and the second game account on the game event respectively.

[0077] The target game rewards include virtual resources, character attribute bonuses, and / or the number of refreshes for the object refresh area. The graphical user interface of the first game account displays a virtual scene, which includes an object refresh area. The object refresh area is used to display candidate virtual objects that the first game account can purchase. The number of refreshes is the number of times the candidate virtual objects displayed in the object refresh area are refreshed. The character attribute bonus is used to adjust the object attributes of the account character objects controlled by the first game account.

[0078] Specifically, virtual resources can be first virtual resources and second virtual resources. The object refresh area can include at least one candidate chess piece (i.e., candidate virtual object). Players can purchase candidate chess pieces from the object refresh area by spending first virtual resources (e.g., virtual coins) to obtain them for use in battle. The candidate chess pieces in the object refresh area can be refreshed; players can spend virtual resources to refresh the area and display new candidate virtual objects. The second virtual resource can be game equipment or game items. Game equipment can be worn on virtual objects corresponding to the game account to improve object attributes or provide additional attribute bonuses. Game items can be used on virtual objects corresponding to the game account to provide specific game functions. Game equipment or game items can also be used on account character objects controlled by the game account to adjust the attribute values ​​of the account character object, such as adjusting health or mana.

[0079] In one embodiment, after the first game account and the second game account have met the target interaction trigger condition once, in response to the first game account and the second game account completing the game event associated with the target interaction trigger condition, the target game reward obtained by the first game account and the second game account on the game event can be determined respectively.

[0080] For example, taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account meets the preset attribute condition" and the target attribute is the life attribute as an example, when it is detected that in the ranking of the life attribute values ​​of all game accounts from high to low, the life value of the first game account and the second game account are ranked in the top two, that is, the preset attribute condition is met, in response to the first game account and the second game account completing the game event associated with the target interaction trigger condition, the target game reward obtained by the first game account and the second game account in the game event is determined respectively.

[0081] In another embodiment, the step "when the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, respectively determining the target game reward obtained by the first game account and the second game account on the game event" includes: While the first game account and the second game account are in a state that meets the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

[0082] For example, taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account meets the preset attribute condition" and the target attribute is the life attribute as an example, if the life attribute values ​​of the first game account and the second game account are consistently ranked in the top two positions in the order of the life attribute values ​​of all game accounts from high to low, then the preset attribute condition is met. In response to the first game account and the second game account completing the game event associated with the target interaction trigger condition, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

[0083] Specifically, the step "while the first game account and the second game account are in a state that satisfies the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, respectively determining the target game reward obtained by the first game account and the second game account on the game event" includes: While the first game account and the second game account are in a state that satisfies the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the basic game rewards obtained by the first game account and the second game account on the game event are determined respectively, and the target game rewards obtained by the first game account and the second game account on the game event are determined respectively.

[0084] The basic game rewards obtained by the first and second game accounts in game events are determined based on the completion status of the game events for each account, according to the regular reward settlement logic configured for the game events. For example, the first basic game reward can be determined based on the result of a round between the first and second game accounts as a victory; the second basic game reward can be determined based on the result of a round between the first and second game accounts as a loss; and the third basic game reward can be determined based on the result of a round between the first and second game accounts as a draw.

[0085] It should be noted that the target game rewards obtained by the first game account and the second game account in the game event are additional game rewards. That is, whether to issue additional game rewards or issue partial additional game rewards depends on the completion status of the game events of the first game account and the second game account.

[0086] For example, when the first game account and the second game account are in a state that meets the target interaction triggering conditions, if the round result of the first game account and the second game account is determined to be a win, the target game reward is sent to both game accounts. When the first game account and the second game account are in a state that meets the target interaction triggering conditions, if the round result of the first game account is determined to be a win and the round result of the second game account is determined to be a loss, the target game reward is not sent to either game account. When the first game account and the second game account are in a state that meets the target interaction triggering conditions, if the round result of the first game account and the second game account is determined to be a loss for both game accounts, the target game reward is not sent to either game account.

[0087] Optionally, if the game event is completed without the first and second game accounts meeting the target interaction trigger conditions, only the basic game rewards will be issued. The method further includes: In response to the first game account and the second game account changing to a state that does not meet the target interaction triggering condition, if the first game account and / or the second game account completes the game event corresponding to the target interaction triggering condition, the basic game rewards obtained by the first game account and / or the second game account on the game event are determined respectively.

[0088] Specifically, if the first game account and the second game account do not meet the target interaction triggering conditions, and it is determined that the first game account's round result is a game victory and the second game account's round result is a game victory, the target game reward will not be issued to the first game account and the second game account. Only the basic game reward obtained by the first game account and / or the second game account in the game event will be determined respectively.

[0089] For example, taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account meets the preset attribute condition" and the target attribute is the life attribute as an example, when it is detected that in the ranking of the life attribute values ​​of all game accounts from high to low, the life value of the first game account is ranked first and the life value of the second game account is ranked third, at this time, when it is determined that the round result of the first game account is a game victory and the round result of the second game account is a game victory, the target game reward will not be issued to the first game account and the second game account. Only the basic game reward obtained by the first game account and / or the second game account in the game event will be determined respectively.

[0090] Optionally, while the first game account and the second game account maintain the state of satisfying the target interaction triggering condition, when it is determined that the first game account's round result is a win and the second game account's round result is a loss, the target game reward is not issued to the first game account and the second game account; instead, only the basic game reward obtained by the first game account in the game event is determined and issued to the first game account. Alternatively, while the first game account and the second game account maintain the state of satisfying the target interaction triggering condition, when it is determined that the first game account's round result is a win and the second game account's round result is a loss, the target game reward is not issued to the first game account and the second game account; instead, the basic game reward obtained by the first game account in the game event is determined and issued to the first game account, and the basic game reward obtained by the second game account in the game event is determined and issued to the second game account.

[0091] In one specific implementation, the step "when the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, respectively determine the target game reward obtained by the first game account and the second game account on the game event" includes: If the first game account and the second game account meet the target interaction triggering conditions, in response to the fact that the round match result of the first game account and the second game account is the preset match result at the end of the game round, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

[0092] The preset match result can be that both the first and second game accounts win the match; or it can be that either the first or second game account wins the match.

[0093] For example, taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account meets the preset attribute condition" and the target attribute is the life attribute as an example, if the life attribute values ​​of the first game account and the second game account are ranked in the top two positions (i.e., the preset ranking position range) in the descending order of the life attribute values ​​of all game accounts, that is, the preset attribute condition is met, then the game round ends, and it is determined that the first game account wins the game and the second game account also wins the game. In response to the end of the game round, the round result of the first game account and the second game account is the preset game result, and the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

[0094] In another specific implementation, the step "when the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, respectively determine the target game reward obtained by the first game account and the second game account on the game event" includes: If the first game account and the second game account meet the target interaction triggering conditions, in response to the fact that the battle results of the first game account and the second game account, and the corresponding third game account of the opposing faction, meet the preset battle results during the battle phase, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

[0095] The preset battle results can be: the number of times the virtual objects controlled by the first game account and / or the second game account defeat the corresponding virtual objects controlled by the third game account is a specified number; or, the virtual objects controlled by the first game account and / or the second game account defeat a specified type of virtual object among the corresponding virtual objects controlled by the third game account.

[0096] For example, taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account satisfies the preset attribute condition" and the target attribute is the life attribute as an example, if the life attribute values ​​of the first game account and the second game account are ranked in the top two positions (i.e., the preset ranking range) in the descending order of the life attribute values ​​of all game accounts, then the preset attribute condition is met. In this case, during the battle phase, if the number of times the virtual object controlled by the first game account defeats the corresponding virtual object controlled by the third game account is a specified number, and the number of times the virtual object controlled by the second game account defeats the corresponding virtual object controlled by the third game account is a specified number, then in response to the end of the game round, the round result of the first game account and the second game account is the preset round result, and the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

[0097] Based on the above description, the following examples will further illustrate the game interaction method of this application. Specific embodiments of the game interaction method are described below.

[0098] In one embodiment, determining that the first game account is configured with the target game interaction item includes: Before the start of the battle phase of a specified game round in the target game, candidate game interaction items are displayed through the graphical user interface of the first game account, including the target game interaction items; Receive a selection operation for the target game interaction item to determine the target game interaction item for the first game account.

[0099] The specified game round can be a specific game round during the game or the first game round at the start of the game. This is just an example, and more examples will not be elaborated here.

[0100] Specifically, a designated game round can be a two-player game round. For example, there are eight players participating in the target game, divided into four teams. Team 1 includes player A (first game account) and player B (second game account); Team 2 includes player C (third game account) and player D (fourth game account); Team 3 includes player E (fifth game account) and player F (sixth game account); and Team 4 includes player G and player H. Each teammate has their own independent health points. Furthermore, the matchmaking rule for each battle round is team matching, where the two players in each team are then matched against two players from the other team. For example, if Team 1 and Team 2 are matched for the first battle, then player A will play against player C, and player B against player D. The next match will be player A against player D, and player B against player C. Of course, the cyclical matchmaking rule can be disregarded; for example, the next match might still be player A against player C, and player B against player D. After the game begins, the two teams engage in a regular battle, where players from each team fight against their respective opponents to determine the winner.

[0101] It should be noted that this rule applies regardless of whether any players die during the match. If a player is eliminated during a round, the team composition used in that round will be used in subsequent matches. For example, if player B is eliminated, and player A plays player C, and player B plays player D, player B's team composition will be the same as the one used when they were eliminated (i.e., a mirror image). In an optional implementation, if both teams have only one surviving player, only the surviving player will be matched against each other. For example, if only player A remains in team one and only player C remains in team two, only player A and player C will be matched against each other; a surviving player will not be matched against a mirror image of their opponent, nor will two mirror images be matched against each other. In duo mode, if both teams have one win and one loss, a tiebreaker round will be played. There is a special case: if both losing characters are mirror images, no tiebreaker round will be played. In the tiebreaker round, the winning players from the two teams battle against each other. The lineups used in the battle can be at least one of the following: The first and second winning teams are pitted against each other in their initial states, for example, the original states of the lineups used by both teams when they won; the first and second winning teams are pitted against each other in their final states (e.g., current health, mana, equipment, etc.); the first and second winning teams are rejuvenated to a predetermined degree from their final states (e.g., rejuvenated to a certain amount of health before battling), and then the rejuvenated first and second winning teams battle against each other in the tiebreaker round.

[0102] In the tiebreaker round, based on the positions of the first and second winning teams at the end of the regular match, the first and second winning teams are positioned within the same battle area. They are then automatically moved and engage in combat. If pieces from both sides are in the same position, they will be pushed apart according to physical rules. After the tiebreaker, the winning team restores certain attribute values, such as health points, to their losing and / or winning teammates. It should be noted that if the first losing team's health is reduced to below 0 after the regular match, and the first winning team wins the tiebreaker, and restoring the first losing team's health would make it greater than 0, then the first losing team's health will be increased. Conversely, if the first winning team wins the tiebreaker and restoring the first losing team's health would make it less than or equal to 0, then no health points will be added to the first losing team. After the competition ends, if the health value of any team is less than or equal to 0, then that team is considered eliminated.

[0103] The individual ranking of the game account is determined according to the order of the death times of the game team corresponding to the game account participating in the game match; the faction ranking of the game account is determined according to the highest individual ranking of the faction to which the game account belongs; the settlement data of the game account in the game match is determined according to the individual ranking, faction ranking, and individual rankings of other game accounts in the same faction.

[0104] Meanwhile, players who lose in the tiebreaker round will not have their attribute values ​​reduced; only players in that team who lost in the regular combat environment will have their health deducted.

[0105] For example, please see Figure 7Before the start of the battle phase of a specified game round in the target game, an interaction selection page is displayed through the graphical user interface of the first game account. This page displays multiple candidate game interactions (detailed display area) for the first game account to choose from. These candidate interactions include the target game interaction (truncation display area). At this time, the candidate interactions include a first, second, and third game interaction. The first interaction is configured with a corresponding first game reward, a first interaction trigger condition, and a game event associated with the first interaction trigger condition. The second interaction is configured with a corresponding second game reward, a second interaction trigger condition, and a game event associated with the second interaction trigger condition. The third interaction is configured with a corresponding third game reward, a third interaction trigger condition, and a game event associated with the third interaction trigger condition. The interaction selection page also displays multiple candidate game interactions for the second game account to choose from, specifically including a fourth, fifth, and sixth game interaction. The first game account cannot select the fourth, fifth, and sixth game interaction interactions. Furthermore, the player controlling the first game account can select a first game interaction item, and the terminal device receives the selection operation for the first game interaction item to determine the first game interaction item as the target game interaction item for the first game account.

[0106] Optionally, the first game account can select the fourth, fifth, and sixth game interaction items when the preset conditions are met.

[0107] On the interaction selection page of the first game account, players can trigger target interactive controls, such as... Figure 7 The "little eye" control in the game will switch its display mode, showing candidate game interactions for the second game account in the area that previously displayed candidate interactions for the first game account. This enters observation mode, where players can control the sending of notifications to teammates (the second game account) by performing specific actions on the candidate interactions selected by the second game account. These game interactions include interaction objects (such as...) Figure 7 The cards shown) and the interactive controls corresponding to the interactive item object (e.g., Figure 7 (The refresh control is shown below the card). When a player performs a specific action on an interactive item or control (e.g., click, long press), a card selection prompt or refresh action prompt is sent to their teammate. This might be indicated by a highlighted border on the card or a highlighted outline on the refresh control. Similarly, if a teammate performs the same action on their interactive item selection page, a prompt will also be displayed on the player's own interactive item selection page and on the corresponding card or refresh control. Figure 7 In the interface shown, corresponding prompts are displayed on the candidate game interaction items for the first game account to select.

[0108] In other implementations, a cooldown indicator is displayed after a player performs a specific action, during which the player cannot send notification messages to teammates again.

[0109] In other embodiments, in Figure 7 In the aforementioned interface state, players can perform specific operations on the candidate game interaction items displayed for the second game account to choose from without switching the display mode, in order to provide card recommendation prompts or refresh operation prompts for teammates.

[0110] In other implementations, if a teammate has already selected and confirmed a specific card, the player's cards to be selected will be displayed in the detailed display area of ​​the interaction selection page, while only the cards already selected by the teammate will be displayed in the thumbnail display area.

[0111] Furthermore, the method also includes: The target option identifier of the target game interaction item is displayed through the graphical user interface of the first game account; In response to a trigger operation targeting the target option identifier, a target details page is displayed, which displays detailed information about the target game interaction item.

[0112] For example, please refer to the following: Figure 7 , Figure 8 and Figure 9The player controlling the first game account can select between a first game interaction item and a third game interaction item. The terminal device receives these selections and determines the first and third game interaction items as the first target game interaction item (i.e., the first game interaction item) and the second target game interaction item (i.e., the third game interaction item) for the first game account. Simultaneously, the target option identifier for the target game interaction item can be displayed through the graphical user interface of the first game account. This target option identifier includes a first option identifier and a second option identifier, where the first option identifier corresponds to the identifier of the first game interaction item, and the second option identifier corresponds to the identifier of the second game interaction item. Furthermore, the player can perform a trigger operation on the first option identifier. In response to this trigger operation, the terminal device displays a target details page, which shows detailed information about the first game interaction item. Optionally, the right side of the target details page also displays a first selection icon and a second selection icon. The first selection icon is configured to display the details of the first game interaction item on the target details page after being triggered, and the second selection icon is configured to display the details of the third game interaction item on the target details page after being triggered, so that the details of the corresponding game interaction item can be displayed by clicking different selection icons.

[0113] In one embodiment, the method further includes: In response to the state where the first game account and the second game account meet the target interaction triggering condition, a game interaction item activation identifier is displayed in the graphical user interface of the first game account, wherein the game interaction item activation identifier is used to indicate that the first game account and the second game account are in a state where the target interaction triggering condition is met.

[0114] Furthermore, the graphical user interface also includes account identifiers for the first game account and the second game account; the step "in response to displaying a game interaction item activation identifier in the graphical user interface of the first game account when the first game account and the second game account meet the target interaction triggering condition" includes: In response to the state where the first game account and the second game account meet the target interaction triggering condition, a game interaction item activation identifier is displayed for the account identifiers of the first game account and the second game account, wherein the display position of the game interaction item activation identifier is determined based on the display position of the account identifiers of the first game account and the second game account.

[0115] For example, please see Figure 10Taking the target interaction trigger condition as "the target attribute of the first game account and / or the second game account meets the preset attribute condition" and the target attribute is the life attribute as an example, if the life attribute values ​​of the first game account "Player A" and the second game account "Player B" are consistently ranked in the top two positions in the order of the life attribute values ​​of all game accounts from high to low, that is, if the preset attribute condition is met, then through the graphical user interface of the first game account, a game interaction item activation icon is displayed near the account identifier "Player A" of the account character object controlled by the first game account, and / or, through the graphical user interface of the first game account, the game interaction item activation icon is displayed in the account list at the corresponding display positions of the account identifier "Player A" of the first game account and the account identifier "Player B" of the second game account.

[0116] In one embodiment, after the step of "determining the target game rewards obtained by the first game account and the second game account on the game event", the method further includes: The game reward object corresponding to the target game reward is displayed through the graphical user interface of the first game account; The system controls the interaction between the account character object of the first game account and the game reward object to pick up the game reward object, so that the first game account obtains the target game reward.

[0117] The number of game reward objects can be determined by specifying a number of game reward objects to represent the target game reward, or the number of game reward objects can be determined based on the specific amount of virtual resources in the target game reward.

[0118] For example, when it is determined that the target game reward obtained by the first game account and the second game account in the game event is eight virtual resources, a game reward object corresponding to the target game reward can be displayed through the graphical user interface of the first game account. Furthermore, the account role object of the first game account can be controlled to interact with this game reward object to pick it up, so that the first game account obtains the target game reward.

[0119] For example, please see Figure 11 When it is determined that the target game reward obtained by the first game account and the second game account in the game event is fifteen virtual resources, the fifteen game reward objects corresponding to the target game reward can be displayed through the graphical user interface of the first game account. Furthermore, the account role object of the first game account can be controlled to interact with a game reward object to pick it up, thus allowing the first game account to obtain one virtual resource. By interacting with all game reward objects through the account role object of the first game account, all virtual resources corresponding to the target game reward can be obtained.

[0120] It should be noted that even if the account character of the first game account does not interact with all the game reward objects, all virtual resources corresponding to the target game reward can be automatically distributed to the first game account after a specified time interval.

[0121] In one embodiment, the game round includes a specified game round and at least one first game round other than the specified game round, the target game interaction item is configured to be valid in the specified game round and the first game round after the specified game round, and the method further includes: After the start of the battle phase of the first game round, the step of determining the target game reward obtained by the first game account and the second game account in the game event associated with the target interaction triggering condition is continued, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition.

[0122] For example, after a player selects a target game interaction item in a specified game round, the target game interaction item can take effect in other first game rounds after the specified game round. If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event can be determined separately.

[0123] Based on the above description, the following examples will further illustrate the game interaction method of this application. Specific embodiments of this game interaction method are described below: (1) Before the start of the battle phase of a specified game round in the target game, display candidate game interaction items through the graphical user interface of the first game account, the candidate game interaction items including the target game interaction item; receive a selection operation for the target game interaction item to determine the target game interaction item for the first game account; (2) Determine that the first game account is configured with a target game interaction item, wherein the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition. Specifically, the target interaction trigger condition is that the life value of the first game account and the second game account are ranked first and second in the life attribute value sorted from high to low among all game accounts; the game event associated with the target interaction trigger condition is that the game event can be that the game result of the first game account and the second game account at the end of the game round is a preset game result, and the preset game result can be that both the first game account and the second game account win the game.

[0124] (3) If the life value of the first game account and the life value of the second game account are ranked first and second in the life attribute ranking of all game accounts from high to low, then when the game round ends and the first game account wins the game, the game result of the first game account and the second game account at the end of the game round is the preset game result. The basic game reward obtained by the first game account and the second game account in the game event is determined respectively, for example, ten game resources; and the target game reward obtained by the first game account and the second game account in the game event is determined respectively, for example, eight game resources.

[0125] In summary, this application provides a game interaction method. It determines that a first game account is configured with a target game interaction item, the target game interaction item being configured with target interaction triggering conditions associated with the first game account and a second game account, and game events associated with the target interaction triggering conditions. Then, during the battle phase of a game round, the first game account and the second game account are controlled to perform battle actions in their respective battle phases. Finally, when the first game account and the second game account satisfy the target interaction triggering conditions, in response to the first game account and the second game account completing the game events associated with the target interaction triggering conditions, the target game rewards obtained by the first game account and the second game account on the game events are determined respectively. The solution adopted in this application embodiment can configure target game interaction items for a first game account. When the first game account and a second game account in the same faction meet the target interaction trigger conditions of the target game interaction items, and in response to the game event associated with the target interaction trigger conditions completed by the first game account and the second game account, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively. This realizes the game rewards won by each player in the team at the end of the game battle. It needs to comprehensively consider the satisfaction of the target interaction trigger conditions of each player in the team and the end of the game. It provides team cooperation strategies for each player in the team, enriches the interactive gameplay of players in the two-player mode, meets the needs of players for diversified gameplay of multi-player cooperation and linkage in the two-player mode, and effectively improves the player's game interaction experience.

[0126] This embodiment also provides a game interaction device, which can be integrated into a terminal device. For example, such as... Figure 12 As shown, the game interaction device may include: The determining unit 501 is used to determine that the first game account is configured with a target game interaction item, wherein the target game interaction item is configured with a target interaction triggering condition associated with the first game account and the second game account, and a game event associated with the target interaction triggering condition; Control unit 502 is used to control the first game account and the second game account to perform combat actions in their respective combat phases during the combat phase of the game round. The response unit 503 is configured to, in response to the completion of the game event associated with the target interaction triggering condition by the first game account and the second game account, determine the target game reward obtained by the first game account and the second game account on the game event, respectively, when the first game account and the second game account meet the target interaction triggering condition.

[0127] In some embodiments, the game interaction device includes: The first response subunit is configured to, while the first game account and the second game account are in a state that satisfies the target interaction triggering condition, respond to the game event associated with the target interaction triggering condition completed by the first game account and the second game account, and respectively determine the target game reward obtained by the first game account and the second game account on the game event.

[0128] In some embodiments, the game interaction device includes: The second response subunit is configured to, while the first game account and the second game account are in a state that satisfies the target interaction triggering condition, respond to the game event associated with the target interaction triggering condition completed by the first game account and the second game account, respectively determine the basic game rewards obtained by the first game account and the second game account on the game event, and respectively determine the target game rewards obtained by the first game account and the second game account on the game event.

[0129] In some embodiments, the game interaction device includes: The third response subunit is used to respond to the first game account and the second game account changing to a state that does not meet the target interaction triggering condition. If the first game account and / or the second game account completes the game event corresponding to the target interaction triggering condition, the basic game reward obtained by the first game account and / or the second game account on the game event is determined respectively.

[0130] In one embodiment, the graphical user interface of the first game account displays a virtual scene, the virtual scene including a battle area configured to place virtual objects for game battles; the target interaction triggering condition includes any one of the following: The target attributes of the first game account and / or the second game account meet the preset attribute conditions; During the battle phase, the time interval between the first game account and the second game account picking up game items and the game items picked up meet the first preset condition. During the battle phase, the differences in the remaining virtual objects deployed between the first game account, the second game account, and the corresponding third game account of the opposing faction satisfy the second preset condition. During the battle phase, the game actions performed by the virtual objects controlled by the first game account and the virtual objects controlled by the second game account within a preset time period meet the third preset condition.

[0131] In some embodiments, the game interaction device includes: The detection subunit is used to detect whether, in a specified game round, the attribute values ​​of the target attributes of the first game account and the second game account are within a preset range of sorting positions in the attribute value sorting of all game accounts.

[0132] In some embodiments, the game interaction device includes: The fourth response subunit is used to, when the first game account and the second game account meet the target interaction triggering condition, respond to the fact that the round match result of the first game account and the second game account at the end of the game round is a preset match result, and respectively determine the target game reward obtained by the first game account and the second game account in the game event.

[0133] In some embodiments, the game interaction device includes: The fifth response subunit is used to, when the first game account and the second game account meet the target interaction triggering condition, respond to the fact that the battle results of the first game account and the second game account and the corresponding third game account of the opposing camp in the battle phase meet the preset battle results, and respectively determine the target game rewards obtained by the first game account and the second game account in the game event.

[0134] In one embodiment, the target game reward includes virtual resources, character attribute bonuses, and / or the number of refreshes of the object refresh area. The graphical user interface of the first game account displays a virtual scene, which includes an object refresh area for displaying candidate virtual objects that the first game account can purchase. The number of refreshes is the number of times the candidate virtual objects displayed in the object refresh area are refreshed. The character attribute bonus is used to adjust the object attributes of the account character objects controlled by the first game account.

[0135] In some embodiments, the game interaction device includes: The first display subunit is used to display candidate game interaction items through the graphical user interface of the first game account before the start of the battle phase of a specified game round in the target game. The candidate game interaction items include the target game interaction items. A receiving subunit is configured to receive a selection operation for the target game interaction item, so as to determine the target game interaction item for the first game account.

[0136] In some embodiments, the game interaction device includes: The second display subunit is used to display the target option identifier of the target game interaction item through the graphical user interface of the first game account; The second display subunit is used to display a target details page in response to a trigger operation on the target option identifier. The target details page is used to display detailed information about the target game interaction item.

[0137] In some embodiments, the game interaction device includes: The sixth response subunit is configured to display a game interaction item activation flag in the graphical user interface of the first game account in response to the state in which the first game account and the second game account meet the target interaction triggering condition, wherein the game interaction item activation flag is used to indicate that the first game account and the second game account are in a state in which the target interaction triggering condition is met.

[0138] In some embodiments, the game interaction device includes: The seventh response subunit is configured to respond to the state where the first game account and the second game account meet the target interaction triggering condition by displaying a game interaction item activation flag corresponding to the account identifiers of the first game account and the second game account, wherein the display position of the game interaction item activation flag is determined based on the display position of the account identifiers of the first game account and the second game account.

[0139] In some embodiments, the game interaction device includes: The third display subunit is used to display the game reward object corresponding to the target game reward through the graphical user interface of the first game account; The control subunit is used to control the interaction between the account character object of the first game account and the game reward object, so as to pick up the game reward object and enable the first game account to obtain the target game reward.

[0140] In some embodiments, the game interaction device includes: An execution subunit is configured to, after the start of the battle phase of the first game round, continue to execute the step of determining the target game reward obtained by the first game account and the second game account in the game event in response to the completion of the game event associated with the target interaction triggering condition by the first game account and the second game account when the target interaction triggering condition is met by the first game account and the second game account.

[0141] This application discloses a game interaction device. A determining unit 501 determines that a first game account is configured with a target game interaction item. The target game interaction item is configured with a target interaction trigger condition associated with the first game account and a second game account, and a game event associated with the target interaction trigger condition. A control unit 502 controls the first game account and the second game account to perform combat behavior in their respective combat phases during the combat phase of the game round. When the first game account and the second game account meet the target interaction trigger condition, a response unit 503 responds to the first game account and the second game account completing the game event associated with the target interaction trigger condition, and determines the target game reward obtained by the first game account and the second game account on the game event. This application embodiment can configure target game interaction items for a first game account. When the first game account and a second game account in the same faction meet the target interaction trigger conditions of the target game interaction items, and in response to the game event associated with the completion of the target interaction trigger conditions by the first game account and the second game account, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively. This realizes the game rewards won by each player in the team at the end of the game. It needs to comprehensively consider the fulfillment of the target interaction trigger conditions of each player in the team and the end of the game. It provides team cooperation strategies for each player in the team, enriches the interactive gameplay of players in two-player mode, meets the needs of players for diversified gameplay of multi-player cooperation and linkage in two-player mode, and effectively improves the player's game interaction experience.

[0142] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0143] like Figure 13 As shown, Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and a computer program stored on the memory 602 and executable on the processor. The processor 601 and the memory 602 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0144] The processor 601 is the control center of the electronic device 600. It connects various parts of the electronic device 600 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 602, and by calling data stored in the memory 602, it executes various functions and processes data of the electronic device 600, thereby providing overall monitoring of the electronic device 600. The processor 601 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.

[0145] In this embodiment, the processor 601 in the electronic device 600 loads the instructions corresponding to the processes of one or more applications into the memory 602 according to the following steps, and the processor 601 runs the applications stored in the memory 602 to realize various functions, such as: It is determined that the first game account is configured with a target game interaction item, the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition; During the battle phase of the game round, the first game account and the second game account are controlled to perform battle actions in their respective battle phases; If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

[0146] The electronic device provided in this application embodiment can configure target game interaction items for a first game account. When the first game account and a second game account in the same faction meet the target interaction trigger conditions of the target game interaction items, and respond to the game event associated with the target interaction trigger conditions completed by the first game account and the second game account, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively. This realizes the game rewards won by each player in the team at the end of the game battle. It needs to comprehensively consider the satisfaction of the target interaction trigger conditions of each player in the team and the end of the game. It provides team cooperation strategies for each player in the team, enriches the interactive gameplay of players in two-player mode, meets the needs of players for diversified gameplay of multi-player cooperation and linkage in two-player mode, and effectively improves the player's game interaction experience.

[0147] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0148] Optional, such as Figure 13 As shown, the electronic device 600 also includes: a touch display screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch display screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will understand that... Figure 13 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0149] The touch display screen 603 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 603 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 601. It can also receive and execute commands from the processor 601. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 601 to determine the type of touch event. Subsequently, the processor 601 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 603 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 603 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to achieve input functions.

[0150] The radio frequency circuit 604 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0151] Audio circuit 605 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 605 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 605, converted back into audio data, and then processed by processor 601 before being transmitted via radio frequency circuit 604 to, for example, another electronic device, or output to memory 602 for further processing. Audio circuit 605 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.

[0152] The input unit 606 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0153] Power supply 607 is used to supply power to various components of electronic device 600. Optionally, power supply 607 can be logically connected to processor 601 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 607 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0154] although Figure 13 As not shown in the diagram, the electronic device 600 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0155] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0156] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0157] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game interaction methods provided in this application. The computer program can execute the steps of the following game interaction method: It is determined that the first game account is configured with a target game interaction item, the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition; During the battle phase of the game round, the first game account and the second game account are controlled to perform battle actions in their respective battle phases; If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

[0158] Because the computer program stored in this storage medium can configure target game interaction items for the first game account, and when the first game account and the second game account in the same faction meet the target interaction trigger conditions of the target game interaction items, in response to the game events associated with the completion of the target interaction trigger conditions by the first game account and the second game account, the target game rewards obtained by the first game account and the second game account in the game events are determined respectively; this realizes the game rewards won by each player in the team at the end of the game battle, which requires comprehensive consideration of the fulfillment of the target interaction trigger conditions of each player in the team and the end of the game, providing team cooperation strategies for each player in the team, enriching the interactive gameplay of players in the two-player mode, meeting the needs of players for diversified gameplay of multi-player cooperation and linkage in the two-player mode, and effectively improving the player's game interaction experience.

[0159] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0160] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0161] Since the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.

[0162] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.

[0163] In the above embodiments of the game interaction device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game interaction device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game interaction method in the above embodiments, and will not be repeated here.

[0164] The foregoing has provided a detailed description of a game interaction method, device, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A game interaction method, characterized in that, The game consists of multiple rounds, each round including a preparation phase and a battle phase. The game includes a first game account, a second game account on the same side as the first game account, and a third game account on the opposing side. The method includes: It is determined that the first game account is configured with a target game interaction item, the target game interaction item is configured with a target interaction trigger condition associated with the first game account and the second game account, and a game event associated with the target interaction trigger condition; During the battle phase of the game round, the first game account and the second game account are controlled to perform battle actions in their respective battle phases; If the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

2. The method according to claim 1, characterized in that, When the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game rewards obtained by the first game account and the second game account on the game event are determined respectively, including: While the first game account and the second game account are in a state that meets the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game reward obtained by the first game account and the second game account on the game event is determined respectively.

3. The method according to claim 2, characterized in that, While the first game account and the second game account are in a state that satisfies the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game rewards obtained by the first game account and the second game account on the game event are determined respectively, including: While the first game account and the second game account are in a state that satisfies the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the basic game rewards obtained by the first game account and the second game account on the game event are determined respectively, and the target game rewards obtained by the first game account and the second game account on the game event are determined respectively.

4. The method according to claim 2, characterized in that, The method further includes: In response to the first game account and the second game account changing to a state that does not meet the target interaction triggering condition, if the first game account and / or the second game account completes the game event corresponding to the target interaction triggering condition, the basic game rewards obtained by the first game account and / or the second game account on the game event are determined respectively.

5. The method according to claim 1, characterized in that, The graphical user interface of the first game account displays a virtual scene, which includes a battle area configured to place virtual objects for gameplay; the virtual objects are used for game battles. The target interaction trigger condition includes any one of the following: The target attributes of the first game account and / or the second game account meet the preset attribute conditions; During the battle phase, the time interval between the first game account and the second game account picking up game items and the game items picked up meet the first preset condition. During the battle phase, the differences in the remaining virtual objects deployed between the first game account, the second game account, and the corresponding third game account of the opposing faction satisfy the second preset condition. During the battle phase, the game actions performed by the virtual objects controlled by the first game account and the virtual objects controlled by the second game account within a preset time period meet the third preset condition.

6. The method according to claim 5, characterized in that, The target attributes of the first game account and / or the second game account meet preset attribute conditions, including: In a specified game round, the attribute values ​​of the target attributes of all game accounts are sorted, and the attribute values ​​of the target attributes of the first game account and the second game account are arranged within the preset arrangement range.

7. The method according to claim 1, characterized in that, When the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game rewards obtained by the first game account and the second game account on the game event are determined respectively, including: If the first game account and the second game account meet the target interaction triggering conditions, in response to the fact that the round match result of the first game account and the second game account is the preset match result at the end of the game round, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

8. The method according to claim 1, characterized in that, When the first game account and the second game account meet the target interaction triggering condition, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition, the target game rewards obtained by the first game account and the second game account on the game event are determined respectively, including: If the first game account and the second game account meet the target interaction triggering conditions, in response to the fact that the battle results of the first game account and the second game account, and the corresponding third game account of the opposing faction, meet the preset battle results during the battle phase, the target game rewards obtained by the first game account and the second game account in the game event are determined respectively.

9. The method according to any one of claims 1 to 8, characterized in that, The target game rewards include virtual resources, character attribute bonuses, and / or the number of refreshes for the object refresh area. The graphical user interface of the first game account displays a virtual scene, which includes an object refresh area. The object refresh area is used to display candidate virtual objects that the first game account can purchase. The number of refreshes is the number of times the candidate virtual objects displayed in the object refresh area are refreshed. The character attribute bonus is used to adjust the object attributes of the account character objects controlled by the first game account.

10. The method according to any one of claims 1 to 8, characterized in that, The determination that the first game account is configured with the target game interaction items includes: Before the start of the battle phase of a specified game round in the target game, candidate game interaction items are displayed through the graphical user interface of the first game account, including the target game interaction items; Receive a selection operation for the target game interaction item to determine the target game interaction item for the first game account.

11. The method according to any one of claims 1 to 8, characterized in that, The method further includes: The target option identifier of the target game interaction item is displayed through the graphical user interface of the first game account; In response to a trigger operation targeting the target option identifier, a target details page is displayed, which displays detailed information about the target game interaction item.

12. The method according to any one of claims 1 to 8, characterized in that, The method further includes: In response to the state where the first game account and the second game account meet the target interaction triggering condition, a game interaction item activation identifier is displayed in the graphical user interface of the first game account, wherein the game interaction item activation identifier is used to indicate that the first game account and the second game account are in a state where the target interaction triggering condition is met.

13. The method according to claim 12, characterized in that, The graphical user interface further includes account identifiers for the first game account and the second game account; the step of displaying a game interaction item activation identifier in the graphical user interface of the first game account in response to the state where the first game account and the second game account meet the target interaction triggering condition includes: In response to the state where the first game account and the second game account meet the target interaction triggering condition, a game interaction item activation identifier is displayed for the account identifiers of the first game account and the second game account, wherein the display position of the game interaction item activation identifier is determined based on the display position of the account identifiers of the first game account and the second game account.

14. The method according to any one of claims 1 to 8, characterized in that, After determining the target game rewards obtained by the first game account and the second game account in the game event, the method further includes: The game reward object corresponding to the target game reward is displayed through the graphical user interface of the first game account; The system controls the interaction between the account character object of the first game account and the game reward object to pick up the game reward object, so that the first game account obtains the target game reward.

15. The method according to any one of claims 1 to 8, characterized in that, The game round includes a specified game round and at least one first game round other than the specified game round. The target game interaction item is configured to be valid in the specified game round and the first game round after the specified game round. The method further includes: After the start of the battle phase of the first game round, the step of determining the target game reward obtained by the first game account and the second game account in the game event associated with the target interaction triggering condition is continued, in response to the first game account and the second game account completing the game event associated with the target interaction triggering condition.

16. A game interaction device, characterized in that, The game consists of multiple rounds, each round including a preparation phase and a battle phase. The game includes a first game account, a second game account on the same side as the first game account, and a third game account on the opposing side. The determining unit is configured to determine that a first game account is configured with a target game interaction item, wherein the target game interaction item is configured with a target interaction triggering condition associated with the first game account and the second game account, and a game event associated with the target interaction triggering condition; A control unit is used to control the first game account and the second game account to perform combat actions in their respective combat phases during the combat phase of the game round. The response unit is configured to, in response to the completion of the game event associated with the target interaction triggering condition by the first game account and the second game account, determine the target game reward obtained by the first game account and the second game account on the game event, respectively, when the first game account and the second game account meet the target interaction triggering condition.

17. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game interaction method as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method as described in any one of claims 1 to 15.