Multi-player game interaction method and device, program product and electronic equipment

By displaying candidate virtual objects from the same faction on the game interface and allowing teammates to recommend actions, the problem of insufficient communication among teammates in auto chess games is solved, improving player cooperation and the gaming experience.

CN121623312APending Publication Date: 2026-03-10NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-27
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

In team modes of games like auto chess, players on the same team lack communication and cooperation, and existing chat methods affect game operation and reduce player experience.

Method used

The graphical user interface displays candidate virtual objects from the same faction, allowing players to convey recommendations to teammates and make choices during the virtual object selection process, simplifying communication.

Benefits of technology

It enables information sharing within the same faction, promotes communication and cooperation among players, enhances the gaming experience, and does not affect the player's own operation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121623312A_ABST
    Figure CN121623312A_ABST
Patent Text Reader

Abstract

The invention provides a multi-player game interaction method and device, a program product and electronic equipment, and relates to the technical field of games. The method comprises the following steps: in a virtual object selection link in a game match, displaying a plurality of first candidate virtual objects in a first area in a graphical user interface, and displaying a plurality of second candidate virtual objects in a second area in the graphical user interface; in response to a preset operation for the second candidate virtual object, first recommendation information is sent to the second game account, and the first recommendation information is used for recommending the second candidate account to perform a first specified operation on the second candidate virtual object; and in response to a selection operation for a first target virtual object in the plurality of first candidate virtual objects, adding the first target virtual object to a first virtual object set owned by the first game account in the game match. According to the method and the device, communication and cooperation between players of the same camp are promoted, a communication operation mode is simplified, and player experience is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to a multiplayer game interaction method, device, program product, and electronic device. Background Technology

[0002] In team modes of games like auto chess and SLG (Simulation Game), multiple players form a team to compete against players from other teams. However, in these technologies, each player in team mode primarily engages in individual combat, with a lack of communication and cooperation among players within the same team. Furthermore, players need to communicate via text or voice in a chat interface, which is inconvenient, especially since chatting during gameplay can interfere with gameplay and negatively impact the player experience. Summary of the Invention

[0003] This disclosure provides a multiplayer game interaction method, device, program product, and electronic device to at least partially solve related technical problems.

[0004] According to a first aspect of this disclosure, a multiplayer game interaction method is provided, which provides a graphical user interface (GUI) through a terminal device, the GUI displaying a game screen corresponding to a first game account logged in on the terminal device; the method includes: in a virtual object selection phase during a game match, displaying a plurality of first candidate virtual objects in a first area of ​​the GUI, and displaying a plurality of second candidate virtual objects in a second area of ​​the GUI; the plurality of first candidate virtual objects are candidate virtual objects provided for the first game account, and the plurality of second candidate virtual objects are candidate virtual objects provided for a second game account; the first game account and the second game account are on the same team in the game match; in response to a preset operation on the second candidate virtual object, sending first recommendation information to the second game account, the first recommendation information being used to recommend the second candidate account to perform a first specified operation on the second candidate virtual object; in response to a selection operation on a first target virtual object among the plurality of first candidate virtual objects, adding the first target virtual object to a first set of virtual objects owned by the first game account in the game match.

[0005] According to a second aspect of this disclosure, a multiplayer game interaction device is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a game screen corresponding to a first game account logged in on the terminal device. The device includes: a candidate virtual object selection module configured to display a plurality of first candidate virtual objects in a virtual object selection phase during a game match, and a plurality of second candidate virtual objects in a second area of ​​the GUI; the plurality of first candidate virtual objects are candidate virtual objects provided for the first game account, and the plurality of second candidate virtual objects are candidate virtual objects provided for a second game account; the first game account and the second game account are on the same team in the game match; a recommendation processing module configured to send first recommendation information to the second game account in response to a preset operation on the second candidate virtual object, the first recommendation information being used to recommend the second candidate account to perform a first specified operation on the second candidate virtual object; and a selection processing module configured to add the first target virtual object to a first virtual object set owned by the first game account in the game match in response to a selection operation on a first target virtual object among the plurality of first candidate virtual objects.

[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.

[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] The technical solution disclosed herein has the following beneficial effects: In the virtual object selection phase of the game, the graphical user interface simultaneously displays the first and second candidate virtual objects, allowing players to see their teammates' candidate virtual objects. Players can then use preset actions to convey their initial recommendation to their teammates, and simultaneously select a virtual object for themselves from the first candidate virtual objects. On one hand, this provides a way for players within the same team to share information and participate in each other's decision-making process during virtual object selection, which is beneficial for players to make game decisions at the team level and promotes communication and cooperation among players. On the other hand, players can use preset actions to communicate and recommend information to their teammates, simplifying the communication process without affecting their own gameplay, thus improving the player experience. Attached Figure Description

[0009] Figure 1 A flowchart illustrating a game interaction method for a turn-based board game according to an embodiment of this disclosure is provided. Figure 2 A schematic diagram of a player selection interface according to an embodiment of this disclosure is shown; Figure 3 A schematic diagram of a game interface according to an embodiment of this disclosure is shown; Figure 4 A schematic diagram of a settlement interface according to an embodiment of this disclosure is shown; Figure 5 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown; Figure 6 A flowchart illustrating a multiplayer game interaction method according to an embodiment of this disclosure is shown; Figure 7 A schematic diagram of a first interface according to an embodiment of the present disclosure is shown; Figure 8 A schematic diagram showing another first interface in an embodiment of this disclosure; Figure 9 A schematic diagram showing another first interface in an embodiment of this disclosure; Figure 10 A schematic diagram illustrating a teammate status indicator according to an embodiment of this disclosure is shown; Figure 11 A schematic diagram of an interactive object is shown in an embodiment of this disclosure; Figure 12 A schematic diagram illustrating an equipment exchange according to an embodiment of this disclosure is shown; Figure 13 A schematic diagram of a multiplayer game interaction device according to an embodiment of the present disclosure is shown; Figure 14 A schematic diagram of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation

[0010] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0011] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0012] The following is an exemplary, non-definitive introduction to the terms used in the embodiments of this disclosure: 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 player 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 drop to zero, the player associated with that player exits the game, and the remaining players continue. Optionally, turn-based chess games include auto chess.

[0013] 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.

[0014] 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.

[0015] 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.

[0016] 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.

[0017] Regarding the arrangement of the chess pieces in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess pieces, illustratively, where n is an integer multiple of 2, and adjacent rows of chess pieces are aligned, or adjacent rows of chess pieces 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 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 players are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess pieces can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess pieces.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] Figure 1A 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 S110: Select the players to participate in this game.

[0022] During the player selection phase, before starting a game, players choose their desired player. Different players have different skills.

[0023] Examples such as Figure 2 As 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.

[0024] 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.

[0025] Step S120: Display the game's match interface.

[0026] refer to Figure 3 The game interface includes battle area 31 and preparation area 32.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] A single game (or match) in a turn-based board game comprises multiple game phases, each phase consisting of 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 contain 7 rounds. Game rounds can be of various types, such as confrontation rounds (or battle rounds), draft rounds, wild monster rounds, and draw rounds. Confrontation rounds and wild monster rounds may include a preparation phase and a confrontation phase. Of course, a specific confrontation round may only have a confrontation phase without a preparation phase. For example, in the first confrontation round, the game can directly enter the confrontation phase, with the system automatically placing the initial pieces on the board for the player. Wild monster rounds may also not include a preparation phase or a confrontation phase, and can be set according to actual needs. This disclosure does not limit this aspect. 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).

[0031] 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.

[0032] 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".

[0033] Step S130: In the preparation phase, perform preparation operations related to one's own side.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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 the board area.

[0039] Step S140: In the confrontation phase, display your pieces and the opponent's pieces engaging in regular confrontation in the chessboard area.

[0040] In team mode, two or more players form the same faction, and players from different factions compete against each other. For example, in a game, 8 players are paired up into 4 different factions (e.g., Faction A, Faction B, Faction C, and Faction D). In each round, the 4 factions are divided into two groups to compete, such as Faction A versus Faction B, and Faction C versus Faction D. The player pairings between the two factions can be determined by random assignment or other methods. For example, if Faction A includes players A1 and A2, and Faction B includes players B1 and B2, then player A1 can be randomly paired against player B1, and player A2 against player B2. In this way, player A1's pieces and player B1's pieces will compete in the same area of ​​the board, and player A2's pieces and player B2's pieces will compete in the same area of ​​the board.

[0041] In each game round, player and opponent pieces automatically engage in combat on the board without manual player intervention. In other implementations, players can provide some active control, manipulating their pieces to execute specific game logic. The client or server automatically controls the combat based on factors such as the pieces' positions on the board, their attributes, levels, skills, synergistic enhancements, etc., until one side's pieces are all 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).

[0042] 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.

[0043] If a player's piece wins in the regular match, the player will engage in an additional match against the opposing team's player who won in the regular match. If a player's piece loses in the regular match, but a teammate wins, that teammate will engage in an additional match against the opposing team's player who won in the regular match; players can watch this additional match. If all players on the same team win or lose in the regular match, no additional match will occur.

[0044] Step S150: Calculate the life value of your own player, and start the next round of the game or end the current game based on the life value.

[0045] Each player has health points. During or after a game round, the losing player (e.g., a chess player) will have a portion of their health points deducted. This deduction can be based on one or more of the following factors: the number of remaining pieces on the winning side, the winning side's level, the current game stage, or it can be a fixed value. This embodiment does not limit this.

[0046] In one implementation, after a regular confrontation, the player who wins the regular battle does not lose health points, while the player who loses the regular confrontation loses health points. After an additional confrontation, the player who wins the additional confrontation can increase the health points of their teammates, while the health points of the player who loses the additional confrontation remain unchanged, as do the health points of their teammates.

[0047] When your health points are reduced to zero, you are eliminated in this game.

[0048] If a player's health has not been reduced to zero, they continue to participate in subsequent game rounds, fighting against players from other factions until they are eliminated, or they win the game as the last player remaining (usually indicating that they are ranked first in the game).

[0049] Exemplary Reference Figure 4 The settlement interface displays the results of this game. This information includes the player's ranking, player name, the champion used, the champion composition, the equipment equipped on the champions, and any activated synergies.

[0050] In one implementation, the following steps are included: In the competitive phase of the game, the first and second factions will engage in regular combat. The first faction consists of multiple first-player teams controlled by multiple game accounts, and the second faction consists of multiple second-player teams controlled by multiple game accounts. In the regular combat, the multiple first-player teams and multiple second-player teams are matched one-to-one and compete against each other. After the regular competition, if there is a winning first team among multiple first-game teams and a winning second team among multiple second-game teams, then the first-game winning team and the second-game winning team will be put into an additional competition. Update the game resources of at least one of the first and second factions based on the results of the additional confrontation.

[0051] On the one hand, the combination of regular and additional combat allows for full confrontation between the two factions. Compared to traditional team modes, this may reduce the number of rounds of combat between the two factions, thus optimizing the team combat process and reducing computational overhead and the load on terminal devices or servers. On the other hand, the outcome of additional combat affects the interests of the entire faction, such as restoring teammates' health upon victory. This requires players to consider not only their performance in regular combat but also the situation in additional combat, fostering teamwork and strategic coordination among players within the same faction and enhancing the player experience.

[0052] The following provides a detailed explanation of each of the above steps.

[0053] In this embodiment, the forms of confrontation include, but are not limited to: combat, sports competitions (such as racing), and intellectual contests (such as chess). Regular confrontation is the confrontation mode that occurs in each round, involving one-on-one matchmaking between two factions. For example, the first faction is denoted as Faction A, including first game teams A1 and A2, controlled by game accounts A1 and A2 respectively; the second faction is denoted as Faction B, including second game teams B1 and B2, controlled by game accounts B1 and B2 respectively. In a regular confrontation round, the system can randomly assign first game team A1 to play against second game team B1, and first game team A2 to play against second game team B2. In other embodiments, multiple factions are included. For example, in team mode, there are a total of 8 players, with each pair of players forming a faction, i.e., 4 groups. In each game round, factions are used as the matchmaking targets, and then the game teams within each faction are matched with opponents.

[0054] In one implementation, the above-mentioned conventional confrontation between the first and second camps includes the following steps: The first surviving team in the first camp is matched one by one with the second surviving team in the second camp for regular combat.

[0055] In this game, each team has a certain number of lives (i.e., the life points of a game account or player in the current game). When the life points are reduced to 0 or below, the team is eliminated (or "defeated"). Teams that are not eliminated are considered alive. In an optional implementation, if only one team with life points remains in each of the opposing teams, these two teams are matched together for a match. In regular matches, the first surviving team can be matched one-to-one with the second surviving team. For example, if team A1 survives and A2 is eliminated in team A, and team B1 is eliminated and B2 survives in team B, then team A1 will be matched with team B2 for a regular match, avoiding situations where team A1 faces team B1 or team A2 faces team B2. This prioritizing matching surviving teams together for regular matches improves the quality of the matches, speeds up the game pace, and reduces the processing load on the server or terminal devices. In other implementations, if each team has only one remaining team with health points in the game lineup, then these two teams are matched to fight, or they can be randomly matched to fight against mirror teams. For example, the first surviving team A1 in faction A is controlled to fight against the eliminated team B1 in faction B.

[0056] In one implementation, the above-mentioned conventional confrontation between the first and second camps further includes the following steps: If the number of surviving first-game teams in the first camp is less than the number of surviving second-game teams in the second camp, the extra surviving second-game teams will be matched one-to-one with the first mirror game teams for regular combat; the first mirror game teams are game teams with the same configuration generated based on the first-game teams that have been eliminated in the first camp. If the number of surviving first-game teams in the first camp is greater than the number of surviving second-game teams in the second camp, the extra surviving first-game teams will be matched one-to-one with the second mirror game teams for regular combat; the second mirror game teams are game teams with the same configuration generated based on the eliminated second-game teams in the second camp.

[0057] In this scenario, the number of surviving first-team players and the number of surviving second-team players are unequal. After matching teams from both sides, one side will have extra unmatched teams. These extra first-team or second-team players will be matched with their mirror teams for regular matches. The configuration of the mirror team is equivalent to the configuration of the eliminated team in its last game round before elimination. For example, if team A1 survives in faction A and A2 is eliminated, and both teams B1 and B2 survive in faction B, team A1 will be matched with team B2 for regular matches. The extra second team B1 can then play against the mirror team of team A2, which is equivalent to team A2 in its last game round before elimination. If both teams A1 and A2 in faction A survive, and team B1 in faction B survives while team B2 is eliminated, team A2 will be matched with team B1 for a regular match. The extra team A1 can then play a regular match against the mirror team of team B2, which is equivalent to team B2 in the last round before being eliminated.

[0058] This avoids situations where teams are left out in regular matches, and the mirror game teams can use the cached data of the eliminated teams, which helps reduce system overhead.

[0059] Additional confrontation is an extra round of confrontation added after the regular confrontation. It does not take place in all confrontation rounds, but only when the conditions in step S620 are met. For example, in the regular confrontation, if team A1, the first game team in faction A, wins and team B2, the second game team in faction B, then A1 and B2 will engage in additional confrontation.

[0060] In one implementation, if there is a winning first team among the multiple first game teams and a winning second team among the multiple second game teams, then the winning first team and the winning second team will engage in additional competition, including the following steps: If there is a winning first-winner team among multiple first-game teams, and a winning second-winner team among multiple second-game teams, and the first-winner team and the second-winner team are not entirely mirror images of each other, then the first-winner team and the second-winner team will be placed into an additional match.

[0061] For example, match Team A2 (first game team) with Team B1 (second game team) for a regular match, and match Team A1 with the mirror image of Team B2 for a regular match. If Team A2 wins, and the mirror image of Team B2 wins, and the first winning team and the second winning team are not both mirror images, then match Team A2 with that mirror image team for an additional match.

[0062] In one implementation, after the regular match, the server can check the type of the winning team. If both the winning teams from the first and second factions are mirror teams, no additional match is triggered. This avoids unnecessary additional matches and reduces server computation and network traffic.

[0063] In one implementation, the above-mentioned additional competition between the first winning team and the second winning team includes at least one of the following methods: ① The first and second winning teams are placed into an additional battle with each other in their initial states. The initial state can be the state at the start of the regular battle, such as both teams being fully healthy (i.e., with full health) and free from any buffs or debuffs. It can also include the initial positions (i.e., the positions players place during the preparation phase). In one implementation, the initial state can be the state after the player re-edits their battle lineup. As mentioned above, during the preparation phase, players can select and arrange virtual objects (such as pieces) from all their available virtual objects to enter the battle area. Players can be allowed to re-edit their battle lineup before the additional battle begins (the editing operation can be the same as the preparation phase operation, or it can be limited to certain actions, such as being able to move virtual objects but not being able to purchase new ones). The first winning team (whose members may differ from those in the regular battle) is then placed into an additional battle against the second winning team, and both teams can be in an initial state with all members healthy and free from any buffs or debuffs.

[0064] ② The first and second winning teams will engage in an additional battle, with the teams already in their original positions at the end of the regular match. These original positions may include remaining health, mana, and any buffs or debuffs. This additional battle, where the first and second winning teams are in these positions, can be seen as a continuation of the regular match. This encourages players to win with minimal losses in the regular match, thus conserving more strength for the additional battle and enhancing the game's strategic depth.

[0065] ③ The winning teams from the first and second rounds of the game are restored to a predetermined level of status from their state at the end of the regular match. After this restoration, they are then subjected to additional combat. The predetermined level of status restoration can refer to restoring a fixed value or percentage, which can be set by the game developers based on experience. For example, at the end of the regular match, each virtual object in both teams is restored to 40% of its health before additional combat. Therefore, the process and outcome of this additional combat are influenced by the remaining strength of the winning teams in the regular match, as well as the characteristics of each team, prompting players to consider both factors and enhancing the game's strategic depth.

[0066] In one implementation, the above-mentioned additional competition between the first winning team and the second winning team includes the following steps: While retaining the buffs and / or debuffs that the first and second winning teams had at the end of the regular match, the first and second winning teams will be placed into an additional match.

[0067] This allows for the retention of only buffs, only debuffs, or both. This increases the continuity of the game state, ensuring that player strategies (such as buff accumulation) remain effective in additional combat, thus increasing the strategic depth of the game.

[0068] In one implementation, during a regular match, the first and second teams are configured to automatically move and fight within a battle area. The additional match between the first and second winning teams includes the following steps: Based on the position information of the first and second winning teams at the end of the regular competition, the first and second winning teams are arranged in the same battle area, and the first and second winning teams are controlled to move and fight automatically.

[0069] The battle area is the area where the two teams fight, such as the chessboard area mentioned above. In regular matches, different battle areas can be set for each game; for example, team A1 and team B1 fight in battle area K1, and team A2 and team B2 fight in battle area K2. Battle areas K1 and K2 can look the same or different. Even if they look the same, they are two different program objects in the game program, for example, their unique identifiers are different.

[0070] In the additional battle, the positions of the first and second winning teams at the end of the regular battle can be preserved. That is, their initial positions in the additional battle are determined according to their positions at the end of the regular battle, and they can then automatically move and fight in the additional battle. The battle area in the additional battle can be the battle area of ​​the first or second winning team in the regular battle (such as battle area K1 or K2 mentioned above), or it can be a new battle area (such as battle area K3).

[0071] In one implementation, arranging the first winning team and the second winning team in the same battle area includes the following steps: Maintain the position of the first winning team at the end of the regular match, and move the second winning team to the match area where the first winning team was located, according to their position information at the end of the regular match.

[0072] The winning team's position at the end of the regular match is used as its initial position in the additional match. The winning team is then moved to its original position within the same match area as the winning team. For example, if team A1 and team B2 need to engage in an additional match, team A1's position at the end of the regular match in match area K1 is used as its initial position. Team B2 is then moved to its original position within match area K1. If virtual object b04 in team B2 was positioned in row 3, column 6 at the end of the regular match, then virtual object b04 is moved to row 3, column 6 within match area K1.

[0073] In one implementation, the position of the second winning team at the end of the regular match can be maintained, and the first winning team can be moved to the match area where the second winning team is located according to its position information at the end of the regular match.

[0074] In one implementation, if the first virtual object in the first winning team and the second virtual object in the second winning team are in the same position at the end of the regular battle, then at least one of the first and second virtual objects will have its position slightly adjusted. For example, if the first team A1 and the second team B2 need to engage in additional combat, and if the virtual object a02 in the first team A1 is in the 3rd row and 6th column at the end of the regular battle, and the virtual object b04 in the second team B2 is also in the 3rd row and 6th column at the end of the regular battle, and their positions overlap after moving them to the same combat area, then at least one of them can be slightly adjusted. For example, a02 can be adjusted to be adjacent to the 3rd row and 6th column, or both a02 and b02 can be adjusted by one or half a unit to achieve a staggered position.

[0075] By utilizing existing positional information in the additional combat phase, the computational load within the battle area is reduced. Furthermore, the game maintains, to some extent, the regular combat dynamic between the first and second winning teams, increasing strategic depth and shortening the additional combat phase (the first and second winning teams begin their additional combat from their positions at the end of the regular phase, allowing for faster contact and engagement compared to their initial positions). This accelerates the game pace, reduces processing pressure on servers and terminal devices, and improves overall performance.

[0076] The game resources of at least one of the first and second factions are updated based on the outcome of the additional confrontation. For example, in an additional confrontation between A1 and B2, if A1 wins, the game resources of faction A may be increased, or the game resources of faction B may be decreased. This disclosure does not limit which one or more game resources are updated; for example, the life points (i.e., the players' life points), gold coins, experience points, etc., of the first game team in faction A may be increased.

[0077] In one implementation, after a regular match, life points are deducted from the first losing team and the second losing team; the first losing team is the first team that lost in the regular match; the second losing team is the second team that lost in the regular match.

[0078] Accordingly, updating the game resources of at least one of the first and second factions based on the results of the additional confrontation includes the following steps: If the first winning team wins the additional match, the first losing team gains additional health. If the second-winning team wins the additional match, the second-losing team gains additional health.

[0079] The amount of health deducted after a regular confrontation can be determined based on the number of virtual objects remaining on the winning side and the current game stage. After an additional confrontation, the winning side can restore health to their teammates.

[0080] For example, in a regular match, if team A1 defeats team B1, and team B2 defeats team A2, then teams A2 and B1 lose health points. In an additional match, if team A1 defeats team B2, then team A2 gains health points. In this particular match, team A1's health points remain unchanged, team A2's health points decrease and then increase, team B1's health points decrease, and team B2's health points remain unchanged.

[0081] Based on the above approach, conditional resource updates are implemented, encouraging team collaboration while reducing the amount of data required to update server lifetimes and lowering system overhead.

[0082] In one implementation, if the first winning team wins an additional match, the first losing team is given additional life points, including the following steps: If the first losing team's health is reduced to below 0 after the regular match, and the first winning team wins the additional match, and adding health to the first losing team would make their health greater than 0, then the first losing team's health is increased.

[0083] For example, after a regular match, the first team A2's health is reduced to -5. This -5 value can be displayed on the player's interface or not, and may only be recorded in the background. After an additional match, since the first team A1 wins, it can increase the health of the first team A2 by 7 points. The increased health is 2, which is greater than 0, so the health increase process is executed.

[0084] In one implementation, if the first losing team's health is reduced to below 0 after a regular match, and if the first winning team wins an additional match, and adding health to the first losing team would reduce the first losing team's health to less than or equal to 0, then no health is added to the first losing team.

[0085] For example, after a regular match, the first team A2's health is reduced to -6. This -6 value can be displayed on the player's interface or not, and may only be recorded in the background. After an additional match, since the first team A1 wins, it can add 4 health points to the first team A2. The added health is then -2, which is less than 0 (meaning that adding health still cannot "revive" the first losing team), so the health increase process is not executed.

[0086] By using the above methods, the logic for increasing health points after additional combat is precisely controlled, invalid data operations are reduced, and server processing efficiency is improved.

[0087] In one implementation, after the adversarial phase ends, if any team's life points are less than or equal to 0, then that team is eliminated from the game. In the example above, team A2's life points were reduced to -6, and even if team A1 won the additional adversarial phase, it couldn't revive team A2. Therefore, after this adversarial phase ends, team A2 is determined to be eliminated from the game, and its life points can then be displayed as 0.

[0088] In one implementation, the team-based combat processing method further includes the following steps: The individual ranking of a game account is determined based on the order in which the game team corresponding to the game account participating in the game is eliminated. The game account's faction ranking is determined based on the highest individual ranking of the faction to which the game account belongs; The game account's settlement data for each game match is determined based on the game account's individual ranking, faction ranking, and the individual rankings of other game accounts within the same faction.

[0089] For example, in a game with 8 players, each player's ranking is determined by the order in which their team is eliminated. The first player eliminated is ranked 8th, the second eliminated is ranked 7th, and the player still alive at the end of the game is ranked 1st. Each faction's ranking is determined by the highest individual ranking within that faction. For instance, if the highest individual ranking in team A1 of faction A is 1st, then faction A's overall ranking is 1st. The game account's final score is determined based on their individual ranking, faction ranking, and the individual rankings of other accounts within the same faction (i.e., teammate rankings). This involves weighting individual, faction, and teammate rankings to calculate the account's final score. This increases the influence of team and teammate factors on the final score, promoting teamwork and improving the player experience. Furthermore, the server optimizes processing efficiency by batch-calculating rankings.

[0090] This disclosure provides a multiplayer game interaction method to address the problems of lack of team communication and collaboration in team modes and the inconvenience of communication methods in related technologies.

[0091] Figure 5 A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a first client 510, a second client 520, and a server 530. The first client 510 and the second client 520 are terminal devices that have installed and run game client programs, such as mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc. They have display functions and can display a graphical user interface (GUI), which may include the operating system interface or the application interface. When the game program is running, the game screen is displayed in the GUI. The first client 510 and the second client 520 are used by a first game account and a second game account, respectively. For example, the first game account is logged into the first client 510, and the game screen corresponding to the first game account is displayed through the GUI. The server 530 generally refers to the backend system that provides game services; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 530 to perform server-side game data processing. The first client 510, the second client 520, and the server 530 can be connected via wired or wireless communication links for data transmission. In addition, the first client 510 and the second client 520 can also communicate directly with each other via wired or wireless means.

[0092] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. 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's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 530). The cloud gaming client (such as the aforementioned first client 510 and second client 520) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0093] The multiplayer game interaction method in this disclosure can be executed by any one or more of the first client 510, the second client 520, and the server 530.

[0094] Figure 6 An exemplary flow of a multiplayer game interaction method executed by a first client is shown, including the following steps: Step S610: In the virtual object selection phase of the game, multiple first candidate virtual objects are displayed in the first area of ​​the graphical user interface, and multiple second candidate virtual objects are displayed in the second area of ​​the graphical user interface; the multiple first candidate virtual objects are candidate virtual objects provided for the first game account, and the multiple second candidate virtual objects are candidate virtual objects provided for the second game account; the first game account and the second game account are on the same side in the game. Step S620: In response to a preset operation for the second candidate virtual object, send first recommendation information to the second game account. The first recommendation information is used to recommend the second candidate account to perform a first specified operation on the second candidate virtual object. Step S630: In response to the selection operation of the first target virtual object among a plurality of first candidate virtual objects, the first target virtual object is added to the first set of first virtual objects owned by the first game account in the game.

[0095] based on Figure 6 This method, during the virtual object selection phase of a game, simultaneously displays first and second candidate virtual objects in the graphical user interface. Players can see their teammates' candidate virtual objects and then convey their initial recommendation to teammates through preset actions. Simultaneously, players can select a virtual object for themselves from the first candidate list. On one hand, it provides a way for players within the same team to share information and participate in each other's decision-making process during virtual object selection, facilitating team-based game decisions and promoting communication and cooperation. On the other hand, the preset actions allow players to communicate and recommend information to teammates, simplifying the communication process without interfering with their own gameplay, thus enhancing the player experience.

[0096] The following describes, in conjunction with one or more embodiments and related accompanying drawings, [the following is a description of...]. Figure 6 Each step is explained in detail.

[0097] refer to Figure 6In step S610, during the virtual object selection phase in the game, multiple first candidate virtual objects are displayed in the first area of ​​the graphical user interface, and multiple second candidate virtual objects are displayed in the second area of ​​the graphical user interface; the multiple first candidate virtual objects are candidate virtual objects provided for the first game account, and the multiple second candidate virtual objects are candidate virtual objects provided for the second game account; the first game account and the second game account are on the same side in the game.

[0098] Virtual objects include, but are not limited to: virtual characters (such as chess pieces), virtual items (such as equipment and props), and virtual effect objects (such as cards and runes, which can provide beneficial effects). The virtual object selection phase allows players to choose from multiple candidate virtual objects (including those provided by the system or purchased). This phase may include a draft round, a preparation phase (during which players can purchase chess pieces from the shop or choose from cards provided by the system), a card selection phase (e.g., after the combat phase, the system provides each player with three candidate cards, from which the player chooses one), and a shop purchase phase.

[0099] The first area and the second area are two pre-defined areas in the graphical user interface. For example, in the virtual object selection phase, the graphical user interface displays a first interface for selecting virtual objects. Figure 7 A schematic diagram of the first interface is shown, comprising a first area 710 and a second area 720. During the virtual object selection phase, multiple first candidate virtual objects are displayed in the first area 710, and multiple second candidate virtual objects are displayed in the second area 720. The player (i.e., the first game account) needs to select from the first candidate virtual objects, and teammates (i.e., the second game accounts) need to select from the second candidate virtual objects. Players can simultaneously see their own and their teammates' candidate virtual objects, facilitating team-level decision-making.

[0100] This disclosure does not limit the size, position, etc. of the first region and the second region. In one embodiment, the size of the first region is larger than the size of the second region, so that the player can see the information (such as the first candidate virtual object) in the first region more clearly.

[0101] In one implementation, multiple first candidate virtual objects are displayed in detail mode in a first area, and multiple second candidate virtual objects are displayed in thumbnail mode in a second area. Detail mode and thumbnail mode are two display modes for the candidate virtual objects. Detail mode displays more information about the candidate virtual object (such as a complete description), while thumbnail mode displays less information (such as only the name and icon, or a brief description). Considering the limited space in the graphical user interface (GUI), displaying the first candidate virtual objects in detail mode and the second candidate virtual objects in thumbnail mode avoids insufficient GUI space, ensuring that both the first and second candidate virtual objects are displayed appropriately. For example, the first area is large enough to accommodate the first candidate virtual objects displayed in detail mode, while the second area is small enough not to accommodate the second candidate virtual objects displayed in detail mode; therefore, the second candidate virtual objects are displayed in thumbnail mode. This achieves efficient and full utilization of the GUI space.

[0102] In one implementation, the multiplayer game interaction method further includes the following steps: In response to the first switching operation, switch to displaying multiple second candidate virtual objects in detail mode.

[0103] The first switching operation involves switching the second candidate virtual object from thumbnail mode to detail mode. For example, a mode switching control can be provided in the graphical user interface, such as... Figure 7 The "View Teammates" control is shown. Players can trigger an action on the mode switching control (such as clicking or long-pressing). This trigger action is the first switching action, which switches the second candidate virtual object from thumbnail mode to detail mode, allowing players to view the second candidate virtual object more clearly and completely.

[0104] In one implementation, in response to a first switching operation, the system switches to displaying multiple second candidate virtual objects in detail mode in the first area; and in response to the first switching operation, it switches to displaying multiple first candidate virtual objects in thumbnail mode in the second area. That is, in response to the first switching operation, information from the first area and the second area can be exchanged, a second candidate virtual object can be moved from the second area to the first area and switched to detail mode, and a first candidate virtual object can be moved from the first area to the second area and switched to thumbnail mode. (See reference...) Figure 8 As shown, the first area 710 displays multiple second candidate virtual objects (i.e., cards Y1, Y2, and Y3) in detail mode, while the second area 720 displays multiple first candidate virtual objects (i.e., cards X1, X2, and X3) in thumbnail mode. This solves the problem that the second area is too small to display information in detail mode.

[0105] In one implementation, the multiplayer game interaction method further includes the following steps: In response to the second switching operation, the system switches to displaying multiple first candidate virtual objects in detail mode in the first area, and switches to displaying second candidate virtual objects in thumbnail mode in the second area.

[0106] The second switching operation involves switching the second candidate virtual object from details mode back to thumbnail mode. For example, a mode switching control can be provided in the graphical user interface, such as... Figure 8 The "See Me" control is shown. When the second candidate virtual object is displayed in detail mode in the first area and the first candidate virtual object is displayed in thumbnail mode in the second area, if the user triggers the mode switching control (such as clicking or long-pressing), the triggering operation is the second switching operation, which triggers the information of the first area and the second area to be exchanged again, so that the first candidate virtual object is displayed in detail mode in the first area and the second candidate virtual object is displayed in thumbnail mode in the second area.

[0107] In this way, players can flexibly switch display modes according to their real-time needs. For example, when considering which candidate virtual object to choose, they can switch to the details mode to view the first candidate virtual object; when considering recommending it to a teammate, they can switch to the details mode to view the second candidate virtual object. This improves the flexibility and convenience of player operations.

[0108] Continue to refer to Figure 6 In step S620, in response to a preset operation for the second candidate virtual object, first recommendation information is sent to the second game account. The first recommendation information is used to recommend the second candidate account to perform a first specified operation on the second candidate virtual object.

[0109] The preset operation is an operation suggested by the first game account to the second game account. This operation can be applied to one or more second candidate virtual objects, or it can be applied to a second area (or a first area) displaying second candidate virtual objects. The first recommendation information is information recommended by the first game account to the second game account. The first specified operation is an operation suggested by the first game account to the second game account. Since the first game account can provide different suggestions or recommendations, the first specified operation can include different types of operations.

[0110] In one implementation, the first recommendation information includes first selection recommendation information. The above-described response to a preset operation for a second candidate virtual object, sending the first recommendation information to the second game account, includes the following steps: In response to a first preset operation targeting a second target virtual object among a plurality of second candidate virtual objects, a first selection recommendation message is sent to a second game account. The first selection recommendation message is used to recommend that the second candidate account select the second target virtual object.

[0111] The second target virtual object can be any one or more of the second candidate virtual objects, and the first preset operation is the recommended operation. For example, the first game account can click on the second target virtual object, or click on the selection control corresponding to the second target virtual object. This operation is the first preset operation, which triggers the sending of first selection recommendation information to the second game account, recommending that the second game account select the second target virtual object.

[0112] In one implementation, the first recommendation information includes first refreshed recommendation information. The above-described response to a preset operation for a second candidate virtual object, sending the first recommendation information to the second game account, includes the following steps: In response to a second preset operation targeting a third target virtual object among a plurality of second candidate virtual objects, a first refresh recommendation message is sent to a second game account. The first refresh recommendation message is used to recommend that the second candidate account perform a refresh operation on the third target virtual object. The refresh operation is used to replace the third target virtual object with other candidate virtual objects to update the plurality of second candidate virtual objects.

[0113] The third target virtual object can be any one or more of the second candidate virtual objects, and the second preset operation is a recommended refresh operation. For example, the first game account can long-press the third target virtual object or click the refresh control corresponding to the third target virtual object. This operation is the second preset operation, which triggers the sending of the first refresh recommendation information to the second game account, recommending that the second game account refresh the third target virtual object. Refreshing means replacing the third target virtual object with other candidate virtual objects (which can be randomly specified by the game system), thereby updating multiple second candidate virtual objects.

[0114] Through the above methods, players can flexibly recommend different information to the second game account through different types of operations (such as the first preset operation or the second preset operation). For example, if a player thinks that a certain second candidate virtual object is needed by the faction, they can recommend that their teammates choose the second candidate virtual object through the first preset operation. If a player thinks that a certain second candidate virtual object has no value, they can recommend that their teammates refresh the second candidate virtual object through the second preset operation, thereby meeting different game needs and improving the flexibility and convenience of communication and recommendation methods.

[0115] Of course, the first and second preset operations mentioned above are just examples. The first game account can also implement other content recommendation information through other types of operations, such as sending the first upgrade recommendation information to the second game account through the third preset operation, so as to recommend the second game account to select and upgrade a certain second candidate virtual object.

[0116] In one implementation, a cooldown time, such as 5 seconds, can be set for preset operations. That is, after a player performs a preset operation, they cannot perform the preset operation again within 5 seconds, in order to prevent players from repeatedly performing a large number of preset operations in a short period of time (such as clicking controls multiple times in a row), which could cause the terminal device or server to crash.

[0117] In one implementation, a cooldown time can be set for each preset operation. For example, after a player performs the first preset operation, they cannot perform the first preset operation again within 5 seconds, but they can perform the second preset operation.

[0118] In one implementation, the above-mentioned response to a preset operation for a second candidate virtual object, sending first recommendation information to a second game account, includes the following steps: In response to a preset action for a second candidate virtual object displayed in details mode, a first recommendation message is sent to the second game account.

[0119] That is, when the second candidate virtual object is displayed in detail mode, the player can perform a preset operation to trigger the sending of the first recommendation information. In one implementation, when the second candidate virtual object is displayed in thumbnail mode, the player can be prohibited from performing preset operations (e.g., not providing controls for preset operations, invalidating preset operations, locking the operation entry point for preset operations, etc.), thus avoiding accidental operations by the player in thumbnail mode.

[0120] For example, if the second candidate virtual object is originally displayed in thumbnail mode in the second area, in order to perform the preset operation, the player can first switch to display the second candidate virtual object in detail mode in the first area through the first switching operation, and then perform the preset operation on the second candidate virtual object.

[0121] refer to Figure 8 As shown, when the second candidate virtual object is displayed in detail mode in the first area 710, the player can perform the first preset operation by clicking on the second candidate virtual object, or the second preset operation by clicking on the refresh control corresponding to the second candidate virtual object.

[0122] In one implementation, players may also be allowed to perform preset actions on a second candidate virtual object displayed in thumbnail mode. This disclosure does not limit the specific operation method; exemplarily, the above-mentioned response to a preset action on the second candidate virtual object, sending first recommendation information to a second game account, includes the following steps: In response to a triggered action on a second candidate virtual object displayed in thumbnail mode, one or more recommendation controls are provided; In response to a trigger operation targeting a target recommendation control among one or more recommendation controls, first recommendation information is sent to the second game account based on the target recommendation control.

[0123] The triggering operation can be a click, a long press, etc., which triggers the provision of recommended controls. Recommended controls include, but are not limited to, selecting recommended controls and refreshing recommended controls. The target recommended control can be any one or more recommended controls. When a player triggers an operation on a target recommended control, a first recommendation message of the corresponding type is sent to the second game account based on the type of the target recommended control. For example, in response to a long press operation on the second target virtual object among the second candidate virtual objects displayed in thumbnail mode, a selection recommended control and a refresh recommended control corresponding to the second target virtual object are provided. In response to a click operation on the selection recommended control, a first selection recommendation message is sent to the second game account to recommend that the second game account select the second target virtual object. In response to a click operation on the refresh recommended control, a first refresh recommendation message is sent to the second game account to recommend that the second game account refresh the second target virtual object.

[0124] In one implementation, the multiplayer game interaction method further includes the following steps: In response to a refresh operation targeting the fourth target virtual object among a plurality of first candidate virtual objects, the fourth target virtual object is replaced with another candidate virtual object to update the plurality of first candidate virtual objects.

[0125] The fourth target virtual object can be any one or more of the first candidate virtual objects. For example, players can directly perform a specific refresh operation on the fourth target virtual object (such as long-pressing, swiping up, etc.), or a refresh control can be provided within the graphical user interface, which players can click or long-press to refresh. In response to the refresh operation, the fourth target virtual object is replaced with other candidate virtual objects. For instance, the system can randomly select one from the virtual object pool (which may be different from other existing first candidate virtual objects) as a new candidate virtual object, thereby updating multiple first candidate virtual objects. The refresh mechanism provides players with a wider range of virtual object choices, improving the player experience.

[0126] In one implementation, the refresh operation requires game resources (such as gold coins). For example, each refresh operation by the first game account costs 1 gold coin.

[0127] In one implementation, a refresh control is provided in the first area, while a refresh control may not be provided in the second area (e.g., the size of the second area is too small to accommodate the refresh control). When multiple first candidate virtual objects are displayed in detail mode in the first area, the refresh control is used to replace one or more of the first candidate virtual objects with other candidate virtual objects to update the multiple first candidate virtual objects; that is, the refresh control is used to perform a refresh operation at this time. For example, refer to... Figure 7 As shown, the first area 710 is equipped with a refresh control corresponding to each first candidate virtual object. When the player clicks the refresh control corresponding to the fourth target virtual object, the fourth target virtual object is replaced with other candidate virtual objects to update multiple first candidate virtual objects.

[0128] In one implementation, the first designation operation includes a refresh operation, wherein the first recommendation information is sent to the second game account in response to a preset operation for the second candidate virtual object, including the following steps: When multiple second candidate virtual objects are displayed in detail mode in the first area, in response to the trigger operation of the refresh control, a first refresh recommendation message is sent to the second game account. The first refresh recommendation message is used to recommend that the second candidate account replace at least one second candidate virtual object with other candidate virtual objects through the refresh operation, so as to update multiple second candidate virtual objects.

[0129] When multiple second candidate virtual objects are displayed in detail mode in the first area, the refresh control within the first area effectively refreshes the recommendation control. For example, a refresh control corresponding to each first candidate virtual object is set within the first area, as shown in the reference [reference needed]. Figure 8 As shown, when a player switches the first area 710 to display multiple second candidate virtual objects in detail mode through the first switching operation, each refresh control corresponds to a second candidate virtual object. At this time, it can be used to trigger the first refresh recommendation information. For example, if the player clicks the refresh control corresponding to the third target virtual object, the first refresh recommendation information is sent to the second game account to recommend the second candidate account to refresh the third target virtual object.

[0130] This achieves two functions of refreshing the control, improving the flexibility of player operation and reducing the overhead of server or terminal device rendering the control.

[0131] It should be noted that the refresh control in the first area can have different forms depending on whether it displays multiple first-candidate virtual objects in detail mode or multiple second-candidate virtual objects in detail mode. For example, the refresh control's form can remain unchanged regardless of how the information displayed in the first area is switched (i.e., whether the first or second-candidate virtual objects are displayed in detail mode). Alternatively, when multiple first-candidate virtual objects are displayed in detail mode, the refresh control has a first form to indicate that a refresh operation is possible; when multiple second-candidate virtual objects are displayed in detail mode, the refresh control has a second form (such as color, pattern, shape, or text, which can be in the first form) to indicate that a refresh recommendation operation is possible. This makes it easier for players to distinguish between different actions.

[0132] Continue to refer to Figure 6 In step S630, in response to the selection operation of the first target virtual object among a plurality of first candidate virtual objects, the first target virtual object is added to the first set of virtual objects owned by the first game account in the game.

[0133] The first target virtual object can be any one or more of the first candidate virtual objects. Selection operations include, but are not limited to: clicking, clicking and confirming, long-pressing, triggering operations on the selection control corresponding to the first target virtual object (such as clicking or long-pressing the selection control), etc. The first virtual object set represents the virtual objects currently owned by the first game account in the game. In one implementation, the first virtual object set is a card set. Through the selection operation, the first target virtual object is selected from the first candidate virtual objects to be added to the first virtual object set, thus completing the virtual object selection in this virtual object selection phase. Alternatively, this virtual object selection phase may include multiple selection rounds (e.g., each selection round provides multiple candidate virtual objects from which the player can choose one), and the player completes the current selection round and proceeds to the next selection round.

[0134] In one implementation, the multiplayer game interaction method further includes the following steps: In response to the second game account completing the selection from multiple second candidate virtual objects, the selection result of the second game account is displayed in the graphical user interface.

[0135] In this context, "second game account completion of selection" refers to the second game account selecting at least one virtual object (such as the second target virtual object) from multiple candidate virtual objects during the virtual object selection phase and confirming the selection. (Reference) Figure 9As shown, in response to the second game account completing its selection, the selection result is displayed in the graphical user interface of the first game account. This includes displaying the name, icon, and details of the virtual object selected by the second game account. Displaying teammates' selection results helps players understand team decisions in a timely manner, allowing them to adjust their strategies based on their teammates' choices, such as avoiding selecting cards with duplicate functions. This further improves the real-time nature of team collaboration and decision-making efficiency, reducing strategic errors caused by information asymmetry.

[0136] In one implementation, displaying the selection result of the second game account in the graphical user interface includes the following steps: If multiple first-candidate virtual objects are currently displayed in thumbnail mode in the second area, then switch to displaying multiple first-candidate virtual objects in detail mode in the first area, and display the selection result of the second game account in the second area.

[0137] In other words, when the second game account completes its selection, if the first game account's graphical user interface displays multiple first-candidate virtual objects in thumbnail mode in the second area (i.e., multiple second-candidate virtual objects in detail mode in the first area), then since the first game account no longer needs to recommend to the second game account, it can automatically switch to displaying multiple first-candidate virtual objects in detail mode in the first area. This allows the first game account to focus more on its own virtual object selection process, while the second game account's selection result is displayed in the second area, preventing the displayed second game account's selection result from affecting the display of the first-candidate virtual objects. This method optimizes the use of graphical user interface space, ensuring that players can quickly return to their own detailed selection interface after their teammates complete their selections, and intuitively see their teammates' selection results, thus avoiding operational interruptions and improving the player experience.

[0138] In one implementation, in response to a second game account's preliminary selection operation on a second target virtual object among multiple second candidate virtual objects, a preliminary selection indicator is displayed on the second target virtual object shown in the graphical user interface. A preliminary selection operation is an operation where a selection is made but not yet confirmed. For example, if the second game account selects a second target virtual object but does not confirm, this operation is a preliminary selection operation, indicating that the second game account is considering selecting the second target virtual object. A preliminary selection indicator can be added to the second target virtual object in the first game account's graphical user interface, such as an indicator of the second game account's avatar, allowing the first game account to intuitively see the teammate's thought process, facilitating timely recommendations or their own selection, and promoting team decision-making.

[0139] In one implementation, the multiplayer game interaction method further includes the following steps: Receive second recommendation information sent by the second game account. The second recommendation information is used to recommend the first candidate account to perform a second specified operation on the first candidate virtual object. The operation prompt icon for the second specified operation is presented based on the second recommendation information.

[0140] The second recommendation information comes from the second game account, and the second specified action is the recommended action type, such as a selection action or a refresh action. Action prompts are visual elements in the graphical user interface, such as highlighted borders, icons, or text prompts, used to indicate which action the second game account recommends.

[0141] In one embodiment, presenting the operation prompt icon for the second specified operation based on the second recommendation information includes at least one of the following steps: A selection prompt icon is displayed on the fifth target virtual object recommended by the second set of recommendations. Display a refresh prompt icon on the refresh control corresponding to the sixth target virtual object recommended by the second set of recommendations. The fifth and sixth target virtual objects are both among multiple first-candidate virtual objects. The selection prompt and refresh prompt can be icons, color changes, or animation effects, used to instruct the second game account to recommend the first game account to make a selection and to refresh the selection, respectively.

[0142] For example, when a second game account recommends that a first game account select the fifth target virtual object, the first game account receives corresponding second recommendation information, including the identifier of the fifth target virtual object and recommendation type information (or operation type information for the second specified operation). In the graphical user interface of the first game account, a selection prompt icon is displayed on the fifth target virtual object, such as the icon of the second game account's avatar, the text "Recommended selection by teammates," or a highlighted border. (Reference) Figure 7 As shown, when the second game account recommends selecting card X1, a teammate icon is displayed on card X1. When the second game account recommends the first game account to refresh the sixth target virtual object, the first game account receives the corresponding second recommendation information, including the icon of the sixth target virtual object and the recommendation type information (or the operation type information of the second specified operation). In the graphical user interface of the first game account, a refresh prompt icon is displayed on the refresh control corresponding to the sixth target virtual object, which may be the icon of the second game account's avatar, the text "Teammate Recommendation Refresh", a highlighted border, etc.

[0143] The above methods enhance real-time communication and collaboration among teammates. Players can intuitively see their teammates' suggestions, quickly understand their intentions, and make accurate decisions. This reduces reliance on text chat or voice communication, and improves game efficiency and teamwork.

[0144] In one implementation, the multiplayer game interaction method further includes the following steps: Remove the first interface for selecting virtual objects from the graphical user interface; If the second game account fails to complete the virtual object selection process, a teammate status indicator will be displayed in the graphical user interface to indicate that the second game account is still in the virtual object selection state.

[0145] Specifically, this can be triggered by the first game account completing the virtual object selection during the current virtual object selection phase, removing the first interface from the graphical user interface, or by the first game account closing the first interface (e.g., in...). Figure 7 , Figure 8 or Figure 9 Click the close button in the lower right corner of the first interface shown to remove the first interface from the graphical user interface. After removing the first interface, the graphical user interface can display the main interface of the game (such as the preparation interface, the battle interface, etc.) and can display teammate status indicators (including but not limited to graphic elements, icons, text or progress bars, etc.) to indicate that the second game account is still selecting virtual objects. Figure 10 The diagram shows the main interface of the game, where other players' avatars are displayed on the right. Next to the avatar of the second game account, text indicates that teammates are still selecting cards. This allows for timely synchronization of teammate status among players on the same team, preventing players from waiting blindly because teammates haven't completed their selections, thus enhancing game smoothness and player experience.

[0146] In one implementation, the multiplayer game interaction method further includes the following steps: In response to a triggered action on a teammate's status indicator, a second interface is displayed, which includes multiple second candidate virtual objects currently provided for the second game account.

[0147] The triggering operation can be a click, long press, or other similar action, which triggers the display of a second interface in a sub-interface, pop-up window, or full-screen mode. The second interface is where teammates select virtual objects, and it may be the same as or different from the first interface. For example, the second interface includes a first area but does not include a second area. Multiple second candidate virtual objects currently provided to the second game account are displayed in the first area of ​​the second interface and can be displayed in detail mode. In one implementation, the first game account can perform a preset operation on the second candidate virtual objects in the second interface, and in response to the preset operation, send first recommendation information to the second game account.

[0148] In this way, players can quickly switch between their own game interface and the interface for viewing teammates' selected virtual objects, thereby efficiently synchronizing teammates' status and further enhancing team interactivity and collaboration.

[0149] In one implementation, the multiplayer game interaction method further includes the following steps: In response to the teammate resource viewing operation during a game, display the second set of virtual objects currently owned by the second game account during the game.

[0150] The "teammate resource viewing" operation is used to view teammates' game resources, such as clicking the avatar of the second game account or selecting specific menu options. The second virtual object set is the set of virtual objects that the second game account already possesses during the game, such as a card set. For example, the first game account can perform the "teammate resource viewing" operation at any stage of the game to view the second virtual object set. Alternatively, the first game account can only perform the "teammate resource viewing" operation at specific stages of the game (such as stages other than the virtual object selection phase) to view the second virtual object set.

[0151] By viewing teammates' virtual object collections, the transparency of resources in the game is improved, allowing players to share information more effectively, which is beneficial for enhancing teamwork and the gaming experience.

[0152] In one embodiment of this disclosure, in a turn-based game scenario, when a game enters a certain round, it is first determined whether the current game round is the target game round (e.g., 2-1). If so, an interactive selection interface is provided in the graphical user interface. This interface includes interactive objects (candidate virtual objects) that players can select, such as different game cards. When a player selects a specific game card, that game card is assigned to the player, and the corresponding game logic is executed according to the game logic of that game card. In this embodiment, after selecting the card, in the subsequent target game round and the preparation phase of subsequent game rounds, the corresponding first interactive object is displayed in the graphical user interface of all game accounts of the same faction. The interactive object can be a specific virtual model in the battle scene (e.g., Figure 11As shown, this could be a box model in the scene, a model in the preparation area, or an interactive icon in the equipment display area. This interactive object allows multiple game accounts of the same faction to easily and intuitively transfer virtual objects. Specifically, different game objects correspond to different transfer methods, and the same game object has only one transfer method. Game objects include pieces, equipment, etc. While the player is dragging a game object, the transfer method is determined based on the type of game object, and the appearance of the interactive object in the player and teammate interfaces is adjusted accordingly.

[0153] For example, dragging a chess piece triggers a first transfer mechanism (e.g., gifting), which displays an empty chest (the interactive object). Dragging equipment triggers a second transfer mechanism (e.g., swapping), which changes the previously displayed empty chest to one with two item slots (e.g.,...). Figure 12 As shown in the image, the item slots are configured to display icons of the equipment the player has chosen to exchange. For example, if a player drags a sword to the interaction object, the sword icon will be displayed on the item slot. At the same time, the sword icon will also be displayed in the item slot of the interaction object in the teammate's interface, informing the teammate what equipment the other party is currently preparing to exchange.

[0154] In this implementation, an empty box is displayed by default.

[0155] In this embodiment, different transfer methods are configured with different attribute values ​​(e.g., energy bars). Taking the energy bar as an example, the energy bar includes multiple energy blocks, and different energy blocks correspond to one transfer. Moreover, different transfer objects require different amounts of energy blocks, for example, based on the attributes of the game object (quality, level, type, etc.).

[0156] When giving a gift, only the giver's energy is consumed. When exchanging, both parties consume corresponding energy based on the attributes of the game object they choose to exchange with.

[0157] In this implementation, the icon of the equipment placed in the exchange object will disappear from the equipment slot, meaning the player cannot equip the equipment to the piece.

[0158] In this implementation, the attribute values ​​of different transfer methods have independent recovery mechanisms. For example, they are determined based on the number of game rounds. In an optional implementation, the player selects different game cards from the interactive selection interface, and controls the recovery mechanism determined on the game card to restore only the energy bar from the gifting method, the energy bar from the interactive method, or both.

[0159] In other implementations, the game logic for transferring the aforementioned game objects (pieces, equipment, etc.) is a permanent logic for game rounds, meaning it does not need to be activated by selecting specific game cards.

[0160] The above implementation method enables multiplayer teams to cooperate, exchange pieces and equipment, etc., during the game, thus enhancing the strategic experience.

[0161] This disclosure also provides a multiplayer game interaction device. A graphical user interface (GUI) is provided via a terminal device, which displays the game screen corresponding to the first game account logged into the terminal device. (Reference) Figure 13 As shown, the multiplayer game interaction device 1300 includes: The candidate virtual object selection module 1310 is configured to display multiple first candidate virtual objects in a first area of ​​the graphical user interface and multiple second candidate virtual objects in a second area of ​​the graphical user interface during the virtual object selection phase of a game match; the multiple first candidate virtual objects are candidate virtual objects provided for the first game account, and the multiple second candidate virtual objects are candidate virtual objects provided for the second game account; the first game account and the second game account are on the same team in the game match. The recommendation processing module 1320 is configured to send first recommendation information to the second game account in response to a preset operation on the second candidate virtual object. The first recommendation information is used to recommend the second candidate account to perform a first specified operation on the second candidate virtual object. The selection processing module 1330 is configured to add the first target virtual object to the first set of virtual objects owned by the first game account in the game in response to a selection operation for a first target virtual object among the plurality of first candidate virtual objects.

[0162] In one implementation, sending first recommendation information to the second game account in response to a preset operation on the second candidate virtual object includes: sending first selection recommendation information to the second game account in response to a first preset operation on a second target virtual object among the plurality of second candidate virtual objects, wherein the first selection recommendation information is used to recommend the second candidate account to perform a selection operation on the second target virtual object.

[0163] In one implementation, sending first recommendation information to the second game account in response to a preset operation on the second candidate virtual object includes: sending first refresh recommendation information to the second game account in response to a second preset operation on a third target virtual object among the plurality of second candidate virtual objects. The first refresh recommendation information is used to recommend that the second candidate account perform a refresh operation on the third target virtual object. The refresh operation is used to replace the third target virtual object with other candidate virtual objects to update the plurality of second candidate virtual objects.

[0164] In one embodiment, the apparatus is further configured to: in response to a refresh operation on a fourth target virtual object among the plurality of first candidate virtual objects, replace the fourth target virtual object with other candidate virtual objects to update the plurality of first candidate virtual objects.

[0165] In one embodiment, displaying a plurality of first candidate virtual objects in a first area of ​​the graphical user interface includes: displaying the plurality of first candidate virtual objects in detail mode in the first area. Displaying a plurality of second candidate virtual objects in a second area of ​​the graphical user interface includes: displaying the plurality of second candidate virtual objects in thumbnail mode in the second area.

[0166] In one implementation, sending first recommendation information to the second game account in response to a preset operation on the second candidate virtual object includes: providing one or more recommendation controls in response to a trigger operation on the second candidate virtual object displayed in thumbnail mode; and sending first recommendation information to the second game account according to the target recommendation control in response to a trigger operation on a target recommendation control among the one or more recommendation controls.

[0167] In one embodiment, the device is further configured to switch to display the plurality of second candidate virtual objects in detail mode in response to a first switching operation.

[0168] In one implementation, sending first recommendation information to the second game account in response to a preset operation for the second candidate virtual object includes: In response to a preset operation for the second candidate virtual object displayed in details mode, first recommendation information is sent to the second game account.

[0169] In one implementation, the step of switching to display the plurality of second candidate virtual objects in detail mode in response to the first switching operation includes: switching to display the plurality of second candidate virtual objects in detail mode in the first area in response to the first switching operation; the device is further configured to: switch to display the plurality of first candidate virtual objects in thumbnail mode in the second area in response to the first switching operation.

[0170] In one embodiment, the device is further configured to: in response to a second switching operation, switch to display the plurality of first candidate virtual objects in detail mode in the first area, and switch to display the second candidate virtual objects in thumbnail mode in the second area.

[0171] In one implementation, a refresh control is provided in the first area. When the plurality of first candidate virtual objects are displayed in detail mode in the first area, the refresh control is used to replace one or more of the first candidate virtual objects with other candidate virtual objects to update the plurality of first candidate virtual objects. The first specified operation includes a refresh operation. The step of sending first recommendation information to the second game account in response to a preset operation for the second candidate virtual object includes: when the plurality of second candidate virtual objects are displayed in detail mode in the first area, in response to a trigger operation of the refresh control, sending first refresh recommendation information to the second game account. The first refresh recommendation information is used to recommend that the second candidate account replace at least one second candidate virtual object with other candidate virtual objects through a refresh operation to update the plurality of second candidate virtual objects.

[0172] In one embodiment, the device is further configured to display the selection result of the second game account in the graphical user interface in response to the second game account completing a selection among the plurality of second candidate virtual objects.

[0173] In one embodiment, displaying the selection result of the second game account in the graphical user interface includes: if the plurality of first candidate virtual objects are currently displayed in thumbnail mode in the second area, then switching to displaying the plurality of first candidate virtual objects in detail mode in the first area, and displaying the selection result of the second game account in the second area.

[0174] In one embodiment, the device is further configured to: receive second recommendation information sent by the second game account, the second recommendation information being used to recommend the first candidate account to perform a second specified operation on the first candidate virtual object; and present an operation prompt icon for the second specified operation based on the second recommendation information.

[0175] In one embodiment, presenting the operation prompt icon for the second specified operation based on the second recommendation information includes at least the following steps: displaying a selection prompt icon on the fifth target virtual object recommended by the second recommendation information; displaying a refresh prompt icon on the refresh control corresponding to the sixth target virtual object recommended for refresh by the second recommendation information; wherein the fifth target virtual object and the sixth target virtual object are both one of the plurality of first candidate virtual objects.

[0176] In one embodiment, the device is further configured to: remove the first interface for selecting virtual objects from the graphical user interface; if the second game account has not completed the selection of virtual objects in the virtual object selection process, display a teammate status indicator in the graphical user interface to indicate that the second game account is still in the virtual object selection state.

[0177] In one embodiment, the device is further configured to display a second interface in response to a triggering operation on the teammate status identifier, the second interface including a plurality of second candidate virtual objects currently provided for the second game account.

[0178] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0179] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0180] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.

[0181] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0182] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0183] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0184] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert the signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.

[0185] Implementing the above method steps through a computer program achieves the following technical effects: During the virtual object selection phase of a game, a first and second candidate virtual object are simultaneously displayed in the graphical user interface, allowing players to see their teammates' candidate virtual objects. Players can then convey their initial recommendation to teammates through preset actions, and simultaneously select a virtual object for themselves from the first candidate list. On one hand, this provides a way for players within the same team to share information and participate in each other's decision-making process during virtual object selection, facilitating team-based game decisions and promoting communication and cooperation. On the other hand, players can communicate and recommend information to teammates through preset actions, simplifying the communication process without affecting their own gameplay and enhancing the player experience.

[0186] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0187] The following is for reference. Figure 14The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 14 The electronic device 1400 shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0188] like Figure 14 As shown, the electronic device 1400 may include: a processor 1410, a memory 1420, a bus 1430, an I / O (input / output) interface 1440, and a network adapter 1450.

[0189] Memory 1420 may include volatile memory, such as RAM 1421 and cache unit 1422, and may also include non-volatile memory, such as ROM 1423. Memory 1420 may also include one or more program modules 1424, such program modules 1424 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1424 may include the modules in the above-described apparatus.

[0190] The processor 1410 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0191] The processor 1410 can be used to execute executable instructions stored in the memory 1420 to perform method steps of various embodiments of this disclosure, such as... Figure 6 The steps are shown.

[0192] By executing the above method steps through processor 1410, the following technical effects are achieved: During the virtual object selection phase in a game, a first candidate virtual object and a second candidate virtual object are simultaneously displayed in the graphical user interface, allowing players to see their teammates' candidate virtual objects. Players can then convey their first recommendation to teammates through preset operations, and simultaneously select a virtual object for themselves from the first candidate virtual objects. On one hand, this provides a way for players within the same team to exchange information, enabling different players in the same team to fully share information and participate in each other's decision-making process during the virtual object selection phase. This facilitates game decisions at the team level and promotes communication and cooperation among players. On the other hand, players can communicate and recommend information to teammates through preset operations, simplifying the communication process and ensuring it does not affect their own game operations, thus improving the player experience.

[0193] Bus 1430 is used to connect different components of electronic device 1400 and may include a data bus, an address bus and a control bus.

[0194] Electronic device 1400 can communicate with one or more external devices 1500 (such as keyboard, mouse, external controller, etc.) through I / O interface 1440.

[0195] Electronic device 1400 can communicate with one or more networks via network adapter 1450. For example, network adapter 1450 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1450 can communicate with other modules of electronic device 1400 via bus 1430.

[0196] In one embodiment, the electronic device 1400 further includes a display for displaying a graphical user interface.

[0197] although Figure 14 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1400, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0198] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0199] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. A method of multi-player game interaction, the method comprising: A terminal device provides a graphical user interface, which displays a game screen corresponding to a first game account logged in on the terminal device; the method comprises: In a virtual object selection link in a game match, a plurality of first candidate virtual objects are displayed in a first region in the graphical user interface, and a plurality of second candidate virtual objects are displayed in a second region in the graphical user interface; the plurality of first candidate virtual objects are candidate virtual objects provided for the first game account, and the plurality of second candidate virtual objects are candidate virtual objects provided for a second game account; the first game account and the second game account are in the same camp in the game match; In response to a preset operation on the second candidate virtual object, first recommendation information is sent to the second game account, the first recommendation information being used to recommend that the second candidate account performs a first designated operation on the second candidate virtual object; In response to a selection operation on a first target virtual object in the plurality of first candidate virtual objects, the first target virtual object is added to a first virtual object set possessed by the first game account in the game match.

2. The method of claim 1, wherein, The response to the preset operation on the second candidate virtual object and the sending of the first recommendation information to the second game account comprise: In response to a first preset operation on a second target virtual object in the plurality of second candidate virtual objects, first selection recommendation information is sent to the second game account, the first selection recommendation information being used to recommend that the second candidate account performs a selection operation on the second target virtual object.

3. The method of claim 1, wherein, The response to the preset operation on the second candidate virtual object and the sending of the first recommendation information to the second game account comprise: In response to a second preset operation on a third target virtual object in the plurality of second candidate virtual objects, first refresh recommendation information is sent to the second game account, the first refresh recommendation information being used to recommend that the second candidate account performs a refresh operation on the third target virtual object, the refresh operation being used to replace the third target virtual object with other candidate virtual objects to update the plurality of second candidate virtual objects.

4. The method of claim 3, wherein, The method further comprises: In response to a refresh operation on a fourth target virtual object in the plurality of first candidate virtual objects, the fourth target virtual object is replaced with other candidate virtual objects to update the plurality of first candidate virtual objects.

5. The method of claim 1, wherein, The display of the plurality of first candidate virtual objects in the first region in the graphical user interface comprises: The plurality of first candidate virtual objects are displayed in the first region in a detail mode; The display of the plurality of second candidate virtual objects in the second region in the graphical user interface comprises: The plurality of second candidate virtual objects are displayed in the second region in a thumbnail mode.

6. The method of claim 5, wherein, The response to the preset operation on the second candidate virtual object and the sending of the first recommendation information to the second game account comprise: In response to a trigger operation on the second candidate virtual object displayed in the thumbnail mode, one or more recommendation controls are provided; In response to a triggering operation on a target recommendation control in the one or more recommendation controls, first recommendation information is sent to the second game account according to the target recommendation control.

7. The method of claim 5, wherein, The method further includes: In response to a first switching operation, switching to display the plurality of second candidate virtual objects in a detail mode.

8. The method of claim 7, wherein, The response to the preset operation on the second candidate virtual object includes: In response to a preset operation on the second candidate virtual object displayed in the detail mode, first recommendation information is sent to the second game account.

9. The method of claim 7, wherein, The response to the first switching operation includes: In response to the first switching operation, switching to display the plurality of second candidate virtual objects in the detail mode in the first region; The method further includes: In response to the first switching operation, switching to display the plurality of first candidate virtual objects in the second region in a thumbnail mode.

10. The method of claim 9, wherein, The method further includes: In response to a second switching operation, switching to display the plurality of first candidate virtual objects in the detail mode in the first region, and switching to display the second candidate virtual objects in the thumbnail mode in the second region.

11. The method of claim 9, wherein, A refresh control is arranged in the first region, and when the plurality of first candidate virtual objects are displayed in the detail mode in the first region, the refresh control is used to replace one or more first candidate virtual objects with other candidate virtual objects to update the plurality of first candidate virtual objects; the first specified operation includes a refresh operation, The response to the preset operation on the second candidate virtual object includes: When the plurality of second candidate virtual objects are displayed in the detail mode in the first region, in response to a triggering operation on the refresh control, first refresh recommendation information is sent to the second game account, the first refresh recommendation information being used to recommend the second candidate account to replace at least one second candidate virtual object with other candidate virtual objects through a refresh operation to update the plurality of second candidate virtual objects.

12. The method of claim 9, wherein, The method further includes: In response to the second game account completing selection from the plurality of second candidate virtual objects, displaying a selection result of the second game account in the graphical user interface.

13. The method of claim 12, wherein, The display of the selection result of the second game account in the graphical user interface includes: If the plurality of first candidate virtual objects are currently displayed in the thumbnail mode in the second region, switching to display the plurality of first candidate virtual objects in the detail mode in the first region, and displaying the selection result of the second game account in the second region.

14. The method according to any one of claims 1 to 13, characterized in that, The method further includes: Receiving second recommendation information sent by the second game account, the second recommendation information being used to recommend the first candidate account to perform a second specified operation on the first candidate virtual object; According to the second recommendation information, presenting an operation prompt identifier of the second specified operation.

15. The method of claim 14, wherein, The operation prompt mark of the second specified operation is presented according to the second recommendation information, and includes at least one of the following steps: Display a selection prompt mark on a fifth target virtual object recommended by the second recommendation information; Display a refresh prompt mark on a refresh control corresponding to a sixth target virtual object recommended by the second recommendation information to be refreshed; The fifth target virtual object and the sixth target virtual object are each one of the plurality of first candidate virtual objects.

16. The method according to any one of claims 1 to 13, characterized in that, The method further includes: Removing a first interface for selecting a virtual object from the graphical user interface; If the second game account does not complete the selection of a virtual object in the virtual object selection link, displaying a teammate status mark in the graphical user interface to indicate that the second game account is still in the virtual object selection state.

17. The method of claim 16, wherein, The method further includes: In response to a triggering operation on the teammate status mark, displaying a second interface, the second interface including a plurality of second candidate virtual objects currently provided for the second game account.

18. The method according to any one of claims 1 to 13, characterized in that, The method further includes: In response to a teammate resource viewing operation in the game match, displaying a second virtual object set currently owned by the second game account in the game match.

19. A multi-player game interaction device, characterized by A terminal device provides a graphical user interface, and the graphical user interface displays a game screen corresponding to a first game account logged in on the terminal device; the device includes: A candidate virtual object selection module configured to display a plurality of first candidate virtual objects in a first area of the graphical user interface and a plurality of second candidate virtual objects in a second area of the graphical user interface in a virtual object selection link in a game match; the plurality of first candidate virtual objects are candidate virtual objects provided for the first game account, and the plurality of second candidate virtual objects are candidate virtual objects provided for a second game account; the first game account and the second game account are in the same camp in the game match; A recommendation processing module configured to send first recommendation information to the second game account in response to a preset operation on the second candidate virtual object, the first recommendation information being used to recommend that the second candidate account perform a first specified operation on the second candidate virtual object; A selection processing module configured to add a first target virtual object in the plurality of first candidate virtual objects to a first virtual object set owned by the first game account in a game match in response to a selection operation on the first target virtual object.

20. A computer program product comprising a computer program, characterized in that, The computer program is executed by a processor to implement the method of any one of claims 1-18.

21. An electronic device, comprising: It includes: A processor; A memory for storing executable instructions of the processor; The processor is configured to execute the method of any one of claims 1-18 by executing the executable instructions.