Information display method and device for virtual environment, equipment and storage medium

By displaying team members' role selection information and self-evaluation elements during the virtual role selection phase, the problem of insufficient information for team members when selecting virtual roles is solved, and the rationality of role matching and interaction efficiency in the virtual environment is improved.

CN121754886APending Publication Date: 2026-03-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

In a virtual environment, team members lack reference information when choosing virtual characters, making it difficult to achieve reasonable character combinations and affecting the interactive efficiency of team selection.

Method used

During the virtual character selection phase, a character information display area is shown, displaying the character selection information and self-assessment elements of the team members. The self-assessment elements are used to indicate the operation status of the team members, providing self-assessment values ​​and patterns. The self-assessment is obtained through the assessment setting control and the sliding control, and strategy suggestion information is displayed.

Benefits of technology

With intuitive self-assessment elements and strategy suggestions, team members can better select or adjust virtual roles, improve the rationality of role matching within the team, and enhance the interactive efficiency of the team selection process.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an information display method and device for a virtual environment, equipment and a storage medium, and belongs to the technical field of virtual world. The method comprises the following steps: displaying a role information display area in a virtual role selection stage before a team enters a virtual environment; displaying role selection information corresponding to each team member in the team in a role information display area; the role selection information is used for indicating a virtual role selected by the team member; and displaying a self-scoring element of each team member corresponding to the role selection information, wherein the self-scoring element is used for indicating the self-scoring of the operation state of the team member. According to the scheme, the information display effect in the virtual environment is improved, and the interaction effect between the user and the virtual environment is ensured.
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Description

Technical Field

[0001] This application relates to the field of virtual world technology, and in particular to an information display method, apparatus, device and storage medium for virtual environments. Background Technology

[0002] In many applications that support virtual environments, multiple users can team up and control their respective virtual characters to battle against other teams in a virtual environment.

[0003] In related technologies, after team formation / matching is completed, the application can display a team role selection interface, where each team member can select their own virtual role. Team members can also select or adjust their own virtual role based on the virtual role selected by their teammates.

[0004] In the above scheme, team members have limited information to refer to when choosing their virtual characters, making it difficult to achieve a reasonable combination of virtual characters within the team and affecting the interaction efficiency of users in the process of choosing virtual characters when forming a team. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for displaying information in a virtual environment, the technical solution of which is as follows:

[0006] According to one aspect of this application, an information display method for a virtual environment is provided, the method comprising:

[0007] During the virtual character selection phase before entering the virtual environment as a team, a character information display area is shown.

[0008] The role information display area displays the role selection information for each member of the team; the role selection information is used to indicate the virtual role selected by the member.

[0009] The self-assessment elements of each team member are displayed in accordance with the role selection information. The self-assessment elements are used to indicate the self-assessment of the team member's operation status.

[0010] According to another aspect of this application, an information display device for a virtual environment is provided, the device comprising:

[0011] The character information display area module is used to display the character information display area during the virtual character selection phase before entering the virtual environment as a team;

[0012] The role selection information display module is used to display the role selection information corresponding to each member of the team in the role information display area; the role selection information is used to indicate the virtual role selected by the member.

[0013] The self-assessment element display module is used to display the self-assessment elements of each team member in accordance with the role selection information. The self-assessment elements are used to indicate the self-assessment of the team member's operation status.

[0014] In some embodiments, the operation state is the player's skill level in operating the selected virtual character; or, the operation state is the player's own state when operating the virtual character.

[0015] In some embodiments, the self-scoring element includes one or more of the following:

[0016] Self-assessment value and self-assessment pattern corresponding to the self-assessment value.

[0017] In some embodiments, when the self-assessment value is less than a first value, the self-assessment pattern corresponding to the self-assessment value is the first pattern;

[0018] If the self-assessment value is not less than the first value, the self-assessment pattern corresponding to the self-assessment value is the second pattern.

[0019] In some embodiments, the display attributes of the self-assessment element are related to the self-assessment value corresponding to the self-assessment element;

[0020] The display attributes include one or more of the following:

[0021] The color of the self-scoring element and the size of the self-scoring pattern.

[0022] In some embodiments, the role selection information display module is configured to, in response to receiving a selection operation for a first virtual role, display first role selection information corresponding to the first team member in the role information display area; the first role selection information is used to instruct the first team member to select the first virtual role; the first team member is one of the various team members;

[0023] The self-assessment element display module is used to display a scoring setting control; in response to receiving a self-assessment operation performed based on the scoring setting control, it obtains a first self-assessment value; based on the first self-assessment value, it displays a first self-assessment element corresponding to the first role information; the first self-assessment element is used to indicate the self-assessment of the first team member's operation status.

[0024] In some embodiments, the self-scoring element display module is configured to display a sliding control in response to receiving a trigger operation performed on the scoring setting control; the sliding control includes a virtual track and a virtual slider on the virtual track; in response to a movement operation of the virtual slider, the position of the virtual slider on the virtual track is obtained; and the first self-scoring value is obtained based on the position of the virtual slider on the virtual track.

[0025] In some embodiments, the self-assessment element display module is configured to display an input window in response to receiving a trigger operation performed on the assessment setting control; and to obtain the first self-assessment value entered in the input window in response to an input operation on the input window.

[0026] In some embodiments, the self-rating element display module is configured to display a rating option menu in response to receiving a trigger operation performed on the rating setting control; the rating option menu includes multiple numerical options; in response to a selection operation on an option in the rating option menu, the numerical value corresponding to the selected option is obtained as the first self-rating value.

[0027] In some embodiments, the apparatus further includes:

[0028] The strategy suggestion information module is used to display strategy suggestion information that matches the self-rating of each of the team members; the strategy suggestion information is used to suggest the team to adopt a battle strategy in the virtual environment.

[0029] In some embodiments, the strategy suggestion information module further includes:

[0030] The details control display module is used to display details controls corresponding to the strategy suggestion information;

[0031] The details display module is used to display the details of the battle strategy in response to receiving a trigger operation on the details control.

[0032] In some embodiments, the apparatus further includes:

[0033] The second self-assessment value acquisition module is used to acquire the second self-assessment value in response to receiving a selection operation on the first virtual character before displaying the first self-assessment element based on the first self-assessment value and corresponding to the first role information; the second self-assessment value is the self-assessment value set by the first team member through the rating setting control when the first virtual character was selected last time.

[0034] The second self-assessment element display module is used to display the second self-assessment element based on the second self-assessment value and corresponding to the first role information before displaying the first self-assessment element based on the first self-assessment value and corresponding to the first role information.

[0035] The self-assessment element display module is used to replace the second self-assessment element with the first self-assessment element based on the first self-assessment value.

[0036] In some embodiments, the apparatus further includes:

[0037] The battle record data acquisition module is used to acquire the battle record data of the first team member controlling the first virtual character to perform combat before displaying the first self-rating element based on the first self-rating value and corresponding to the first character information.

[0038] The third self-evaluation value acquisition module is used to acquire a third self-evaluation value that matches the battle record data before displaying the first self-evaluation element corresponding to the first character information based on the first self-evaluation value.

[0039] The third self-assessment element display module is used to display the third self-assessment element corresponding to the first role information based on the third self-assessment value.

[0040] The self-assessment element display module is used to replace the third self-assessment element with the first self-assessment element based on the first self-assessment value.

[0041] In some embodiments, the apparatus further includes:

[0042] A credibility prompt display module is used to display a credibility prompt for the first self-rated element when the difference between the third self-rated value and the first self-rated value is greater than a difference threshold. The credibility prompt is used to indicate that the credibility of the first self-rated element is low.

[0043] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the information display method for a virtual environment as described above.

[0044] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the information display method for a virtual environment as described above.

[0045] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer instructions to implement the information display method for a virtual environment as described above.

[0046] The beneficial effects of the technical solution provided in this application include at least the following:

[0047] After team formation or matchmaking is complete, when team members select virtual characters, the computer device can display information about each team member's selected virtual character, along with corresponding self-evaluation elements, in the character information display area. Team members can intuitively see their teammates' self-assessment of their selected virtual character's skill level through these self-evaluation elements, thus enabling them to choose their own virtual character more effectively. Alternatively, they can offer suggestions on their teammates' selected virtual characters, making it easier to achieve a reasonable combination of virtual characters within the team and thereby improving the interaction efficiency of users during the process of selecting virtual characters in a team. Attached Figure Description

[0048] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0049] Figure 1 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0050] Figure 2 This is an interface diagram of a virtual environment provided in an exemplary embodiment of this application;

[0051] Figure 3 This is a flowchart of an information display method for a virtual environment provided in one embodiment of this application;

[0052] Figure 4 This is a schematic diagram of a virtual character selection interface provided in an exemplary embodiment of this application;

[0053] Figure 5This is a schematic diagram of a self-scoring pattern display provided in an exemplary embodiment of this application;

[0054] Figure 6 This is a flowchart of an information display method for a virtual environment provided in one embodiment of this application;

[0055] Figure 7 This is a schematic diagram of a rating setting control provided in an exemplary embodiment of this application;

[0056] Figure 8 This is a schematic diagram of a sliding control provided in an exemplary embodiment of this application;

[0057] Figure 9 This is a schematic diagram illustrating the setting of a first self-assessment value through an input window, provided in an exemplary embodiment of this application.

[0058] Figure 10 This is a schematic diagram illustrating the setting of a first self-assessment value via a scoring option menu, provided in an exemplary embodiment of this application.

[0059] Figure 11 This is a schematic diagram illustrating strategy suggestion information provided in an exemplary embodiment of this application;

[0060] Figure 12 This is a schematic diagram of an interface provided by an exemplary embodiment of this application, showing a player who has never set a status score;

[0061] Figure 13 This is a schematic diagram of an exemplary embodiment of the present application showing a player adjusting their self-assessment status score in the team-up interface;

[0062] Figure 14 This is an exemplary embodiment of the present application, showing a player viewing teammates' self-assessed status scores in the team-up interface.

[0063] Figure 15 This is a schematic diagram of the interface of a system that provides tactical suggestions based on the self-assessed status scores of team members, provided in an exemplary embodiment of this application.

[0064] Figure 16 This is an exemplary embodiment of the present application showing an interface diagram of a player clicking the "Details" button to view tactical suggestions;

[0065] Figure 17 This is a flowchart illustrating a method implementation provided in an exemplary embodiment of this application;

[0066] Figure 18 This is a block diagram of an information display device for a virtual environment provided in an exemplary embodiment of this application;

[0067] Figure 19A structural block diagram of a computer device provided in an exemplary embodiment of this application is shown.

[0068] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. Detailed Implementation

[0069] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0070] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0071] The terminology used in this disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. The singular forms “a,” “the,” and “the” as used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.

[0072] It should be understood that although the terms first, second, etc., may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, a first parameter may also be referred to as a second parameter without departing from the scope of this disclosure, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0073] To facilitate understanding, the following explanations are provided for several terms used in this application.

[0074] 1) Virtual Environment: A virtual environment is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. A virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. The following examples use a three-dimensional virtual environment as an illustration, but this is not a limitation.

[0075] Virtual environments are typically generated by applications on computer devices such as terminals and displayed based on the hardware (such as a screen) on those terminals. These terminals can be mobile devices such as smartphones, tablets, or e-readers; alternatively, they can be personal computer devices such as laptops or stationary computers.

[0076] 2) Virtual Character: A virtual character refers to a movable object in a virtual environment. This movable object can be at least one of a virtual person, virtual animal, or virtual vehicle. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character is a three-dimensional model created based on animation skeletal technology. Each virtual character has its own shape, volume, and orientation in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment.

[0077] 3) Self-assessment score: Also known as self-assessment status score, this is a score that players give to themselves about their recent game performance before a match. A high self-assessment score indicates that the player feels they have performed well in recent matches (or are more confident in their skills), while a low self-assessment score indicates that the player feels they have performed poorly in recent matches (or lack confidence in their skills).

[0078] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0079] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any of the following: a simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, or a simulation game (SLG). In this embodiment, the client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment. This first virtual character can be referred to as the virtual character of the first user 112. The activities of the first virtual character include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual character can be a realistic or anime character.

[0080] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any of the following: a simulation program, a battle royale shooting game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or a SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual character located in the virtual environment. This second virtual character can be referred to as the virtual character of the second user 132. Illustratively, the second virtual character can be a realistic character or an anime character.

[0081] Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different factions, different teams, different organizations, or have an adversarial relationship.

[0082] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

[0083] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual environments is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0084] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0085] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0086] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 121 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0087] The methods provided in this application can be applied to at least one of the following scenarios, but are not limited to: virtual reality applications, 3D map programs, simulation programs, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, etc. The following embodiments are examples of applications in games.

[0088] based on Figure 1 For example, please refer to Figure 2 , Figure 2 An interface diagram of a virtual environment provided in an exemplary embodiment of this application is provided.

[0089] For example, during the virtual character selection phase before entering the virtual environment as a team, Figure 1 The first terminal 110 or the second terminal 130 can display a role selection interface 200, which includes a role information display area 200a. The role information display area 200a displays the role selection information of each member of the team, which is used to indicate the virtual role selected by the member. It also displays the self-evaluation element of each member corresponding to the role selection information. The self-evaluation element is used to indicate the self-evaluation of the member's operation status.

[0090] For example, Figure 1In response to receiving a selection operation for the first virtual role, the first terminal 110 or the second terminal 130 displays the first role selection information corresponding to the first team member in the role information display area; the first role selection information is used to instruct the first team member to select the first virtual role; the first team member is one of the team members; and the role selection interface 200 displays a rating setting control 21, which the user can operate on. In response to receiving a self-rating operation based on the rating setting control, the first rating element is displayed corresponding to the first role information; the first rating element is used to instruct the first team member on their self-rating of their operation level of the first virtual role.

[0091] For example, please refer to Figure 3 , Figure 3 A flowchart illustrating an embodiment of the information display method for a virtual environment provided in this application is shown. This method can be executed by a computer device. The computer device can be... Figure 1 The system shown includes a first terminal 110 / second terminal 130; the method includes steps 310, 320 and 330:

[0092] Step 310: During the virtual character selection phase before entering the virtual environment as a team, display the character information display area.

[0093] In this embodiment, before virtual characters form a team and enter the virtual environment, the computer device displays a virtual character selection interface. This interface displays options corresponding to at least one virtual character, which may include the corresponding virtual character's avatar. The virtual character selection interface also displays a character information display area.

[0094] The aforementioned character information display area can be located anywhere within the virtual character selection interface during the virtual character selection phase, and is used to display character information.

[0095] During the virtual character selection phase, users can choose a virtual character and control that character to move around in the virtual environment, such as battling against virtual characters from other teams.

[0096] In this embodiment of the application, during the virtual character selection stage before entering the virtual environment as a team, the computer device can display a character information display area, allowing users to intuitively observe the virtual characters selected by their teammates. This improves the information display efficiency of the virtual environment. Combined with the selection of teammates, users can consider their own virtual character selection strategy, improving the execution efficiency during the virtual character selection stage and enhancing the interaction between users and the virtual environment.

[0097] Step 320: Display the role selection information for each member of the team in the role information display area; the role selection information is used to indicate the virtual role selected by the member.

[0098] In this embodiment, the role information display area displays the names of each team member and their corresponding role selection information. Each team member can select a virtual role, and after the team member has selected a virtual role, the selected virtual role can be displayed as an avatar in the team member's corresponding role selection information.

[0099] In some embodiments, during the process of a user selecting a virtual role, that is, when the user of a team member does not select a virtual role but only triggers the virtual role option, the computer device displays the avatar of the virtual role in the role selection information of the team member in the role information display area. When the user of a team member switches the virtual role option, the avatar of the virtual role in the role selection information of the team member is immediately switched to the avatar of the new virtual role (that is, the avatar of the virtual role option most recently triggered by the user of the team member).

[0100] In this embodiment, the role information display area can more intuitively display the virtual role selected by the team member, which improves the information display effect in the virtual environment and helps different users to better understand the team member's selection and make better selection strategies.

[0101] For example, please refer to Figure 4 , Figure 4 A schematic diagram of a virtual character selection interface provided in an exemplary embodiment of this application is provided.

[0102] Before virtual characters team up and enter the virtual environment, the computer device displays a virtual character selection interface 400. The virtual character selection interface 400 has a virtual character option display area 400a. In the virtual character option display area 400a, at least one option is displayed, identified by the avatar of a virtual character. Users can select the virtual character they want to control by performing a confirmation operation on one of the options.

[0103] The virtual character selection interface 400 also displays a character information display area 400b, such as... Figure 4 As shown, the character information display area 400b is the team member list in the upper right corner of the virtual character selection interface 400; optionally, in some other applications, the above-mentioned character information display area 400b can also be displayed in other ways, for example, the character information display area 400b can be displayed in the middle of the virtual character selection interface 400 and presented in the form of a character model display column / character model display card.

[0104] like Figure 4 As shown, the character information display area 400b displays the name, avatar, and member name of the virtual character selected by the current team member (that is, the user controlling the virtual character).

[0105] Step 330: The self-evaluation elements of each team member are displayed according to the corresponding role selection information. The self-evaluation elements are used to indicate the self-evaluation of the team member's operation status.

[0106] In this embodiment, each team member's corresponding user can self-evaluate and score the selected virtual character, and the self-evaluation score is displayed as a self-evaluation element corresponding to the character selection information. This expands the information that can be displayed in the character selection interface, optimizes the information display effect of the virtual environment, and helps team members quickly obtain the real operation status of the user corresponding to the team member through the self-evaluation element, which is beneficial to the subsequent interaction between the user and the virtual environment.

[0107] In this embodiment of the application, after team formation or team matching is completed, when a team member selects a virtual character, the computer device can display the information of each team member's selected virtual character and the corresponding self-evaluation elements in the character information display area. Team members can intuitively see their teammates' self-evaluation of their selected virtual character's skill level through their teammates' self-evaluation elements, and thus select their own virtual character in a targeted manner, or give suggestions on the virtual characters selected by their teammates, making it easier to achieve a reasonable combination of virtual characters within the team, thereby improving the interaction efficiency of users in the process of selecting virtual characters in team formation.

[0108] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, the operation state is the team member's operation level on the selected virtual character; or, the operation state is the team member's own state when operating the virtual character.

[0109] In this embodiment of the application, the aforementioned operational level can be the user's competitive ability when controlling a virtual character or the user's proficiency in controlling a virtual character.

[0110] Optionally, the self-rating score mentioned above can be a user's self-evaluation score of their competitive ability using the selected virtual character. The higher the self-rating score, the more confident the user is in their competitive ability using the selected virtual character; the lower the self-rating score, the less confident the user is in their competitive ability using the selected virtual character.

[0111] Optionally, the self-rating score can be a score by which the user evaluates their proficiency in operating the virtual character. A higher self-rating score indicates a higher level of proficiency in operating the virtual character, while a lower self-rating score indicates a lower level of proficiency in operating the virtual character.

[0112] In this embodiment of the application, the above-mentioned operation state can be the user's own state when controlling the virtual character.

[0113] Optionally, the self-rating score can be a rating of the user's current operating status. The higher the self-rating score, the better the user's current operating status, and the lower the self-rating score, the worse the user's current operating status. For example, if the user is in a noisy environment and may be interrupted, a lower self-rating score can be set to indicate that the current operating status is poor.

[0114] In this embodiment, team members can understand the current skill level of other team members in the selected virtual character through self-evaluation, as well as their own current actual status. This information enables users to better allocate tasks and coordinate strategies, ensuring a better gaming experience and effectively improving the interaction between users and the virtual environment.

[0115] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, the self-scoring element includes one or more of the following: self-scoring value, and self-scoring pattern corresponding to the self-scoring value.

[0116] The self-assessment score can be based on a fixed scale, such as any number from 1 to 10, or any number from 1 to 5. In this embodiment, a higher self-assessment score indicates a higher level of self-evaluation of the team member's operational status and greater confidence in their operational skills; a lower self-assessment score indicates a lower level of self-evaluation of the team member's operational status and less confidence in their operational skills.

[0117] The self-assessment pattern mentioned above can graphically represent the self-assessment value.

[0118] In some embodiments, different self-assessment values ​​correspond to different self-assessment patterns. For example, the self-assessment pattern is an icon composed of star elements. The number of star elements represents the self-assessment value. The number of star elements corresponds to the number of self-assessment values. In other words, different self-assessment values ​​correspond to different numbers of self-assessment patterns.

[0119] In other embodiments, different self-assessment value ranges correspond to different self-assessment patterns. For example, when the self-assessment value is any one of 1 to 3, the corresponding self-assessment pattern can be the same pattern (e.g., a circle); when the self-assessment value is any one of 4 to 6, the corresponding self-assessment pattern can be another pattern (e.g., a square); when the self-assessment value is any one of 7 to 10, the corresponding self-assessment pattern can be yet another pattern different from the previous one (e.g., a triangle).

[0120] Optionally, the self-assessment element may include either a self-assessment value or a self-assessment pattern corresponding to the self-assessment value.

[0121] Optionally, the self-assessment element includes both the self-assessment value and a self-assessment pattern corresponding to the value. In this example, the self-assessment value can overlap or partially overlap with the self-assessment pattern; for example, the self-assessment value can be displayed at the center of the pattern. Alternatively, the self-assessment value can be displayed anywhere near the pattern, for example, below it.

[0122] In this embodiment, multiple self-assessment elements are expanded. The role information display area can display different self-assessment elements to indicate the self-assessment of the team member's operation status, thus expanding the information display method in the virtual environment. Compared with pure numbers, patterns are easier for users to quickly identify, and patterns can help users better understand the self-assessment. Using patterns corresponding to the self-assessment values ​​can help users quickly distinguish different self-assessment values. Therefore, the multiple different self-assessment elements in this solution can effectively ensure the display effect of self-assessment information when selecting a virtual character in a virtual environment.

[0123] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, when the self-scoring value is less than a first value, the self-scoring pattern corresponding to the self-scoring value is a first pattern; when the self-scoring value is not less than the first value, the self-scoring pattern corresponding to the self-scoring value is a second pattern.

[0124] The first value mentioned above is a value within the settable range of the self-assessment value.

[0125] For example, please refer to Figure 5 , Figure 5 A schematic diagram showing a self-scoring pattern provided in an exemplary embodiment of this application is provided.

[0126] In this example, the self-assessment score can be set to a range of 1 to 10, with the first score being 5. When the self-assessment score is less than 5 (the first score), the corresponding self-assessment pattern is a snowflake (which corresponds to the first pattern mentioned above); when the self-assessment score is not less than 5 (the first score), the corresponding self-assessment pattern is a flame (which corresponds to the second pattern mentioned above). Figure 5 The system displays four self-assessment patterns. When the self-assessment value is "3" or "4", the corresponding self-assessment pattern is a snowflake (pattern 501); when the self-assessment value is "7" or "9", the corresponding self-assessment pattern is a flame (pattern 502).

[0127] In this embodiment of the application, the self-assessment pattern can be determined by the self-assessment value. Different self-assessment values ​​that meet different conditions correspond to different self-assessment patterns. Through different self-assessment patterns, users can more intuitively obtain the difference information between self-assessment values ​​from the interface, which improves the display effect of self-assessment information when selecting virtual characters.

[0128] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, the display attributes of the self-assessment element are related to the self-assessment value corresponding to the self-assessment element; the display attributes include one or more of the following: the color of the self-assessment element, the size of the self-assessment pattern.

[0129] In this embodiment, the display attributes of the self-assessment elements refer to the various visual characteristics used to present the self-assessment in the interface, which can enhance the readability and intuitiveness of the information through different forms. In this embodiment, the display attributes are mainly used to highlight the self-assessment elements so that users can understand and identify the information more quickly and accurately.

[0130] The color of the self-assessment element mentioned above refers to the color set according to the self-assessment value. For example, the color of the self-assessment element may include one or more of the following: the background color of the self-assessment element, the font color of the numbers in the self-assessment element, and the color of the pattern in the self-assessment element. In this embodiment, the computer device can use different colors of the self-assessment element to represent different ranges of self-assessment values. For example, if the self-assessment value is between 8 and 10, the self-assessment element can be displayed in green, indicating a high level or confidence; if the self-assessment value is between 5 and 7, the self-assessment element can be displayed in yellow, indicating a moderate level or general confidence; and if the self-assessment value is between 1 and 4, the self-assessment element can be displayed in red, indicating a low level or lack of confidence.

[0131] The size of the self-assessment pattern mentioned above refers to the size of the self-assessment pattern set according to the self-assessment value. In this embodiment, the computer device can represent different self-assessment values ​​by changing the size of the pattern, allowing users to quickly identify the level of the self-assessment value through the difference in pattern size. For example, a self-assessment value between 8 and 10 has a larger self-assessment pattern size; a self-assessment value between 5 and 7 has a moderate self-assessment pattern size, indicating a moderate level or general confidence; and a self-assessment value between 1 and 4 has a smaller self-assessment pattern size.

[0132] In other embodiments, the above-mentioned display attributes may also include, but are not limited to:

[0133] 1) Depth of color for self-assessment elements: Different depths of color for self-assessment elements indicate the level of self-assessment scores. The darker the color of the self-assessment element, the lower the self-assessment score, and vice versa.

[0134] 2) Transparency of the self-assessment pattern: The transparency of the self-assessment pattern indicates the level of the self-assessment value. The higher the transparency of the self-assessment pattern, the lower the self-assessment value, and vice versa.

[0135] 3) Animation effects of self-assessment charts: Different effects of the self-assessment charts indicate the level of the self-assessment score. A static self-assessment chart indicates a low self-assessment score, while a dynamic self-assessment chart indicates a high self-assessment score.

[0136] In this embodiment, the display attributes of various self-evaluation elements are expanded. Through reasonable color configuration and pattern size variation, users can quickly identify each team member's self-evaluation of their selected role's operation level, which improves the information display effect in the virtual environment, helps effective communication and collaboration among team members, and effectively ensures the interaction effect between users and the virtual environment.

[0137] based on Figure 3 Please refer to the embodiments shown. Figure 6 , Figure 6 A flowchart of an information display method for a virtual environment provided in one embodiment of this application is shown. Figure 3 Step 320 can be implemented as step 320a, and step 330 can be implemented as steps 330a, 330b, and 330c, as detailed below:

[0138] Step 320a: In response to receiving a selection operation for the first virtual role, display the first role selection information corresponding to the first team member in the role information display area; the first role selection information is used to instruct the first team member to select the first virtual role; the first team member is one of the team members.

[0139] The first team member mentioned above can correspond to the currently logged-in user account on the computer device, or in other words, the first team member is the user currently using the computer device.

[0140] In this embodiment, during the virtual character selection stage, the virtual character selection interface can display the identifier of at least one candidate virtual character. The identifier can be the avatar of the candidate virtual character. When a user selects the avatar of one of the candidate virtual characters, the candidate virtual character corresponding to that avatar is selected. In the character information display area, the avatar corresponding to that virtual character can be displayed in the character selection information (i.e., the first team member mentioned above) for that user (i.e., the first selection information mentioned above). Furthermore, the first selection information can also display information such as the name of the selected virtual character.

[0141] The selection operation mentioned above can be a selection operation triggered by the user through a control, a selection operation input by the user's voice instruction, or a selection operation input by the user's gesture.

[0142] Step 330a: Display the rating settings control.

[0143] In this embodiment of the application, after the first team member selects the first virtual character, a scoring setting control can be displayed on the interface, and the user can trigger the scoring setting control.

[0144] Alternatively, if the first player does not select any virtual character, the scoring settings control on the interface can be displayed as inoperable; if the first player selects any virtual character, the scoring settings control can be displayed as operable.

[0145] For example, please refer to Figure 7 , Figure 7 A schematic diagram of a rating setting control provided in an exemplary embodiment of this application is provided.

[0146] In the virtual character selection interface 700, there is a character information display area 70. When the first team member does not select any virtual character, the first team member's first character selection information is not displayed in the character information display area 70. When the first team member selects the avatar icon corresponding to one of the virtual characters on the left, indicating that the virtual character is selected as the first virtual character, the computer device responds to receiving the selection operation for the first virtual character by displaying the first team member's first character selection information in the character information display area 70, and also displays the scoring setting control 71. The first team member can perform a self-scoring operation through the scoring setting control 71 to obtain a first self-scoring value.

[0147] Step 330b: In response to receiving a self-assessment operation based on the rating setting control, obtain the first self-assessment value.

[0148] In this embodiment, the user can trigger the rating setting control. The triggering method can be, but is not limited to, long press, click, voice control, and gesture control. After triggering the rating setting control, the user can perform a self-rating operation, that is, set a self-rating value as the first self-rating value.

[0149] Step 330c: Based on the first self-evaluation value, display the first self-evaluation element corresponding to the first role information; the first self-evaluation element is used to indicate the self-evaluation of the first team member's operation status.

[0150] In this embodiment of the application, after the computer device obtains the first self-assessment value, it automatically generates a first self-assessment element corresponding to the first self-assessment value and displays the first role information corresponding to the first self-assessment element.

[0151] In this embodiment, after the first team member selects the first virtual character, the computer device displays a scoring setting control. The first team member can directly set a first self-score value based on the scoring setting control according to their current state. The computer device directly displays the first scoring element used to indicate the current state of the first virtual character based on the first self-score value. By displaying the scoring setting control, the self-score process is optimized, and the efficiency of setting the self-score when selecting a virtual character in a virtual environment is effectively improved.

[0152] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, step 330b can be implemented as follows: in response to receiving a trigger operation performed on the scoring setting control, displaying a sliding control; the sliding control includes a virtual track and a virtual slider on the virtual track; in response to a movement operation of the virtual slider, obtaining the position of the virtual slider on the virtual track; and obtaining a first self-scoring value based on the position of the virtual slider on the virtual track.

[0153] The aforementioned triggering operations include, but are not limited to, one or more of the following: user clicks, touches, swipes, and long presses on the rating settings control.

[0154] In this embodiment of the application, when a user interacts with the rating setting control, the computer device responds and displays a sliding control for setting the self-rating value. Optionally, in response to receiving a trigger operation performed by the user on the rating setting control, the computer device switches the display of the rating setting control to a sliding control. Optionally, in response to receiving a trigger operation performed by the user on the rating setting control, the computer device displays the sliding control in any area of ​​the interface (e.g., below the rating setting control) while retaining the display of the rating setting control.

[0155] The aforementioned sliding control consists of two parts: a virtual track and a virtual slider on the virtual track. The virtual track is the main part of the sliding control and represents the range of selectable self-rating values. Each position on the virtual track represents a self-rating value, and the self-rating values ​​at different positions are different. The virtual slider is the part that the user can move. The user can move the virtual slider on the virtual track, and the position where the virtual slider stops after moving represents the selected self-rating value.

[0156] In this embodiment, the user can move the virtual slider by clicking or dragging. During the operation, the computer device detects the operation and records the position of the virtual slider on the track. Based on the position of the virtual slider on the track, a specific value is calculated and used as the rating selected by the user. For example, within a rating range of 0 to 10, if the user drags the virtual slider to the middle position of the virtual track, the computer device records 5 as the corresponding self-rating value.

[0157] For example, please refer to Figure 8 , Figure 8 A schematic diagram of a sliding control provided in an exemplary embodiment of this application is provided.

[0158] Figure 8 The sliding control shown includes a virtual track 81 and a virtual slider 82 on the virtual track 81. The virtual track 81 represents the selectable range of self-assessment scores (1 to 10 points). Each position on the virtual track 81 represents a self-assessment score, and different positions have different scores. The virtual slider 82 is the movable part; after the user moves the virtual slider 82, it comes to rest. The computer device obtains the position of the virtual slider 82 on the virtual track 81 and the corresponding score for that position, which is used as the first self-assessment score. Figure 8 As shown, the position where the virtual slider 82 comes to rest after moving represents the selected self-assessment score (3 points), that is, 3 points is the aforementioned first self-assessment score. It should be noted that in this embodiment, the self-assessment score is not limited to being displayed only after the virtual slider comes to rest after moving; it can also be displayed in real time while the virtual slider is moving.

[0159] In this embodiment, the user can interact with the sliding control to set a first self-score value, which helps to improve the interaction between the user and the virtual environment. Furthermore, the self-score value can be displayed on the interface in real time as the user moves the virtual slider, which helps the user to observe the data information in a timely manner and ensures the information display effect when selecting a virtual character and setting a self-score value in the virtual environment.

[0160] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, step 330b can be implemented as follows: in response to receiving a trigger operation performed on the rating setting control, displaying an input window; in response to an input operation on the input window, obtaining the first self-rating value entered in the input window.

[0161] The aforementioned input window is used to allow users to input their self-assessment scores. It can be displayed as a pop-up window, a dialog box, or directly in an input area on the current interface.

[0162] In this embodiment, after the computer device responds to the user's triggering operation on the rating setting control, it displays an input window on the interface, where the user can enter a self-rating value. The input operation can be via keyboard input of numbers or other methods (such as voice input or selecting preset options). After the user enters the self-rating value and submits it, the computer device, in response to the submission operation, reads the specific value from the input window as the first self-rating value.

[0163] For example, please refer to Figure 9 , Figure 9 An exemplary embodiment of this application provides a schematic diagram of setting a first self-assessment value through an input window.

[0164] exist Figure 9 In the interface 900 shown, a rating setting control 91 is displayed. When the user clicks the rating setting control 91, the computer device responds by receiving the trigger operation of the rating setting control 91 and displays an input window 92 in the interface 900. The user enters the self-rating value of 5 in the input window 92 through the keyboard and clicks the "Submit" button after entering the self-rating value. The computer device responds by receiving the submission operation and obtains the self-rating value "5" in the input window 92 as the first self-rating value.

[0165] In this embodiment of the application, after receiving a user's trigger operation on the rating setting control, the computer device displays an input window to remind the user to customize the self-rating value. The input window is clearer and more eye-catching, and the display effect in the virtual environment is better. Furthermore, it is more efficient and accurate for the user to directly input the self-rating value through the input window. While ensuring the interaction effect between the user and the virtual environment, it also makes the first self-rating value obtained by the computer device more accurate.

[0166] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, step 330b can be implemented as follows: in response to receiving a trigger operation performed on the rating setting control, a rating option menu is displayed; the rating option menu contains multiple numerical options; in response to a selection operation on an option in the rating option menu, the numerical value corresponding to the selected option is obtained as the first self-rating value.

[0167] The aforementioned rating option menu is displayed in the form of a window. The menu contains multiple different self-rating value options, each corresponding to a single self-rating value. Different self-rating value options correspond to different self-rating values. The user can trigger an action on one of the self-rating value options. Upon receiving the user's trigger action, the computer device retrieves the selected self-rating value as the first self-rating value.

[0168] For example, please refer to Figure 10 , Figure 10 An exemplary embodiment of this application provides a schematic diagram of setting a first self-rating value through a rating option menu.

[0169] In interface 1000, a rating setting control 1001 is displayed. When a user clicks the rating setting control 1001, the computer device responds to the trigger operation received by the rating setting control 1001 and switches the rating setting control 1001 to a rating option menu 1002. The rating option menu 1002 contains multiple numerical options. When a user clicks one of the options with a rating value of 4, the computer device responds to the user's selection operation of the option in the rating option menu 1002 and obtains the value (4) corresponding to the selected option as the first self-rating value.

[0170] In this embodiment of the application, the computer device displays a rating option menu with multiple different numerical options on the interface. The different options clearly show the selectable self-rating values, which improves the information display effect in the virtual environment. By pulling down the rating option menu to view the option values, the user can set the first self-rating value, which can effectively improve the interaction between the user and the virtual environment.

[0171] Based on the schemes shown in any one or more of the above embodiments, in some embodiments, the computer device displays strategy suggestion information that matches the self-rating of each team member; the strategy suggestion information is used to suggest a battle strategy for the team in the virtual environment.

[0172] In this embodiment of the application, after all team members have selected virtual characters and set the corresponding self-rating values ​​for the virtual characters, the computer device obtains a battle strategy based on the self-rating values ​​of all team members, and displays the battle strategy as strategy suggestion information on the display interface of each team member's computer device.

[0173] In some embodiments, after the computer device obtains the self-rating scores of all team members, it takes the average self-rating score of the entire team and determines whether the self-rating score meets a certain value range. Different value ranges correspond to different battle strategies. Taking the self-rating score as any value from 1 to 10 as an example, when the average self-rating score of the entire team is in the value range of 1 to 3, the battle strategy corresponds to "conservative development"; when the average self-rating score of the entire team is in the value range of 4 to 6, the battle strategy corresponds to "balanced offense and defense"; when the average self-rating score of the entire team is in the value range of 7 to 10, the battle strategy corresponds to "proactive offense".

[0174] In this embodiment, the computer device displays strategy suggestion information based on the self-assessment values ​​of all team members, enabling users to obtain strategy suggestion information more intuitively and quickly, ensuring the information display effect in the virtual environment. Based on the strategy suggestion information, users can better perform subsequent operations, effectively improving the interaction between users and the virtual environment.

[0175] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, a detail control for displaying strategy suggestion information is provided; in response to receiving a trigger operation on the detail control, the detailed information of the battle strategy is displayed.

[0176] The details control mentioned above is used to trigger the display of detailed information about the battle strategy. Users can perform trigger operations on the details control to display detailed information about the battle strategy on the computer device.

[0177] For example, please refer to Figure 11 , Figure 11 A schematic diagram illustrating strategy recommendation information provided in an exemplary embodiment of this application is provided.

[0178] In interface 1100, the self-rating scores of all team members are displayed as 3, 7, 2 and 9 respectively. In this example, the range of self-rating scores is 1 to 10. At this time, the average self-rating score of the whole team is 5.25, and the corresponding battle strategy is "balanced offense and defense". The computer device displays strategy suggestion information 11a and the corresponding details control 11b. At this time, the user triggers the details control 11b, and the details information 11c of the battle strategy is displayed in interface 1100.

[0179] It should be noted that the embodiments of this application take the simultaneous display of strategy suggestion information and detail controls as an example. In some embodiments, the computer device may display strategy suggestion information first and then display detail controls. This application does not impose any restrictions.

[0180] In this embodiment, users can obtain detailed information corresponding to the battle strategy by triggering the details control, and see the details more intuitively. This ensures the information display effect of the computer device in the virtual environment. Based on the details, users can better perform subsequent operations, effectively improving the interaction between users and the virtual environment.

[0181] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, before step 330c, the computer device, in response to receiving a selection operation for the first virtual character, obtains a second self-assessment value; the second self-assessment value is the self-assessment value set by the first team member through the scoring setting control when the first virtual character was selected last time; based on the second self-assessment value, the second self-assessment element is displayed corresponding to the first character information; step 330c can be implemented as the computer device replacing the second self-assessment element with the first self-assessment element based on the first self-assessment value.

[0182] In this embodiment, the server corresponding to the computer device may have a database for storing self-assessment scores. Whenever a first team member performs a self-assessment setting on a first virtual character, the computer device stores the self-assessment score and related information about the first virtual character in the database. When the first team member makes a selection operation on the first virtual character again, the computer device searches the database to retrieve the first team member's self-assessment score for the first virtual character, which is then displayed as a second self-assessment score on the computer device. At this time, the first team member can choose to retain the second self-assessment score, or reset the self-assessment score corresponding to the first virtual character through the scoring setting control. After setting a new self-assessment score, the computer device replaces the first team member's original self-assessment score for the first virtual character in the database with the new self-assessment score.

[0183] In this embodiment, by default displaying the user's most recently set self-rating element for the same virtual character, the user can easily reuse the self-rating set previously, simplifying the process of setting the self-rating value. At the same time, the user can dynamically update the self-rating value according to their actual situation. While simplifying the process of setting the self-rating value for the same virtual character, it also ensures that the user's needs are met, and can effectively guarantee the interaction effect between the user and the virtual environment.

[0184] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, before step 330c, the computer device, in response to receiving a selection operation for the first virtual character, obtains the battle performance data of the first team member controlling the first virtual character to perform the battle; obtains a third self-evaluation value matching the battle performance data; and displays the third self-evaluation element corresponding to the first character information based on the third self-evaluation value. Step 330c can be implemented as replacing the third self-evaluation element with the first self-evaluation element based on the first self-evaluation value.

[0185] In this embodiment of the application, the server corresponding to the computer device may have a database for storing the battle performance data of each user team member controlling the virtual character to perform the battle. When the first team member selects the first virtual character, the computer device searches the database, queries the battle performance data of the first team member when controlling the first virtual character, and obtains the self-rating value that matches the battle performance data as the third self-rating value, which is displayed on the computer device. At this time, the first team member can choose to directly use the third self-rating value, or reset the self-rating value corresponding to the first virtual character through the rating setting control.

[0186] The aforementioned performance data includes, but is not limited to, one of the following: win / loss records (the number of times a user wins a match using a virtual character, and the number of times a user loses a match using a virtual character), number of defeats and number of defeats (the ratio of defeating enemies to being defeated by enemies), assist and support data (the number of assists a user gains by helping teammates defeat enemies), and goal completion rate (the percentage of in-game goals a user completes). In this embodiment of the application, different performance data can be matched with different third-party self-evaluation values.

[0187] In this embodiment of the application, after the computer device obtains the battle performance data, it determines the aforementioned third scoring data based on the battle performance data and the pre-set scoring rules for the battle performance data.

[0188] In some embodiments, each of the above-mentioned performance data can correspond to a score. After obtaining the scores of multiple performance data, the computer device sums the scores of multiple performance data and uses the sum as the third self-score value. Alternatively, the sum can be mapped to a specified score range (such as the score range of 0 to 10) to obtain the above-mentioned third self-score value.

[0189] For example, the battle record data of the first virtual character is as follows:

[0190] Win-loss record: 10 wins, 5 losses;

[0191] Number of defeats and number of defeats: Defeat the enemy 20 times, and be defeated 10 times;

[0192] Support and assistance stats: 15 assists;

[0193] Objective completion rate: 80% of in-game objectives have been completed.

[0194] The base score for each performance statistic is as follows:

[0195] Each victory: +10 points;

[0196] Each failure: -5 points;

[0197] Each time an enemy is defeated: +5 points;

[0198] Each time you are defeated: -2 points;

[0199] Each assist: +3 points;

[0200] Percentage of goal achieved: +10 points for every 10% completion.

[0201] The calculation of the third self-assessment score is as follows:

[0202] Victory score: 10 times * 10 points = 100 points;

[0203] Points deducted for failure: 5 times * -5 points = -25 points;

[0204] Defeating enemies earns points: 20 times * 5 points = 100 points;

[0205] Points deducted for being defeated: 10 times * -2 points = -20 points;

[0206] Assists in points: 15 * 3 points = 45 points;

[0207] Target completion score: 80% * (100 / 10) = 80 points.

[0208] Total score = 100 + (-25) + 100 + (-20) + 45 + 80 = 280 points, that is, the third self-assessment score is 280 points.

[0209] In other embodiments, each of the above-mentioned battle achievement data can be assigned a weight. After obtaining the scores of multiple battle achievement data, the computer device performs a weighted summation of the scores of multiple battle achievement data, and the weighted summation result is used as the third self-scoring value.

[0210] For example, the battle record data of the first virtual character is as follows:

[0211] Win-loss record: 10 wins, 5 losses;

[0212] Number of defeats and number of defeats: Defeat the enemy 20 times, and be defeated 10 times;

[0213] Support and assistance stats: 15 assists;

[0214] Objective completion rate: 80% of in-game objectives have been completed.

[0215] The base score for each performance statistic is as follows:

[0216] Each victory: +10 points;

[0217] Each failure: -5 points;

[0218] Each time an enemy is defeated: +5 points;

[0219] Each time you are defeated: -2 points;

[0220] Each assist: +3 points;

[0221] Assume each performance statistic corresponds to the following weight:

[0222] Win / Loss Record: Win weight 2, Loss weight 1;

[0223] Defeating and being defeated: Defeating has a weight of 3, being defeated has a weight of 1;

[0224] Assists: Weight 2;

[0225] Target completion rate: weight 4.

[0226] Following the weighted summation rule, after obtaining the score for each performance statistic:

[0227] Victory score: 10 times * 10 points * 2 = 200 points;

[0228] Points deducted for failure: 5 times * -5 points * 1 = -25 points;

[0229] Defeating enemies earns points: 20 times * 5 points * 3 = 300 points;

[0230] Points deducted for being defeated: 10 times * -2 points * 1 = -20 points;

[0231] Assist points: 15 times * 3 points * 2 = 90 points;

[0232] Target completion score: 80% * (100 / 10) * 4 = 320 points.

[0233] Total score = 200-25+300-20+90+320 = 910 points, that is, the third self-assessment score is 910 points.

[0234] In this embodiment of the application, the computer device can obtain a third self-evaluation value through the battle performance data of the first virtual character controlled by the first team member. This effectively avoids the first team member setting a self-evaluation value that does not match the actual situation due to misjudging their own competitive strength. Furthermore, the default acquisition of the third self-evaluation value based on the battle performance data can provide the first team member with reference value for setting the self-evaluation value, which is beneficial to the interaction between the user and the virtual environment.

[0235] Based on the solutions shown in any one or more of the above embodiments, in some embodiments, when the difference between the third self-assessment value and the first self-assessment value is greater than the difference threshold, a confidence prompt is displayed for the corresponding first self-assessment element. The confidence prompt is used to indicate that the confidence of the first self-assessment element is low.

[0236] In this embodiment, after the first player sets the first self-assessment value, the computer device can obtain a third self-assessment value, which is obtained based on the first player's battle performance data when controlling the first virtual character. The computer device calculates the difference between the first and third self-assessment values, obtains the difference value, and compares the difference value with a difference threshold. If the difference value is greater than the difference threshold, it indicates that the first self-assessment value set by the user indicates that the current skill level of the first player controlling the first virtual character is far higher than the historical skill level. The reliability of the first self-assessment value is not high, and the computer device displays a reliability warning.

[0237] The credibility prompts can be presented via text, voice, or animation. The credibility prompts display a credibility level, which can be a percentage; a lower value indicates lower credibility. In some embodiments, the credibility prompts display the difference between a first self-assessment score and a third self-assessment score, allowing the first team member to adjust their first self-assessment score accordingly.

[0238] In this embodiment, when the difference between the third self-assessment score (the score calculated based on historical performance) and the first self-assessment score (the score currently set by the user) exceeds a certain threshold, a credibility prompt is displayed on the user interface. This approach can improve the accuracy of the first self-assessment score, thereby facilitating the selection and operation of teammates, enabling the team to more objectively assess the actual ability of teammates, and ensuring the interaction effect between users and the virtual environment.

[0239] Combination Figure 2 , Figure 3 as well as Figure 6 The following is a detailed description of this solution, using a multiplayer online competitive game as an example.

[0240] In multiplayer online competitive games, players often struggle to accurately assess their teammates' actual skill levels during team matchmaking, leading to uncoordinated strategies and mistakes. Furthermore, information asymmetry between players frequently results in misunderstandings, accusations, and even friction, negatively impacting the gaming experience. This reflects the current game mechanics' shortcomings in information sharing within teams, lacking effective communication and collaboration mechanisms. To address this issue, the solution described in the above embodiments of this application provides a pre-match team communication method based on self-assessed status scores. Specifically, players can self-assess their skill level from 1 to 10 based on their competitive status during the character selection interface. This self-assessed status score is displayed to teammates in real-time, allowing them to better understand each other's competitive status before the match begins and adjust tactics and strategies accordingly. For example, if a low-scoring player appears in the team, other teammates can choose a more conservative approach and provide more support. Conversely, if team members generally have high self-assessed status scores, the team can coordinate more aggressively. The technical elements of this embodiment include a self-assessment system, a score display module, and a strategy prompt function. The self-assessment system allows players to evaluate and score their actual performance, while the score display module prominently shows teammates' self-assessed scores on the team interface. The strategy hint function helps teammates adjust their tactics based on these scores. This innovative design provides players with more information, reduces tactical misjudgments and conflicts, and significantly improves teamwork efficiency. Compared to traditional game mechanics, the main innovation of this embodiment lies in providing a simple and effective intra-team information sharing system, allowing players to know their teammates' self-assessed scores before the match begins and make more rational tactical choices based on this information. In this way, players can avoid misunderstandings and disharmony caused by information asymmetry, thereby improving the overall gaming experience.

[0241] In summary, this embodiment significantly reduces tactical errors and internal friction caused by differences in competitive skill levels by increasing information transparency within the team, which helps improve team cooperation efficiency and game fairness.

[0242] This application proposes a pre-match team communication method based on self-assessed status scores, aiming to solve the problems of strategic errors and internal team friction caused by information asymmetry in multiplayer online competitive games. Specifically, the above solution includes three parts: a self-assessed status score system, a score display module, and a strategy prompt function.

[0243] The aforementioned "Self-Assessment Status Score" system allows players to rate their own performance from 1 to 10 points based on their competitive status during the character selection screen. This score is determined by the player based on their current competitive state, and the result is updated and submitted in real-time during the character selection phase. The player's adjusted self-assessment status score will be inherited as the default score and displayed in subsequent matches.

[0244] The aforementioned score display module prominently presents all team members' self-assessed status scores within the team interface. This module allows each player in the team to fully understand the competitive state of their teammates before the match begins, thereby reducing strategic errors that may arise from information asymmetry. For example, the self-assessed status score is displayed using a light blue to orange-red background along with the score value, intuitively showing the player's evaluation of their own performance.

[0245] The aforementioned strategy suggestion feature analyzes the self-assessment scores of each team member to provide tactical advice. For example, when there are low-scoring players on the team, the system will suggest a more conservative strategy; when team members have high scores, the system will suggest a more aggressive strategy. Strategy suggestions will be displayed in the information bar, and players can view the specific suggestions via the "Details" icon.

[0246] Specifically, after entering the character selection screen, players can choose whether to set a self-assessed status score. The self-assessed status score is unknown by default; if a player has never set a self-assessed status score, it will remain unknown. Players can click the "Set Status Score" button to self-assess their status score.

[0247] For example, please refer to Figure 12 , Figure 12 This is an exemplary embodiment of the interface provided in this application, showing a player who has never set a self-assessment status score.

[0248] In the character selection interface 1200, there is a display area 1200a. The current user's character selection information 12a does not display their self-assessed status score; that is, the self-assessed status score is unknown by default. Display area 1200a contains a control 12, which the player can choose whether to trigger to set their self-assessed status score. Optionally, in... Figure 12 In the middle, corresponding to display area 1200a, a prompt text indicating a self-assessment mechanism is also displayed.

[0249] When a player triggers the control to set their self-assessment status score, the score ranges from 1 to 10. This score is determined by the player based on their own performance. Players use a slider UI control to complete the scoring process. The system updates and submits the player's score in real time, ensuring teammates can see the latest self-assessment before the character selection phase ends. Furthermore, the player's adjusted self-assessment status score will be inherited as the default score and displayed in subsequent matches.

[0250] For example, please refer to Figure 13 , Figure 13This is a schematic diagram of an exemplary embodiment of the present application, showing a player adjusting their self-assessment status score in the team-up interface.

[0251] After the player triggers the control used to set their self-evaluation score, the selection interface 1200 displays a sliding control 13. The player can complete the scoring by sliding the slider on the sliding control 13. The closer the slider is to the side with a larger value, the higher the self-evaluation score and the more satisfied the player is with their competitive state; conversely, the closer the slider is to the side with a smaller value, the lower the self-evaluation score and the less satisfied the player is with their competitive state.

[0252] In the team interface, the score display module shows the self-assessed status scores of all team members. This interface allows each player to receive information about the competitive status of other team members before the match begins, reducing strategic errors that may arise from information asymmetry. The score display uses a color gradient scheme, such as from light blue to orange-red, combined with numerical values, to intuitively reflect players' evaluations of their own competitive performance. Through this combination of color and numerical values, the score display module enables team members to quickly assess and understand the competitive level of their teammates.

[0253] For example, please refer to Figure 14 , Figure 14 This is an exemplary embodiment of the present application, showing a player viewing their teammates' self-assessed status scores in the team-up interface.

[0254] After players and their teammates complete their self-assessment status scores, a display area 1200b appears in the character selection screen (1200). This area displays the teammates' self-assessment status scores and corresponding icons. Different status scores correspond to different icons. Players and their teammates can quickly assess their teammates' skill level by observing the values ​​and icons in display area 1200b. Optionally, a text prompt explaining the purpose of the score display can also be shown in this area.

[0255] After players and their teammates have set their self-assessed status scores, the strategy suggestion function analyzes each team member's score to provide targeted tactical advice. The system generates tactical suggestions based on the scoring results, optimizing the team's strategic decisions. For example, when the system detects a low-scoring player in the team, it will suggest a more conservative tactic to mitigate their impact; when team members generally have high scores, the system will recommend a more aggressive tactical strategy to fully leverage the advantages of high-scoring players.

[0256] For example, please refer to Figure 15 , Figure 15This is a schematic diagram of the interface of a system that provides tactical suggestions based on the self-assessed status scores of team members, provided in an exemplary embodiment of this application.

[0257] In the character selection interface 1200, after the player and their teammates have set their self-assessment status scores, a tactical suggestion prompt window 1200c is displayed on the interface. This window contains suggestion information related to the tactical strategy type and a details control 15. The details control is used to indicate the specific operation steps corresponding to the tactical strategy.

[0258] Players can access detailed tactical advice by clicking the "Details" icon. This feature allows players to view specific tactical advice and its background information, including specific operational plans and suggested strategies for different scoring scenarios. Optionally, text prompts for the strategy advice can also be displayed corresponding to the details control 15.

[0259] For example, please refer to Figure 16 , Figure 16 This is an exemplary embodiment of the present application, showing an interface diagram of a player clicking the "Details" button to view tactical suggestions.

[0260] After the player triggers the details control 15, the character selection screen 1200 will display the details introduction window 1200d, which displays the specific content corresponding to the tactical strategy.

[0261] In this embodiment, when the player loads the character selection interface, the system initializes the "Self-Assessment Status Score" function. Players can rate their own competitive status from 1 to 10. The system allows players to input their self-assessment status score on this interface and submits it to the server through a real-time data update mechanism. The system will use this self-assessment status score as the default "Self-Assessment Status Score" for that character and save it in the character data for use in subsequent matches.

[0262] In this embodiment, after role selection, the system displays the self-assessment scores of all team members in the team interface. The score display module retrieves and renders the score data for each team member from the server. The system uses a gradient background color from light blue to orange-red to represent different score ranges, while simultaneously displaying the specific self-assessment score. This display module updates in real time and ensures that all team members can see the latest self-assessment score before the start of the match, ensuring information synchronization within the team.

[0263] In this embodiment, the system analyzes player self-assessment scores to generate tactical suggestions. The system extracts rating data from the database and generates conservative or aggressive tactical strategies based on the rating differences. For players with lower ratings, the system recommends conservative tactics to reduce potential risks; for players with higher ratings, the system suggests more aggressive strategies to leverage their strengths. Strategy hints are displayed in an information bar and updated based on the analysis results.

[0264] In this embodiment, players can access detailed information about strategy suggestions by clicking the "Details" icon in the information bar. The system will then display a detailed strategy view, showing specific tactical adjustment suggestions, including implementation steps and expected effects. This view extracts relevant suggestions from the strategy database and displays them in an interactive format on the interface, allowing players to view and understand the specific content of each suggestion.

[0265] For example, please refer to Figure 17 , Figure 17 This is a flowchart illustrating a method implementation provided in an exemplary embodiment of this application.

[0266] Step S1701: Enter the character selection interface.

[0267] When players start the game and enter the character selection screen, the system will automatically load the self-assessment status score module.

[0268] The system loads the default self-assessment score into the current interface based on the player's previous game history. If the player has previously set a self-assessment score, that score will be used as the current default value. If there is no history, the system will set the default self-assessment score to "Unknown". See subsequent steps S1702, S1702-1, and S1702-2 for details.

[0269] Step S1702: Determine whether a self-assessment status score has been set.

[0270] When a player enters the character selection screen, the system checks whether the player has previously set a self-assessed status score. This is done by querying the player's historical data to determine if a saved self-assessed status score record exists. This step involves a database query to provide the player with an appropriate default value.

[0271] Step S1702-1: Use the previous self-assessment status score as the default value.

[0272] If the system detects that a player has previously set a self-assessment status score, it will retrieve that score from the database and apply it as the default self-assessment status score on the current character selection screen. This default value will be automatically filled into the self-assessment input box for the player to view and adjust.

[0273] Step S1702-2: Use unknown as the default value.

[0274] For players who haven't set a self-assessed status score, the system will set the default value to "Unknown". In this case, players need to manually select a self-assessed status score, and the system will prompt them to rate it in order to update their competitive status information.

[0275] Step S1703-1: Adjust the self-assessment status score.

[0276] In the character selection interface, players can rate their own performance on a scale of 1 to 10 based on their competitive status. The system updates and submits the player's self-assessed score in real time, and this score serves as the default self-assessed score for the character. The system ensures the accuracy of the ratings and allows players to adjust their ratings during the character selection phase.

[0277] Step S1703-2: Check your teammates' self-assessment status score.

[0278] During team formation, players can view the self-assessment scores of other team members. The system retrieves and displays each member's score data from the server on the team information interface. The score display will use visual methods, such as gradient backgrounds and specific score values, to help players understand their teammates' competitive status.

[0279] Step S1704: Review strategy recommendations.

[0280] Based on each team member's self-assessed status score, the system generates and displays tactical suggestions. The system analyzes the team's current rating data and provides corresponding strategy hints. Players can view the specific strategy suggestions, including recommended tactical adjustments and implementation steps, via the "Details" icon in the information bar. The system updates the strategy suggestions in real time to ensure that tactical arrangements are consistent with the team's actual competitive state.

[0281] This solution can achieve the following beneficial effects:

[0282] I. Enhanced Information Transparency: Players' self-assessment scores when selecting characters will be displayed to teammates in real time, allowing each player to accurately understand their teammates' competitive state before the match begins. This transparency reduces strategic errors and teamwork problems caused by information asymmetry, thereby improving the overall teamwork efficiency.

[0283] II. Optimized Tactical Adjustments: The combination of the self-assessment system and strategy prompts allows teams to dynamically adjust their tactical strategies based on each player's self-assessment score. For example, the system suggests a more conservative approach for low-scoring players, while recommending a more aggressive strategy for high-scoring players. This targeted tactical adjustment effectively improves the team's performance and responsiveness during matches.

[0284] Third, reducing internal friction: The visual display of self-assessment scores and the strategic prompts help reduce misunderstandings and friction within the team. Team members can clearly understand each other's competitive state, allowing for reasonable adjustments in tactical execution and avoiding accusations and conflicts caused by information asymmetry. This mechanism promotes mutual understanding and support among team members and improves the team's collaborative atmosphere.

[0285] IV. Enhancing Strategic Rationality: This solution provides players with a scientific basis for tactical decision-making by displaying real-time self-assessment scores and combining them with strategic prompts. The system's strategy suggestions are generated based on the actual status of team members, making tactical choices more rational and effective. This data-driven tactical adjustment improves players' strategic execution capabilities in matches, enhancing the game's strategic depth and complexity.

[0286] V. Simplified Information Acquisition Process: Compared to traditional designs where players need to communicate via voice or text to understand their teammates' competitive status and repeat this information-sharing operation in each game, this technical solution simplifies the information acquisition process through real-time display on the character selection and team interface. Players can directly rate themselves during the character selection phase and view the self-rating scores of all teammates on the team interface, thereby avoiding repetitive communication and operations and improving the efficiency of information sharing.

[0287] In addition to the FPS games mentioned in this case, the above-mentioned beneficial effects also exist in other multiplayer online games.

[0288] Figure 18 A block diagram of an information display apparatus for a virtual environment provided in an exemplary embodiment of this application is shown. The apparatus includes:

[0289] The character information display area display module 1801 is used to display the character information display area during the virtual character selection stage before entering the virtual environment in a team;

[0290] The role selection information display module 1802 is used to display the role selection information of each member of the team in the role information display area; the role selection information is used to indicate the virtual role selected by the member.

[0291] The self-assessment element display module 1803 is used to display the self-assessment elements of each team member according to the role selection information. The self-assessment elements are used to indicate the self-assessment of the team member's operation status.

[0292] In some embodiments, the operation state is the player's level of operation with the selected virtual character; or, the operation state is the player's own state when operating the virtual character.

[0293] In some embodiments, the self-assessment element includes one or more of the following:

[0294] Self-assessment value and the self-assessment pattern corresponding to the self-assessment value.

[0295] In some embodiments, when the self-assessment value is less than the first value, the self-assessment pattern corresponding to the self-assessment value is the first pattern.

[0296] If the self-assessment value is not less than the first value, the self-assessment pattern corresponding to the self-assessment value is the second pattern.

[0297] In some embodiments, the display attributes of a self-assessment element are related to the self-assessment value corresponding to the self-assessment element;

[0298] Display properties include one or more of the following:

[0299] The color of the self-assessment element and the size of the self-assessment pattern.

[0300] In some embodiments, the role selection information display module 1802 is used to display the first role selection information corresponding to the first team member in the role information display area in response to receiving a selection operation for the first virtual role; the first role selection information is used to instruct the first team member to select the first virtual role; the first team member is one of the team members.

[0301] The self-assessment element display module 1803 is used to display the assessment setting control; in response to receiving a self-assessment operation based on the assessment setting control, it obtains a first self-assessment value; based on the first self-assessment value, it displays a first self-assessment element corresponding to the first role information; the first self-assessment element is used to indicate the self-assessment of the first team member's operation status.

[0302] In some embodiments, the self-scoring element display module 1803 is configured to display a sliding control in response to receiving a trigger operation performed on the scoring setting control; the sliding control includes a virtual track and a virtual slider on the virtual track; in response to a movement operation of the virtual slider, the position of the virtual slider on the virtual track is obtained; and a first self-scoring value is obtained based on the position of the virtual slider on the virtual track.

[0303] In some embodiments, the self-assessment element display module 1803 is configured to display an input window in response to receiving a trigger operation performed on the rating setting control; and to obtain the first self-assessment value entered in the input window in response to an input operation on the input window.

[0304] In some embodiments, the self-rating element display module 1803 is configured to display a rating option menu in response to receiving a trigger operation performed on the rating setting control; the rating option menu contains multiple numerical options; and in response to a selection operation on an option in the rating option menu, the numerical value corresponding to the selected option is obtained as the first self-rating value.

[0305] In some embodiments, the apparatus further includes:

[0306] The strategy suggestion information module displays strategy suggestion information that matches each team member's self-assessment; the strategy suggestion information is used to suggest the team's combat strategy in the virtual environment.

[0307] In some embodiments, the policy recommendation information module further includes:

[0308] The details control display module is used to display details of the corresponding strategy suggestion information.

[0309] The details display module is used to display detailed information about the battle strategy in response to a triggered operation on the details control.

[0310] In some embodiments, the apparatus further includes:

[0311] The second self-assessment value acquisition module is used to obtain the second self-assessment value in response to receiving the selection operation of the first virtual character before displaying the first self-assessment element based on the first self-assessment value and corresponding to the first role information. The second self-assessment value is the self-assessment value set by the first team member through the scoring setting control when the first virtual character was selected last time.

[0312] The second self-assessment element display module is used to display the second self-assessment element based on the second self-assessment value and corresponding to the first role information before displaying the first self-assessment element based on the first self-assessment value and corresponding to the first role information.

[0313] The self-assessment element display module 1803 is used to replace the second self-assessment element with the first self-assessment element based on the first self-assessment value.

[0314] In some embodiments, the apparatus further includes:

[0315] The battle record data acquisition module is used to acquire the battle record data of the first team member controlling the first virtual character to perform the battle before displaying the first self-rating element based on the first self-rating value and the corresponding first character information.

[0316] The third self-assessment value acquisition module is used to acquire the third self-assessment value that matches the battle record data before displaying the first self-assessment element corresponding to the first character information based on the first self-assessment value.

[0317] The third self-assessment element display module is used to display the third self-assessment element based on the third self-assessment value and corresponding to the first role information.

[0318] The self-assessment element display module 1803 is used to replace the third self-assessment element with the first self-assessment element based on the first self-assessment value.

[0319] In some embodiments, the apparatus further includes:

[0320] The credibility prompt display module is used to display a credibility prompt for the first self-rated element when the difference between the third self-rated value and the first self-rated value is greater than the difference threshold. The credibility prompt is used to indicate that the credibility of the first self-rated element is low.

[0321] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0322] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments of the relevant method; the technical effects achieved by each module performing its operation are the same as the technical effects in the embodiments of the relevant method, and will not be elaborated here.

[0323] Figure 19 A structural block diagram of a computer device 1900 provided in an exemplary embodiment of this application is shown. The computer device 1900 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1900 may also be referred to as a user device, portable terminal, or other names.

[0324] Typically, computer device 1900 includes a processor 1901 and a memory 1902.

[0325] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0326] The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the virtual character control method provided in the embodiments of this application.

[0327] In some embodiments, the computer device 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1904, a touch display screen 1905, a camera 1906, an audio circuit 1907, and a power supply 1908.

[0328] Peripheral interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1901 and memory 1902. In some embodiments, processor 1901, memory 1902 and peripheral interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1901, memory 1902 and peripheral interface 1903 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0329] The radio frequency (RF) circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1904 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1904 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1904 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0330] The touch display screen 1905 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1901 for processing. The touch display screen 1905 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1905, located on the front panel of the computer device 1900; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1900 or in a folded design; in some embodiments, the touch display screen 1905 may be a flexible display screen, located on a curved or folded surface of the computer device 1900. Furthermore, the touch display screen 1905 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1905 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0331] The camera assembly 1906 is used to acquire images or videos. Optionally, the camera assembly 1906 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1906 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0332] Audio circuitry 1907 provides an audio interface between the user and computer device 1900. Audio circuitry 1907 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1901 for processing, or input to radio frequency circuitry 1904 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, positioned at different locations within computer device 1900. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1901 or radio frequency circuitry 1904 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1907 may also include a headphone jack.

[0333] Power supply 1908 is used to supply power to the various components in computer device 1900. Power supply 1908 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1908 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0334] In some embodiments, the computer device 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to, an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.

[0335] Accelerometer 1910 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1900. For example, accelerometer 1910 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1901 can control touchscreen display 1905 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1910. Accelerometer 1910 can also be used for games or for acquiring user motion data.

[0336] The gyroscope sensor 1911 can detect the orientation and rotation angle of the computer device 1900. The gyroscope sensor 1911 can work in conjunction with the accelerometer sensor 1910 to acquire the user's 3D movements of the computer device 1900. Based on the data acquired by the gyroscope sensor 1911, the processor 1901 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0337] The pressure sensor 1912 can be disposed on the side bezel of the computer device 1900 and / or on the lower layer of the touch display screen 1905. When the pressure sensor 1912 is disposed on the side bezel of the computer device 1900, it can detect the user's grip signal on the computer device 1900 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1912 is disposed on the lower layer of the touch display screen 1905, it can control operable controls on the UI interface based on the user's pressure operation on the touch display screen 1905. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0338] An optical sensor 1913 is used to collect ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 based on the ambient light intensity collected by the optical sensor 1913.

[0339] The proximity sensor 1914, also known as a distance sensor, is typically located on the front of the computer device 1900. The proximity sensor 1914 is used to detect the distance between the user and the front of the computer device 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-on state to a screen-off state; when the proximity sensor 1914 detects that the distance between the user and the front of the computer device 1900 is gradually increasing, the processor 1901 controls the touchscreen display 1905 to switch from a screen-off state to a screen-on state.

[0340] Those skilled in the art will understand that the structure shown above does not constitute a limitation on the computer device 1900, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0341] In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuitry and / or program instructions, which, when the chip is run on a computer device, are used to implement the information display method for a virtual environment described above.

[0342] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the information display method for a virtual environment provided in the above-described method embodiments.

[0343] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores a computer program that is loaded and executed by a processor to implement the information display method for a virtual environment provided in the above-described method embodiments.

[0344] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0345] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0346] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. An information display method for a virtual environment, characterized by, The method comprises: displaying a character information display area in a virtual character selection stage before entering a virtual environment in a team; displaying character selection information corresponding to each team member in the team in the character information display area; the character selection information is used to indicate a virtual character selected by the team member; displaying a self-evaluation element of each team member corresponding to the character selection information; the self-evaluation element is used to indicate a self-evaluation of an operation state of the team member.

2. The method of claim 1, wherein, The operation state is an operation level of the team member on the selected virtual character. Alternatively, the operation state is a self state of the team member when operating the virtual character.

3. The method according to claim 1 or 2, characterized in that, The self-evaluation element comprises one or more of the following: a self-evaluation numerical value and a self-evaluation pattern corresponding to the self-evaluation numerical value.

4. The method of claim 3, wherein: when the self-evaluation numerical value is less than a first numerical value, the self-evaluation pattern corresponding to the self-evaluation numerical value is a first pattern; when the self-evaluation numerical value is not less than the first numerical value, the self-evaluation pattern corresponding to the self-evaluation numerical value is a second pattern.

5. The method of claim 3, wherein, A display attribute of the self-evaluation element is related to the self-evaluation numerical value corresponding to the self-evaluation element. The display attribute comprises one or more of the following: a color of the self-evaluation element and a size of the self-evaluation pattern.

6. The method of claim 1 or 2, wherein, The displaying of the character selection information corresponding to each team member in the team in the character information display area comprises: in response to receiving a selection operation on a first virtual character, displaying first character selection information corresponding to a first team member in the character information display area; the first character selection information is used to indicate that the first team member selects the first virtual character; the first team member is one of the team members; The displaying of the self-evaluation element of each team member corresponding to the character selection information comprises: displaying a score setting control; in response to receiving a self-evaluation operation based on the score setting control, obtaining a first self-evaluation numerical value; based on the first self-evaluation numerical value, displaying a first self-evaluation element corresponding to the first character information; the first self-evaluation element is used to indicate a self-evaluation of an operation state of the first team member.

7. The method of claim 6, wherein, The response to receiving a self-evaluation operation based on the score setting control to obtain a first self-evaluation numerical value comprises: in response to receiving a trigger operation on the score setting control, displaying a sliding control; the sliding control comprises a virtual track and a virtual slider on the virtual track; in response to a movement operation on the virtual slider, obtaining a position of the virtual slider on the virtual track; according to the position of the virtual slider on the virtual track, obtaining the first self-evaluation numerical value.

8. The method of claim 6, wherein, The response to receiving a self-evaluation operation based on the score setting control to obtain a first self-evaluation numerical value comprises: in response to receiving a trigger operation on the score setting control, displaying an input window; in response to an input operation on the input window, obtaining the first self-evaluation numerical value input in the input window.

9. The method of claim 6, wherein, The method further comprises: In response to receiving a trigger operation performed on the score setting control, displaying a score option menu; the score option menu contains multiple numerical value options; In response to a selection operation on an option in the score option menu, the selected option corresponds to a numerical value, which is obtained as the first self-evaluation score value.

10. The method of claim 6, wherein, The method further comprises: Display strategy suggestion information matched with the self-evaluation score of each team member; the strategy suggestion information is used to suggest the battle strategy adopted by the team in the virtual environment.

11. The method of claim 10, wherein, The method further comprises: Display a details control corresponding to the strategy suggestion information; In response to receiving a trigger operation on the details control, display detailed information of the battle strategy.

12. The method of claim 6, wherein, Before displaying a first self-evaluation score element corresponding to the first character information based on the first self-evaluation score value, the method further comprises: In response to receiving a selection operation on a first virtual character, obtain a second self-evaluation score value; the second self-evaluation score value is the self-evaluation score value set by the first team member through the score setting control when the first virtual character was last selected; Display a second self-evaluation score element corresponding to the first character information based on the second self-evaluation score value; The method further comprises: Based on the first self-evaluation score value, replace the second self-evaluation score element with the first self-evaluation score element.

13. The method of claim 6, wherein, Before displaying a first self-evaluation score element corresponding to the first character information based on the first self-evaluation score value, the method further comprises: In response to receiving a selection operation on a first virtual character, obtain battle record data of the first team member controlling the first virtual character to perform a battle; Obtain a third self-evaluation score value matched with the battle record data; Display a third self-evaluation score element corresponding to the first character information based on the third self-evaluation score value; The method further comprises: Based on the first self-evaluation score value, replace the third self-evaluation score element with the first self-evaluation score element.

14. The method of claim 13, wherein, The method further comprises: In a case where the difference between the third self-evaluation score value and the first self-evaluation score value is greater than a difference threshold, display a credibility prompt corresponding to the first self-evaluation score element, the credibility prompt being used to indicate that the credibility of the first self-evaluation score element is low.

15. An information display device for a virtual environment, characterized by The device comprises: A character information display area display module, configured to display a character information display area in a virtual character selection stage before a team enters a virtual environment; A character selection information display module, configured to display character selection information corresponding to each team member in the team in the character information display area; the character selection information is used to indicate the virtual character selected by the team member; A self-evaluation score element display module, configured to display a self-evaluation score element of each team member corresponding to the character selection information; the self-evaluation score element is used to indicate the self-evaluation score of the operation state of the team member.

16. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores at least one computer instruction loaded and executed by the processor to implement the information display method for a virtual environment according to any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one computer instruction loaded and executed by the processor to implement the information display method for a virtual environment according to any one of claims 1 to 14.

18. A computer program product, characterised in that, The computer program product comprises computer instructions stored in a computer readable storage medium; the computer instructions are read and executed by a processor of a computer device to implement the information display method for a virtual environment according to any one of claims 1 to 14.