Game processing method and device, electronic equipment and storage medium

By displaying the attributes and positions of enemy pieces in the auto chess game and automatically controlling piece battles using a target selection mechanism, the problem of complex layouts and difficult judgments in existing technologies is solved, thus improving game operation efficiency and win rate.

CN121775447APending Publication Date: 2026-04-03GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-15
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

In existing auto chess games, players often struggle to accurately assess the threat posed by enemy pieces in real time when placing their pieces, leading to complex controls and impacting the gaming experience and win rate.

Method used

By displaying the attribute and position information of enemy pieces in the game scene, marking attack targets using a target selection mechanism, and automatically controlling the pieces to fight from the perspective of the player's own board, the operation process is simplified.

Benefits of technology

It improves players' operational efficiency and gaming experience, reduces operational burden, and enhances decision-making quality and win rate.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game processing method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the following steps: in a battle preparation stage, displaying attribute information and station information of a plurality of enemy battle chess pieces in a checkerboard of a battle area; in response to a position adjustment operation for the target own battle chess piece in the checkerboard, determining and marking a target enemy battle chess piece for displaying the target own battle chess piece according to the attribute information and the standing position information of the target own battle chess piece and the attribute information and the standing position information of the enemy battle chess pieces; and in the fight stage, controlling the target own fight chess piece to preferentially attack the target enemy fight chess piece. According to the method, a player can intuitively know the standing condition of the enemy chess pieces, and the operation efficiency and the game experience of the player are improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a game processing method, apparatus, electronic device, and storage medium. Background Technology

[0002] Auto Chess, as a strategy game, requires players to arrange their pieces to fight against their opponents. Players face the challenge of how to rationally adjust the positions of their own pieces based on the strength and location of the opponent's pieces.

[0003] In the existing solutions, one approach is for players to refer to layout strategy tutorials outside the game. This approach lacks real-time and specificity. Another approach is to repeatedly and manually enter the opponent's chessboard perspective to view the opponent's pieces and adjust the positions of their own pieces. This approach is complex and makes it difficult to accurately judge the opponent's threat, affecting the game experience and win rate. Summary of the Invention

[0004] The purpose of this application is to address the shortcomings of the prior art by providing a game processing method, device, electronic device, and storage medium, so that players can intuitively understand the position of the opponent's pieces, thereby improving the player's operational efficiency and gaming experience.

[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows: In a first aspect, embodiments of this application provide a game processing method that displays a game scene through a graphical user interface of an electronic device, the game scene including a battle area, the method comprising: During the preparation phase, the attribute and positioning information of multiple opposing pieces are displayed on the chessboard grid in the battle area. In response to the operation of adjusting the position of the target friendly piece in the chessboard, the target enemy piece is determined and marked based on the attribute and position information of the target friendly piece and the attribute and position information of the multiple enemy pieces. During the battle phase, control your own pieces to prioritize attacking the target enemy pieces.

[0006] Secondly, embodiments of this application also provide a game processing device that displays a game scene through a graphical user interface of a terminal device. The game scene includes a battle area, and the device includes: The information display module is used to display the attribute information and position information of multiple opposing pieces in the chessboard grid of the battle area during the preparation phase. The piece marking module is used to respond to the position adjustment operation of the target friendly piece in the chessboard grid, and to determine and mark the target enemy piece based on the attribute information and position information of the target friendly piece and the attribute information and position information of the multiple enemy pieces. The piece control module is used to control the target friendly pieces to prioritize attacking the target enemy pieces during the battle phase.

[0007] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any of the first aspects.

[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game processing method as described in any of the first aspects.

[0009] The beneficial effects of this application are: The game processing method, device, electronic device, and storage medium provided in this application display the attribute and position information of multiple enemy pieces during the player's arrangement of their own pieces. This allows the player to intuitively understand the enemy's piece layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, an attack target is marked for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and allows players to focus on lineup building and strategic gameplay, thus enhancing the player's gaming experience and win rate. Attached Figure Description

[0010] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1; Figure 2 Flowchart of the game processing method provided in the embodiments of this application Figure 1 ; Figure 3 Flowchart of the game processing method provided in the embodiments of this application Figure 2 ; Figure 4 Flowchart of the game processing method provided in the embodiments of this application Figure 3 ; Figure 5 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ; Figure 6 Flowchart of the game processing method provided in the embodiments of this application Figure 4 ; Figure 7 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ; Figure 8 This is a schematic diagram of the structure of the game processing device provided in the embodiments of this application; Figure 9 A schematic diagram of an electronic device provided in an embodiment of this application. Detailed Implementation

[0012] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this application, but not all embodiments.

[0013] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0014] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0015] It should be noted that, where there is no conflict, the features in the embodiments of this application can be combined with each other.

[0016] In existing auto chess games, players either refer to out-of-game layout guides to position their pieces, or manually enter the opponent's board view repeatedly during the game to check the opponent's piece positions and adjust their own piece positions accordingly.

[0017] Among them, strategy guides from outside the game can only place your pieces in the recommended positions based on their type, but cannot provide targeted layouts based on the game situation.

[0018] Viewing the opponent's pieces requires using the opponent's view control provided in the graphical user interface. This involves switching the game view from your own board to the opponent's board to see their positions, then exiting the opponent's view and switching back to your own to adjust your own pieces' positions. This method is complex, and with limited setup time, players struggle to accurately assess enemy threats, impacting their gaming experience and win rate.

[0019] To address the problems existing in the prior art, this application proposes a game processing method, device, electronic device, and storage medium. During the player's arrangement of their own pieces, the system displays the attribute and position information of multiple enemy pieces, allowing the player to intuitively understand the enemy's layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, the system marks an attack target for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and enhances the player's gaming experience and win rate.

[0020] In one embodiment of this application, the game processing method can run on a local terminal device or a server. When the game processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0021] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game processing methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0022] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0023] In an optional implementation, this application provides a game processing method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0024] The following describes the specific implementation of the game processing method, apparatus, electronic device and storage medium provided in this application with reference to the embodiments.

[0025] Figure 1 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 1 ,like Figure 1As shown, the graphical user interface displays a game scene, which includes a preparation area 11 and a battle area 12. The preparation area 11 is used to display the player's own preparation pieces 13. The player selects the player's own battle pieces 14 from the preparation pieces 13 in the preparation area 11 for the current round or the current battle and places them in the battle area 12.

[0026] When a player selects and places their own piece 14 for the battle from the preparation area 11, their own chessboard 15 is displayed in the battle area 12. Each square of the own chessboard 15 is used to place one of their own pieces 14. Players can adjust the position of their own piece 14 in their own chessboard 15 by dragging it.

[0027] The game board in the battle area consists of the player's own board 15 and the opponent's board 15. Under normal circumstances, during the preparation phase, both players can only place their pieces for the battle on their respective board 15. Only the player's own board 15 is displayed in the graphical user interface, and the opponent's board 15 is not displayed. During the battle phase, the player's own board 15 and the opponent's board 15 are hidden from view, and the player's own fighting piece 14 and the opponent's fighting piece battle each other in the battle area.

[0028] Figure 2 Flowchart of the game processing method provided in the embodiments of this application Figure 1 ,like Figure 2 As shown, the method may include: S101. During the preparation phase, display the attribute information and position information of multiple enemy pieces on the chessboard in the battle area.

[0029] In this embodiment, the game is divided into a preparation phase and a battle phase. The preparation phase is used for players to adjust the type, number, and position of the pieces participating in the battle, while the battle phase is used to automatically engage in battle based on the pieces deployed by the players.

[0030] During the preparation phase, in response to the enemy information viewing operation, both the player's and enemy's chessboard squares are simultaneously displayed in the battle area. Based on the opponent's layout of the enemy's pieces, multiple attribute and positioning information of enemy pieces are displayed on the enemy's chessboard square. The attribute information can include at least one or more of the following: piece identity, level, equipment, health, attack power, and damage. The positioning information shows the specific square the enemy piece is located on within the enemy's chessboard square.

[0031] In some embodiments, the position information of the opposing pieces can be indicated by marking the squares where the opposing pieces are located.

[0032] In some embodiments, the response to viewing enemy information can be a response to a deployment operation for friendly pieces, such as selecting a friendly piece from the preparation area or adjusting the position of a friendly piece on a friendly board grid.

[0033] It should be noted that the enemy information viewing operation in this solution is different from the existing solution's view of the opponent's chessboard to view the position of the enemy pieces. Instead, it displays the position of the player's own chessboard and the position of the player's own pieces in the opponent's chessboard while displaying the position of the opponent's pieces in the opponent's chessboard from the player's own chessboard view.

[0034] S102. Respond to the operation of adjusting the position of the target friendly piece on the chessboard. Based on the attribute information and position information of the target friendly piece and the attribute information and position information of multiple enemy pieces, determine and mark the target enemy piece of the target friendly piece.

[0035] In this embodiment, the operation of adjusting the position of the target friendly piece can be either placing a friendly reserve piece in the preparation area into a friendly piece on the friendly board, or moving a piece in the friendly piece on the friendly board.

[0036] Based on the position information of the target friendly piece on the player's own board and the attribute information of the target friendly piece, as well as the attribute and position information of multiple enemy pieces, a preset target selection mechanism is used to determine the target friendly piece's attack target at its current position from among multiple enemy pieces. The target enemy piece is marked to indicate to the player that this enemy piece is the attack target selected based on the target friendly piece's current position. The player can determine whether to change the target friendly piece's selected attack target based on the marked target enemy piece and the battle strategy. If no change is needed, the player can confirm the target friendly piece's current position. If a change is needed, the player can move the target friendly piece's position on the player's own board to re-execute the above target selection mechanism and redetermine the target enemy piece.

[0037] In some embodiments, the target selection mechanism can be an attack range selection mechanism, that is, selecting an enemy piece from within the attack range of the target friendly piece as the target enemy piece. For example, if the target friendly piece is a ranged attack piece, the enemy piece in the last row of the enemy board can be selected as the target enemy piece; if the target friendly piece is a melee attack piece or a defensive piece, the enemy piece in the front row of the enemy board can be selected as the target enemy piece.

[0038] In other embodiments, the target selection mechanism can be a piece type matching mechanism. Each type of piece, due to its different attributes, has a pre-set optimal attack type. Based on the type of the target friendly piece, an enemy piece with a matching attack type is selected from the target friendly piece's attack range as the target enemy piece. For example, if the target friendly piece is a high-attack type piece, and the optimal attack type is a low-defense type piece, then a low-defense type piece is selected from the target friendly piece's attack range as the target enemy piece.

[0039] Furthermore, if there is no matching enemy piece within the attack range of the target friendly piece, the system simulates whether there is a matching enemy piece within the attack range when the target friendly piece moves to another square. The system determines the matching enemy piece within the attack range of the target friendly piece at the shortest movement distance as the target enemy piece. During the battle phase, the target friendly piece will automatically move to the square corresponding to the shortest movement distance and attack the target enemy piece.

[0040] In some embodiments, since only the attribute and position information of multiple enemy pieces are displayed from the perspective of the player's own chessboard, and the virtual characters of multiple enemy pieces are not displayed, the marking display of the target enemy piece can be the marking display of the square where the target enemy piece is located.

[0041] S103. During the battle phase, control the target friendly pieces to attack the target enemy pieces first.

[0042] In this embodiment, after the preparation phase ends, the game automatically enters the battle phase. In the battle phase of the auto chess game, players do not need to manually control the pieces to fight. Instead, the server automatically controls the pieces of the player's side and the pieces of the opponent's side to fight according to the preset battle mechanism.

[0043] After the battle begins, the target friendly piece attacks the target enemy piece selected in S102 above. After successfully killing the target enemy piece, the target is reselected from the remaining enemy pieces on the field according to the target selection mechanism.

[0044] In some embodiments, if a friendly piece is attacked by another enemy piece while attacking a friendly piece, it can switch to attacking the enemy piece that is currently attacking it. After successfully defeating the enemy piece that is attacking it, it can then attack the target enemy piece again. If the target enemy piece is defeated, the target will be reselected from the remaining enemy pieces on the field according to the target selection mechanism.

[0045] It's important to note that Auto Chess is a strategy game where the core gameplay revolves around the placement of opposing pieces. Once the pieces are positioned, the battle between them is automatically executed according to a predefined combat mechanism, requiring no manual player intervention. The release of skills by opposing pieces also follows preset rules. For example, after a piece uses its regular skill a preset number of times, its unique skill is activated, allowing it to use its unique skill once more before it goes on cooldown and awaits its next activation. Aiming at enemy pieces by friendly pieces during skill usage is also automatic and requires no manual player control.

[0046] The game processing method provided in the above embodiments displays the attribute and position information of multiple enemy pieces during the player's arrangement of their own pieces. This allows the player to intuitively understand the enemy's piece layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, an attack target is marked for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and allows players to focus on lineup building and strategic gameplay, thus enhancing the player's gaming experience and win rate.

[0047] In one possible implementation, the process of displaying the attribute and position information of multiple opposing pieces in the chessboard of the battle area in S101 may include: Based on the position of each enemy piece on the board, the attribute information of each enemy piece is displayed on the corresponding square, and the square containing the attribute information indicates the position of each enemy piece.

[0048] In this embodiment, in order to simplify the information displayed in the graphical user interface, the attribute information of each enemy piece is directly displayed in the square where each enemy piece is located on the enemy's chessboard. In this way, the attribute information and position information of each enemy piece can be displayed at the same time.

[0049] The game processing method provided in the above embodiments displays the attribute information of the opposing pieces in the squares on the opposing board. It can simultaneously display the attribute information and position information of each opposing piece, simplifying the information displayed in the graphical user interface and making it easier for players to intuitively understand the attribute information and position information of the opposing pieces.

[0050] In one possible implementation, Figure 3Flowchart of the game processing method provided in the embodiments of this application Figure 2 ,like Figure 3 As shown, the process of displaying the attribute information of each opponent's piece in the corresponding square on the board, based on the square in which each opponent's piece is located, can include: S201. Calculate the estimated attack strength value of each enemy piece based on its multi-dimensional attribute information.

[0051] S202. Use preset color mapping rules to determine the target display color corresponding to the estimated attack strength value of each enemy piece.

[0052] S203. Use target display color to display the square where each enemy piece is located.

[0053] In this embodiment, the multi-dimensional attribute information of the enemy's combat pieces may include at least some or all of the following: the enemy's combat pieces' level information, equipment information, health information, attack power information, damage value information, etc. The multi-dimensional attribute information is weighted and calculated to determine the estimated attack strength value of each enemy's combat pieces.

[0054] In some embodiments, the estimated attack strength value can be directly displayed on the square where each enemy piece is located, so that players can intuitively understand the combat power of each enemy piece and thus choose the position for their own pieces more quickly and accurately.

[0055] In other embodiments, in order to reduce the cognitive load on players and enable them to more intuitively understand the differences in combat power between different enemy pieces, a mapping rule between multiple pre-set attack strength ranges and multiple colors can be used to determine the target display color corresponding to the attack strength range in which the estimated attack strength value of each enemy piece falls, so as to display the square where each enemy piece is located using the target display color.

[0056] In other embodiments, the RGB value corresponding to the preset attack strength value of each enemy piece can be calculated based on the predefined mapping relationship between attack strength value and color table, and the square where each enemy piece is located can be displayed using the target display color corresponding to the RGB value.

[0057] The game processing method provided in the above embodiments calculates the attack strength value based on the multi-dimensional attribute information of the enemy's pieces and uses color mapping rules to determine the display color of the square where the enemy's pieces are located, so that players can intuitively understand the combat power of different enemy pieces and reduce the cognitive load of players.

[0058] In another possible implementation Figure 4Flowchart of the game processing method provided in the embodiments of this application Figure 3 ,like Figure 4 As shown, the process of displaying the attribute information of each opponent's piece in the corresponding square on the board, based on the square in which each opponent's piece is located, can include: S204. Based on the multi-dimensional attribute information of each enemy piece, determine the battle type information of each enemy piece.

[0059] S205. Based on the square where each enemy piece is located, display the battle type information of each enemy piece in that square.

[0060] In this embodiment, the multi-dimensional attribute information of each enemy combat piece includes: defensive attribute information, attack attribute information, and buff attribute information. The defensive, attack, and buff attribute information all contain basic attribute information as well as bonus information on the basic attribute information such as level and equipment. Based on the multi-dimensional attribute information of each enemy combat piece, the combat type information of each enemy combat piece is determined as attack type, attack type, buff type, or normal type. Among them, the buff type indicates that it adds to the health, damage, and defense of other enemy combat pieces.

[0061] The game displays the battle type information of each enemy piece on its own board square, allowing players to deploy their own pieces based on the battle type of each enemy piece, thus effectively countering the corresponding enemy pieces.

[0062] In some embodiments, based on the multi-dimensional attribute information of each enemy piece, the battle type and the corresponding level of each enemy piece are determined, such as high defense, medium defense, high attack, and medium attack. The battle type and the corresponding level of each enemy piece are displayed in the square where each enemy piece is located.

[0063] The game processing method provided in the above embodiments displays the battle type information of the enemy's pieces in the square where the enemy's pieces are located, based on the multi-dimensional attribute information of the enemy's pieces. This allows players to understand the layout of the enemy's pieces more intuitively, thereby making better troop deployments and increasing the win rate.

[0064] In one possible implementation, the process of S205, which displays the battle type information of each opposing piece in the square where each opposing piece is located, may include: Based on the battle type information of each enemy piece, the target display color of the square where each enemy piece is located is determined using a preset color mapping rule; the square where each enemy piece is located is displayed using the target display color.

[0065] In this embodiment, a mapping rule between battle type and display color is predefined. Based on the battle type of each opponent's piece, the target display color corresponding to the battle type is displayed in the square where each opponent's piece is located.

[0066] Example, Figure 5 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 2 ,like Figure 5 As shown, the graphical user interface also displays 16 enemy chessboard squares. Based on the positioning information of the enemy pieces, the target color corresponding to the combat type of the enemy piece is displayed on the square where the enemy piece is located. For example, the square where the enemy piece is attacking is displayed in red, the square where the enemy piece is defending is displayed in orange, and the square where the enemy piece is neutral is displayed in light yellow.

[0067] For example, such as Figure 5 As shown, the graphical user interface displays an arrow pointing from the target friendly piece to the square of the target enemy piece, indicating that the player's target friendly piece will prioritize attacking the target enemy piece located on that square.

[0068] In another possible implementation, the process of S205 above, which displays the battle type information of each opponent's piece in the square where each piece is located, may include: Based on the battle type information of each enemy piece, a target display icon for the square where each enemy piece is located is determined using a preset icon mapping rule; the target display icon is then used to display the square where each enemy piece is located.

[0069] In this embodiment, a mapping rule between battle types and display icons is predefined. Based on the battle type of each opponent's piece, the target display icon corresponding to the battle type is displayed in the square where each opponent's piece is located.

[0070] For example, a "sword" icon is displayed on the square of an attack-type enemy piece, a "shield" icon is displayed on the square of a defense-type enemy piece, a "cross" icon is displayed on the square of a buff-type enemy piece, and a "circle" icon is displayed on the square of a normal-type enemy piece.

[0071] The game processing method provided in the above embodiments displays the corresponding color or icon in the square where each enemy piece is located, based on the battle type of each enemy piece, using color mapping rules or icon mapping rules. This allows players to intuitively understand the battle type of the enemy pieces in each square, thereby better arranging their own pieces and increasing their win rate.

[0072] In one possible implementation, after S102 determines and marks the target enemy piece based on the attribute and position information of the target friendly piece and the attribute and position information of multiple enemy pieces, the method may further include: Based on the attribute information of the target friendly pieces and the target enemy pieces, calculate and display the predicted battle result of the battle between the target friendly pieces and the target enemy pieces.

[0073] In this embodiment, based on some or all of the attribute information of the target friendly piece and the target enemy piece, such as health, attack value, skill effects, equipment bonuses, skill hit probability, and exclusive skill refresh frequency, the simulation engine calculates the predicted battle result between the target friendly piece and the target enemy piece, and displays the predicted battle result in the graphical user interface. The predicted battle result indicates whether the target friendly piece can successfully defeat the target enemy piece.

[0074] In some embodiments, the process of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the attribute information of the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, calculate and display the winning probabilities of the target friendly pieces and the target enemy pieces.

[0075] In this embodiment, based on some or all of the attribute information of the target friendly piece and the target enemy piece, such as health, attack, skill effects, equipment bonuses, skill hit probability, and exclusive skill refresh frequency, the simulation engine calculates the probability of the target friendly piece successfully killing the target enemy piece, and displays this winning probability in the graphical user interface. Figure 5 As shown.

[0076] Based on the win probabilities displayed in the graphical user interface, players determine whether to place the target friendly piece in its current position, and whether further actions such as equipping or upgrading the target friendly piece are needed to increase the win probability. For example, if the win probability is "28%", meaning the win probability is low, the player can adjust the position of the target friendly piece and reposition it to target a new enemy piece; if the win probability is "65%", meaning the win probability is high, the player can place the target friendly piece in its current position.

[0077] In other embodiments, the process of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the attribute information of the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, the battle duration of the battle between the target friendly pieces and the target enemy pieces is calculated and displayed.

[0078] In this embodiment, since the duration of a game phase is fixed, such as 15 seconds, the sooner each friendly piece defeats an enemy piece, the sooner it can engage in battle with another enemy piece. Therefore, the longer it takes for each friendly piece to defeat an enemy piece, the better it is for the overall game to be won. Based on some or all of the attribute information of the target friendly piece and the target enemy piece, such as health, attack, skill effects, equipment bonuses, skill hit probability, and exclusive skill refresh frequency, the simulation engine calculates the battle duration between the target friendly piece and the target enemy piece. The battle duration is the time it takes for the target friendly piece to successfully kill the target enemy piece, or the time it takes for the target friendly piece to be killed by the target enemy piece. The battle duration is displayed in the graphical user interface, indicating to the player whether to place the target friendly piece in that position to fight the target enemy piece.

[0079] In some embodiments, the battle result and battle duration of the battle between the target friendly pieces and the target enemy pieces can be calculated and displayed based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces.

[0080] For example, the battle result is "expected kill," meaning the target friendly piece is expected to successfully kill the target enemy piece, and the survival time is the time it takes for the target friendly piece to successfully kill the target enemy piece, such as "expected kill: 3.2 seconds." The battle result is "expected survival," meaning the target friendly piece is expected to be killed by the target enemy piece, or killed by the target enemy piece and then killed by another enemy piece, and the survival time is the time it takes for the target friendly piece to be killed by the target enemy piece or another enemy piece, such as "expected survival: 4.5 seconds."

[0081] In some embodiments, the battle result and battle duration can be calculated based on the damage value and health value of both sides' pieces.

[0082] The game processing method provided in the above embodiments calculates and displays the winning probability or battle duration of the target friendly pieces and the target enemy pieces, providing players with intuitive quantitative battle data, effectively guiding players in the positioning of their own pieces, and allowing players to have a more precise grasp of the battle rhythm and increase the probability of winning by calculating and displaying the battle duration.

[0083] In one possible implementation, Figure 6 Flowchart of the game processing method provided in the embodiments of this application Figure 4 ,like Figure 6 As shown, the method may further include: S301. Obtain the predicted battle results of multiple battles between the target friendly piece and multiple enemy pieces on multiple squares of the chessboard.

[0084] S302. Based on the predicted battle results of multiple chess squares, display recommended and unrecommended chess squares on the chessboard.

[0085] In this embodiment, to avoid players individually testing the predicted battle results of each friendly piece against multiple enemy pieces in each square of their own board, and thus selecting the optimal square for placing the friendly piece, the predicted battle results of each friendly piece against multiple enemy pieces in each square of the friendly board are simultaneously simulated and calculated during the player's placement of the friendly piece. Based on these predicted battle results, a recommended square and a not recommended square are determined from the friendly board, and these squares are marked and displayed on the friendly board. A recommended square is one where the predicted battle result is a successful kill, and a not recommended square is one where the predicted battle result is a failed kill.

[0086] Specifically, when simulating placing the target friendly piece on each square of the friendly board, the above-mentioned S102 is used to determine the target enemy piece placed on each square of the friendly board from among multiple enemy pieces.

[0087] With recommended and unrecommended squares marked, players can choose whether to place their opponent's piece on a recommended square or avoid placing it on an unrecommended square while moving their own piece.

[0088] In some embodiments, the recommended square can be determined based on the probability of a friendly piece winning or its survival time when it is placed on each square of the friendly board and is placed on the square of the target enemy piece, and the unrecommended square can be determined based on the probability of a friendly piece winning or its survival time when it is placed on each square of the friendly board.

[0089] The game processing method provided in the above embodiments determines recommended and unrecommended chess squares for players by simulating the predicted battle results of the target friendly chess piece fighting against multiple enemy chess pieces on different chess squares, thereby avoiding players blindly moving the target friendly chess piece and improving the efficiency of players' layout operations.

[0090] In one possible implementation, the process of obtaining the predicted battle results of the target friendly piece against multiple enemy pieces on multiple squares of the chessboard in step S301 may include: Based on the position information of the target friendly piece, determine the adjacent squares of the square where the target friendly piece is located; calculate the predicted battle results of the target friendly piece fighting against multiple enemy pieces in adjacent squares.

[0091] In this embodiment, to avoid excessive computation, based on the square where the player places the target friendly piece, multiple adjacent squares of the square where the target friendly piece is located are determined. The player simulates placing the target friendly piece on multiple adjacent squares. Using the above-mentioned S102, the player determines the target enemy piece placed on each adjacent square from multiple enemy pieces, and determines the predicted battle result between the player's target piece placed on each adjacent square and the corresponding target enemy piece. Recommended squares and unrecommended squares are determined from multiple adjacent squares.

[0092] Example, Figure 7 A schematic diagram of the graphical user interface provided in the embodiments of this application. Figure 3 ,like Figure 7As shown, recommended grid 17 and unrecommended grid 18 are displayed separately in the graphical user interface. For example, recommended grid 17 is highlighted in "green" and unrecommended grid 18 is highlighted in "red".

[0093] Furthermore, the method may also include: The system responds by moving friendly pieces to a recommended square and marking the target enemy piece corresponding to that square.

[0094] In this embodiment, during the process of simulating and calculating to determine the recommended chess square, the target enemy chess square corresponding to placing the target friendly chess piece on the recommended chess square is also determined. When the player moves the target friendly chess piece to the recommended chess square, the target enemy chess piece corresponding to the recommended chess square is marked and displayed.

[0095] The game processing method provided in the above embodiments determines recommended and unrecommended squares from the adjacent squares of the target friendly piece, reducing the amount of calculation, avoiding players blindly moving the target friendly piece, and improving the efficiency of players' layout operations.

[0096] In one possible implementation, the method may further include: In response to the target player's own piece position determination operation, cancel the display of all marker information.

[0097] In this embodiment, after the player determines to place the target friendly piece in the appropriate position, various marking information such as the target enemy piece's marker, predicted battle result, recommended squares, and not recommended squares will be removed from the display to ensure the cleanliness of the graphical user interface.

[0098] Based on the above method embodiments, this application also provides a game processing device that displays a game scene through a graphical user interface of a terminal device, the game scene including a battle area. Figure 8 This is a schematic diagram of the structure of the game processing device provided in the embodiments of this application, such as... Figure 8 As shown, the device may include: The information display module 401 is used to display the attribute information and position information of multiple enemy pieces in the chessboard grid of the battle area during the preparation phase. The piece marking module 402 is used to respond to the position adjustment operation of the target friendly piece in the chessboard grid. Based on the attribute information and position information of the target friendly piece and the attribute information and position information of multiple enemy pieces, it determines and marks the target enemy piece of the target friendly piece. The piece control module 403 is used to control the target friendly piece to prioritize attacking the target enemy piece during the battle phase.

[0099] Optionally, the information display module 401 is specifically used to display the attribute information of each opponent's piece in the corresponding square on the chessboard, based on the square in which each opponent's piece is located. The square in which the attribute information is located indicates the position information of each opponent's piece.

[0100] Optionally, the information display module 401 is specifically used to calculate the estimated attack strength value of each enemy piece based on the multi-dimensional attribute information of each enemy piece; and to determine the target display color corresponding to the estimated attack strength value of each enemy piece using a preset color mapping rule. The target display color is used to show the square where each enemy piece is located.

[0101] Optionally, the information display module 401 is specifically used to determine the battle type information of each enemy piece based on the multi-dimensional attribute information of each enemy piece; and to display the battle type information of each enemy piece in the square where it is located.

[0102] Optionally, the information display module 401 is specifically used to determine the target display color of the square where each enemy piece is located based on the battle type information of each enemy piece using a preset color mapping rule; and to display the square where each enemy piece is located using the target display color.

[0103] Optionally, the information display module 401 is specifically used to determine the target display icon of the square where each enemy piece is located based on the battle type information of each enemy piece using a preset icon mapping rule; and to display the square where each enemy piece is located using the target display icon.

[0104] Optionally, the information display module 401 is also used to calculate and display the predicted battle result of the battle between the target friendly piece and the target enemy piece based on the attribute information of the target friendly piece and the attribute information of the target enemy piece.

[0105] Optionally, the information display module 401 is also used to calculate and display the winning probabilities of the target friendly pieces and the target enemy pieces based on the multi-dimensional attribute information of the target friendly pieces and the multi-dimensional attribute information of the target enemy pieces.

[0106] Optionally, the information display module 401 is also used to calculate and display the battle duration between the target friendly piece and the target enemy piece based on the multi-dimensional attribute information of the target friendly piece and the multi-dimensional attribute information of the target enemy piece.

[0107] Optionally, the information display module 401 is also used to obtain the predicted battle results of the target friendly piece against multiple enemy pieces on multiple squares of the chessboard; and to display recommended and unrecommended squares on the chessboard based on the predicted battle results of multiple squares.

[0108] Optionally, the information display module 401 is also used to determine the adjacent squares of the square where the target friendly piece is located based on the position information of the target friendly piece; and to calculate the predicted battle results of the target friendly piece fighting against multiple enemy pieces in the adjacent squares.

[0109] Optionally, the piece marking module 402 is also used to respond to the control target friendly piece moving to the recommended square, and to mark the target enemy piece corresponding to the recommended square.

[0110] Optionally, the information display module 401 is also used to cancel the display of each marker information in response to the position determination operation of the target friendly piece.

[0111] The game processing device provided in the above embodiments displays the attribute and position information of multiple enemy pieces during the player's arrangement of their own pieces. This allows the player to intuitively understand the enemy's piece layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, the device marks an attack target for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and allows players to focus on lineup building and strategic gameplay, thus enhancing the player's gaming experience and win rate.

[0112] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0113] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0114] Figure 9 A schematic diagram of the electronic device provided in the embodiments of this application, such as... Figure 9 As shown, the electronic device 500 may include a processor 501, a storage medium 502, and a bus. The storage medium 502 stores program instructions that can be executed by the processor 501. When the electronic device 500 is running, the processor 501 communicates with the storage medium 502 through the bus, and the processor 501 executes the program instructions to perform the above-described method embodiments.

[0115] Specifically, the steps by which the processor executes the above game processing method may include: During the preparation phase, the attribute and position information of multiple enemy pieces is displayed on the chessboard in the battle area; responding to the position adjustment operation of the target friendly piece on the chessboard, the target enemy piece is identified and marked based on the attribute and position information of the target friendly piece and multiple enemy pieces; during the battle phase, the target friendly piece is controlled to prioritize attacking the target enemy piece.

[0116] Optionally, the processor's execution of the process of displaying the attribute and position information of multiple opponent pieces on the chessboard in the battle area may include: Based on the position of each enemy piece on the board, the attribute information of each enemy piece is displayed on the corresponding square, and the square containing the attribute information indicates the position of each enemy piece.

[0117] Optionally, the processor's execution of the above process of displaying the attribute information of each opponent's piece in the corresponding square on the board can include: Based on the multi-dimensional attribute information of each enemy piece, calculate the estimated attack strength value of each enemy piece; use a preset color mapping rule to determine the target display color corresponding to the estimated attack strength value of each enemy piece; and use the target display color to display the square where each enemy piece is located.

[0118] Optionally, the processor's execution of the above process of displaying the attribute information of each opponent's piece in the corresponding square on the board can include: Based on the multi-dimensional attribute information of each enemy piece, determine the battle type information of each enemy piece; based on the square where each enemy piece is located, display the battle type information of each enemy piece in that square.

[0119] Optionally, the processor's execution of the above process of displaying the battle type information of each opponent's piece in the corresponding square based on the square in which each opponent's piece is located may include: Based on the battle type information of each enemy piece, the target display color of the square where each enemy piece is located is determined using a preset color mapping rule; the square where each enemy piece is located is displayed using the target display color.

[0120] Optionally, the processor's execution of the above process of displaying the battle type information of each opponent's piece in the corresponding square based on the square in which each opponent's piece is located may include: Based on the battle type information of each enemy piece, a target display icon for the square where each enemy piece is located is determined using a preset icon mapping rule; the target display icon is then used to display the square where each enemy piece is located.

[0121] Optionally, after the processor executes the above steps of determining and marking the target enemy piece based on the attribute and positioning information of the target friendly piece and the attribute and positioning information of multiple enemy pieces, the processor then executes the game processing method, which may further include: Based on the attribute information of the target friendly pieces and the target enemy pieces, calculate and display the predicted battle result of the battle between the target friendly pieces and the target enemy pieces.

[0122] Optionally, the processor's execution of the above-described steps of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, calculate and display the winning probabilities of the target friendly pieces and the target enemy pieces.

[0123] Optionally, the processor's execution of the above process of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, the battle duration of the battle between the target friendly pieces and the target enemy pieces is calculated and displayed.

[0124] Optionally, the steps of the processor executing the game processing method may further include: Obtain predicted battle results of multiple friendly and enemy pieces on multiple squares of the chessboard; based on the predicted battle results of multiple squares, display recommended and unrecommended squares on the chessboard.

[0125] Optionally, the processor performing the above-described steps of obtaining the predicted battle results of multiple battles between a target friendly piece and multiple enemy pieces on multiple squares of the chessboard may include: Based on the position information of the target friendly piece, determine the adjacent squares of the square where the target friendly piece is located; calculate the predicted battle results of the target friendly piece fighting against multiple enemy pieces in adjacent squares.

[0126] Optionally, the steps of the processor executing the game processing method may further include: The system responds by moving friendly pieces to a recommended square and marking the target enemy piece corresponding to that square.

[0127] Optionally, the steps of the processor executing the game processing method may further include: In response to the target player's own piece position determination operation, cancel the display of all marker information.

[0128] The game processing method executed by the processor in the above embodiment displays the attribute and position information of multiple enemy pieces during the player's arrangement of their own pieces. This allows the player to intuitively understand the enemy's piece layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, an attack target is marked for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and allows players to focus on lineup building and strategic gameplay, thus enhancing the player's gaming experience and win rate.

[0129] Optionally, this application also provides a computer-readable storage medium storing a computer program, which is executed by a processor to perform the above-described method embodiments.

[0130] Specifically, the steps by which the processor executes the above game processing method may include: During the preparation phase, the attribute and position information of multiple enemy pieces is displayed on the chessboard in the battle area; responding to the position adjustment operation of the target friendly piece on the chessboard, the target enemy piece is identified and marked based on the attribute and position information of the target friendly piece and multiple enemy pieces; during the battle phase, the target friendly piece is controlled to prioritize attacking the target enemy piece.

[0131] Optionally, the processor's execution of the process of displaying the attribute and position information of multiple opponent pieces on the chessboard in the battle area may include: Based on the position of each enemy piece on the board, the attribute information of each enemy piece is displayed on the corresponding square, and the square containing the attribute information indicates the position of each enemy piece.

[0132] Optionally, the processor's execution of the above process of displaying the attribute information of each opponent's piece in the corresponding square on the board can include: Based on the multi-dimensional attribute information of each enemy piece, calculate the estimated attack strength value of each enemy piece; use a preset color mapping rule to determine the target display color corresponding to the estimated attack strength value of each enemy piece; and use the target display color to display the square where each enemy piece is located.

[0133] Optionally, the processor's execution of the above process of displaying the attribute information of each opponent's piece in the corresponding square on the board can include: Based on the multi-dimensional attribute information of each enemy piece, determine the battle type information of each enemy piece; based on the square where each enemy piece is located, display the battle type information of each enemy piece in that square.

[0134] Optionally, the processor's execution of the above process of displaying the battle type information of each opponent's piece in the corresponding square based on the square in which each opponent's piece is located may include: Based on the battle type information of each enemy piece, the target display color of the square where each enemy piece is located is determined using a preset color mapping rule; the square where each enemy piece is located is displayed using the target display color.

[0135] Optionally, the processor's execution of the above process of displaying the battle type information of each opponent's piece in the corresponding square based on the square in which each opponent's piece is located may include: Based on the battle type information of each enemy piece, a target display icon for the square where each enemy piece is located is determined using a preset icon mapping rule; the target display icon is then used to display the square where each enemy piece is located.

[0136] Optionally, after the processor executes the above steps of determining and marking the target enemy piece based on the attribute and positioning information of the target friendly piece and the attribute and positioning information of multiple enemy pieces, the processor then executes the game processing method, which may further include: Based on the attribute information of the target friendly pieces and the target enemy pieces, calculate and display the predicted battle result of the battle between the target friendly pieces and the target enemy pieces.

[0137] Optionally, the processor's execution of the above-described steps of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, calculate and display the winning probabilities of the target friendly pieces and the target enemy pieces.

[0138] Optionally, the processor's execution of the above process of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on the attribute information of the target friendly pieces and the target enemy pieces may include: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, the battle duration of the battle between the target friendly pieces and the target enemy pieces is calculated and displayed.

[0139] Optionally, the steps of the processor executing the game processing method may further include: Obtain predicted battle results of multiple friendly and enemy pieces on multiple squares of the chessboard; based on the predicted battle results of multiple squares, display recommended and unrecommended squares on the chessboard.

[0140] Optionally, the processor performing the above-described steps of obtaining the predicted battle results of multiple battles between a target friendly piece and multiple enemy pieces on multiple squares of the chessboard may include: Based on the position information of the target friendly piece, determine the adjacent squares of the square where the target friendly piece is located; calculate the predicted battle results of the target friendly piece fighting against multiple enemy pieces in adjacent squares.

[0141] Optionally, the steps of the processor executing the game processing method may further include: The system responds by moving friendly pieces to a recommended square and marking the target enemy piece corresponding to that square.

[0142] Optionally, the steps of the processor executing the game processing method may further include: In response to the target player's own piece position determination operation, cancel the display of all marker information.

[0143] The game processing method executed by the processor in the above embodiment displays the attribute and position information of multiple enemy pieces during the player's arrangement of their own pieces. This allows the player to intuitively understand the enemy's piece layout without switching perspectives, making the operation simple and convenient. Based on the attribute and position information of both player and enemy pieces, an attack target is marked for the player's own pieces. This allows the player to determine whether to adjust the position of their pieces based on the marked attack target, thereby changing the attack target. This provides intuitive guidance for players to adjust piece positions, reduces operational burden, improves decision-making efficiency and quality, and allows players to focus on lineup building and strategic gameplay, thus enhancing the player's gaming experience and win rate.

[0144] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0145] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0146] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0147] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0148] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A game processing method, characterized in that, Displaying a game scene via a graphical user interface of an electronic device, the game scene including a battle area, the method comprising: During the preparation phase, the attribute and positioning information of multiple opposing pieces are displayed on the chessboard grid in the battle area. In response to the operation of adjusting the position of the target friendly piece in the chessboard, the target enemy piece is determined and marked based on the attribute information and position information of the target friendly piece and the attribute information and position information of the multiple enemy pieces. During the battle phase, control your own pieces to prioritize attacking the target enemy pieces.

2. The method as described in claim 1, characterized in that, The system displays attribute and positioning information of multiple enemy pieces on the chessboard in the battle area, including: Based on the position of each enemy piece on the chessboard, the attribute information of each enemy piece is displayed on the corresponding chessboard square, and the position information of each enemy piece is indicated by the chessboard square containing the attribute information.

3. The method as described in claim 2, characterized in that, The step of displaying the attribute information of each enemy piece in the grid on the board, based on the position of each enemy piece in the grid, includes: Based on the multi-dimensional attribute information of each enemy piece, calculate the estimated attack strength value of each enemy piece. The target display color corresponding to the estimated attack strength value of each enemy piece is determined by using a preset color mapping rule; The target display color is used to display the square where each enemy piece is located.

4. The method as described in claim 2, characterized in that, The step of displaying the attribute information of each enemy piece in the grid on the board, based on the position of each enemy piece in the grid, includes: Based on the multi-dimensional attribute information of each enemy piece, determine the battle type information of each enemy piece; Based on the grid where each enemy piece is located, display the battle type information of each enemy piece in that grid.

5. The method as described in claim 4, characterized in that, The step of displaying the battle type information of each enemy piece in the square where each enemy piece is located includes: Based on the battle type information of each enemy piece, the target display color of the square where each enemy piece is located is determined using a preset color mapping rule; The target display color is used to display the square where each enemy piece is located.

6. The method as described in claim 4, characterized in that, The step of displaying the battle type information of each enemy piece in the square where each enemy piece is located includes: Based on the battle type information of each enemy piece, the target display icon of the square where each enemy piece is located is determined using a preset icon mapping rule; The target display icon is used to display the square where each enemy piece is located.

7. The method as described in claim 1, characterized in that, After determining and marking the target enemy piece based on the attribute and positioning information of the target friendly piece and the attribute and positioning information of the multiple enemy pieces, the method further includes: Based on the attribute information of the target friendly piece and the target enemy piece, calculate and display the predicted battle result of the battle between the target friendly piece and the target enemy piece.

8. The method as described in claim 7, characterized in that, The step of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on their attribute information includes: Based on the multi-dimensional attribute information of the target friendly pieces and the target enemy pieces, calculate and display the winning probabilities of the target friendly pieces and the target enemy pieces.

9. The method as described in claim 7, characterized in that, The step of calculating and displaying the predicted battle result between the target friendly pieces and the target enemy pieces based on their attribute information includes: Based on the multi-dimensional attribute information of the target friendly piece and the target enemy piece, the battle duration of the battle between the target friendly piece and the target enemy piece is calculated and displayed.

10. The method as described in claim 1, characterized in that, The method further includes: Obtain the predicted battle results of the target friendly piece against multiple enemy pieces on multiple squares of the chessboard. Based on the predicted battle results of the multiple chess squares, recommended and unrecommended chess squares are displayed on the chessboard.

11. The method as described in claim 10, characterized in that, The process of obtaining the predicted battle results of the target friendly piece against multiple enemy pieces on multiple squares of the chessboard includes: Based on the position information of the target friendly piece, determine the adjacent squares of the square where the target friendly piece is located; Calculate the predicted battle results of the target friendly piece against the multiple enemy pieces in the adjacent squares.

12. The method as described in claim 11, characterized in that, The method further includes: The system responds by moving the target friendly piece to the recommended square and marking the target enemy piece corresponding to the recommended square.

13. The method according to any one of claims 1-12, characterized in that, The method further includes: In response to the operation of determining the position of the target friendly piece, the display of all marker information is cancelled.

14. A game processing device, characterized in that, The game scene is displayed through a graphical user interface on a terminal device, the game scene including a battle area, and the device includes: The information display module is used to display the attribute information and position information of multiple opposing pieces in the chessboard grid of the battle area during the preparation phase. The piece marking module is used to respond to the position adjustment operation of the target friendly piece in the chessboard grid. Based on the attribute information and position information of the target friendly piece and the attribute information and position information of the multiple enemy pieces, it determines and marks the target enemy pieces of the target friendly piece. The piece control module is used to control the target friendly pieces to prioritize attacking the target enemy pieces during the battle phase.

15. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game processing method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the steps of the game processing method as described in any one of claims 1 to 13.