Game object information display method and device, equipment and storage medium
By requesting basic and combat attribute information of game objects from the server, and generating and displaying combat recommendation information, the problem of untimely and limited display of game object information is solved, thereby improving the player's gaming experience and data management efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-22
- Publication Date
- 2026-04-10
AI Technical Summary
In existing technologies, the information displayed for game objects is not updated in a timely manner, data management is inefficient, and the displayed information is limited, which affects the player's gaming experience.
When a virtual character engages in battle with a game object, a data request is sent to the server to obtain basic attribute information and battle attribute information. Battle recommendation information is then generated and displayed on the client, avoiding local storage and ensuring timely updates and multi-dimensional display of information.
It enables multi-dimensional display of game object information, improves the player's gaming experience, reduces frequent failures due to lack of experience, and makes the data management mechanism more efficient.
Smart Images

Figure CN121819337A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a method, apparatus, device and storage medium for displaying information about game objects. Background Technology
[0002] In game design, multiple game objects of varying types and strengths are typically included for players to conquer. For example, each level might feature a monster boss, and defeating this boss grants players rewards. Often, to defeat a monster boss, players repeatedly attempt to understand its mechanics and characteristics. However, this trial-and-error approach leads to frequent defeats, negatively impacting the player experience. This type of game design mechanism needs optimization.
[0003] In related technologies, during gameplay, information about the current enemy is displayed, such as its name, health, and skill descriptions. This information helps players understand the enemy and formulate strategies to defeat it. However, with game updates, such as adjustments to enemy attributes and mechanics for balance reasons, the displayed information becomes outdated and untimely. Furthermore, there's a lack of efficient storage and management mechanisms for this information, and the displayed information is relatively limited in scope, negatively impacting the player experience. Therefore, the mechanism for displaying enemy information needs improvement. Summary of the Invention
[0004] This application provides a method, apparatus, device, and storage medium for displaying information about game objects, solving the technical problems of untimely updates, inefficient data management, and relatively simple information display in related technologies. By sending data call requests to the server and generating battle recommendation information based on the object data returned by the server, basic attribute information and battle recommendation information are displayed, making the displayed information richer and more multi-dimensional. At the same time, object data is not stored locally on the client, and the latest object data maintained by the server can be obtained in real time. The data management mechanism is more efficient, realizing multi-dimensional display of game object information, which is beneficial for players to engage in game battles.
[0005] Firstly, this application provides a method for displaying information about game objects, including: When a battle is triggered between a virtual character and a game object, a data call request is sent to the server, which then sends the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. Receive the object data sent by the server, and generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The basic attribute information and the battle recommendation information are displayed.
[0006] Optionally, generating battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character includes: The battle mechanism and battle parameters of the game object are determined based on the battle attribute information; Based on the character battle information corresponding to the virtual character, determine the participating character information that matches the battle mechanism and the battle parameters; Generate match recommendation information corresponding to the information of the participating characters.
[0007] Optionally, determining the battle mechanism and battle parameters of the game object based on the battle attribute information includes: The dynamic rule synthesizer is used to synthesize the spatiotemporal feature data and adversarial feature data in the battle attribute information to generate the corresponding battle mechanism. The parameter values associated with the spatiotemporal feature data and the adversarial feature data in the battle attribute information are determined as the battle parameters of the game object.
[0008] Optionally, after determining the parameter values in the battle attribute information that are respectively associated with the spatiotemporal feature data and the adversarial feature data as the battle parameters of the game object, the method further includes: The parameter values are determined based on the acquired context-aware data, which includes the virtual character's historical operation data, historical preferred characters, and skill usage information corresponding to the historical preferred characters. The battle parameters are adjusted based on the increased parameter values to obtain the final battle parameters.
[0009] Optionally, determining the participating character information matching the battle mechanism and the battle parameters based on the character battle information corresponding to the virtual character includes: Based on the character battle information corresponding to the virtual character, multiple first candidate character combinations are generated, and each first candidate character combination contains at least two candidate battle characters. From the plurality of first candidate character combinations, determine the second candidate character combination that satisfies the battle mechanism the most. Determine the order of multiple characters in the second candidate character combination, calculate the battle score based on each character order and the battle parameters, and determine the character order with the highest battle score as the participating character information.
[0010] Optionally, generating the battle recommendation information corresponding to the participating character information includes: By using the set natural language generator and preset templates, battle recommendation information corresponding to the information of the participating characters is generated; Accordingly, after displaying the basic attribute information and the battle recommendation information, the process also includes: After detecting the selected character to participate in the battle, the battle recommendation information is adjusted based on the character and the adjusted battle recommendation information is displayed.
[0011] Optionally, adjusting the battle recommendation information based on the participating characters includes: Recommended skill combinations are determined based on the skill information of the characters participating in the battle, the battle mechanics, and the battle parameters. Generate adjusted match recommendation information that includes the recommended skill combinations.
[0012] Secondly, this application provides an information display device for game objects, comprising: The sending module is used to send a data call request to the server when a battle between a virtual character and a game object is triggered, so that the server can send the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. A receiving module, used to receive the object data sent by the server; The generation module is used to generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The display module is used to display the basic attribute information and the battle recommendation information.
[0013] Thirdly, this application also provides a device for displaying information about game objects, the device comprising: one or more processors; and a storage device for storing one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the method for displaying information about game objects as described in any of the first aspects above.
[0014] Fourthly, this application also provides a storage medium for storing computer-executable instructions, which, when executed by a computer processor, are used to perform the information display method for a game object as described in any of the first aspects above.
[0015] In the solution provided in this application embodiment, when a battle between a virtual character and a game object is triggered, a data call request is sent to the server. The server then sends object data of the game object based on this request. This object data includes basic attribute information and battle attribute information. After receiving the object data sent by the server, battle recommendation information is generated based on its battle attribute information and the character battle information corresponding to the virtual character. This information, including both basic attribute information and battle recommendation information, is displayed, not just basic attribute information. It displays more dimensions of information and facilitates appropriate game battles for players. This significantly improves the gaming experience for less experienced players who frequently lose battles due to lack of experience. The displayed information is more reasonable. Furthermore, by sending a request to the server to obtain data when generating recommendation information, instead of storing object data locally, the problem of untimely data updates caused by game updates is avoided. This facilitates data maintenance and allows for real-time access to the latest object data maintained by the server, resulting in a more efficient data management mechanism. Attached Figure Description
[0016] Figure 1 This is a flowchart illustrating a method for displaying information about a game object, as provided in an embodiment of this application. Figure 2 This is a flowchart illustrating a method for generating battle recommendation information provided in an embodiment of this application; Figure 3 This is a flowchart of a method for determining the battle mechanism, battle parameters, and participating character information of a game object, provided in an embodiment of this application; Figure 4 This is a block diagram of the module structure of a game object information display device provided in an embodiment of this application; Figure 5 This is a schematic diagram of the structure of a game object information display device provided in an embodiment of this application. Detailed Implementation
[0017] To make the objectives, technical solutions, and advantages of this application clearer, specific embodiments of this application will be described in further detail below with reference to the accompanying drawings. It should be understood that the specific embodiments described herein are merely for explaining this application and not for limiting it. It should also be noted that, for ease of description, only the parts relevant to this application are shown in the drawings, not all of them. Before discussing exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe operations (or steps) as being processed sequentially, many of these operations can be performed in parallel, concurrently, or simultaneously. Furthermore, the order of the operations can be rearranged. A process can be terminated when its operation is completed, but it may also have additional steps not included in the drawings. A process can correspond to a method, function, procedure, subroutine, subroutine, etc.
[0018] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.
[0019] In games involving combat, players typically battle against in-game objects, such as virtual characters created during gameplay. These virtual objects might be monster bosses in game levels. Often, due to limited information about monster bosses or game updates, players need to repeatedly adjust their character's formations and skill usage to understand the boss's mechanics and characteristics. This process frequently leads to defeats, increasing frustration, especially for new players who may find it significantly more difficult to learn and even discourage some from playing. Therefore, providing multi-dimensional information about game objects, particularly through the efficient and reasonable generation of recommended battle information, is crucial for enhancing the player experience.
[0020] The method for displaying game object information provided in this application embodiment can be executed by a smart terminal device, such as a smartphone, tablet computer, laptop computer, or desktop computer.
[0021] Figure 1This is a flowchart illustrating a method for displaying information about a game object, as provided in an embodiment of this application. (Reference) Figure 1 The method for displaying information about the game object includes: S101. When a battle between a virtual character and a game object is triggered, a data call request is sent to the server, so that the server can send the object data of the game object based on the data call request, wherein the object data includes basic attribute information and battle attribute information.
[0022] In this game, virtual characters are player-controlled in-game characters with evolving attributes, skills, and equipment. Optionally, multiple virtual characters can be created, each with different skills, attributes, and combat abilities. Game opponents are enemy units in combat, which can be monsters, NPCs, or bosses.
[0023] In one embodiment, the battle between the virtual character and the game object can be manually triggered by the player or automatically triggered as the game's storyline unfolds. It can also be triggered when the virtual character enters the game object's detection range or a specific combat area. When the battle between the virtual character and the game object is triggered, a corresponding data request is sent to the server. The server maintains object data for each game object during the game process and is responsible for backend data processing, logic verification, and data distribution. This data request can be a structured network request, containing elements such as the battle scene ID and the game object ID. The server uses this data request to send the game object's object data. For example, upon receiving the data request, the server sends the object data corresponding to the game object ID, which it stores and maintains in real-time.
[0024] Optionally, the object data includes basic attribute information and combat attribute information. Basic attribute information can be the game object's fundamental numerical attributes, such as health, attack power, and defense. Combat attribute information consists of characteristic data related to combat strategies, such as elemental resistance, skill weaknesses, and behavioral patterns. This object data is stored in the game's backend server database, ensuring a clear data structure for easy subsequent access and updates.
[0025] Optionally, the data request to be sent to the server can be sent via a pre-defined front-end API interface, and the server provides the object data to the client via a back-end API interface developed in the program. The object data can be in JSON format, which the client can parse and then process based on the parsing results to display information about the game object.
[0026] S102. Receive object data sent by the server and generate battle recommendation information based on battle attribute information and the character battle information corresponding to the virtual character.
[0027] Upon receiving object data from the server, the system can generate battle recommendations based on the combat attribute information contained within that object data and the character battle information corresponding to the currently participating virtual characters. This character battle information can be combat-related data for all virtual characters controlled by the player. For each virtual character, this includes skill configurations, equipment attributes, and combat styles; for example, there might be an ice-attribute warrior, a water-attribute mage, and a healer. Each virtual character has its own unique combat characteristics. For instance, an ice-attribute warrior possesses a defense-breaking skill, effectively countering the boss's fire barrier; a water-attribute mage excels at area-of-effect attacks, quickly reducing the boss's health; and a healer provides continuous healing, helping the team cope with burning status effects. Furthermore, each virtual character is also configured with their currently used equipment.
[0028] In one embodiment, the battle attribute information includes recorded weakness information of game objects, and the character battle information corresponding to virtual characters records the preferred attack mechanisms of each virtual character. After receiving the object data, the client matches the virtual character with the corresponding preferred attack mechanism based on its recorded weakness information, and uses the matched virtual character as a recommended character to generate character recommendation information containing that recommended character. The generation process can use a preset natural language template, such as "This battle recommends the virtual character xxx to fight." For example, if the determined recommended character is an ice attribute warrior, then the generated battle recommendation information would be "This battle recommends the ice attribute warrior character to fight."
[0029] S103 displays basic attribute information and battle recommendation information.
[0030] In one embodiment, once the basic attribute information and battle recommendation information of a game object are determined, they are displayed accordingly. Optionally, the basic attribute information and battle recommendation information can be directly displayed in a pre-defined information display area corresponding to the game object. Alternatively, they can be displayed as a pop-up window when the player clicks the "Information Introduction" button. The specific display method is not limited.
[0031] As described above, when a virtual character engages in combat with a game object, a data request is sent to the server. The server then sends the game object's data based on this request. This data includes basic attribute information and combat attribute information. Upon receiving this data from the server, the server generates combat recommendation information based on the combat attribute information and the virtual character's corresponding combat information. This recommendation information displays both basic and combat attributes, not just basic attributes, providing more comprehensive information. This improved gameplay for less experienced players, significantly reducing frequent losses and poor gaming experience due to lack of experience. The displayed information is more logical. Furthermore, by sending a request to the server to obtain data instead of storing the object data locally, the server avoids delays caused by game updates, facilitating data maintenance and enabling real-time access to the latest object data maintained by the server. This makes the data management mechanism more efficient.
[0032] Figure 2 This is a flowchart of a method for generating battle recommendation information provided in an embodiment of this application, such as... Figure 2 As shown, it includes: Step S201: When a battle between a virtual character and a game object is triggered, a data call request is sent to the server. The server sends the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information.
[0033] Step S202: Receive object data sent by the server, determine the game object's battle mechanism and battle parameters based on the battle attribute information, determine the participating character information matching the battle mechanism and battle parameters based on the character battle information corresponding to the virtual character, and generate battle recommendation information corresponding to the participating character information.
[0034] In one embodiment, after receiving object data from the server, the object data is parsed and converted into an internal data structure on the client side. This data includes basic attribute information and combat attribute information. For parsing combat attribute information, taking the elemental resistance of a game object as an example, an elemental resistance table can be created to record the percentage of resistance to elements such as fire, ice, lightning, and poison. A pre-established elemental advantage / disadvantage graph can then be retrieved, such as a cyclical advantage / disadvantage mechanism where ice counters fire, fire counters nature, and nature counters ice. This combat attribute information also includes combat-related information, such as attack attributes (physical attack, magical attack, attack speed, critical hit rate) and defense attributes (physical defense, magical defense, block rate, evasion rate).
[0035] Optionally, for example, if the parsed and recorded game object's combat attribute information is high fire resistance and high physical defense, then its combat mechanism is determined to be having a fire barrier and its combat parameter is high physical defense.
[0036] In one embodiment, the method for determining the participating character information of the matching battle mechanism and battle parameters based on the character battle information corresponding to the virtual character can be as follows: traversing the content recorded in the character battle information corresponding to the virtual character, and when a virtual character with the ability to resist the fire barrier and high physical defense is encountered, it is determined as the matching participating character information, and battle recommendation information containing the participating character is generated.
[0037] S203 displays basic attribute information and battle recommendation information.
[0038] As described above, when determining the recommended battle information, the system receives object data sent by the server, determines the battle mechanism and parameters of the game object based on the battle attribute information, determines the participating character information matching the battle mechanism and parameters based on the character battle information corresponding to the virtual character, and generates recommended battle information corresponding to the participating character information. It can adapt suitable participating characters and generate recommended information based on the object data of the game object fed back by the server. It displays more dimensions of information, and at the same time, this recommended battle information makes it easier for players to engage in corresponding game battles. It significantly improves the situation where players with relatively little experience frequently lose battles due to lack of experience, resulting in a poor game experience. The content of the displayed information is more reasonable.
[0039] Figure 3 This is a flowchart illustrating a method for determining the battle mechanism, battle parameters, and participating character information of a game object, as provided in an embodiment of this application. Figure 3 As shown, it includes: S301. When a battle between a virtual character and a game object is triggered, a data call request is sent to the server, so that the server can send the object data of the game object based on the data call request, wherein the object data includes basic attribute information and battle attribute information.
[0040] S302. The dynamic rule synthesizer is set to perform mechanism synthesis processing on the spatiotemporal feature data and adversarial feature data in the battle attribute information to generate the corresponding battle mechanism, and the parameter values associated with the spatiotemporal feature data and adversarial feature data in the battle attribute information are determined as the battle parameters of the game object.
[0041] In one embodiment, a pre-set dynamic rule synthesizer performs mechanism synthesis processing on the spatiotemporal feature data and adversarial feature data in the combat attribute information. This spatiotemporal feature data and adversarial feature data can be feature data directly included in the server feedback, or it can be spatiotemporal feature data and adversarial feature data identified through feature recognition of the combat attribute information by the dynamic rule synthesizer. The spatiotemporal feature data characterizes the behavioral patterns of game objects in "time and space," such as "spinning in place for 3 seconds every 12 seconds to charge, then charging at the virtual character"; the adversarial feature data characterizes the characteristics of enemies in "offensive and defensive interactions," such as "50% resistance to fire attacks, but a 30% weakness to frost attacks; after being stunned, they enter a 3-second rage state, with increased attack power but decreased defense."
[0042] Optionally, the dynamic rule synthesizer has a built-in tactical rule library that stores common combat mode templates. It matches identified features with templates for mechanism synthesis. For example, the spatiotemporal feature "timed charge" matches the "periodic dash mechanism" template, and the resistance feature "elemental weakness" matches the "elemental counter mechanism" template. Spatiotemporal feature data and adversarial feature data can be input into the dynamic rule synthesizer, which performs mechanism synthesis using its internal tactical rule library and combat mode templates. For example, "health threshold trigger" corresponds to "phase transition mechanism," "teleport and pause" corresponds to "displacement charge mechanism," and "damage type restriction" corresponds to "selective defense mechanism." At this time, the parameter values associated with the spatiotemporal feature data and adversarial feature data in the combat attribute information are also determined as the combat parameters of the game object. Taking the aforementioned example, if the teleport cooldown is triggered at 25% health, the charge time is 2.0 seconds, and the shield duration is 15 seconds, the corresponding combat parameter values are 25%, 2.0 seconds, and 15 seconds, respectively.
[0043] Step S303: Generate multiple first candidate character combinations based on the character battle information corresponding to the virtual character. Each first candidate character combination contains at least two candidate battle characters. Among the multiple first candidate character combinations, determine the second candidate character combination with the most candidate battle characters that meet the battle mechanism. Determine the order of multiple characters in the second candidate character combination. Calculate the battle score based on the order of each character and the battle parameters. Determine the character order with the highest battle score as the participating character information.
[0044] In one embodiment, a detailed ability profile is created for each virtual character. For example, character a, "Frost Mage," has the following attributes: Elemental Attribute - Ice Specialization (Ice Damage +40%); Control Ability - Powerful Freeze (freezes targets for 5 seconds); Defensive Weakness - Low Health, vulnerable to melee attacks; Team Support - Provides Ice Armor Shield (teammates' defense +30%), etc. Character b, "Holy Knight," has the following attributes: Defensive Feat - High Health, All Resistances +20%; Protection Ability - Sacrifice Shield (takes damage for teammates); Healing Support - Group Healing Skill; Damage Type - Holy Damage (buffed against evil enemies), etc. The game's design system establishes a multi-dimensional ability map for each player's virtual character, including: damage output, survivability, control effects, team buffs, elemental attributes, skill cooldowns, resource consumption, etc. The method for generating the first candidate character combination can be random or based on the principle of complementarity to generate tactically meaningful combinations. Subsequently, for the identified combat mechanics, characters with corresponding abilities are pre-selected. For example, if the game object has a "frost weakness," ice-type characters are prioritized; if the game object has "crowd control skills," characters with debuff removal abilities are prioritized; if the game object has "high burst damage," characters with shields / damage reduction abilities are prioritized. For at least two candidate combat characters in the first candidate character combination, a second candidate character combination is determined, which contains the most characters satisfying the combat mechanics. Then, the order of multiple characters in the second candidate character combination is determined, and the combat score is calculated based on the order of each character and the combat parameters. The character order with the highest combat score is determined as the participating character information. For example, when calculating the combat score, the score can be summarized and statistically analyzed based on the combat mechanics satisfied by each virtual character. For example, satisfying a certain mechanic scores 1 point, and not satisfying it scores 0 points. Thus, the character order with the highest combat score is determined as the participating character information.
[0045] Step S304: Display basic attribute information and battle recommendation information.
[0046] As described above, by using a dynamic rule synthesizer, the spatiotemporal and adversarial feature data in the battle attribute information are synthesized to generate corresponding battle mechanisms. The parameter values associated with the spatiotemporal and adversarial feature data in the battle attribute information are determined as the battle parameters of the game object, which are then used to generate the information of the participating characters. This method can handle the battle logic of complex game objects and quickly and reasonably determine the information of the participating characters for complex gameplay. In the process of determining the information of the participating characters, a filtering and sorting mechanism is used to obtain the final information of the participating characters that meets the battle requirements, thereby improving the rationality and intelligence of the recommended information.
[0047] Based on the above scheme, after determining the parameter values associated with spatiotemporal feature data and adversarial feature data in the battle attribute information as the battle parameters of the game object, the method further includes: determining additional parameter values based on acquired context-aware data. This context-aware data includes the virtual character's historical operation data, historical preferred characters, and the skill usage information of the corresponding historical preferred characters. The battle parameters are adjusted based on the additional parameter values to obtain the final battle parameters. Specifically, after obtaining the initial battle parameters, further adjustments are made using acquired context-aware data. This context-aware data includes the virtual character's historical operation data, historical preferred characters, and the skill usage information of the corresponding historical preferred characters. The historical operation data can be the battle combinations used by the player in previous games, the historical preferred characters are the virtual characters the player prefers to use in previous games, and the skill usage information is the frequently used skills among the historical preferred characters. The process of determining additional parameter values can be as follows: assigning a character value to each virtual character and a skill value to each virtual character's skill based on the player's historical operation data, historical preferred characters, and the skill usage information of the corresponding historical preferred characters. For example, the usage frequency of virtual characters and skills can be directly converted into corresponding character values and skill values. One exemplary adjustment method is to add the obtained additional parameter value to the original battle parameters for subsequent generation of battle recommendation information. Accordingly, when determining the participating character information of the matchmaking mechanism and battle parameters based on the character battle information corresponding to the virtual character, the matchmaking mechanism further includes the matching of the additional parameter value. When filtering virtual character combinations, those with a high degree of matching of the additional parameter value are given priority.
[0048] Based on the above scheme, generating battle recommendation information corresponding to the participating character information includes: generating battle recommendation information corresponding to the participating character information using a set natural language generator and preset templates; correspondingly, after displaying the basic attribute information and battle recommendation information, it also includes: after detecting the selected participating character, adjusting the battle recommendation information based on the participating character, and displaying the adjusted battle recommendation information. In one embodiment, the battle recommendation information is generated using a natural language generator and preset templates to avoid the rigidity of information generated solely using preset templates. Furthermore, the battle recommendation information is also adjusted based on the actual participating character selected by the player, for example, predicting the battle result based on the player's selected participating character, and displaying it as part of the battle recommendation information accordingly. Examples of this result prediction could be a battle win probability value, etc.
[0049] In another embodiment, the battle recommendation information is adjusted based on the participating characters, including further generating specific recommended skill combinations to be displayed along with the battle recommendation information. For example, the recommended skill combinations are determined based on the skill information, battle mechanics, and battle parameters of the participating characters; and the adjusted battle recommendation information containing the recommended skill combinations is generated. Optionally, when recommending skill combinations, one or more skills corresponding to each virtual character can be obtained for each character in the battle and randomly combined to obtain multiple candidate skill combinations. For each candidate skill combination, the matching degree score of the battle mechanics and battle parameters of the current game object is calculated, and the candidate skill combination with the highest matching degree score is determined as the final recommended skill combination.
[0050] Figure 4 This is a block diagram of the module structure of a game object information display device provided in an embodiment of this application. The device is used to execute a game object information display method provided in the above embodiment, and has corresponding functional modules and beneficial effects for executing the method. Figure 4 As shown, the device specifically includes: The sending module 101 is used to send a data call request to the server when a battle between a virtual character and a game object is triggered, so that the server can send the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. The receiving module 102 is used to receive the object data sent by the server; The generation module 103 is used to generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The display module 104 is used to display the basic attribute information and the battle recommendation information.
[0051] As described above, when a virtual character engages in combat with a game object, a data request is sent to the server. The server then sends the game object's data based on this request, including basic attribute information and combat attribute information. Upon receiving this data, the server generates combat recommendation information based on the combat attribute information and the virtual character's corresponding combat information. This recommendation information displays both basic and recommended data, not just basic attributes, providing more comprehensive information. This improved gameplay for less experienced players, significantly reducing frequent losses and poor gaming experience due to lack of experience. Furthermore, the data is retrieved by sending a request to the server, avoiding local storage of object data. This prevents data delays caused by game updates, facilitating data maintenance and enabling real-time access to the latest object data maintained by the server, resulting in a more efficient data management mechanism.
[0052] In one possible embodiment, the generation module 103 is specifically used for: The battle mechanism and battle parameters of the game object are determined based on the battle attribute information; Based on the character battle information corresponding to the virtual character, determine the participating character information that matches the battle mechanism and the battle parameters; Generate match recommendation information corresponding to the information of the participating characters.
[0053] In one possible embodiment, the generation module 103 is specifically used for: The dynamic rule synthesizer is used to synthesize the spatiotemporal feature data and adversarial feature data in the battle attribute information to generate the corresponding battle mechanism. The parameter values associated with the spatiotemporal feature data and the adversarial feature data in the battle attribute information are determined as the battle parameters of the game object.
[0054] In one possible embodiment, the generation module 103 is further configured to: After determining the parameter values associated with the spatiotemporal feature data and the adversarial feature data in the battle attribute information as the battle parameters of the game object, the parameter values are increased based on the acquired context-aware data. The context-aware data includes the virtual character's historical operation data, historical preferred characters, and skill usage information of the corresponding historical preferred characters. The battle parameters are adjusted based on the increased parameter values to obtain the final battle parameters.
[0055] In one possible embodiment, the generation module 103 is specifically used for: Based on the character battle information corresponding to the virtual character, multiple first candidate character combinations are generated, and each first candidate character combination contains at least two candidate battle characters. From the plurality of first candidate character combinations, determine the second candidate character combination that satisfies the battle mechanism the most. Determine the order of multiple characters in the second candidate character combination, calculate the battle score based on each character order and the battle parameters, and determine the character order with the highest battle score as the participating character information.
[0056] In one possible embodiment, the generation module 103 is specifically used for: By using the set natural language generator and preset templates, battle recommendation information corresponding to the information of the participating characters is generated; Accordingly, the device also includes an adjustment module for: After displaying the basic attribute information and the battle recommendation information, upon detecting the selected participating character, the battle recommendation information is adjusted based on the participating character, and the adjusted battle recommendation information is displayed.
[0057] In one possible embodiment, the adjustment module is specifically used for: Recommended skill combinations are determined based on the skill information of the characters participating in the battle, the battle mechanics, and the battle parameters. Generate adjusted match recommendation information that includes the recommended skill combinations.
[0058] Figure 5 This is a schematic diagram of the structure of a game object information display device provided in an embodiment of this application, such as... Figure 5 As shown, the device includes a processor 201, a memory 202, an input device 203, and an output device 204; the number of processors 201 in the device can be one or more. Figure 5 Taking a processor 201 as an example; the processor 201, memory 202, input device 203, and output device 204 in the device can be connected via a bus or other means. Figure 5Taking a bus connection as an example, the memory 202, as a computer-readable storage medium, can be used to store software programs, computer-executable programs, and modules, such as the program instructions or modules corresponding to a game object information display method in this embodiment. The processor 201 executes various functional applications and data processing of the device by running the software programs, instructions, and modules stored in the memory 202, thereby realizing the aforementioned game object information display method. The input device 203 can be used to receive input numerical or character information and generate key signal inputs related to user settings and function control of the device. The output device 204 may include a display screen or other display device.
[0059] This application embodiment also provides a storage medium containing computer-executable instructions, which, when executed by a computer processor, are used to perform a method for displaying information about a game object, the method comprising: When a battle is triggered between a virtual character and a game object, a data call request is sent to the server, which then sends the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. Receive the object data sent by the server, and generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The basic attribute information and the battle recommendation information are displayed.
[0060] It is worth noting that in the above-described embodiment of the method system for displaying information about game objects, the various units and modules included are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be achieved; in addition, the specific names of each functional unit are only for easy differentiation and are not used to limit the protection scope of the embodiments of this application.
[0061] Note that the above are merely preferred embodiments and the technical principles applied in this application. Those skilled in the art will understand that the embodiments of this application are not limited to the specific embodiments described herein, and various obvious changes, readjustments, and substitutions can be made by those skilled in the art without departing from the protection scope of the embodiments of this application. Therefore, although the embodiments of this application have been described in detail through the above embodiments, the embodiments of this application are not limited to the above embodiments. More other equivalent embodiments may be included without departing from the concept of the embodiments of this application, and the scope of the embodiments of this application is determined by the scope of the appended claims.
Claims
1. A method for displaying information about game objects, applied to a client, characterized in that, include: When a battle is triggered between a virtual character and a game object, a data call request is sent to the server, which then sends the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. Receive the object data sent by the server, and generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The basic attribute information and the battle recommendation information are displayed.
2. The method for displaying information about game objects according to claim 1, characterized in that, The step of generating battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character includes: The battle mechanism and battle parameters of the game object are determined based on the battle attribute information; Based on the character battle information corresponding to the virtual character, determine the participating character information that matches the battle mechanism and the battle parameters; Generate match recommendation information corresponding to the information of the participating characters.
3. The method for displaying information about game objects according to claim 2, characterized in that, The step of determining the battle mechanism and battle parameters of the game object based on the battle attribute information includes: The dynamic rule synthesizer is used to synthesize the spatiotemporal feature data and adversarial feature data in the battle attribute information to generate the corresponding battle mechanism. The parameter values associated with the spatiotemporal feature data and the adversarial feature data in the battle attribute information are determined as the battle parameters of the game object.
4. The method for displaying information about game objects according to claim 3, characterized in that, After determining the parameter values associated with the spatiotemporal feature data and the adversarial feature data in the battle attribute information as the battle parameters of the game object, the method further includes: The parameter values are determined based on the acquired context-aware data, which includes the virtual character's historical operation data, historical preferred characters, and skill usage information corresponding to the historical preferred characters. The battle parameters are adjusted based on the increased parameter values to obtain the final battle parameters.
5. The method for displaying information about game objects according to claim 2, characterized in that, The step of determining the participating character information that matches the battle mechanism and the battle parameters based on the character battle information corresponding to the virtual character includes: Based on the character battle information corresponding to the virtual character, multiple first candidate character combinations are generated, and each first candidate character combination contains at least two candidate battle characters. From the plurality of first candidate character combinations, determine the second candidate character combination that satisfies the battle mechanism the most. Determine the order of multiple characters in the second candidate character combination, calculate the battle score based on each character order and the battle parameters, and determine the character order with the highest battle score as the participating character information.
6. The method for displaying information about game objects according to claim 5, characterized in that, The generation of battle recommendation information corresponding to the information of the participating characters includes: By using the set natural language generator and preset templates, battle recommendation information corresponding to the information of the participating characters is generated; Accordingly, after displaying the basic attribute information and the battle recommendation information, the process also includes: After detecting the selected character to participate in the battle, the battle recommendation information is adjusted based on the character and the adjusted battle recommendation information is displayed.
7. The method for displaying information about game objects according to claim 6, characterized in that, The adjustment of the battle recommendation information based on the participating characters includes: Recommended skill combinations are determined based on the skill information of the characters participating in the battle, the battle mechanics, and the battle parameters. Generate adjusted match recommendation information that includes the recommended skill combinations.
8. A device for displaying information about game objects, applied to a client, characterized in that, include: The sending module is used to send a data call request to the server when a battle between a virtual character and a game object is triggered, so that the server can send the object data of the game object based on the data call request. The object data includes basic attribute information and battle attribute information. A receiving module, used to receive the object data sent by the server; The generation module is used to generate battle recommendation information based on the battle attribute information and the character battle information corresponding to the virtual character; The display module is used to display the basic attribute information and the battle recommendation information.
9. A device for displaying information about game objects, the device comprising: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method for displaying information about game objects as described in any one of claims 1-7.
10. A storage medium storing computer-executable instructions, which, when executed by a computer processor, are used to perform the method for displaying information about a game object as described in any one of claims 1-7.