Competitive game implementation method, related device, equipment and storage medium

By leveraging the advancement stages of real-world competitive matches in competitive sports games to achieve tiered team unlocking, the game addresses the issue of monotonous match formats and enhances players' immersion and competitive experience.

CN121891786APending Publication Date: 2026-04-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-01-30
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

In existing competitive sports games, the implementation of competitive matches is relatively simple, and the progress of the game only follows the basic match process, resulting in insufficient competitive experience for players.

Method used

Based on the results of each stage of the physical competition, the system displays the unlocked team controls through the competition schedule interface, allowing players to select target teams to compete against, thus achieving a tiered unlocking process and enhancing the immersion and competitive experience of the event.

Benefits of technology

It enriches the gameplay layers, enhances players' competitive experience and willingness to challenge, makes the game competition closer to the process of real competition, and improves the immersion of the competition and the realism of the competitive experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a competitive game implementation method, a related device, equipment and a storage medium. The method comprises the steps that in response to a course viewing operation for a current course season, a course interaction interface is displayed, at least one unlocked team control is provided in the course interaction interface, each team control corresponds to a team in an elimination state in an official competitive event corresponding to the current course season, and the team control is in an elimination state in the official competitive event corresponding to the current course season; the official competitive competition is an entity competitive competition held in reality; receiving an interaction operation which is triggered based on the match interaction interface and aims at the target team control; and displaying a game interaction interface under the condition that the competition game triggering condition is met. According to the method and the device, stepped unlocking of challenge teams is realized depending on results of entity competitive games in each promotion stage, so that the method and the device are in accordance with a real competition process, the limitation of a single competition process is broken through, and the competition immersion of players and the reality of competitive experience are improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, related apparatus, device, and storage medium for implementing competitive games. Background Technology

[0002] With the continuous development of computer technology, the integration of competitive sports and the digital field is deepening. Various offline sports activities are gradually undergoing digital transformation, giving rise to a variety of competitive sports games. Leveraging technology, these games highly replicate sports event scenarios and competitive experiences, allowing players to immerse themselves in simulated sports competitions online.

[0003] The mainstream gameplay of competitive sports games includes single-player mode and multiplayer team mode. In single-player mode, players independently control one or more players to complete a game. In multiplayer team mode, each player controls a single player, and multiple players cooperate to control different players to complete a team game.

[0004] In the process of researching and practicing the current technology, the inventors found that the current solution has at least the following problems: the implementation of competitive games under this type of control gameplay is relatively simple, and the progress of the game is only designed according to the basic game process, which results in insufficient competitive experience for players. Summary of the Invention

[0005] This application provides a method, related apparatus, device, and storage medium for implementing competitive matches. Based on the results of various advancement stages in physical competitive matches, it enables the tiered unlocking of challenged teams, thereby aligning with the actual competition process, breaking the limitations of a single match process, and enhancing the player's sense of immersion and the realism of the competitive experience.

[0006] In view of this, this application provides a method for implementing competitive gameplay, including:

[0007] In response to the operation of viewing the schedule for the current season, the schedule interaction interface is displayed. The schedule interaction interface provides at least one unlocked team control. Each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. The team in the elimination state is a team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage.

[0008] Receive an interactive operation triggered by the competition schedule interactive interface for a target team control, wherein the interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team, and the target team control is any team control among at least one team control;

[0009] When the conditions for triggering a competitive match are met, the match interaction interface is displayed. This interface is the interface for the player team to which the main game account belongs to to conduct the competitive match with the target team. The main game account is used to control at least one virtual character in the player team.

[0010] This application also provides a device for implementing competitive gameplay, including:

[0011] The display module is used to respond to the operation of viewing the schedule for the current season and display the schedule interaction interface. The schedule interaction interface provides at least one unlocked team control. Each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. The team in the elimination state is the team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage.

[0012] The receiving module is used to receive interactive operations triggered by the competition schedule interactive interface for the target team control. The interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team. The target team control is any team control among at least one team control.

[0013] The display module is also used to display the game interaction interface when the competitive game trigger conditions are met. The game interaction interface is the interaction interface between the player team to which the main control game account belongs and the target participating team. The main control game account is used to control at least one virtual character in the player team.

[0014] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0015] The display module is specifically used to respond to the schedule viewing operation for the current season and display the schedule interactive interface including N team controls;

[0016] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls;

[0017] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0018] N is a positive even number, and i is an integer greater than or equal to 1.

[0019] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0020] The display module is specifically used to respond to the schedule viewing operation for the current season and display the schedule interactive interface including N team controls and M team controls;

[0021] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls, and the M team controls are divided into M / 2 unlocked team controls and M / 2 locked team controls;

[0022] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0023] The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will stop at the (i+2)th promotion stage of the official competitive event. The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will enter the (i+2)th promotion stage.

[0024] Both N and M are positive even numbers, and M equals N / 2, where i is an integer greater than or equal to 1.

[0025] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0026] The receiving module is specifically used to respond to interactive operations triggered through the schedule interaction interface for any team control among all unlocked team controls, and to take any team control as the target team control.

[0027] Among them, the strength level of the team corresponding to the team control is positively correlated with the number of teams participating in the advancement stage, and the strength level of the team is positively correlated with the difficulty of the competitive game.

[0028] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0029] The display module is also used to display the unlocked winning team control in the schedule interaction interface, wherein the winning team control corresponds to the team that wins the final in the official competitive event corresponding to the current season;

[0030] The receiving module is also used to receive interactive operations on the winning team's controls triggered by the competition schedule interactive interface;

[0031] The display module is also used to display the game interaction interface of the player team to which the main control game account belongs and the champion team corresponding to the winning team control when the competitive game trigger conditions are met.

[0032] In one possible design, in another implementation of another aspect of the embodiments of this application, the player team is configured to belong to the master game account, and the master game account is given control over any virtual character in the player team.

[0033] The competitive game implementation device also includes a switching module and a control module;

[0034] The switching module is used to respond to the switching operation for the first virtual character, switching the first virtual character controlled by the main game account to the second virtual character, where both the first and second virtual characters belong to the player's team;

[0035] The control module is used to control the second virtual character through the main game account.

[0036] In one possible design, in another implementation of another aspect of the embodiments of this application, the competitive game triggering condition includes at least one of the following:

[0037] The number of remaining matches for the main game account is greater than 0 per day. The number of remaining matches per day represents the number of competitive matches that the game account can participate in within a single natural day.

[0038] The total number of remaining matches for the main game account is greater than 0, where the total number of remaining matches represents the number of competitive matches that the game account can participate in within the current season;

[0039] The personal score of the main game account is greater than or equal to the game score threshold;

[0040] The account level of the main game account is greater than or equal to the game level threshold;

[0041] Received a preparation operation triggered by the main game account.

[0042] In one possible design, in another implementation of another aspect of the embodiments of this application, the master game account belongs to the player team, and the master game account is used to control the target virtual character in the player team;

[0043] Other virtual characters in the player's party include at least one of the following:

[0044] Virtual characters controlled by other game accounts within the collaborative virtual community to which the main game account belongs. The collaborative virtual community is a virtual player organization independently formed by players within the game through their game accounts.

[0045] Virtual characters controlled by artificial intelligence models;

[0046] Virtual characters controlled by randomly matched game accounts;

[0047] Virtual characters controlled by other game accounts that are friends with the main game account.

[0048] In one possible design, in another implementation of another aspect of the embodiments of this application, the competitive game triggering condition includes at least one of the following:

[0049] The number of remaining matches per day for at least one of the main game account and other game accounts is greater than 0. The number of remaining matches per day represents the number of competitive matches that a game account can participate in within a single natural day.

[0050] The total number of remaining matches for at least one of the main game account and other game accounts is greater than 0. The total number of remaining matches represents the number of competitive matches that the main game account can participate in during the current season.

[0051] The personal score of at least one of the main game account and other game accounts is greater than or equal to the game score threshold.

[0052] The account level of at least one of the main game account and other game accounts is greater than or equal to the game level threshold;

[0053] Received preparation actions triggered by the main game account and other game accounts.

[0054] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0055] The receiving module is also used to receive selection operations for the first competition mode, wherein the number of participants in the first competition mode is consistent with the standard number of participants in official competitive events.

[0056] The display module is specifically used to display the corresponding game interaction interface in the first game mode when the competitive game trigger conditions are met.

[0057] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0058] The display module is also used to display the target participating team in the game interaction interface;

[0059] The target participating team uses the starting lineup of the team corresponding to the target team control in the advancement stage of the official competitive event.

[0060] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0061] The receiving module is also used to receive selection operations for the second competition mode, where the number of participants in the second competition mode is less than the standard number of participants in the official competitive events.

[0062] The display module is specifically used to display the corresponding game interaction interface in the second game mode when the competitive game trigger conditions are met.

[0063] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0064] The display module is also used to display the target participating team in the game interaction interface;

[0065] The target participating teams will be randomly selected from the starting lineups of the teams corresponding to the target team control during the advancement stage of official competitive events.

[0066] In one possible design, in another implementation of another aspect of the embodiments of this application, the target team consists of at least one virtual character;

[0067] Each virtual character in the target team corresponds to a participant in the advancement stage of the official competitive event. When the player team and the target team compete against each other, the virtual characters in the target team perform competitive actions based on the corresponding participant's skill statistics.

[0068] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0069] The display module is also used to display the current available points corresponding to each unlocked team control in the competition schedule interaction interface. The current available points represent the maximum points that a team can deduct. When the current available points are lower than or equal to the points threshold, the corresponding team cannot be selected as the target participating team.

[0070] The display module is also used to display the game interaction interface when the competitive game trigger conditions are met, and to update the current available points corresponding to the target team control when the player team wins the competitive game.

[0071] The updated current available points are obtained by subtracting the match calculation points from the current available points corresponding to the target team control. The match calculation points are calculated based on the results of the competitive matches.

[0072] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0073] The display module is specifically used to display the updated current available score obtained by deducting the game calculation score from the current available score of the target team control when the player team wins a competitive match.

[0074] If a player team wins a competitive match, and the current available points corresponding to the target team control are less than the match's calculated points, then zero will be displayed as the updated current available points corresponding to the target team control.

[0075] In one possible design, in another implementation of another aspect of the embodiments of this application, the match score is calculated based on at least one of the following in the case of a competitive match: the score by which the player team leads the target team, and the strength level of the target team.

[0076] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0077] The display module is also used to display at least one of the personal points and community points that have been increased in the game calculation points if the game calculation points are less than or equal to the current available points corresponding to the target team control. The game calculation points are deducted from the current available points corresponding to the target team control.

[0078] The display module is also used to display at least one of the personal score and community score that has been increased in a single game if the calculated score of the game is greater than the current available score corresponding to the target team control. The single game score is deducted from the current available score corresponding to the target team control, and the single game score is equal to the current available score corresponding to the target team control.

[0079] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0080] The display module is also used to receive interactive operations triggered by the competition schedule interface for the target team control. If it is detected that the current available points corresponding to the target team control are less than or equal to the product of the points limit and the preset ratio, a match confirmation pop-up window is displayed. The match confirmation pop-up window is used for players to confirm whether to compete against the target team.

[0081] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0082] The display module is also used to display the individual points leaderboard for the settlement period when the settlement period ends;

[0083] The individual points leaderboard includes at least one of the following: the individual points of the main game account, the total individual ranking of the individual points, the individual ranking range to which the total individual ranking belongs, and the settlement reward corresponding to the individual ranking range. The individual points are the sum of all single-game points of the main game account within the settlement period.

[0084] In one possible design, in another implementation of another aspect of the embodiments of this application,

[0085] The display module is also used to display the community points leaderboard for the settlement period when the settlement period ends.

[0086] The community points leaderboard includes at least one of the following: the community points of the collaborative virtual community to which the main game account belongs, the total community ranking of the community points, the community ranking range to which the total community ranking belongs, and the settlement rewards corresponding to the community ranking range. The community points are the sum of the individual points of all game accounts in the collaborative virtual community to which the main game account belongs during the settlement period.

[0087] In another aspect, this application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the methods described above.

[0088] Another aspect of this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the methods described above.

[0089] Another aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the methods described above.

[0090] As can be seen from the above technical solutions, the embodiments of this application have the following advantages:

[0091] This application provides a method for implementing competitive matches. First, in response to a player's operation of viewing the current season's schedule, a schedule interaction interface is displayed. This schedule interaction interface includes at least one unlocked team control, each team control corresponding to a team that is in an eliminated state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. In response to a player's interaction operation on the target team control triggered by the schedule interaction interface, if the conditions for triggering a competitive match are met, a match interaction interface is displayed. This match interaction interface is the interaction interface for the player team belonging to the main game account to conduct a competitive match with the target participating team.

[0092] By leveraging the results of various qualifying stages in real-world competitive matches, a tiered unlocking system is implemented to allow players to challenge specific teams. This means the unlocking results dynamically change along with the progress of the real-world competition, enriching the gameplay and enhancing players' competitive experience and desire for challenge. Simultaneously, by having players compete against teams eliminated at each qualifying stage in the real-world competition, the game avoids the problem of in-game results deviating from the actual competition, thus closely mirroring the real-world event process, breaking the limitations of a single match format, and ultimately improving players' immersion and the realism of the competitive experience. Attached Figure Description

[0093] Figure 1 This is a schematic diagram of an implementation environment for the competitive game implementation method in this application embodiment;

[0094] Figure 2 This is a schematic diagram of another implementation environment for the competitive game implementation method in this application embodiment;

[0095] Figure 3 This is a flowchart illustrating the competitive game implementation method in this application embodiment;

[0096] Figure 4 This is a schematic diagram of the competition schedule interaction interface in an embodiment of this application;

[0097] Figure 5 This is another schematic diagram of the race schedule interaction interface in the embodiments of this application;

[0098] Figure 6 This is a schematic diagram of a target team control selected in an embodiment of this application;

[0099] Figure 7 This is another schematic diagram of the race schedule interaction interface in the embodiments of this application;

[0100] Figure 8 This is a schematic diagram of a player controlling a virtual character in an embodiment of this application;

[0101] Figure 9 This is another schematic diagram illustrating player control of a virtual character in an embodiment of this application;

[0102] Figure 10 This is a schematic diagram of the game interaction interface displayed based on the first game system mode in an embodiment of this application;

[0103] Figure 11 This is a schematic diagram illustrating the display of target participating teams based on the first competition format in an embodiment of this application;

[0104] Figure 12This is a schematic diagram illustrating the game interaction interface based on the second game format in an embodiment of this application;

[0105] Figure 13 This is a schematic diagram illustrating the display of target participating teams based on the second competition format in an embodiment of this application;

[0106] Figure 14 This is a schematic diagram illustrating the display of currently available points based on the unlocked team control in an embodiment of this application;

[0107] Figure 15 This is a schematic diagram of the updated currently available points in an embodiment of this application;

[0108] Figure 16 This is a schematic diagram illustrating the team strength levels in an embodiment of this application;

[0109] Figure 17 This is a schematic diagram illustrating personal points and community points in an embodiment of this application;

[0110] Figure 18 This is a schematic diagram illustrating a match confirmation pop-up window in an embodiment of this application;

[0111] Figure 19 This is a schematic diagram illustrating a personal points leaderboard in an embodiment of this application;

[0112] Figure 20 This is a schematic diagram illustrating a community points leaderboard in an embodiment of this application;

[0113] Figure 21 This is a flowchart illustrating a competitive match based on an official esports event, as described in this application embodiment.

[0114] Figure 22 This is a schematic diagram of a competitive game implementation device in an embodiment of this application;

[0115] Figure 23 This is a schematic diagram of the structure of a terminal in an embodiment of this application. Detailed Implementation

[0116] This application provides a method, related apparatus, device, and storage medium for implementing competitive matches. Based on the results of various advancement stages in physical competitive matches, it enables the tiered unlocking of challenged teams, thereby aligning with the actual competition process, breaking the limitations of a single match process, and enhancing the player's sense of immersion and the realism of the competitive experience.

[0117] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a particular 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, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding,” 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.

[0118] It is understood that, in the specific implementation of this application, data involving friend information, account information, etc., requires user permission or consent before being used in specific products or technologies. That is, before collecting user data, users can be notified through prompts, pop-ups, or voice messages. The process of collecting user data only begins after obtaining user permission or consent. In other words, all user data collected in this application is collected with the user's consent, and the collection, use, and processing of this data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0119] Competitive sports games are based on sporting events, blending realistic competition rules with engaging gameplay, and covering diverse sports such as ball games, racing, and fighting games. Players can control virtual characters or teams to engage in real-time battles, combining strategic gameplay with skillful maneuvering, emphasizing fair competition and teamwork.

[0120] Currently, competitive sports games on the market still exhibit a simplistic approach to gameplay, with relatively rigid design logic for competitive challenges. The various battle challenges offered to players, from opponent matching and difficulty setting to event objectives, are all pre-programmed by the system. The corresponding match progression follows a linear, fixed process, failing to adapt to the diverse competitive needs of different players and limiting the richness and enjoyment of the game experience.

[0121] Based on this, this application provides a method for achieving competitive matches based on single-player or collaborative virtual communities, combined with real-world game schedules. Using collaborative virtual communities as the carrier, a multi-round artificial intelligence (AI) challenge mechanism, a points accumulation rule, and a social team-up mode are designed. Players need to participate in multiple progressive AI challenges, accumulating points to improve their ranking after completing the matches, thereby unlocking progress rewards and ranking rewards. Simultaneously, through tiered challenges and rich rewards, the game's fun and user retention rate are enhanced, providing players with gameplay that combines social attributes and a competitive experience.

[0122] Before introducing the specific methods of this application, the application scenarios of this application will be illustrated by example. It should be understood that the following application scenarios are merely illustrative and are not limited to these examples.

[0123] (a) Multiplayer team-based competitive games;

[0124] Multiplayer team-based competitive games are sports games modeled after real-world team sports (such as basketball, volleyball, and football), supporting multiplayer teamwork and competition. Taking basketball games as an example, these games use basketball as their core model, digitally recreating the logic of team competition and integrating tactical deployment, character ability matching, and real-time operation.

[0125] Currently, most basketball games on the market use a fixed match schedule, such as requiring players to challenge AI team 1 first, then AI team 2, and finally AI team 3 in a linear fashion. This preset path easily diminishes the strategic aspect of team competition. It cannot simulate the rhythm of competition between strong and weak teams in real games, and the fixed opponent sequence makes it difficult to reflect the competitive characteristics of fluctuating team performance, thus reducing the suspense and uncertainty of the game to some extent.

[0126] Based on this, the method provided in this application can unlock challengeable teams in a tiered manner based on the results of official competitive events (e.g., basketball leagues) at various stages of advancement (e.g., quarterfinals, semifinals, etc.), making the game competition closer to real sports and thus enhancing the player's sense of immersion.

[0127] (ii) Single-player competitive games;

[0128] Single-player competitive games focus on real-world individual competitive sports (such as tennis, boxing, and table tennis), replicating the core movements and strategic skills of the sport. With one-on-one challenges as the core gameplay, these games emphasize individual skill and strategic application. For example, tennis games focus on individual skill duels, recreating core movements such as serves, shots, and tactical positioning, with one-on-one combat as the core gameplay.

[0129] Currently, most tennis games on the market use a fixed match schedule, such as requiring players to challenge AI player A first, then AI player B, and finally AI player C in a linear progression. This setting makes it difficult to simulate the unpredictability of "underdog comebacks" in real matches, resulting in a rigid competitive experience, a lack of flexibility in individual strategic gameplay, and an inability to match players' competitive needs.

[0130] Based on this, the method provided in this application can be used to unlock opponents in a tiered manner based on the results of official competitive events (e.g., tennis Grand Slam leagues) at various stages of advancement (e.g., quarterfinals, semifinals, etc.), making the game competition closer to real sports and thus enhancing the player's sense of immersion in the game.

[0131] (iii) Esports games;

[0132] Esports games, centered on online multiplayer competition, integrate character differentiation, resource competition, and teamwork (e.g., multiplayer online battle arena (MOBA) games, shooting games, etc.). They feature standardized competitive rules and official tournament systems, emphasizing strategic gameplay and skillful operation. Taking MOBA games as an example, they combine hero character differentiation, map resource competition, and teamwork.

[0133] Currently, some MOBA games on the market still use a fixed schedule design for their competitive modes. For example, players are required to challenge AI team X first, then AI team Y, and finally AI team Z in a linear fashion. This setting cannot simulate the dynamic confrontation of "group round-robin and cross-elimination" in real competitions. Instead, it amplifies the random factor in a single match and affects the fairness of the competition.

[0134] Based on this, the method provided in this application can be used to unlock challengeable teams in a tiered manner based on the results of official competitive events (e.g., global invitational tournaments) at various advancement stages (e.g., quarterfinals, semifinals, etc.), making the game competition closer to real esports and thus enhancing the player's sense of immersion in the game.

[0135] It should be noted that the application scenarios listed above are just simple examples, and other application scenarios are also applicable to the embodiments of this application, which will not be elaborated here.

[0136] The method provided in this application can be applied to different implementation environments, which will be described below with reference to the illustrations.

[0137] Implementation Environment 1;

[0138] The method provided in this application can be applied to... Figure 1 The illustrated implementation environment includes at least a smart terminal 101 and a server 102, and the smart terminal 101 and the server 102 can communicate via a network 103. The network 103 uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a private network, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0139] The smart terminal 101 involved in this application includes, but is not limited to, mobile phones, tablets, laptops, desktop computers, smart voice interaction devices, virtual reality devices, smart home appliances, vehicle terminals, and aircraft. The client is deployed on the smart terminal 101 and can run on the smart terminal 101 via a browser, a standalone application (APP), or a mini-program.

[0140] The server 102 involved in this application can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence (AI) platforms.

[0141] In the above implementation environment, in step A1, the smart terminal 101 generates a schedule viewing command in response to the player's operation to view the schedule for the current season. In step A2, the smart terminal 101 sends the schedule viewing command to the server 102 via network 103. In step A3, the server 102 obtains the latest schedule data of the official competitive events in the current season, wherein the latest schedule data includes teams currently in the elimination state. In step A4, the server 102 sends the latest schedule data to the smart terminal 101 via network 103. In step A5, the smart terminal 101 displays a schedule interaction interface based on the latest schedule data, wherein the schedule interaction interface provides at least one unlocked team control, each team control corresponding to a team in the elimination state in the corresponding official competitive event of the current season. In step A6, the smart terminal 101 receives the player's interactive operation on the target team control triggered by the schedule interaction interface. In step A7, if the competitive match triggering conditions are met, the smart terminal 101 displays the match interaction interface.

[0142] Implementation Environment Two;

[0143] The method provided in this application can be applied to... Figure 2 The implementation environment shown includes at least a game terminal 201 and a server 202, and the game terminal 201 and the server 202 can communicate via a network 203. For details regarding the server 202, please refer to the description of server 102 in the previous embodiments; for details regarding the network 203, please refer to the description of network 103 in the previous embodiments. Further details will not be provided here.

[0144] The game terminal 201 involved in this application includes, but is not limited to, game consoles, portable handheld game consoles, arcade game terminals, motion-sensing game consoles, and dedicated game joystick terminals. The client is deployed on the game terminal 201 and can run on the game terminal 201 via a browser, or via a standalone app or mini-program.

[0145] In the above implementation environment, in step B1, the game terminal 201 generates a game launch command in response to the player's launch operation for the target game application. In step B2, the game terminal 201 sends the game launch command to the server 202 via network 203. In step B3, the server 202 obtains the latest schedule data of the official competitive events in the current season, including teams currently in elimination. In step B4, the server 202 sends the latest schedule data to the game terminal 201 via network 203. In step B5, the game terminal 201, in response to the player's operation to view the schedule for the current season, displays a schedule interaction interface based on the latest schedule data. This interface provides at least one unlocked team control, each corresponding to a team currently in elimination in the corresponding official competitive event of the current season. In step B6, the game terminal 201 receives the player's interactive operation for the target team control triggered by the schedule interaction interface. In step B7, if the conditions for triggering a competitive match are met, the game terminal 201 displays the match interaction interface.

[0146] Based on the above introduction, the implementation method of competitive matches in this application will be described below. Please refer to [link / reference]. Figure 3 In this application embodiment, the method for implementing competitive matches can be completed independently by the terminal or in cooperation with the server. The method of this application includes:

[0147] S301. In response to the operation of viewing the schedule for the current season, the schedule interaction interface is displayed. The schedule interaction interface provides at least one unlocked team control. Each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. The team in the elimination state is a team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage.

[0148] In one or more embodiments, in the target game application (e.g., a basketball game application), if the current season has officially started, in response to a player's scheduled viewing action, a scheduled interactive interface is displayed, showing the team controls corresponding to teams that are in the elimination stage in the official competitive events corresponding to the current season. If the current season has not officially started, in response to a player's scheduled viewing action, a pop-up message indicating the remaining time of the season may be displayed, or a blank scheduled interface may be displayed, or a scheduled interactive interface may be displayed, but all team controls displayed in the scheduled interactive interface are locked.

[0149] Specifically, players can only compete against teams whose team controls have been unlocked, and cannot compete against teams whose team controls have not been unlocked. This is because unlocked team controls correspond to teams that have been eliminated in the official competitive events. To ensure the authenticity of the synchronized schedule, it is necessary to ensure that the teams that have advanced can participate in the next stage of the competition. Therefore, players can only compete against eliminated teams.

[0150] It should be clarified that a "season" is a competition cycle set by various competitive events to coordinate the competition period and divide the competition into stages. It has a fixed time range, a complete competition process, and clear competition objectives, and is the core time unit for organizing and conducting competitive events. For example, it can be set as a single season, multiple seasons, annual seasons, or cross-year seasons. In this embodiment, "current season" refers to the season corresponding to the official competitive event that the player is pointing to when performing the schedule viewing operation, and which is within the competition operation cycle. This season has a standardized schedule and team elimination mechanism, and the overall competition process may not yet be completed.

[0151] It should be clarified that "official competitive events" refer to competitive competitions organized or undertaken by industry associations, institutions, or their authorized entities with legal event organization qualifications, covering fields such as sports competitions and e-sports. In the embodiments of this application, "official competitive events" refer to physical competitive competitions held in real-world scenarios, which are organized and operated by dedicated official institutions and have fixed participating teams, standardized competition rules, a complete competition schedule system, and a clear team elimination mechanism.

[0152] It should be clarified that the "advancement stage" is the subsequent competition stage in various competitive events after participating teams have advanced through the preliminary rounds. It is a core node in the competition schedule, defining the advancement threshold, the scope of participating teams, and the competition objectives. In the embodiments of this application, the "advancement stage" refers to the corresponding competition stage entered by the remaining teams after the preliminary elimination rounds in the official competitive events of the current season. The advancement stage includes, but is not limited to, the quarterfinals, semifinals, and finals.

[0153] It should be noted that the term "in response to" in this application refers to the conditions or states upon which the execution of an operation depends, and one or more operations that can be executed when certain conditions or states are met. These operations can be real-time or have a certain delay.

[0154] S302, Receive an interactive operation triggered by the competition schedule interactive interface for the target team control, wherein the interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team, and the target team control is any team control among at least one team control.

[0155] In one or more embodiments, a player can select a team control as the target team control through the tournament schedule interaction interface, that is, trigger an interaction operation on the target team control. Each team control corresponds to a team participating in an official competitive event; based on this, the team corresponding to the target team control is designated as the target participating team.

[0156] It should be clarified that the "target participating team" is a team selected as a participant in the competition, possessing formal participation qualifications and meeting the requirements of the competition rules; it is a participant in the competitive match. In the embodiments of this application, the "target participating team" refers to an AI team that competes against the player team controlled by the player within the target game application.

[0157] S303. When the conditions for triggering a competitive match are met, the match interaction interface is displayed. The match interaction interface is the interaction interface between the player team to which the main control game account belongs and the target participating team. The main control game account is used to control at least one virtual character in the player team.

[0158] In one or more embodiments, after a player triggers an interaction with the target team's controls, the game system determines whether the competitive match triggering conditions are met. If the competitive match triggering conditions are not met, the player cannot engage in a competitive match with the target team.

[0159] Specifically, if the conditions for triggering a competitive match are met, the player uses their main game account to control at least one virtual character in their team and engages in a competitive match against the target team through the match interface. One implementation involves the player controlling all virtual characters in their team through their main game account, coordinating all team actions. Another implementation allows the player to control a single virtual character through their main game account, while the remaining virtual characters not controlled by the main account can be controlled by other real players through their respective game accounts, or automatically by the game system's built-in AI model.

[0160] This application provides a method for implementing competitive matches. By relying on the results of various advancement stages in real-world competitive matches, a tiered unlocking of challengeable teams is achieved. This enriches the gameplay layers and enhances the player's competitive experience and desire for challenge. Furthermore, having players compete against teams eliminated in various advancement stages of real-world competitions avoids the problem of in-game match results deviating from real-world competition results, thus closely mirroring the actual competition process, breaking the limitations of a single match flow, and ultimately improving the player's immersion in the competition and the realism of the competitive experience.

[0161] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to the operation of viewing the schedule for the current season, a schedule interaction interface is displayed, which may specifically include:

[0162] In response to the operation of viewing the schedule for the current season, a schedule interactive interface including N team controls is displayed;

[0163] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls;

[0164] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0165] N is a positive even number, and i is an integer greater than or equal to 1.

[0166] In one or more embodiments, a method for displaying team controls based on a tournament schedule interactive interface is described. As can be seen from the foregoing embodiments, official competitive events typically include multiple advancement stages. After each advancement stage, some teams advance, while others are eliminated. The team controls corresponding to the advanced teams are in an locked state, while the team controls corresponding to the eliminated teams are in an unlocked state. The following will use an example of an official competitive event that has completed the quarterfinals stage (i.e., N equals 8, and i is set to 1), but has not yet started the semifinals stage.

[0167] Specifically, for ease of understanding, please refer to Figure 4 , Figure 4This is a schematic diagram of the competition schedule interaction interface in an embodiment of this application. As shown in the figure, assuming that in the quarterfinals, the "Thunder" team defeats the "Red Bear" team, the "Thunder" team advances to the next stage (i.e., the semifinals), while the "Red Bear" team is eliminated in the semifinals. Based on this, 401 is used to indicate the unlocked team control, and 402 is used to indicate the locked team control.

[0168] Similarly, the "Gear Sun" team defeated the "Golden Eagle" team, the "Silver Wolf" team defeated the "Cloud Sail" team, and the "Peak Wing" team defeated the "Dome" team. Based on this, 403 is used to indicate unlocked team controls, 404 is used to indicate unlocked team controls, 405 is used to indicate unlocked team controls, 406 is used to indicate unlocked team controls, 407 is used to indicate unlocked team controls, and 408 is used to indicate unlocked team controls.

[0169] Secondly, this application provides a method for displaying team controls based on a tournament schedule interaction interface. This method closely mirrors the progression of real-world tournaments, ensuring realism through schedule synchronization and preventing the content displayed on the tournament schedule interaction interface from becoming disconnected from the actual tournament progress, thereby enhancing the realism and rationality of in-game tournament interactions.

[0170] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, in response to the operation of viewing the schedule for the current season, a schedule interaction interface is displayed, which may specifically include:

[0171] In response to the operation of viewing the schedule for the current season, display the schedule interactive interface including N team controls and M team controls;

[0172] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls, and the M team controls are divided into M / 2 unlocked team controls and M / 2 locked team controls;

[0173] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0174] The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will stop at the (i+2)th promotion stage of the official competitive event. The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will enter the (i+2)th promotion stage.

[0175] Both N and M are positive even numbers, and M equals N / 2, where i is an integer greater than or equal to 1.

[0176] In one or more embodiments, another method for displaying team controls based on the tournament schedule interface is introduced. As can be seen from the foregoing embodiments, official competitive events typically include multiple qualifying stages. After each qualifying stage, some teams advance, while others are eliminated. The team controls corresponding to the advanced teams are in an locked state, while the team controls corresponding to the eliminated teams are in an unlocked state. The following will use an example where an official competitive event has completed the quarterfinals (i.e., N equals 8, and i is set to 1) and the semifinals (i.e., M equals 4), but the semifinals have not yet started.

[0177] Specifically, for ease of understanding, please refer to Figure 5 , Figure 5 This is another schematic diagram of the competition schedule interaction interface in this application embodiment. As shown in the figure, assuming that in the quarterfinals stage, for example, the "Thunder" team defeated the "Red Bear" team, the "Gear Sun" team defeated the "Golden Eagle" team, the "Silver Wolf" team defeated the "Cloud Sail" team, and the "Peak Wing" team defeated the "Dome" team. Based on this, 501 is used to indicate unlocked team controls, 502 is used to indicate locked team controls, 503 is used to indicate locked team controls, 504 is used to indicate unlocked team controls, 505 is used to indicate unlocked team controls, 506 is used to indicate locked team controls, 507 is used to indicate unlocked team controls, and 508 is used to indicate locked team controls.

[0178] Assuming that in the semi-finals, the "Benlei" team defeats the "Chilunyang" team, the "Benlei" team advances to the next stage (i.e., the semi-finals), while the "Chilunyang" team is eliminated in the semi-finals. Based on this, 509 is used to indicate locked team controls, and 510 is used to indicate unlocked team controls.

[0179] Similarly, the "Silver Wolf" team defeated the "Peak Wing" team. Based on this, 511 is used to indicate locked team controls, and 512 is used to indicate unlocked team controls.

[0180] Secondly, this application embodiment provides another method for displaying team controls based on the tournament schedule interaction interface. This method closely mirrors the real-world multi-stage tournament process, fully synchronizing the team status at each advancement stage and achieving realistic tournament schedule restoration. Furthermore, by centrally displaying the unlock status of team controls at all stages, players can clearly grasp the elimination sequence of the entire tournament, enriching their match selection range and thus improving the comprehensiveness and smoothness of the tournament interaction.

[0181] Optionally, in the above Figure 3Based on one or more corresponding embodiments, in another optional embodiment provided by this application, receiving an interactive operation on a target team control triggered by the schedule interaction interface may specifically include:

[0182] In response to an interactive operation triggered through the schedule interaction interface targeting any team control among all unlocked team controls, select any team control as the target team control.

[0183] Among them, the strength level of the team corresponding to the team control is positively correlated with the number of teams participating in the advancement stage, and the strength level of the team is positively correlated with the difficulty of the competitive game.

[0184] In one or more embodiments, a method for setting the difficulty of competitive matches based on team strength levels is introduced. As can be seen from the foregoing embodiments, when an official competitive tournament has completed at least two advancement stages, the team controls corresponding to the teams eliminated in these different advancement stages are all in the unlocked stage. Players can select any unlocked team control corresponding to any advancement stage. The following will use an official competitive tournament that has completed the quarterfinals, semifinals, and finals as an example for further explanation.

[0185] Specifically, for ease of understanding, please refer to Figure 6 , Figure 6 This is a schematic diagram of the target team control in an embodiment of this application. As shown in the figure, in the quarterfinals, 4 teams win and advance to the next stage (i.e., the semifinals), while the remaining 4 teams are eliminated in the quarterfinals. In the semifinals, 2 teams win and advance to the next stage (i.e., the finals), while the remaining 2 teams are eliminated in the finals. In the finals, 1 team wins, becoming the champion, and the remaining team is the runner-up.

[0186] In summary, combining Figure 6 The table showing the match situation illustrates the relationship between team names, the number of promotion stages participated in, and team strength levels. Please refer to Table 1.

[0187] Table 1

[0188]

[0189] It is evident that the later a team progresses in official competitive events, the stronger its corresponding AI team becomes, meaning that the difficulty for players to challenge this team increases.

[0190] It should be clarified that "strength level" is a hierarchical system that quantifies the comprehensive competitive ability of various competitive entities, used to distinguish the strength of different entities, and can be set according to core competitive dimensions. In the embodiments of this application, "strength level" refers to the comprehensive competitive ability level of the AI ​​team in the target game application, and its level is positively correlated with the number of advancement stages of the corresponding real team participating in official physical competitive events.

[0191] It should be clarified that "difficulty" is an indicator used to define the level of challenge of various competitive activities and tasks. It is used to measure the ability threshold required to participate in or complete the competitive behavior, and its level is affected by various factors such as the strength of the opponent and the rule setting. In the embodiments of this application, "difficulty" refers to the level of challenge of the player team and the AI ​​team (e.g., the target participating team) in the target game application to conduct competitive matches, and its level of difficulty is positively correlated with the strength level of the AI ​​team.

[0192] Secondly, this application provides a method for setting the difficulty of competitive matches based on team strength levels. Using this method, when official competitive events have completed multiple promotion stages, the strength levels of AI teams are set according to the order of promotion, with stronger AI teams corresponding to later promotions. This aligns with the progression of strong teams in real-world competitions, enhancing the realism of the synchronized competition schedule. Furthermore, creating a difficulty gradient satisfies players' needs for challenge and advancement, improving the strategic depth and fun of the game, and making the game experience more consistent with the logic of competitive events.

[0193] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0194] The tournament schedule interface displays the unlocked winning team controls, which correspond to the team that wins the finals of the official competitive event in the current season.

[0195] Receive interactive operations on the winning team's controls triggered by the competition schedule interface;

[0196] When the conditions for triggering a competitive match are met, the game interface will be displayed showing the competitive match between the player team belonging to the main game account and the champion team corresponding to the winning team control.

[0197] In one or more embodiments, a method is described to support players in challenging the champion team. As can be seen from the foregoing embodiments, even after the final stage of an official competitive event has been completed, the winning team control can still be unlocked, that is, players can challenge the champion team indicated by the winning team control.

[0198] Specifically, for ease of understanding, please refer to Figure 7 , Figure 7 This is another schematic diagram of the competition schedule interaction interface in this application embodiment. As shown in the figure, 701 is used to indicate the unlocked winning team control. The winning team control corresponds to the team that won the finals of the official competitive event in the current season (i.e., the "Silver Wolves" team). When the player clicks the winning team control indicated by 701, an interactive operation is triggered for the winning team control. Thus, under the condition that the competitive match triggering conditions are met, the player can engage in a competitive match against the AI ​​team corresponding to the "Silver Wolves" team.

[0199] It should be noted that this application uses a four-round competitive format as an example, but this should not be construed as a limitation of the application. In the first round, players can challenge the AI ​​teams corresponding to the four teams that lost in the quarterfinals. In the second round, players can challenge the AI ​​teams corresponding to the two teams that lost in the semifinals. In the third round, players can challenge the AI ​​team corresponding to the runner-up who lost in the finals. In the fourth round, players can also challenge the AI ​​team corresponding to the champion team that won in the finals.

[0200] It is worth noting that the opening time of each competitive round is related to the schedule of the official competitive event. For example, the first competitive round can be opened by default, the second competitive round can be opened after the semi-finals of the official competitive event, the third competitive round can be opened after the finals of the official competitive event, and the fourth competitive round can be opened the day after the finals or at the start time of the awards ceremony.

[0201] Secondly, this application provides a method to support players in challenging the champion team. Through this method, after the final stage of an official competitive event concludes, challenge permissions for the champion team can be opened. This closely mirrors the complete process of a real-world competition, enhancing the realism of the event synchronization and making the competitiveness and completeness of the game's gameplay more aligned with real-world competitive logic.

[0202] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by the present application, the player team is configured to belong to the main control game account, and the main control game account is granted control permissions over any virtual character in the player team;

[0203] It may also include:

[0204] In response to the switching operation for the first virtual character, the first virtual character controlled by the main game account is switched to the second virtual character, where both the first and second virtual characters belong to the player's team;

[0205] The second virtual character is controlled through the main game account.

[0206] In one or more embodiments, a method supporting single-player control of a player team is described. As can be seen from the foregoing embodiments, when the number of virtual characters in a player team is greater than one, the player can select to control any one virtual character through a main account, while the remaining virtual characters are managed by AI. After the player switches virtual characters, the AI-managed virtual characters will also change accordingly.

[0207] Specifically, for ease of understanding, please refer to Figure 8 , Figure 8 This is a schematic diagram of a player controlling a virtual character in an embodiment of this application, such as... Figure 8 The game interface shown in Figure (A) exemplifies this: five virtual characters wearing white uniforms belong to the player's team, and five virtual characters wearing black uniforms belong to the target team. 801 indicates the first virtual character. When the player triggers a switch operation for the first virtual character, the following is displayed: Figure 8 The game interface shown in Figure (B) is shown. 802 is used to indicate the second virtual character.

[0208] Understandably, players can control virtual characters to perform offensive actions (such as jump shots, free throws, layups, passes, etc.) and defensive actions (such as switching players, steals, blocks, etc.).

[0209] It should be noted that configuring a player team to belong to the master game account means that the player team is created or owned by the master game account, and the master game account has control over each virtual character in the player team.

[0210] Secondly, this application provides a method for supporting a single player to control a player team. Through this method, a single person can control the entire player team and freely switch virtual characters, thereby increasing the freedom of game operation and making tactical planning more autonomous and strategic.

[0211] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the competitive match triggering condition includes at least one of the following:

[0212] The number of remaining matches for the main game account is greater than 0 per day. The number of remaining matches per day represents the number of competitive matches that the game account can participate in within a single natural day.

[0213] The total number of remaining matches for the main game account is greater than 0, where the total number of remaining matches represents the number of competitive matches that the game account can participate in within the current season;

[0214] The personal score of the main game account is greater than or equal to the game score threshold;

[0215] The account level of the main game account is greater than or equal to the game level threshold;

[0216] Received a preparation operation triggered by the main game account.

[0217] In one or more embodiments, a method for determining whether the competitive match triggering conditions are met is described. As can be seen from the foregoing embodiments, when the competitive match triggering conditions are met, it supports player teams engaging in competitive matches with target participating teams. In practical applications, meeting the competitive match triggering conditions may include at least one of the following, which will be described separately below.

[0218] (1) Based on the number of remaining games per day;

[0219] Using a single calendar day as the statistical and refresh cycle, a maximum number of competitive matches that a game account can participate in each day is set (e.g., 3 times). Each time a player participates in a competitive match, the remaining matches for the day decrease by one. When the remaining matches for the day reach 0, no more competitive matches can be participated in that day.

[0220] (2) Based on the total number of remaining games;

[0221] Using the current season as the statistical and reset period, a game account has a maximum number of competitive matches that can be participated in within a season (e.g., 20 times). Each time a player participates in a competitive match, the total number of remaining matches decreases by one. When the total number of remaining matches reaches 0, meaning the player can no longer participate in competitive matches before the end of the current season.

[0222] (3) Based on individual points;

[0223] Players can accumulate personal points during gameplay; for example, a victory earns 20 points. A player reaches the minimum score required to participate in competitive matches when their personal points on the main game account are greater than or equal to the match score threshold (e.g., 200 points).

[0224] (4) Based on account level;

[0225] Account level is a growth value that an account increases through completing matches, daily tasks, and other activities. It reflects the overall growth stage of the game account. The match level threshold (e.g., level 10) represents the minimum level standard for participating in competitive matches.

[0226] (5) Based on player actions;

[0227] After selecting the target team control, players also need to click the "Ready" control in the match schedule interaction interface. This triggers the preparation operation through the main game account, indicating that the player is ready to start the competitive match.

[0228] Furthermore, this application provides a method for determining whether the conditions for triggering a competitive match are met. This method, based on the aforementioned determination rule, lowers the barrier to entry for competitive matches. Therefore, it can adapt to the growth progress and usage status of different game accounts, enabling players who meet a single condition to participate in competitive matches.

[0229] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the master game account belongs to the player team, and the master game account is used to control the target virtual character in the player team;

[0230] Other virtual characters in the player's party include at least one of the following:

[0231] Virtual characters controlled by other game accounts within the collaborative virtual community to which the main game account belongs. The collaborative virtual community is a virtual player organization independently formed by players within the game through their game accounts.

[0232] Virtual characters controlled by artificial intelligence models;

[0233] Virtual characters controlled by randomly matched game accounts;

[0234] Virtual characters controlled by other game accounts that are friends with the main game account.

[0235] In one or more embodiments, a method for supporting player control of a target virtual character is described. As can be seen from the foregoing embodiments, when the number of virtual characters in a player's team is greater than one, the player can select to control a specific virtual character (i.e., the target virtual character) through the main control account, while the remaining virtual characters can be controlled by other players or managed by AI.

[0236] In one implementation, other players' game accounts belong to the same collaborative virtual community (also known as an "alliance" or "club") as the main game account. In this case, only players within their own collaborative virtual community can form teams; members outside the community cannot join (i.e., they cannot access the corresponding match interface). Furthermore, a threshold for forming a team can be set; for example, players may need to have joined the collaborative virtual community for 24 hours before they can form or join a team.

[0237] In another implementation, other players' game accounts are randomly matched.

[0238] In another implementation, other players' game accounts have a friend relationship with the main game account (e.g., game friends, or social media friends).

[0239] Specifically, for ease of understanding, please refer to Figure 9 , Figure 9 This is another schematic diagram illustrating player control of a virtual character in an embodiment of this application, such as... Figure 9 The game interface shown in Figure (A) exemplifies this: five virtual characters wearing white uniforms belong to the player's team, and five virtual characters wearing black uniforms belong to the target team. 901 is used to indicate the target virtual character controlled by the main game account. After the target virtual character, controlled by the main game account, passes the basketball to a teammate virtual character, the following is displayed: Figure 9 The game interface shown in Figure (B) indicates that the main game account still controls the target virtual character indicated by 901.

[0240] It should be noted that "the controlling game account belongs to the player's team" means that the controlling game account is an integral part of the player's team; that is, the controlling game account is subordinate to the player's team. The controlling game account's permissions are only directed to the designated target virtual character within the player's team.

[0241] It should be clarified that a "collaborative virtual community" can also be called an "alliance," referring to a player community organization spontaneously initiated and freely formed by players within a game. After joining, players can participate in exclusive gameplay with members of the collaborative virtual community and obtain exclusive alliance rewards. In the embodiments of this application, a "collaborative virtual community" refers to a player collaborative organization spontaneously formed by players within the target game application. Members of the collaborative virtual community can team up to fight against AI teams, and the personal points obtained after winning the competitive matches against the AI ​​teams will be directly added to the community points of the collaborative virtual community.

[0242] Secondly, this application provides a method for players to control a target virtual character. Through this method, players can focus on controlling a single virtual character, while other virtual characters can be controlled by other players online or managed by AI, thus ensuring a smooth game flow. Furthermore, players can team up with other players from the same collaborative virtual community for competitive matches, thereby solving the problems of limited community functionality and a lack of dedicated multiplayer cooperative gameplay, and thus more fully releasing the social value within the game.

[0243] Optionally, in the above Figure 3Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the competitive match triggering condition includes at least one of the following:

[0244] The number of remaining matches per day for at least one of the main game account and other game accounts is greater than 0. The number of remaining matches per day represents the number of competitive matches that a game account can participate in within a single natural day.

[0245] The total number of remaining matches for at least one of the main game account and other game accounts is greater than 0. The total number of remaining matches represents the number of competitive matches that the main game account can participate in during the current season.

[0246] The personal score of at least one of the main game account and other game accounts is greater than or equal to the game score threshold.

[0247] The account level of at least one of the main game account and other game accounts is greater than or equal to the game level threshold;

[0248] Received preparation actions triggered by the main game account and other game accounts.

[0249] In one or more embodiments, another method for determining whether the competitive match triggering conditions are met is described. As can be seen from the foregoing embodiments, when the competitive match triggering conditions are met, it supports player teams engaging in competitive matches with target participating teams. In practical applications, meeting the competitive match triggering conditions may include at least one of the following, which will be described separately below.

[0250] (1) Based on the number of remaining games per day;

[0251] Using a single calendar day as the statistical and refresh cycle, a maximum number of competitive matches that a game account can participate in each day is set (e.g., 3 times). Each time a player participates in a competitive match, the remaining matches for the day decrease by one. When the main game account and other game accounts form a player team, if any game account has more than 0 remaining matches per day, the player team can compete against the target team. If every game account in the player team has 0 remaining matches per day, they cannot participate in competitive matches.

[0252] (2) Based on the total number of remaining games;

[0253] Using the current season as the statistical and reset period, a game account has a maximum number of competitive matches it can participate in within a season (e.g., 20 matches). Each time a player participates in a competitive match, the total number of remaining matches decreases by one. When the main game account and other game accounts form a player team, if any game account has a total number of remaining matches greater than 0, the player team can compete against the target team. When the total number of remaining matches for each game account in the player team is 0, they cannot participate in competitive matches.

[0254] (3) Based on individual points;

[0255] Players can accumulate personal points during the game; for example, a victory earns 20 points. When the main game account and other game accounts form a player team, if any game account's personal points are greater than or equal to the match point threshold (e.g., 200 points), the player team can compete against the target team.

[0256] (4) Based on account level;

[0257] Account level is a growth value that an account increases through completing matches, daily tasks, and other activities, reflecting the overall growth stage of the game account. When the main game account and other game accounts form a player team, if the account level of any game account is greater than or equal to the match level threshold, the player team can compete against the target team.

[0258] (5) Based on player actions;

[0259] When the main game account and other game accounts form a player team, all players in the team click the "Ready" control in the match interaction interface. This indicates that all players are ready to start the competitive match.

[0260] Furthermore, this application provides another method for determining whether the conditions for triggering a competitive match are met. This method, based on the aforementioned determination rule, lowers the barrier to entry for competitive matches. Therefore, it can adapt to the growth progress and usage status of multiple game accounts, allowing multiple players meeting a single condition to participate in competitive matches.

[0261] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0262] Receive the selection operation for the first competition mode, where the number of participants in the first competition mode is the same as the standard number of participants in the official competitive events;

[0263] When the conditions for triggering a competitive match are met, the match interaction interface will be displayed, which may include:

[0264] If the conditions for triggering a competitive match are met, the corresponding match interaction interface for the first tournament mode will be displayed.

[0265] In one or more embodiments, a method is described that supports players in selecting a first format mode. As can be seen from the foregoing embodiments, players can select one format mode (e.g., the first format mode) within a season and engage in competitive matches based on that format mode throughout the season.

[0266] Taking a formal basketball game as an example, the standard rules for a regular season game in official competitive events are as follows: a full game consists of four quarters, each lasting 12 minutes, for a total of 48 minutes. There is a 15-minute break between the first and second halves, a 2-minute break between quarters, and 5 minutes of overtime. The team with the most points at the end of regulation time wins. If the two teams have the same score at the end of regulation time, overtime is played until a winner is determined. The playing court is a standard 5-on-5 basketball court, approximately 28 meters wide. 15 meters, which refers to the entire competition.

[0267] In basketball games, the first format mode's rules are as follows: a game consists of four quarters, each lasting three minutes, for a total of 12 minutes. A successful shot from beyond the three-point line is worth 3 points, and a successful shot inside the three-point line is worth 2 points. If a player is fouled and awarded free throws, a successful free throw is worth 1 point. Foul rules include regular personal fouls and technical fouls, and violations include, but are not limited to, the 24-second shot clock rule, the 8-second cross-court rule, the offensive 3-second rule, and the defensive 3-second rule, as well as the substitution rule.

[0268] Specifically, for ease of understanding, please refer to Figure 10 , Figure 10 This is a schematic diagram illustrating the game interaction interface based on the first game format in this embodiment of the application, as shown below. Figure 10 As shown in Figure (A), 1001 indicates the first format control. 1002 indicates the season view control. Assuming the player selects the first format control indicated by 1001, this triggers a selection operation for the first format mode. When the player clicks the season view control indicated by 1002, it triggers a view operation for the current season's schedule, thus displaying... Figure 10 The schedule interaction interface is shown in Figure (B).

[0269] Assuming the player selects the team control indicated by 1003, that team control will be designated as the target team control. Based on this, when the player clicks the preparation control indicated by 1004, the preparation operation is triggered, resulting in the following display: Figure 10 The game interaction interface shown in Figure (C) is shown in the middle.

[0270] It should be noted that the standard number of participants in the regular format of official competitive events is 10, meaning each team needs 5 players. Based on this, the first format also requires 10 participants, with 5 players on each team.

[0271] Secondly, this application embodiment provides a method to support players in selecting the first competition format mode. This method recreates the rules and rhythm of a real competition, catering to players' gaming experience needs and enhancing game immersion. The dedicated interface corresponding to the first competition format mode clearly presents competition-related data and processes, lowering the learning curve and satisfying players' competitive strategy experience.

[0272] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0273] Display the target participating team in the game's interactive interface;

[0274] The target participating team uses the starting lineup of the team corresponding to the target team control in the advancement stage of the official competitive event.

[0275] In one or more embodiments, a method for forming a target participating team based on a first competition format is described. As can be seen from the foregoing embodiments, taking a formal basketball game as an example, in a regular season format, each team has 5 players on the court, each player corresponding to a position, such as center, power forward, small forward, shooting guard, and point guard. Based on this, in the first competition format, the target participating team should also include 5 virtual roles.

[0276] Specifically, for ease of understanding, please refer to Figure 11 , Figure 11 This is a schematic diagram illustrating the display of target participating teams based on the first competition format in an embodiment of this application, as shown below. Figure 11 The match schedule interaction interface shown in Figure (A) assumes that if the player selects the team control indicated by 1101, then that team control will be used as the target team control. Based on this, the player information indicated by 1102 will be displayed. For example, the player information indicated by 1102 represents the starting lineup of the "Red Bear" team in the quarterfinals stage of the official competitive event, which includes player A, player B, player C, player D, and player E.

[0277] When the player clicks the preparation control indicated by 1103, the preparation operation is triggered, and thus, the following is displayed: Figure 11The game interface is shown in Figure (B). Five virtual characters wearing black team uniforms belong to the target team. For example, 1104 indicates the virtual character corresponding to player A in the target team. 1105 indicates the virtual character corresponding to player B in the target team. 1106 indicates the virtual character corresponding to player C in the target team. 1107 indicates the virtual character corresponding to player A in the target team. 1108 indicates the virtual character corresponding to player E in the target team.

[0278] Understandably, in the first tournament format, players can set up five virtual characters to start the game and use coaching strategies, lineup rotations, and tactical strategies to compete. The starting virtual characters of the target team are the virtual characters corresponding to the starting players in the real tournament.

[0279] Furthermore, this application provides a method for forming target participating teams based on a first competition format. By using the starting lineups of teams from official competitive events as the starting lineups of the corresponding AI teams in the game, the actual competitive landscape of the events can be highly replicated, making the game battles more closely resemble the tactical systems and player pairings of real-world teams, thereby enhancing the game's realism and immersion.

[0280] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0281] Receive the selection action for the second competition mode, where the number of participants in the second competition mode is less than the standard number of participants in the official competitive events;

[0282] When the conditions for triggering a competitive match are met, the match interaction interface will be displayed, which may include:

[0283] If the conditions for triggering a competitive match are met, the corresponding match interaction interface for the second match mode will be displayed.

[0284] In one or more embodiments, a method for supporting players to select a second tournament format is described. As can be seen from the foregoing embodiments, players can select one tournament format (e.g., a second tournament format) within a season and engage in competitive matches based on that format throughout the season.

[0285] Taking a real-world street basketball game as an example, the standard rules are as follows: the entire game consists of two quarters, each lasting 10 minutes, for a total of 20 minutes. There is a 2-minute break between quarters, with no separate half-court rest. The scoring rules are the same as in regular season. The team with the higher score at the end of regulation time wins. If the scores are tied, overtime begins, lasting 5 minutes, until a winner is determined.

[0286] In basketball games, the rules for the second format are as follows: a game consists of two 5-minute quarters, for a total of 10 minutes. A successful shot from beyond the three-point line is worth 3 points, and a successful shot inside the three-point line is worth 2 points. If a player is fouled and awarded free throws, a successful free throw is worth 1 point. The foul rules, violation rules, and substitution rules are similar to the first format and will not be repeated here.

[0287] Specifically, for ease of understanding, please refer to Figure 12 , Figure 12 This is a schematic diagram illustrating the game interaction interface based on the second game format in an embodiment of this application, such as... Figure 12 As shown in Figure (A), 1201 indicates the second format control. 1202 indicates the season view control. Assuming the player selects the second format control indicated by 1201, this triggers a selection operation for the second format mode. When the player clicks the season view control indicated by 1202, it triggers a view operation for the current season's schedule, thus displaying... Figure 12 The schedule interaction interface is shown in Figure (B).

[0288] Assuming the player selects the team control indicated by 1203, that team control will be designated as the target team control. Based on this, when the player clicks the preparation control indicated by 1204, the preparation operation is triggered, resulting in the following display: Figure 12 The game interaction interface shown in Figure (C) is shown in the middle.

[0289] It should be noted that the standard number of participants in the street format of official competitive events is 6, meaning each team needs 3 players. Based on this, the second format also requires 6 participants, with 3 players on each team (player team and target team). However, since street format competitions are not held in official competitive events, the number of participants in the second format (e.g., 6) is less than the standard number of participants in official competitive events (e.g., 10).

[0290] Secondly, this application provides a method to support players in selecting a second competition format. This method recreates the rules and pace of a real competition, catering to players' gaming experience needs and enhancing game immersion. The dedicated interface corresponding to the second competition format clearly presents competition-related data and processes, lowering the learning curve and satisfying players' competitive strategy needs.

[0291] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0292] Display the target participating team in the game's interactive interface;

[0293] The target participating teams will be randomly selected from the starting lineups of the teams corresponding to the target team control during the advancement stage of official competitive events.

[0294] In one or more embodiments, a method for forming target participating teams based on a second competition format is described. As can be seen from the foregoing embodiments, taking a real-world street basketball game as an example, in a street competition format, each team has three players on the court, each player corresponding to a position, such as inside, forward, and outside. Based on this, in the second competition format, the target participating team should also include three virtual characters.

[0295] Specifically, for ease of understanding, please refer to Figure 13 , Figure 13 This is a schematic diagram illustrating the display of target participating teams based on the second competition format in an embodiment of this application, as shown below. Figure 13 The match schedule interaction interface shown in Figure (A) assumes that if the player selects the team control indicated by 1301, then that team control will be used as the target team control. Based on this, the player information indicated by 1302 will be displayed. For example, the player information indicated by 1302 represents the starting lineup of the "Red Bear" team in the quarterfinals stage of the official competitive event, which includes player A, player B, player C, player D, and player E.

[0296] When the player clicks the preparation control indicated by 1303, the preparation operation is triggered, and thus, the following is displayed: Figure 13 The game interface is shown in Figure (B). Assume that Player A, Player B, and Player D are randomly selected from the starting lineup of the "Red Bear" team in the quarterfinals. Three virtual characters wearing black team uniforms belong to the target team. For example, 1304 indicates the virtual character corresponding to Player A in the target team. 1305 indicates the virtual character corresponding to Player B in the target team. 1306 indicates the virtual character corresponding to Player D in the target team.

[0297] Understandably, in the second format, players can set up three virtual characters to start the game and use coaching strategies, lineup rotations, and tactical strategies to compete. The starting virtual characters of the target team are virtual characters corresponding to some of the starting players in the real-world competition.

[0298] Furthermore, this application provides a method for forming target teams based on a second competition format. By randomly selecting several players from the starting lineup of teams in official competitive events, and using the virtual characters corresponding to these players as the starting lineup of the corresponding AI teams in the game, this not only reflects the actual player strength and team composition logic, preserving the realism of the competition, but also breaks the fixed lineup due to randomness, avoiding tactical monotony and thus enhancing the freshness and strategic depth of the competitive matches.

[0299] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, the target participating team consists of at least one virtual character;

[0300] Each virtual character in the target team corresponds to a participant in the advancement stage of the official competitive event. When the player team and the target team compete against each other, the virtual characters in the target team perform competitive actions based on the corresponding participant's skill statistics.

[0301] In one or more embodiments, a method for simulating virtual character competitions based on technical statistics is described. As can be seen from the foregoing embodiments, taking a target team consisting of 5 virtual characters as an example, each virtual character corresponds to a participant (i.e., a real player) competing in the advancement stage of an official competitive event. Based on this, technical statistics for each participant in the corresponding advancement stage can be obtained.

[0302] It should be clarified that "technical statistics" is a collective term for various data formed by objectively recording the technical actions and competitive performance of participants in various competitive events. It encompasses basic statistical data, rate-based statistical data, and other quantitative data related to the technical abilities and competitive performance of participants. In the embodiments of this application, "technical statistics" refers to the technical rate-based data obtained by actually measuring and statistically analyzing the various competitive technical actions of participants during the advancement stage of official competitive events. This includes, but is not limited to, one or more of the following: field goal percentage, three-point percentage, free throw percentage, rebounding percentage, steal percentage, block percentage, assist percentage, and turnover rate. It is used to quantify the probability that the virtual character corresponding to the participant will perform various technical actions in the competitive game.

[0303] Specifically, taking basketball games as an example, the participants are real basketball players. For clarity, please refer to Table 2, which illustrates the basis for simulating competitive actions based on technical statistics.

[0304] Table 2

[0305]

[0306] Secondly, this application provides a method for simulating virtual character matches based on technical statistics. By using this method, virtual characters in the AI ​​team can simulate matches based on the technical statistics of real competitors (e.g., basketball players), which can highly replicate the actual competitive level and player characteristics. This makes the competitive process more closely resemble the logic of actual events, thereby enhancing the realism, professionalism, and reference value of the matches.

[0307] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0308] The schedule interaction interface displays the current available points for each unlocked team control. The current available points represent the maximum points that a team can deduct. When the current available points are lower than or equal to the points threshold, the corresponding team cannot be selected as the target participating team.

[0309] After the competitive match trigger conditions are met, the match interaction interface will be displayed, and may also include:

[0310] If a player team wins a competitive match, update the current available points corresponding to the target team's control;

[0311] The updated current available points are obtained by subtracting the match calculation points from the current available points corresponding to the target team control. The match calculation points are calculated based on the results of the competitive matches.

[0312] In one or more embodiments, a method for selecting a target participating team based on currently available points is described. As described in the foregoing embodiments, the competition schedule interface also displays the currently available points corresponding to each unlocked team control. Each team control corresponds to an AI team. In this application, an initial available point can be pre-configured for each AI team; different AI teams can be configured with the same or different initial available points. After an AI team is challenged by a player team, if the player team wins, the AI ​​team needs to deduct a certain number of points, and its currently available points will be displayed.

[0313] Specifically, for ease of understanding, please refer to Figure 14 , Figure 14 This is a schematic diagram illustrating the display of currently available points based on the unlocked team control in an embodiment of this application, such as... Figure 14 The competition schedule interaction interface shown in Figure (A) displays the current available points of the corresponding AI team in the unlocked team controls. Taking the team control indicated by 1401 as an example, 1402 is used to indicate the current available points (i.e., 150 points) of the AI ​​team corresponding to this team control.

[0314] like Figure 14 The competition interface shown in Figure (B) uses the team control indicated by 1403 as an example. 1404 indicates the current available points (i.e., 0 points) of the AI ​​team corresponding to that team control. Assuming the points threshold is set to 0, when the player selects the team control indicated by 1403, the prompt message indicated by 1405 is displayed. This prompt message informs the player that they cannot continue challenging the AI ​​team; that is, the AI ​​team cannot be selected as a target team.

[0315] It should be noted that if the player team defeats the AI ​​team, the match score needs to be calculated based on the result of the competitive match, and then the match score is deducted from the AI ​​team's current available score to obtain the AI ​​team's updated current available score.

[0316] Secondly, this application provides a method for selecting a target team based on currently available points. Using this method, when the current available points for an AI team are less than or equal to a points threshold, the player cannot select that AI team as their target team. This avoids repeatedly challenging a single AI team, thus balancing the interaction frequency among different AI teams. Furthermore, it can guide players to try challenging different AI teams, thereby enriching the gameplay experience.

[0317] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, when a player team wins a competitive match, updating the currently available points corresponding to the target team control may specifically include:

[0318] If a player's team wins a competitive match, and the current available points corresponding to the target team's control are greater than or equal to the match's calculated points, then the updated current available points, obtained by deducting the match's calculated points from the current available points corresponding to the target team's control, will be displayed.

[0319] If a player team wins a competitive match, and the current available points corresponding to the target team control are less than the match's calculated points, then zero will be displayed as the updated current available points corresponding to the target team control.

[0320] In one or more embodiments, a method for updating the currently available points corresponding to an AI team is described. As can be seen from the foregoing embodiments, for an unlocked team control, if the currently available points of its corresponding AI team are higher than a points threshold, the player can select that AI team as the target team to compete against.

[0321] Specifically, for ease of understanding, please refer to Figure 15 , Figure 15 This is a schematic diagram of the updated currently available integrals in an embodiment of this application, as shown below. Figure 15 The match interaction interface shown in Figure (A) uses the team control indicated by 1501 as an example. 1502 indicates the current available points (i.e., 150 points) of the AI ​​team corresponding to this team control. If the player selects the team control indicated by 1501, this team control becomes the target team control, and a competitive match begins. If the player's team wins the competitive match, the match score is calculated. Based on this, the methods for updating the AI ​​team's current available points based on the match score will be explained below.

[0322] (1) The currently available points are greater than or equal to the points calculated in the game;

[0323] Taking a target team control with 150 currently available points as an example, assuming the match score calculated based on the competitive match results is 100, the following will be displayed: Figure 15 The match schedule interaction interface is shown in Figure (B). Among them, 1503 is used to indicate the updated current available points, that is, the updated current available points (i.e., 50 points) obtained after deducting the match calculation points (i.e., 100 points) from the current available points (i.e., 150 points) corresponding to the target team control.

[0324] (2) The currently available points are less than the points calculated for each game;

[0325] Taking a target team control with 150 currently available points as an example, and assuming the match score calculated based on the competitive match results is 200, the following would be displayed: Figure 15 The match schedule interaction interface is shown in Figure (C). Here, 1504 indicates the updated current available points. That is, the current available points corresponding to the target team control (i.e., 150 points) are insufficient to deduct the match calculation points (i.e., 100 points), therefore, it is directly displayed as "0".

[0326] Furthermore, this application provides a method for updating the currently available points for an AI team. This method simplifies the points calculation process, quickly completing points deduction or zeroing operations, thereby improving data update efficiency.

[0327] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by the present application, the game score is calculated based on at least one of the following in the case of a competitive game: the score by which the player team leads the target team, and the strength level of the target team.

[0328] In one or more embodiments, a method for calculating match scoring points is described. As can be seen from the foregoing embodiments, when a player team wins a competitive match, match scoring points also need to be calculated.

[0329] One implementation involves calculating the match score based on the player team's lead over the AI ​​team. For example, the lead score can be multiplied by a fixed coefficient (e.g., 10) to obtain the match score. Another implementation involves calculating the match score based on the AI ​​team's skill level; that is, different skill levels correspond to a fixed score, which is then used as the match score. A third implementation calculates the match score based on both the player team's lead over the AI ​​team and the AI ​​team's skill level; this calculation method will be described in detail below.

[0330] Specifically, for ease of understanding, please refer to Figure 16 , Figure 16 This is a schematic diagram illustrating the team strength levels in an embodiment of this application. As shown in the figure, taking four pre-set strength levels as an example, 1601 indicates the "easy" strength level. 1602 indicates the "medium" strength level. 1603 indicates the "difficult" strength level. 1604 indicates the "challenging" strength level.

[0331] For clarity, please refer to Table 3, which provides an illustration of the difficulty coefficients corresponding to skill levels.

[0332] Table 3

[0333]

[0334] Based on this, the game score can be calculated in the following way:

[0335] S = G × K × D; Formula (1)

[0336] Where S represents the match score. G represents the score by which the player team leads the AI ​​team (e.g., the target team) at the end of the competitive match. K represents a fixed scoring coefficient, for example, 10. D represents the difficulty coefficient based on the skill level of the AI ​​team (e.g., the target team).

[0337] It should be noted that if a player's team loses in a competitive match, they will receive a certain number of guaranteed points (e.g., 20 points). However, if the AI ​​team that the player's team challenges loses will not receive any guaranteed points.

[0338] Furthermore, this application embodiment provides a method for calculating match scores. Using this method, based on both the player team's leading score and the AI ​​team's skill level, the score calculation more closely reflects actual match performance. That is, the larger the leading score and the higher the skill level of the AI ​​team being challenged, the more points can be obtained, thus better matching the player's match effort and reward. Optionally, in the above... Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0339] If the match score is less than or equal to the current available score corresponding to the target team control, then display at least one of the personal score and community score that have been increased in the match score, where the current available score corresponding to the target team control is reduced by the match score.

[0340] If the total score for the match is greater than the current available score corresponding to the target team control, then at least one of the personal score and community score that has been increased in the single match will be displayed. The current available score corresponding to the target team control will be reduced by the single match score, and the single match score will be equal to the current available score corresponding to the target team control.

[0341] In one or more embodiments, a method for updating personal points and community points is described. As can be seen from the foregoing embodiments, for an AI team, if the match-calculated points are less than or equal to the AI ​​team's current available points, the match-calculated points can be directly deducted from the AI ​​team's current available points and added to the personal points of the game account and the community points of the affiliated collaborative virtual community.

[0342] Specifically, for ease of understanding, please refer to Figure 17 , Figure 17 This is a schematic diagram illustrating personal points and community points in an embodiment of this application. As shown in the figure, 1701 indicates the personal points corresponding to the main game account. 1702 indicates the community points of the collaborative virtual community to which the main game account belongs. The community points are shared by the collaborative virtual community; that is, players belonging to the same collaborative virtual community have the same community points.

[0343] The following examples will illustrate the updates of personal points and community points.

[0344] (1) The game's calculated score is less than or equal to the AI ​​team's current available score;

[0345] Taking a target team control with 150 currently available points, a main game account with 450 personal points, and a main game account with 20,000 community points in its collaborative virtual community as an example, and assuming the calculated match score is 100, then the main game account can obtain a single match score equal to the match score.

[0346] Based on this, the current available points corresponding to the target team control are updated to 50, the personal points corresponding to the main control game account are updated to 550, and the community points of the collaborative virtual community to which the main control game account belongs are updated to 20100.

[0347] (2) The calculated score for the game is greater than the current available score of the AI ​​team;

[0348] Taking a target team control with 150 currently available points, a master game account with 450 personal points, and a master game account with 20,000 community points in its collaborative virtual community as an example, and assuming the calculated match score is 200, then the master game account can obtain a single match score equal to the target team control's currently available points (i.e., the maximum points the AI ​​team can deduct).

[0349] Based on this, the current available points corresponding to the target team control are updated to 0, the personal points corresponding to the main control game account are updated to 550, and the community points of the collaborative virtual community to which the main control game account belongs are updated to 20100.

[0350] Furthermore, this application provides a method for updating personal points and community points. This method deeply binds personal points and community points, thereby strengthening collaboration and a sense of belonging among members within the collaborative virtual community.

[0351] Optionally, in the above Figure 3 Based on one or more corresponding embodiments, in another optional embodiment provided by this application, after receiving the interactive operation on the target team control triggered by the schedule interaction interface, it may further include:

[0352] If the current available points corresponding to the target team's control are less than or equal to the product of the points limit and the preset ratio, a match confirmation pop-up will be displayed. The match confirmation pop-up is used for players to confirm whether they want to compete against the target team.

[0353] In one or more embodiments, a method for displaying prompt messages based on a two-confirmation mechanism is introduced. As can be seen from the foregoing embodiments, when the calculated score for the match is greater than the AI ​​team's currently available score, the player can only obtain the AI ​​team's currently available score. Therefore, when a player chooses to challenge an AI team with a lower currently available score, a match confirmation pop-up can be displayed to the player based on the two-confirmation mechanism to remind the player whether to engage in a competitive match with the selected AI team.

[0354] Specifically, for ease of understanding, please refer to Figure 18 , Figure 18 This is a schematic diagram illustrating a match confirmation pop-up window in an embodiment of this application, as shown below. Figure 18 The match schedule interaction interface shown in Figure (A) uses the team control indicated by 1801 as an example. 1802 indicates the current available points (i.e., 30 points) of the AI ​​team corresponding to this team control. Assuming the player selects the team control indicated by 1801, this team control will be used as the target team control.

[0355] Based on this, if the current available points corresponding to the target team control are less than or equal to the product of the points cap and the preset ratio, then the following will be displayed: Figure 18 (B) The interface shown in the figure. 1803 indicates the match confirmation pop-up, prompting the player whether to participate in a match with the target team. 1804 indicates the confirmation control. That is, when the player clicks the confirmation control indicated by 1804, it means that secondary confirmation has been completed.

[0356] It should be noted that since each AI team has a score cap, the product of the score cap and a preset percentage (e.g., 10%) can be used as the score warning threshold for the AI ​​team. When the remaining score of the AI ​​team falls below the score warning threshold, a secondary confirmation mechanism is triggered, which serves as the basis for determining whether to push a match confirmation prompt to the player.

[0357] Secondly, this application embodiment provides a method for displaying prompt messages based on a secondary confirmation mechanism. Using this method, when the AI ​​team's current available points are less than or equal to a points warning threshold, a prompt message will be sent to the player requesting secondary confirmation regarding whether to engage in a competitive match with that AI team. This avoids players participating in low-score competitive matches, thereby improving the player's competitive experience.

[0358] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0359] Once the settlement period ends, a leaderboard of individual points for that settlement period will be displayed.

[0360] The individual points leaderboard includes at least one of the following: the individual points of the main game account, the total individual ranking of the individual points, the individual ranking range to which the total individual ranking belongs, and the settlement reward corresponding to the individual ranking range. The individual points are the sum of all single-game points of the main game account within the settlement period.

[0361] In one or more embodiments, a method for displaying individual ranking leaderboards is described. As can be seen from the foregoing embodiments, a season includes at least one settlement period, for example, a settlement period from 00:00 on Monday to 00:00 on the following Monday. Only players who have participated in competitive matches against AI teams within this period can receive settlement rewards, and the settlement rewards differ for different ranking ranges.

[0362] Specifically, for ease of understanding, please refer to Figure 19 , Figure 19 This is a schematic diagram illustrating the personal points leaderboard in an embodiment of this application, such as... Figure 19 As shown in Figure (A), 1901 is used to indicate the leaderboard viewing control. When a player clicks the leaderboard viewing control indicated by 1901, the following will be displayed: Figure 19 The interface shown in Figure (B) is as follows. 1902 indicates the individual points leaderboard for the settlement period. 1903 indicates the main game account's individual points (i.e., 2965 points), the individual's overall ranking (i.e., 6th place), the individual ranking range to which the overall ranking belongs (i.e., the range from 4th to 9th place), and the settlement reward corresponding to the individual ranking range (i.e., 2000 gold coins).

[0363] Secondly, this application embodiment mentions a method for displaying a personal points leaderboard. Through this method, players can understand their ranking and current range based on the personal points leaderboard, intuitively know the corresponding settlement rewards, and clarify their expected returns, thereby increasing players' enthusiasm for participating in matches and climbing the leaderboard.

[0364] Optionally, in the above Figure 3 In addition to one or more corresponding embodiments, another optional embodiment provided in this application may further include:

[0365] When the settlement period ends, a community points leaderboard for that settlement period will be displayed.

[0366] The community points leaderboard includes at least one of the following: the community points of the collaborative virtual community to which the main game account belongs, the total community ranking of the community points, the community ranking range to which the total community ranking belongs, and the settlement rewards corresponding to the community ranking range. The community points are the sum of the individual points of all game accounts in the collaborative virtual community to which the main game account belongs during the settlement period.

[0367] In one or more embodiments, a method for displaying a community points leaderboard is described. As can be seen from the foregoing embodiments, a season includes at least one settlement period, for example, a settlement period from 00:00 on Monday to 00:00 on the following Monday. Only players who have participated in competitive matches against AI teams during this period and belong to a collaborative virtual community can receive settlement rewards, and the settlement rewards are different for different ranking ranges.

[0368] Specifically, for ease of understanding, please refer to Figure 20 , Figure 20 This is a schematic diagram illustrating a community points leaderboard in an embodiment of this application, such as... Figure 20 As shown in Figure (A), 2001 indicates the leaderboard viewing control. When a player clicks the leaderboard viewing control indicated by 2001, the following will be displayed: Figure 20 The interface shown in Figure (B) is as follows. 2002 indicates the community points leaderboard for the settlement period. 2003 indicates the community points (i.e., 2965 points) of the collaborative virtual community to which the controlling game account belongs, the community ranking of the community points (i.e., 6th place), the community ranking range to which the overall community ranking belongs (i.e., the range from 4th to 9th place), and the settlement reward corresponding to the community ranking range (i.e., 2000 Alliance Coins).

[0369] Understandably, Alliance Coins can be redeemed for rewards in the Alliance Shop, such as buffs and item rewards. Buffs only apply to the gameplay provided in this application. Additionally, each settlement period will offer exclusive titles based on the overall community ranking of community points.

[0370] It should be noted that Alliance Coins can be distributed equally among all members in the collaborative virtual community, or they can be distributed according to the proportion of each member's personal points. That is, the higher the personal points, the more Alliance Coins one receives. There is no restriction here.

[0371] Secondly, this application provides a method for displaying a community points leaderboard. Through this method, players can understand the ranking and range of their respective collaborative virtual communities based on the community points leaderboard, intuitively know the corresponding settlement rewards, and clarify their expected returns, thereby increasing players' enthusiasm for participating in matches and ranking up. Furthermore, it can also stimulate members within collaborative virtual communities to cooperate in ranking up, strengthening the community stickiness and overall competitive activity of the collaborative virtual community.

[0372] Based on the above embodiments, the following describes the relevant process of applying the method provided in this application to basketball games. Specifically, it is necessary to determine the actual match schedule to be used before the game, determine the strength level and team information of each AI team, and determine the update logic for status and permissions. Taking a player joining a collaborative virtual community as an example, specifically:

[0373] (1) Permission judgment for collaborative virtual communities;

[0374] The client needs to verify whether the player has joined the collaborative virtual community. If not, the gameplay entrance will be hidden. If the player has joined for less than 24 hours, the "Start Space" will be grayed out and a prompt will be displayed, such as, "Only alliance members can initiate or join a team. Non-alliance members cannot enter the team room."

[0375] (2) Round unlocking and progress control;

[0376] The system automatically unlocks each round of challenges according to the configured real-time schedule. Unlocked rounds display the remaining unlock time, and the corresponding AI teams are grayed out and unselectable. In unlocked rounds, players must defeat the AI ​​teams in sequence before challenging the next team. Depleting an AI team's score cap is considered a defeat.

[0377] (3) Integral statistics and synchronization logic;

[0378] The client system calculates players' match scores in real time, deducts the corresponding AI team's current available points according to the rules, and synchronizes the scores to the community points in the collaborative virtual community. In other words, individual scores are linked to community points; when a player changes collaborative virtual communities, their original scores are not transferred, and the new community points are recalculated.

[0379] (4) Team matching and count verification;

[0380] When forming a team in Street Mode, the client accesses the member list of the collaborative virtual community, allowing players to invite other members. Before forming a team, the remaining number of matches for all members is checked. One design approach is to allow team formation as long as at least one member has a remaining number of matches to participate in. Another design approach is to indicate that team formation is not possible if any member has a remaining number of matches to participate in. The number of matches is checked before the match starts; if there are insufficient matches, the control is grayed out.

[0381] (5) Reward distribution is synchronized with status;

[0382] Once the progress reward is unlocked, the buff effect will automatically take effect and be synchronized to all members of the collaborative virtual community. Item rewards must be manually claimed by the player, and the claim status will be synchronized to the game account. Furthermore, it can be designed so that rewards can only be claimed once per settlement period. At the end of each settlement period, the system will send reward emails to eligible members; the email expiration time can be set to 7 days.

[0383] (6) Secondary confirmation mechanism;

[0384] When the AI ​​team's remaining points are less than or equal to the points warning threshold (e.g., 10% of the points cap), a match confirmation pop-up will be triggered after the player clicks "Start Match" to prevent points from being wasted.

[0385] Based on the method provided in this application, firstly, it can enhance social value, allowing members of collaborative virtual communities to engage in deeper interactions through team challenges and accumulated points, thereby increasing community cohesion. Secondly, it can deepen the dissemination of basketball culture, enhancing player immersion through tiered challenges and themed event design. Finally, based on flexible adaptation to multiple modes and support for different game formats, it is compatible with the competitive habits of different players, effectively expanding the scope of gameplay.

[0386] Please see Figure 21 , Figure 21 This is a flowchart illustrating a competitive match based on official esports events, as shown in the figure. Specifically:

[0387] In step S1, the quarterfinals stage of XXXX in reality (i.e., the official competitive event) ends.

[0388] In step S2, the current season is open within the target game application.

[0389] In step S3, the first round of challenges begins, where player teams can challenge the AI ​​teams that were eliminated in the quarterfinals.

[0390] In step S4, the semifinals of XXXX in reality (i.e., the official competitive event) come to an end.

[0391] In step S5, the second round of challenges begins, where player teams can challenge the AI ​​teams that were eliminated in the semifinals.

[0392] In step S6, the finals of the official competitive event conclude.

[0393] In step S7, the third round of challenges begins, where player teams can challenge the AI ​​team corresponding to the runner-up.

[0394] In step S8, the actual awards ceremony takes place on the day of the ceremony.

[0395] In step S9, the fourth round of challenges begins, where player teams can challenge the AI ​​team corresponding to the champion.

[0396] The following is a detailed description of the competitive game implementation device in this application. Please refer to [link / reference]. Figure 22 , Figure 22 This is a schematic diagram of one embodiment of the competitive game implementation device in this application. The competitive game implementation device 220 includes:

[0397] Display module 2201 is used to respond to the schedule viewing operation for the current season and display the schedule interaction interface. The schedule interaction interface provides at least one unlocked team control. Each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. The team in the elimination state is a team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage.

[0398] The receiving module 2202 is used to receive an interactive operation triggered by the competition schedule interactive interface for the target team control, wherein the interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team, and the target team control is any team control among at least one team control.

[0399] The display module 2201 is also used to display the game interaction interface when the competitive game triggering conditions are met. The game interaction interface is the interaction interface between the player team to which the main control game account belongs and the target participating team. The main control game account is used to control at least one virtual character in the player team.

[0400] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0401] Display module 2201 is specifically used to respond to the schedule viewing operation for the current season and display a schedule interaction interface including N team controls;

[0402] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls;

[0403] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0404] N is a positive even number, and i is an integer greater than or equal to 1.

[0405] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0406] Display module 2201 is specifically used to respond to the schedule viewing operation for the current season and display a schedule interactive interface including N team controls and M team controls;

[0407] Among them, the N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls, and the M team controls are divided into M / 2 unlocked team controls and M / 2 locked team controls;

[0408] The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage of the official competitive event and stop at the (i+1)-th promotion stage of the official competitive event. The teams corresponding to the unlocked N / 2 team controls participate in the i-th promotion stage and enter the (i+1)-th promotion stage.

[0409] The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will stop at the (i+2)th promotion stage of the official competitive event. The teams corresponding to the unlocked M / 2 team controls will participate in the (i+1)th promotion stage and will enter the (i+2)th promotion stage.

[0410] Both N and M are positive even numbers, and M equals N / 2, where i is an integer greater than or equal to 1.

[0411] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0412] The receiving module 2202 is specifically used to respond to the interactive operation triggered by the schedule interaction interface for any team control among all unlocked team controls, and to take any team control as the target team control.

[0413] Among them, the strength level of the team corresponding to the team control is positively correlated with the number of teams participating in the advancement stage, and the strength level of the team is positively correlated with the difficulty of the competitive game.

[0414] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0415] The display module 2201 is also used to display the unlocked winning team control in the schedule interaction interface, wherein the winning team control corresponds to the team that wins the final in the official competitive event corresponding to the current season;

[0416] The receiving module 2202 is also used to receive interactive operations on the winning team control triggered by the competition schedule interactive interface;

[0417] The display module 2201 is also used to display the game interaction interface of the player team to which the main control game account belongs and the champion team corresponding to the winning team control when the competitive game trigger conditions are met.

[0418] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the player team is configured to belong to the main control game account, and the main control game account is given control permissions over any virtual character in the player team;

[0419] The competitive game implementation device 220 also includes a switching module 2203 and a control module 2204;

[0420] The switching module 2203 is used to respond to the switching operation for the first virtual character, switching the first virtual character controlled by the main game account to the second virtual character, wherein both the first virtual character and the second virtual character belong to the player's team;

[0421] The control module 2204 is used to control the second virtual character through the main control game account.

[0422] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the competitive game triggering condition includes at least one of the following:

[0423] The number of remaining matches for the main game account is greater than 0 per day. The number of remaining matches per day represents the number of competitive matches that the game account can participate in within a single natural day.

[0424] The total number of remaining matches for the main game account is greater than 0, where the total number of remaining matches represents the number of competitive matches the game account can participate in within the current season;

[0425] The personal score of the main game account is greater than or equal to the game score threshold;

[0426] The account level of the main game account is greater than or equal to the game level threshold;

[0427] Received a preparation operation triggered by the main game account.

[0428] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the master game account belongs to the player team, and the master game account is used to control the target virtual character in the player team;

[0429] Other virtual characters in the player's party include at least one of the following:

[0430] Virtual characters controlled by other game accounts within the collaborative virtual community to which the main game account belongs. The collaborative virtual community is a virtual player organization independently formed by players within the game through their game accounts.

[0431] Virtual characters controlled by artificial intelligence models;

[0432] Virtual characters controlled by randomly matched game accounts;

[0433] Virtual characters controlled by other game accounts that are friends with the main game account.

[0434] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the competitive game triggering condition includes at least one of the following:

[0435] The number of remaining matches per day for at least one of the main game account and other game accounts is greater than 0. The number of remaining matches per day represents the number of competitive matches that a game account can participate in within a single natural day.

[0436] The total number of remaining matches for at least one of the main game account and other game accounts is greater than 0. The total number of remaining matches represents the number of competitive matches that the main game account can participate in during the current season.

[0437] The personal score of at least one of the main game account and other game accounts is greater than or equal to the game score threshold.

[0438] The account level of at least one of the main game account and other game accounts is greater than or equal to the game level threshold;

[0439] Received preparation actions triggered by the main game account and other game accounts.

[0440] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0441] The receiving module 2202 is also used to receive the selection operation for the first competition mode, wherein the number of participants in the first competition mode is consistent with the standard number of participants in the official competitive event.

[0442] Display module 2201 is specifically used to display the corresponding game interaction interface in the first game mode when the competitive game trigger conditions are met.

[0443] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0444] The display module 2201 is also used to display the target participating team in the game interaction interface;

[0445] The target participating team uses the starting lineup of the team corresponding to the target team control in the advancement stage of the official competitive event.

[0446] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0447] Receive the selection operation for the second competition mode, where the number of participants in the second competition mode is less than that in the official competitive event receiving module 2202, and is also used for the standard number of participants;

[0448] Display module 2201 is specifically used to display the corresponding game interaction interface in the second game mode when the competitive game trigger conditions are met.

[0449] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0450] The display module 2201 is also used to display the target participating team in the game interaction interface;

[0451] The target participating teams will be randomly selected from the starting lineups of the teams corresponding to the target team control during the advancement stage of official competitive events.

[0452] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the target participating team consists of at least one virtual character;

[0453] Each virtual character in the target team corresponds to a participant in the advancement stage of the official competitive event. When the player team and the target team compete against each other, the virtual characters in the target team perform competitive actions based on the corresponding participant's skill statistics.

[0454] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0455] The display module 2201 is also used to display the current available points corresponding to each unlocked team control in the competition schedule interaction interface. The current available points represent the maximum points that a team can deduct. When the current available points are lower than or equal to the points threshold, the corresponding team cannot be selected as the target participating team.

[0456] The display module 2201 is also used to display the game interaction interface when the competitive game triggering conditions are met, and to update the current available points corresponding to the target team control when the player team wins the competitive game.

[0457] The updated current available points are obtained by subtracting the match calculation points from the current available points corresponding to the target team control. The match calculation points are calculated based on the results of the competitive matches.

[0458] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0459] Display module 2201 is specifically used to display the updated current available score obtained by deducting the game calculation score from the current available score corresponding to the target team control when the player team wins the competitive game and the current available score corresponding to the target team control is greater than or equal to the game calculation score.

[0460] If a player team wins a competitive match, and the current available points corresponding to the target team control are less than the match's calculated points, then zero will be displayed as the updated current available points corresponding to the target team control.

[0461] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application, the game score is calculated based on at least one of the following in the case of a competitive game: the score by which the player team leads the target team, and the strength level of the target team.

[0462] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0463] The display module 2201 is also used to display at least one of the personal points and community points that have been increased in the game calculation points if the game calculation points are less than or equal to the current available points corresponding to the target team control, wherein the game calculation points are deducted from the current available points corresponding to the target team control.

[0464] The display module 2201 is also used to display at least one of the personal score and community score that has been increased in a single game if the calculated score of the game is greater than the current available score corresponding to the target team control. The single game score is deducted from the current available score corresponding to the target team control, and the single game score is equal to the current available score corresponding to the target team control.

[0465] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0466] The display module 2201 is also used to receive an interactive operation triggered by the competition schedule interactive interface for the target team control. If it is detected that the current available points corresponding to the target team control are less than or equal to the product of the points limit and the preset ratio, a match confirmation pop-up window is displayed. The match confirmation pop-up window is used for players to confirm whether to compete against the target team.

[0467] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0468] The display module 2201 is also used to display a personal points leaderboard for the settlement period when the settlement period ends.

[0469] The individual points leaderboard includes at least one of the following: the individual points of the main game account, the total individual ranking of the individual points, the individual ranking range to which the total individual ranking belongs, and the settlement reward corresponding to the individual ranking range. The individual points are the sum of all single-game points of the main game account within the settlement period.

[0470] Optionally, in the above Figure 22 Based on the corresponding embodiments, in another embodiment of the competitive game implementation device 220 provided in this application,

[0471] Display module 2201 is also used to display the community points leaderboard for the settlement period when the settlement period ends;

[0472] The community points leaderboard includes at least one of the following: the community points of the collaborative virtual community to which the main game account belongs, the total community ranking of the community points, the community ranking range to which the total community ranking belongs, and the settlement rewards corresponding to the community ranking range. The community points are the sum of the individual points of all game accounts in the collaborative virtual community to which the main game account belongs during the settlement period.

[0473] This application also provides a terminal, such as... Figure 23As shown, for ease of explanation, only the parts related to the embodiments of this application are shown. For specific technical details not disclosed, please refer to the method section of the embodiments of this application. In the embodiments of this application, a mobile phone is used as an example for illustration:

[0474] Figure 23 This is a block diagram illustrating a portion of the structure of a mobile phone related to the terminal provided in the embodiments of this application. (Reference) Figure 23 The mobile phone includes components such as a radio frequency (RF) circuit 2310, a memory 2320, an input unit 2330, a display unit 2340, a sensor 2350, an audio circuit 2360, a wireless fidelity (WiFi) module 2370, a processor 2380, and a power supply 2390. Those skilled in the art will understand that... Figure 23 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0475] The following is combined Figure 23 A detailed introduction to each component of a mobile phone:

[0476] RF circuit 2310 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 2380; additionally, it transmits uplink data to the base station. Typically, RF circuit 2310 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 2310 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Message Service (SMS).

[0477] The memory 2320 can be used to store software programs and modules. The processor 2380 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 2320. The memory 2320 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 2320 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0478] The input unit 2330 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 2330 may include a touch panel 2331 and other input devices 2332. The touch panel 2331, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 2331), and drive the corresponding connection devices according to a pre-set program. Optionally, the touch panel 2331 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 2380, and can also receive and execute commands sent by the processor 2380. In addition, the touch panel 2331 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 2331, the input unit 2330 may also include other input devices 2332. Specifically, other input devices 2332 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), mouse, joystick, etc.

[0479] The display unit 2340 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 2340 may include a display panel 2341, which may optionally be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. Further, a touch panel 2331 may cover the display panel 2341. When the touch panel 2331 detects a touch operation on or near it, it transmits the information to the processor 2380 to determine the type of touch event. Subsequently, the processor 2380 provides corresponding visual output on the display panel 2341 according to the type of touch event. Although in Figure 23 In this embodiment, the touch panel 2331 and the display panel 2341 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 2331 and the display panel 2341 can be integrated to realize the input and output functions of the mobile phone.

[0480] The mobile phone may also include at least one sensor 2350, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 2341 according to the ambient light level, and the proximity sensor can turn off the display panel 2341 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, tapping), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0481] Audio circuit 2360, speaker 2361, and microphone 2362 provide an audio interface between the user and the mobile phone. Audio circuit 2360 converts received audio data into electrical signals and transmits them to speaker 2361, where speaker 2361 converts them into sound signals for output. On the other hand, microphone 2362 converts collected sound signals into electrical signals, which are received by audio circuit 2360, converted into audio data, and then processed by processor 2380 before being transmitted via RF circuit 2310 to, for example, another mobile phone, or the audio data can be output to memory 2320 for further processing.

[0482] WiFi is a short-range wireless transmission technology. Mobile phones, through the WiFi module 2370, can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 23 WiFi module 2370 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.

[0483] The processor 2380 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes various functions and processes data by running or executing software programs and / or modules stored in the memory 2320, and by calling data stored in the memory 2320. Optionally, the processor 2380 may include one or more processing units; optionally, the processor 2380 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the aforementioned modem processor may also not be integrated into the processor 2380.

[0484] The mobile phone also includes a power supply 2390 (such as a battery) that supplies power to various components. Optionally, the power supply can be logically connected to the processor 2380 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0485] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0486] The steps performed by the terminal in the above embodiments can be based on this Figure 23 The terminal structure shown.

[0487] This application also provides a computer device, including a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, it implements the steps of the methods described in the foregoing embodiments.

[0488] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0489] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the methods described in the foregoing embodiments.

[0490] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0491] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0492] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, 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 an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0493] 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.

[0494] 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 as a software functional unit.

[0495] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a server or terminal device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0496] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A method for implementing competitive gameplay, characterized in that, include: In response to the operation of viewing the schedule for the current season, a schedule interaction interface is displayed, wherein the schedule interaction interface provides at least one unlocked team control, each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season, the official competitive event is a real-world physical competitive competition, and the team in the elimination state is a team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage; Receive an interactive operation triggered by the competition schedule interactive interface for a target team control, wherein the interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team, and the target team control is any team control among the at least one team controls; When the conditions for triggering a competitive match are met, a match interaction interface is displayed. This interface is used to interact with the player team to which the main game account belongs and the target team. The main game account is used to control at least one virtual character in the player team.

2. The implementation method according to claim 1, characterized in that, The response to the operation of viewing the schedule for the current season, displaying the schedule interactive interface, includes: In response to the operation of viewing the schedule for the current season, a schedule interaction interface including N team controls is displayed; The N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls; The teams corresponding to the unlocked N / 2 team controls participate in the i-th advancement stage of the official competitive event and stop at the (i+1)-th advancement stage of the official competitive event. The teams corresponding to the locked N / 2 team controls participate in the i-th advancement stage and enter the (i+1)-th advancement stage. N is a positive even number, and i is an integer greater than or equal to 1.

3. The implementation method according to claim 1, characterized in that, The response to the operation of viewing the schedule for the current season, displaying the schedule interactive interface, includes: In response to the operation of viewing the schedule for the current season, a schedule interaction interface including N team controls and M team controls is displayed; The N team controls are divided into N / 2 unlocked team controls and N / 2 locked team controls, and the M team controls are divided into M / 2 unlocked team controls and M / 2 locked team controls. The teams corresponding to the unlocked N / 2 team controls participate in the i-th advancement stage of the official competitive event and stop at the (i+1)-th advancement stage of the official competitive event. The teams corresponding to the locked N / 2 team controls participate in the i-th advancement stage and enter the (i+1)-th advancement stage. The teams corresponding to the unlocked M / 2 team controls participate in the (i+1)th advancement stage and stop at the (i+2)th advancement stage of the official competitive event. The teams corresponding to the locked M / 2 team controls participate in the (i+1)th advancement stage and enter the (i+2)th advancement stage. Both N and M are positive even numbers, and M is equal to N / 2, and i is an integer greater than or equal to 1.

4. The implementation method according to any one of claims 1 to 3, characterized in that, The receiving of interactive operations on the target team control triggered by the schedule interaction interface includes: In response to an interactive operation triggered through the schedule interaction interface for any team control among all unlocked team controls, the any team control is designated as the target team control. The strength level of the team corresponding to the team control is positively correlated with the number of teams participating in the advancement stage, and the strength level of the team is positively correlated with the difficulty of the competitive game.

5. The implementation method according to claim 1, characterized in that, The method further includes: The unlocked winning team control is displayed in the schedule interaction interface, wherein the winning team control corresponds to the team that wins the finals in the official competitive event corresponding to the current season; Receive interactive operations on the winning team control triggered by the competition schedule interactive interface; When the aforementioned competitive match triggering conditions are met, a match interaction interface is displayed showing the player team belonging to the main game account and the champion team corresponding to the winning team control, engaging in a competitive match.

6. The implementation method according to any one of claims 1 to 5, characterized in that, The player team is configured to belong to the controlling game account, and the controlling game account is granted control over any virtual character in the player team. The method further includes: In response to a switching operation on the first virtual character, the first virtual character controlled by the main game account is switched to a second virtual character, wherein both the first virtual character and the second virtual character belong to the player's team; The second virtual character is controlled through the main game account.

7. The implementation method according to claim 6, characterized in that, The conditions for triggering the competitive match include at least one of the following: The number of remaining matches for the main game account each day is greater than 0, where the number of remaining matches for the day represents the number of competitive matches that the game account can participate in within a single natural day. The total number of remaining matches for the main game account is greater than 0, wherein the total number of remaining matches represents the number of competitive matches that the game account can participate in within the current season; The personal score of the main control game account is greater than or equal to the game score threshold; The account level of the main control game account is greater than or equal to the game level threshold; A preparation operation triggered by the main game account was received.

8. The implementation method according to any one of claims 1 to 5, characterized in that, The master game account belongs to the player team, and the master game account is used to control the target virtual character in the player team. Other virtual characters in the player's team include at least one of the following: The virtual characters controlled by other game accounts in the collaborative virtual community to which the main game account belongs, wherein the collaborative virtual community is a virtual player organization independently formed by players in the game through their game accounts; Virtual characters controlled by artificial intelligence models; Virtual characters controlled by randomly matched game accounts; Virtual characters controlled by other game accounts that have a friend relationship with the main game account.

9. The implementation method according to claim 8, characterized in that, The conditions for triggering the competitive match include at least one of the following: The number of remaining daily matches for at least one of the main game account and the other game accounts is greater than 0, wherein the number of remaining daily matches represents the number of competitive matches that the game account can participate in within a single natural day; The total number of remaining matches for at least one of the main game account and the other game accounts is greater than 0, wherein the total number of remaining matches represents the remaining number of competitive matches that the main game account can participate in during the current season; The personal score of at least one of the main game account and the other game accounts is greater than or equal to the game score threshold. The account level of at least one of the main game account and the other game accounts is greater than or equal to the game level threshold. The system receives a preparation operation triggered by the main game account and the other game accounts.

10. The implementation method according to any one of claims 1 to 9, characterized in that, The method further includes: Receive a selection operation for the first competition mode, wherein the number of participants in the first competition mode is consistent with the standard number of participants in the official competitive event; The process of displaying the game interaction interface when the competitive game trigger conditions are met includes: If the conditions for triggering a competitive match are met, the corresponding match interaction interface for the first tournament mode will be displayed.

11. The implementation method according to claim 10, characterized in that, The method further includes: The target participating team is displayed in the game interaction interface; The target participating team uses the starting lineup of the team corresponding to the target team control in the advancement stage of the official competitive event.

12. The implementation method according to any one of claims 1 to 9, characterized in that, The method further includes: Receive a selection operation for the second competition mode, wherein the number of participants in the second competition mode is less than the standard number of participants in the official competitive events; The process of displaying the game interaction interface when the competitive game trigger conditions are met includes: If the conditions for triggering a competitive match are met, the corresponding match interaction interface for the second tournament mode will be displayed.

13. The implementation method according to claim 12, characterized in that, The method further includes: The target participating team is displayed in the game interaction interface; The target participating team adopts a randomly selected target lineup, which is derived from the starting lineup of the team corresponding to the target team control in the advancement stage of the official competitive event.

14. The implementation method according to any one of claims 1 to 13, characterized in that, The target participating team consists of at least one virtual character; Each virtual character in the target team corresponds to a participant in the advancement stage of the official competitive event. When the player team and the target team compete against each other, the virtual characters in the target team perform competitive actions based on the technical statistics of the corresponding participant.

15. The implementation method according to any one of claims 1 to 14, characterized in that, The method further includes: The competition schedule interaction interface displays the current available points corresponding to each unlocked team control. The current available points represent the maximum points that a team can deduct. When the current available points are lower than or equal to the points threshold, the corresponding team cannot be selected as the target participating team. After displaying the game interaction interface when the competitive game trigger conditions are met, the method further includes: If the player team wins a competitive match, update the current available points corresponding to the target team control; The updated current available points are obtained by subtracting the game calculation points from the current available points corresponding to the target team control. The game calculation points are calculated based on the results of competitive games.

16. The implementation method according to claim 15, characterized in that, The step of updating the currently available points corresponding to the target team control when the player team wins the competitive match includes: If the player team wins a competitive match, and the current available points corresponding to the target team control are greater than or equal to the match calculation points, then the updated current available points obtained by deducting the match calculation points from the current available points corresponding to the target team control will be displayed. If the player team wins a competitive match, and the current available points corresponding to the target team control are less than the match's calculated points, then zero will be displayed as the updated current available points corresponding to the target team control.

17. The implementation method according to claim 15 or 16, characterized in that, The match score is calculated based on at least one of the following in the context of the competitive match: the score by which the player team leads the target team, and the skill level of the target team.

18. The implementation method according to any one of claims 15 to 17, characterized in that, The method further includes: If the match calculation score is less than or equal to the current available score corresponding to the target team control, then at least one of the personal score and community score that have been increased by the match calculation score is displayed, wherein the current available score corresponding to the target team control is reduced by the match calculation score; If the calculated score for the match is greater than the current available score corresponding to the target team control, then at least one of the personal score and community score that has been increased in a single match is displayed, wherein the current available score corresponding to the target team control is reduced by the single match score, and the single match score is equal to the current available score corresponding to the target team control.

19. The implementation method according to any one of claims 1 to 18, characterized in that, After receiving the interactive operation on the target team control triggered by the schedule interaction interface, the method further includes: If the current available points corresponding to the target team control are detected to be less than or equal to the product of the points limit and a preset ratio, a match confirmation pop-up window is displayed. The match confirmation pop-up window is used for players to confirm whether to compete against the target team.

20. The implementation method according to any one of claims 1 to 19, characterized in that, The method further includes: Upon the end of the settlement period, a personal points leaderboard for that settlement period will be displayed; The individual points leaderboard presents at least one of the following: the individual points of the main control game account, the total individual ranking of the individual points, the individual ranking range to which the total individual ranking belongs, and the settlement reward corresponding to the individual ranking range. The individual points are the sum of all single-game points of the main control game account within the settlement period.

21. The implementation method according to any one of claims 1 to 20, characterized in that, The method further includes: Upon the end of the settlement period, a community points leaderboard for that settlement period will be displayed; The community points leaderboard presents at least one of the following: the community points of the collaborative virtual community to which the main control game account belongs, the total community ranking of the community points, the community ranking range to which the total community ranking belongs, and the settlement reward corresponding to the community ranking range. The community points are the sum of the individual points of all game accounts in the collaborative virtual community to which the main control game account belongs during the settlement period.

22. A device for realizing competitive games, characterized in that, include: The display module is used to respond to the operation of viewing the schedule for the current season and display the schedule interaction interface. The schedule interaction interface provides at least one unlocked team control. Each team control corresponds to a team that is in the elimination state in the official competitive event corresponding to the current season. The official competitive event is a real-world physical competitive competition. The team in the elimination state is a team that participated in the promotion stage of the official competitive event and was eliminated in the next promotion stage corresponding to the promotion stage. The receiving module is used to receive an interactive operation triggered by the competition schedule interactive interface for a target team control, wherein the interactive operation is used to select the team corresponding to the target team control from at least one team in the elimination state as the target participating team, and the target team control is any one of the at least one team controls. The display module is also used to display a game interaction interface when the competitive game triggering conditions are met. The game interaction interface is the interaction interface between the player team to which the main control game account belongs and the target participating team in a competitive game. The main control game account is used to control at least one virtual character in the player team.

23. A computer device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the method for implementing the competitive game as described in any one of claims 1 to 21.

24. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method for implementing a competitive game as described in any one of claims 1 to 21.

25. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the steps of the method for implementing a competitive game as described in any one of claims 1 to 21.