Virtual scene interaction processing method and device, electronic equipment, computer readable storage medium and computer program product

By displaying the perspective and interactive controls of the remaining players on the eliminated players' interface, the problem of personalized tactical command in shooting games is solved, the efficiency of tactical execution and teamwork is improved, and the gaming experience of eliminated players is enhanced.

CN121911099APending Publication Date: 2026-04-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-10-24
Publication Date
2026-04-24

AI Technical Summary

Technical Problem

In existing shooting games, tactical command relies on uniform quick commands, which cannot achieve personalized operation guidance for specific players. This results in low tactical execution efficiency, and eliminated players cannot effectively influence the game while spectating, leading to a poor gaming experience.

Method used

The eliminated player's interface displays the perspective and interactive controls of the surviving player, allowing the eliminated player to command the surviving player by triggering the controls, thus providing personalized operation guidance.

Benefits of technology

It significantly improved the accuracy of tactical execution and the efficiency of teamwork, and enhanced the gaming experience for eliminated players.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121911099A_ABST
    Figure CN121911099A_ABST
Patent Text Reader

Abstract

The invention provides an interactive processing method and device of a virtual scene, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps that in a first human-computer interaction interface, a virtual scene is displayed based on the view angle of a first virtual object; in response to the outbound of the first virtual object, a virtual scene displayed based on the view angle of the first virtual object is switched to a virtual scene displayed based on the view angle of the target second virtual object, and in the virtual scene displayed based on the view angle of the target second virtual object, at least one interaction control included in the second human-computer interaction interface is displayed; the second human-computer interaction interface is a human-computer interaction interface used for controlling a target second virtual object; triggering operation for any interactive control is received, and the triggering operation is used for notifying the second human-computer interaction interface to highlight the triggered interactive control. By means of the method and device, detailed operation guidance can be conducted for specific players, and the team cooperation efficiency is effectively improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes. Background Technology

[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by players or artificial intelligence (AI) according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real combat process between virtual objects.

[0003] Taking shooting games as an example, in related technologies, tactical command relies heavily on standardized quick commands. These commands are typically directed at the entire team and cannot provide personalized operational guidance for specific players. Furthermore, eliminated players have virtually no mechanisms to influence the game while spectating, making it impossible for them to offer tactical advice to their teammates who are still playing. This results in low tactical execution efficiency and a poor gaming experience for eliminated players. Summary of the Invention

[0004] This application provides an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for virtual scenes, which enables eliminated players to provide personalized and detailed operation guidance to specific players who have not been eliminated, thereby significantly improving the accuracy of tactical execution and the efficiency of team collaboration.

[0005] The technical solution of this application embodiment is implemented as follows:

[0006] This application provides an interactive processing method for a virtual scene, including:

[0007] In the first human-computer interaction interface, a virtual scene is displayed based on the perspective of a first virtual object, wherein the virtual scene includes the first virtual object and at least one second virtual object;

[0008] In response to the first virtual object being eliminated, the virtual scene displayed from the perspective of the first virtual object is switched to a virtual scene displayed from the perspective of the target second virtual object. In the virtual scene displayed from the perspective of the target second virtual object, at least one interactive control of a second human-computer interaction interface is displayed. The second human-computer interaction interface is a human-computer interaction interface for controlling the target second virtual object.

[0009] Receive a trigger operation for any of the interactive controls, wherein the trigger operation is used to notify the second human-computer interaction interface to highlight the triggered interactive control.

[0010] This application provides an interactive processing device for a virtual scene, comprising:

[0011] The display module is used to display a virtual scene in the first human-computer interaction interface based on the perspective of a first virtual object, wherein the virtual scene includes the first virtual object and at least one second virtual object;

[0012] The switching module is used to switch the virtual scene displayed based on the perspective of the first virtual object to the virtual scene displayed based on the perspective of the target second virtual object in response to the first virtual object leaving the game. In the virtual scene displayed based on the perspective of the target second virtual object, at least one interactive control of the second human-computer interaction interface is displayed. The second human-computer interaction interface is a human-computer interaction interface for controlling the target second virtual object.

[0013] A receiving module is configured to receive a trigger operation for any of the interactive controls, wherein the trigger operation is configured to notify the second human-computer interaction interface to highlight the triggered interactive control.

[0014] This application provides yet another method for interactive processing of virtual scenes, including:

[0015] In the second human-computer interaction interface, a virtual scene is displayed from the perspective of the target second virtual object, wherein the virtual scene includes the target second virtual object, a first virtual object, and at least one interactive control;

[0016] The instruction sent by the first human-computer interaction interface is received. The first human-computer interaction interface is used to control the first virtual object. After the first virtual object leaves the game, at least one interactive control is displayed in the first human-computer interaction interface. The instruction carries the identifier of the interactive control that is triggered in the first human-computer interaction interface.

[0017] In response to the instruction, the interactive control corresponding to the identifier in the at least one interactive control is highlighted.

[0018] This application provides yet another interactive processing device for virtual scenes, including:

[0019] The display module is used to display a virtual scene in the second human-computer interaction interface from the perspective of the target second virtual object, wherein the virtual scene includes the target second virtual object, the first virtual object, and at least one interactive control;

[0020] A receiving module is used to receive instructions sent by a first human-computer interaction interface, wherein the first human-computer interaction interface is a human-computer interaction interface for controlling the first virtual object, and after the first virtual object leaves the game, at least one interactive control is displayed in the first human-computer interaction interface, and the instruction carries the identifier of the interactive control that is triggered in the first human-computer interaction interface.

[0021] The display module is further configured to, in response to the instruction, highlight the interactive control corresponding to the identifier among the at least one interactive controls.

[0022] This application provides an electronic device, including:

[0023] Memory is used to store executable instructions for a computer;

[0024] The processor, when executing computer-executable instructions stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0025] This application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the interactive processing method for a virtual scene provided in this application.

[0026] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.

[0027] The embodiments of this application have the following beneficial effects:

[0028] When a player is eliminated, their human-computer interaction interface (i.e., the first human-computer interaction interface) displays not only the virtual scene from the perspective of the player being observed (i.e., the target second virtual object), but also the interactive controls displayed in the observed player's human-computer interaction interface (i.e., the second human-computer interaction interface). This allows the eliminated player to command the observed player by triggering these interactive controls. For example, when the eliminated player triggers any interactive control, the triggered control will be highlighted in the observed player's human-computer interaction interface. This provides personalized and detailed operational guidance for specific players, significantly improving the accuracy of tactical execution and the efficiency of teamwork. Attached Figure Description

[0029] Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application;

[0030] Figure 2AThis is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application;

[0031] Figure 2B This is a schematic diagram of the structure of the electronic device 600 provided in the embodiments of this application;

[0032] Figure 3 This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment;

[0033] Figure 4 This is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0034] Figure 5 This is a schematic diagram of the third process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0035] Figure 6 This is a schematic diagram illustrating an application scenario of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0036] Figure 7 This is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0038] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0039] It is understood that in the embodiments of this application, data such as user information are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with relevant laws, regulations and standards.

[0040] In the following description, the terms “first, second, ...” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second, ...” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0041] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0042] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0043] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0044] 2) Human-Computer Interface (HCI): This refers to an interface used to provide human-computer interaction functions or to display information in virtual scenes. Examples of HCI interfaces include Graphical User Interface (GUI), Augmented Reality (AR) interfaces, Virtual Reality (VR) interfaces, Voice User Interface (VUI), Interactive Projection Interface (using projection technology to display information on a flat surface), Eye-tracking Interface (controlling the interface by detecting the user's gaze), Holographic Interface (a three-dimensional hologram formed by projecting images using holographic projection technology, allowing viewing of stereoscopic images without special glasses), Multimodal Interface (an interface combining multiple interaction methods, such as tactile, visual, and auditory interfaces), and Brain-Machine Interface (BMI), etc.

[0045] 3) Virtual Scene: This refers to the scene displayed (or provided) by the application when it runs on the terminal device. This scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0046] 4) Virtual Objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. For example, a virtual object can be a virtual avatar representing the user within a virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0047] 5) Interactive controls: These are controls used to control virtual objects to interact with each other, such as attack buttons, forward buttons, and jump buttons.

[0048] 6) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program on a server and running an instance of the game program (referred to as a game instance). The game instance sends the game data output during its operation to the user's browser page. The page uses the browser's media components to decode the game data and renders the real-time game screen based on the decoding results. When the page detects user actions in the game screen, it reports this to the game instance running on the server. Upon receiving the game data generated by the game instance in response to the action, the page repeats the decoding and rendering process, thus displaying the changes in the game screen based on the user's actions.

[0049] In other words, cloud gaming is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics processing and data processing capabilities to run high-quality games. In a cloud gaming scenario, the game does not run on the user's terminal (e.g., the player's gaming terminal), but rather on a cloud server. The cloud server renders the game scene as an audio and video stream, which is then transmitted to the user's terminal via the network. Therefore, the user's terminal does not need powerful graphics processing and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input commands and send them to the cloud server.

[0050] 7) Head-Up Display (HUD): This refers to displaying important information within the normal viewing angle without obstructing attention to the environment. Games have adopted this concept, displaying game-related information on the game screen in a similar manner to a HUD, allowing players to access the most important and directly relevant content at any time. For example, in this embodiment, a set of operable command buttons can be displayed on the human-computer interaction interface of eliminated players in a similar manner, allowing them to command specific non-eliminated players.

[0051] Taking shooting games as an example, in shooting games provided by relevant technologies, tactical command usually relies on quick commands for the entire team. This method typically conveys tactical intentions to all players through a unified command system, but it is difficult to provide detailed operational guidance for specific players. At the same time, this approach leads to ambiguity in commands and inefficiency in tactical execution. In addition, generally speaking, eliminated players can only observe the battle from the perspective of their teammates who are still alive when spectating, lacking other actionable options, resulting in a poor gaming experience for eliminated players.

[0052] In view of this, embodiments of this application provide a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes. These enable eliminated players to provide detailed operational guidance to specific non-eliminated players, thereby significantly improving the accuracy of tactical execution and the efficiency of teamwork. The electronic device provided in this application embodiment is described below. The electronic device provided in this application embodiment can be implemented as a terminal device (e.g., including terminal devices associated with the commander and terminal devices associated with the commanded), or it can be implemented collaboratively by a terminal device and a server. The following description uses the interactive processing method for virtual scenes provided in this application embodiment, implemented collaboratively by a server and terminal devices, as an example.

[0053] Before introducing the architecture of the virtual scene interactive processing system provided in this application embodiment, the game modes involved in this application embodiment are first introduced. For the scheme implemented collaboratively by terminal devices and servers, two main game modes are involved: local game mode and cloud game mode. In local game mode, the terminal device and server collaboratively run the game processing logic. The operation commands input by the player on the terminal device are partly processed by the terminal device's game logic and partly by the server's game logic. Furthermore, the game logic processed by the server is often more complex and requires more computing power. In cloud game mode, the game logic is entirely processed by the server (e.g., a cloud server), and the cloud server renders the game scene data into audio and video streams, which are then transmitted to the terminal device for display via the network. In other words, the terminal device only needs basic streaming media playback capabilities and the ability to obtain player operation commands and send them to the server.

[0054] The architecture of the virtual scene interactive processing system provided in the embodiments of this application will be described below.

[0055] For example, see Figure 1 , Figure 1 This is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiments of this application, as shown below. Figure 1As shown, the interactive processing system 100 for virtual scenes includes: a server 200 (e.g., a game backend server), a network 300, terminal devices 400-1 and 400-2. The network 300 can be a local area network (LAN), a wide area network (WAN), or a combination of both. Terminal device 400-1 is the terminal device associated with player 1 (e.g., an eliminated player, i.e., the commander), and a client 410-1 runs on terminal device 400-1. Terminal device 400-2 is the terminal device associated with player 2 (e.g., a player spectating an eliminated player, i.e., the commanded player), and a client 410-2 runs on terminal device 400-2. Clients 410-1 and 410-2 can be the same type of client. For example, client 410-1 can be various types of game clients, including shooting game clients, role-playing game clients, battle royale game clients, multiplayer online battle arena (MOBA) game clients, and open-world game clients, etc.

[0056] In some embodiments, taking player 1 as an example of an eliminated player, in the human-computer interaction interface (i.e., the first human-computer interaction interface) of client 410-1, a virtual scene can be displayed based on the perspective of a first virtual object (e.g., game character A controlled by player 1). That is, in the human-computer interaction interface of client 410-1, a virtual scene can be displayed based on the perspective of game character A controlled by player 1. In the virtual scene, game character A and at least one second virtual object (e.g., game character B controlled by player 2) can be displayed. When client 410-1 detects that game character A has been eliminated, it can switch the virtual scene displayed from the perspective of game character A to a virtual scene displayed from the perspective of a second target virtual object (e.g., game character B controlled by player 2). This means that after player 1 is eliminated, player 2 can spectate. In the virtual scene displayed from the perspective of game character B, at least one interactive control (e.g., an attack button to control game character B's attack, a jump button to control game character B's jump, a shoot button to control game character B's shooting, etc.) from the human-computer interaction interface (i.e., the second human-computer interaction interface) of client 410-1 can be displayed. When a trigger operation (e.g., a click operation) is received from player 1 on any interactive control displayed in the human-computer interaction interface of client 410-1, a corresponding instruction can be sent to server 200 via network 300. This instruction can carry the identifier of the interactive control triggered by player 1 in the human-computer interaction interface of client 410-1. Server 200 then forwards this instruction to the terminal device 400-2 associated with player 2 via network 300.

[0057] In the human-computer interaction interface (i.e., the second human-computer interaction interface) of client 410-2 running on terminal device 400-2, a virtual scene can be displayed from the perspective of the game character B (i.e., the target second virtual object) controlled by player 2. The human-computer interaction interface of client 410-2 can also display at least one interactive control for controlling game character B. When terminal device 400-2 receives an instruction forwarded by server 200, it can parse the received instruction, extract the identifier of the triggered interactive control carried by the instruction, and then highlight at least one interactive control that corresponds to the extracted identifier. For example, assuming player 1 clicks the attack button in the human-computer interaction interface of client 410-1, the attack button displayed in the human-computer interaction interface of client 410-2 can be highlighted to prompt player 2 to click the attack button and control game character B to attack. This allows eliminated players to provide detailed operational guidance to specific non-eliminated players, significantly improving the accuracy of tactical execution and the efficiency of teamwork.

[0058] It should be noted that in practical applications, Player 1 can have one or more teammates. When Player 1 has multiple teammates, when Player 1 is eliminated, Player 1 can choose one of the remaining teammates to spectate and command. This application embodiment does not specifically limit this.

[0059] For example, the virtual scene in the interactive processing method of the virtual scene provided in this application embodiment can be entirely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server. Taking the terminal device 400-1 as an example, it can rely entirely on the graphics processing hardware computing power of the terminal device 400-1 to complete the relevant data calculation and output of the virtual scene. The types of graphics processing hardware include central processing unit (CPU) and graphics processing unit (GPU). For example, when forming visual perception of the virtual scene, the terminal device 400-1 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of the display data. The graphics output hardware outputs video frames that can form visual perception of the virtual scene. For example, it presents two-dimensional video frames on the display screen of a smartphone, or projects video frames that achieve a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, the terminal device 400-1 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0060] Of course, the computing power of server 200 can also be used to complete the virtual scene calculation and output the virtual scene to terminal device 400-1. For example, taking the visual perception of forming a virtual scene as an example, server 200 calculates the display data (such as scene data) related to the virtual scene and sends it to terminal device 400-1 through network 300. Terminal device 400-1 relies on graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and relies on graphics output hardware to output the virtual scene to form a visual perception. For example, two-dimensional video frames can be presented on the display screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of terminal device 400-1 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0061] In addition, it should be noted that Figure 1 The server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing 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 (CDNs), and big data and artificial intelligence platforms. The terminal devices (including terminal devices 400-1 and 400-2) can be smartphones, tablets, laptops, desktop computers, smart speakers, smartwatches, in-vehicle terminals, etc., but are not limited to these. The terminal devices (including terminal devices 400-1 and 400-2) and server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0062] In some embodiments, the terminal device can also implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in the operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as shooting game APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to the browser environment to run. In summary, the above-mentioned computer-executable instructions can be any form of instruction, and the above-mentioned computer programs can be any form of application, module, or plugin.

[0063] The structure of the electronic device provided in the embodiments of this application will continue to be described below. The terminal device associated with the electronic device as the commander (e.g., Figure 1 For example, see the terminal device 400-1 associated with player 1 shown in the figure. Figure 2A , Figure 2A This is a schematic diagram of the structure of the electronic device 500 provided in the embodiments of this application. Figure 2A The illustrated electronic device 500 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to implement communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2A The general labeled all buses as Bus System 540.

[0064] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor.

[0065] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0066] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0067] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0068] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0069] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0070] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0071] Presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530.

[0072] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.

[0073] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2A An interactive processing device 555 for a virtual scene stored in memory 550 is shown. This device can be software in the form of programs and plugins, and includes the following software modules: a display module 5551, a switching module 5552, a receiving module 5553, a prompting module 5554, a training module 5555, and a sending module 5556. These modules are logically connected and can therefore be arbitrarily combined or further separated according to the functions implemented. It should be noted that... Figure 2A For ease of explanation, all the above modules are shown at once, but this should not be considered as excluding the implementation of the interactive processing device 555 in the virtual scene, which may only include the display module 5551, the switching module 5552, and the receiving module 5553. The functions of each module will be described below.

[0074] The following continues by using electronic devices as the terminal devices associated with the commanded (e.g., electronic devices). Figure 1 The example shown is the terminal device 400-2 associated with player 2. For an example, see [link to example]. Figure 2B , Figure 2B This is a schematic diagram of the structure of the electronic device 600 provided in the embodiments of this application, as shown below. Figure 2BAs shown, the electronic device 600 includes: at least one processor 610, a memory 650, at least one network interface 620, and a user interface 630 (including an output device 631 and an input device 632). The various components in the electronic device 600 are coupled together via a bus system 640. The memory 650 includes: an operating system 651, a network communication module 652, a presentation module 653, an input processing module 654, and an interactive processing device 655 for the virtual scene. The interactive processing device 655 for the virtual scene, stored in the memory 650, can be software in the form of programs and plugins, and includes the following software modules: a display module 6551 and a receiving module 6552, the functions of which will be described below.

[0075] The following section will first describe the interactive processing method of the virtual scene provided in this application embodiment from the perspective of the commander (i.e., the eliminated player).

[0076] For example, see Figure 3 , Figure 3 This is a first flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, which will be combined with... Figure 3 The steps shown are explained.

[0077] It should be noted that, Figure 3 The method shown can be used by a terminal device (e.g.) Figure 1 The various forms of computer program execution running on the terminal device 400-1 associated with player 1 shown in the illustration are not limited to a client. For example, they can also be the operating system, software module, script, and applet described above. Therefore, the client example used below should not be considered as a limitation on the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between the terminal device and the client running on the terminal device below.

[0078] In step 101, a virtual scene is displayed in the first human-computer interaction interface based on the perspective of the first virtual object.

[0079] Here, in the virtual scene displayed from the perspective of the first virtual object (e.g., game character A controlled by player 1), the first virtual object and at least one second virtual object can be displayed (e.g., game character B controlled by player 2 and game character C controlled by player 3, etc., where game character A, game character B, and game character C can be teammates, that is, game character A, game character B, and game character C can be in the same virtual faction).

[0080] In some embodiments, the first human-computer interaction interface may display the virtual scene from the first-person perspective of a first virtual object (e.g., a game character A controlled by player 1). This could be achieved by player 1 acting as game character A, where the virtual camera associated with game character A is positioned near the head of game character A. Alternatively, the virtual scene may be displayed from the third-person perspective of the first virtual object (e.g., player 1 chasing game character A, where the virtual camera associated with game character A is positioned behind game character A). Furthermore, the interface can switch arbitrarily between these different perspectives based on a perspective switching command triggered by player 1 (e.g., a click on the "Tab" key on the keyboard). For example, assuming the current perspective is first-person, upon receiving a press of the "Tab" key from player 1, the interface can switch from first-person to third-person perspective; upon receiving another press of the "Tab" key from player 1, the interface can switch back to first-person perspective.

[0081] For example, taking the first-person perspective of a virtual object to display a virtual scene, the virtual scene displayed in the first human-computer interaction interface can include: determining the field of view area of ​​the first virtual object based on its viewing position and field of view (i.e., the range of the scene that the virtual camera bound to the first virtual object and located near its head can capture; the size of the field of view directly determines how large the scene the player can see), and presenting a portion of the virtual scene within that field of view area within the complete virtual scene. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience for the player during operation.

[0082] In step 102, in response to the first virtual object being removed from the game, the virtual scene displayed based on the perspective of the first virtual object is switched to the virtual scene displayed based on the perspective of the target second virtual object.

[0083] Here, the target second virtual object can be any surviving second virtual object manually selected by an eliminated player (e.g., player 1) from at least one second virtual object, or it can be any surviving second virtual object automatically selected based on some rule or artificial intelligence technology from at least one second virtual object. Furthermore, in the virtual scene displayed from the perspective of the target second virtual object, at least one interactive control including a second human-computer interaction interface can be displayed, wherein the second human-computer interaction interface is a human-computer interaction interface used to control the target second virtual object. This will be explained in detail below.

[0084] It should be noted that the conditions for the first virtual object to be eliminated can be that the player violates the game rules and is judged to be eliminated; or that the player meets the game's failure conditions (such as the player's controlled game character's health points being reduced to 0), thereby being judged to be eliminated; or that in certain time-limited games, the player fails to complete the task within the specified time and is judged to be eliminated. This application embodiment does not specifically limit the elimination conditions.

[0085] In some embodiments, step 102 can be implemented as follows: in response to the first virtual object being eliminated, in the virtual scene displayed based on the perspective of the first virtual object, the identifiers (e.g., avatars, names, etc.) corresponding to at least one second virtual object that has not been eliminated are displayed respectively; in response to the selection operation for the identifiers corresponding to at least one second virtual object that has not been eliminated, the second virtual object corresponding to the selected identifier is taken as the target second virtual object, and the virtual scene displayed based on the perspective of the first virtual object is switched to the virtual scene displayed based on the perspective of the target second virtual object.

[0086] For example, consider a game character A controlled by player 1 as the first virtual object, and at least one second virtual object controlled by player 2 (game character B), player 3 (game character C), and player 4 (game character D). Game characters A, B, C, and D can be in the same virtual faction, meaning these four characters can cooperate to complete a task. Taking player 1's controlled game character A as an example, when player 1's controlled game character A is detected to be eliminated, the avatars of the game characters controlled by player 1's teammates who are not eliminated (e.g., avatars of game characters B, C, and D) can be displayed on player 1's human-computer interaction interface (i.e., the first human-computer interaction interface) for player 1 to choose from. Suppose Player 1 selects the avatar of game character C from among the avatars corresponding to these three game characters. Then, in Player 1's human-computer interaction interface, the virtual scene displayed from the perspective of game character A can be switched to the virtual scene displayed from the perspective of game character C. In other words, if Player 1 has currently selected Player 3 to spectate, the screen displayed in Player 1's human-computer interaction interface will be the same as the screen displayed in Player 3's human-computer interaction interface.

[0087] In other embodiments, step 102 above can also be implemented in the following way: in response to the first virtual object being eliminated, the second virtual object that meets the set conditions among the at least one second virtual object that has not been eliminated is taken as the target second virtual object, and the virtual scene displayed based on the perspective of the first virtual object is switched to the virtual scene displayed based on the perspective of the target second virtual object. The set conditions may include one of the following: the distance between the virtual object and the first virtual object is less than a distance threshold, the similarity between the virtual object and the first virtual object is greater than a similarity threshold, and the interaction frequency between the virtual object and the first virtual object is greater than a frequency threshold.

[0088] For example, consider a game character A controlled by player 1 as the first virtual object, and at least one second virtual object controlled by player 2 (game character B), player 3 (game character C), and player 4 (game character D). Game characters A, B, C, and D can be in the same virtual faction, meaning these four characters can cooperate to complete a task. Taking player 1's controlled game character A as an example, when player 1's controlled game character A is eliminated, it can be determined which of the three game characters (B, C, and D) is closest to game character A. Assuming game character C is the closest to game character A, the virtual scene displayed in player 1's human-computer interaction interface can be automatically switched from the perspective of game character A to the perspective of game character C. In other words, when player 1 is eliminated, they can automatically spectate the closest player, player 3. Alternatively, it can be determined which of the three game characters has the highest similarity to game character A. For example, assuming game character B has the highest similarity to game character A, the virtual scene displayed from game character A's perspective in player 1's human-computer interaction interface can be automatically switched to the virtual scene displayed from game character B's perspective. That is, when player 1 is eliminated, they can automatically spectate player 2, who has the highest similarity. Or, it can be determined which of the three game characters has the highest interaction frequency with game character A. For example, assuming game character D has the highest interaction frequency with game character A, the virtual scene displayed from game character A's perspective in player 1's human-computer interaction interface can be automatically switched to the virtual scene displayed from game character D's perspective. That is, when player 1 is eliminated, they can automatically spectate player 4, who has the highest interaction frequency. In this way, the eliminated player can save the process of manually selecting a spectator and improve the game experience of the eliminated player.

[0089] In some embodiments, step 102 described above can also be implemented as follows: In response to the elimination of the first virtual object, at least one second virtual object that has not been eliminated is identified; for each second virtual object that has not been eliminated, based on the feature data of the second virtual object (e.g., including the distance between it and the first virtual object, the skills it possesses, the similarity between it and the first virtual object, etc.), a trained machine learning model is invoked to perform prediction processing to obtain the selection probability of the second virtual object that has not been eliminated; the second virtual object that has not been eliminated corresponding to the highest selection probability is identified as the target second virtual object, and the virtual scene displayed based on the perspective of the first virtual object is switched to the virtual scene displayed based on the perspective of the target second virtual object.

[0090] For example, consider a game character A controlled by player 1 as the first virtual object, and at least one second virtual object controlled by player 2 (game character B), player 3 (game character C), and player 4 (game character D). Game characters A, B, C, and D can be in the same virtual faction, meaning these four characters can cooperate to complete a task. Taking player 1's controlled game character A as an example, when it's detected that player 1's controlled game character A is eliminated, player 1's teammates who haven't been eliminated can be identified. Assuming players 2, 3, and 4 are all still active, a machine learning model can be used to predict the selection probabilities of each of these three characters. For instance, assuming game character B has an 80% selection probability, game character C has a 90% selection probability, and game character D has a 95% selection probability, then in player 1's human-computer interaction interface, the virtual scene displayed from the perspective of game character A can be automatically switched to the virtual scene displayed from the perspective of game character D (the character with the highest selection probability).

[0091] In other embodiments, following the examples above, before calling the trained machine learning model for prediction processing, the following processing may also be performed: obtaining a sample second virtual object and a pre-labeled selection probability for the sample second virtual object; based on the feature data of the sample second virtual object, calling the initialized machine learning model for prediction processing to obtain the selection probability of the sample second virtual object; determining the difference between the predicted selection probability and the pre-labeled selection probability; performing backpropagation based on the difference, and updating the parameters of the initialized machine learning model layer by layer during the backpropagation process, thereby obtaining the trained machine learning model.

[0092] The principle of backpropagation described above is explained below. Training sample data (e.g., feature data of the second virtual object) is input into the input layer of the machine learning model, passes through the hidden layers, and finally reaches the output layer, outputting a result (e.g., the selection probability of the second virtual object). This is the forward propagation process of the machine learning model. Since there is an error between the initial output of the machine learning model and the actual result (i.e., the pre-labeled selection probability for the second virtual object), the error between the output result and the actual value is calculated, and this error is propagated back from the output layer to the hidden layers until it reaches the input layer. During backpropagation, the values ​​of the machine learning model parameters are adjusted according to the error. That is, a loss function is constructed based on the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer, generating the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error amplification, the gradient of the model parameters is inverted and summed with the original parameters of each layer. The sum is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters. This process is iterated until convergence.

[0093] For example, the exemplary structure of the above machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (e.g., composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as the Softmax function). After obtaining the feature data of the second virtual object, the feature data of the second virtual object can first be input into the input layer for embedding processing. Then, the embedded feature vector output by the input layer can be encoded by the encoding layer to obtain the hidden layer feature vector. Subsequently, the hidden layer feature vector can be fully connected by the fully connected layer. Finally, the fully connected result output by the fully connected layer can be input into the output layer to activate the output layer, thereby obtaining the selection probability of the second virtual object. After obtaining the predicted selection probability, the predicted selection probability and the pre-labeled selection probability can be substituted into the loss function to obtain the corresponding difference. Backpropagation can be performed based on the difference, thereby updating the parameters of the initialized machine learning model layer by layer during the backpropagation process to obtain the trained machine learning model.

[0094] It should be noted that the aforementioned machine learning models can be neural network models (such as convolutional neural networks, deep convolutional neural networks, or fully connected neural networks), decision tree models, gradient boosting trees, multilayer perceptrons, and support vector machines, etc. This application does not specifically limit the type of machine learning model.

[0095] In some embodiments, see Figure 4 , Figure 4 This is a second flowchart illustrating the interactive processing method for virtual scenes provided in this application embodiment, as shown below. Figure 4 As shown, after execution Figure 3 After step 102 shown, you can also execute... Figure 4 Steps 104 and 105 shown will be combined Figure 4 The steps shown are explained.

[0096] In step 104, command controls are displayed in the virtual scene shown from the perspective of the second virtual object.

[0097] In some embodiments, taking the target second virtual object as a game character B controlled by player 2 as an example, in the human-computer interaction interface of player 1 (i.e., the eliminated player), after switching the virtual scene displayed based on the perspective of the game character A (i.e. the first virtual object) controlled by player 1 to the virtual scene displayed based on the perspective of the game character B controlled by player 2, command controls (such as a "command mode" button) can also be displayed in the human-computer interaction interface of player 1. For example, the "command mode" button can be displayed in the lower right corner of the human-computer interaction interface of player 1.

[0098] In step 105, in response to a trigger operation on the command control, at least one interactive control included in the second human-computer interaction interface is displayed in the virtual scene displayed from the perspective of the target second virtual object.

[0099] Here, at least one interactive control displayed in the first human-computer interaction interface can be used for the outgoing player (e.g., player 1) to direct the target second virtual object (e.g., game character B controlled by player 2) controlled by the directed player (e.g., player 2) to interact.

[0100] For example, continuing from the above example, when Player 1 clicks the "Command Mode" button displayed in the human-computer interaction interface, at least one interactive control included in Player 2's human-computer interaction interface can also be displayed in Player 1's human-computer interaction interface. For example, it can include an attack button, a scope button, a special move button, and a mark enemy button. In this way, Player 1 can provide accurate directional guidance to Player 2 based on these interactive controls. For example, after Player 1 clicks the attack button in their own human-computer interaction interface, the attack button displayed in Player 2's human-computer interaction interface will be highlighted to prompt Player 2 to click it.

[0101] In some embodiments, when displaying at least one interactive control included in the second human-computer interaction interface, the following processing may also be performed: for each interactive control, at the position corresponding to the interactive control (e.g., the position where the interactive control is located, or the surrounding position of the interactive control, etc.), display instruction information describing the interactive operation corresponding to the interactive control.

[0102] For example, taking the attack button as an interactive control, the command text "Attack" can be displayed on the attack button; taking the special move button as an interactive control, the command text "Use Special Move" can be displayed on the special move button; taking the bullet button as an interactive control, the command text "Give some bullets" can be displayed on the bullet button. In other words, in Player 1's human-computer interaction interface, while displaying at least one interactive control included in Player 2's (i.e., the object Player 1 is spectating) human-computer interaction interface, the command text for the corresponding interactive operation can also be displayed on each interactive control, thereby making it easier for Player 1 to understand the function of each interactive control.

[0103] In other embodiments, in response to a trigger operation on the command control, the following processing may also be performed: in a virtual scene displayed from the perspective of the target second virtual object, the command control is de-displayed and an exit command control is displayed; in response to a trigger operation on the exit command control, in a virtual scene displayed from the perspective of the target second virtual object, at least one interactive control and an exit command control included in the second human-computer interaction interface are de-displayed and the command control is displayed.

[0104] For example, taking the second virtual object as a game character B controlled by player 2, when player 1 clicks on the "Command Mode" button, the "Command Mode" button can be de-displayed in player 1's human-computer interaction interface, and an "Exit Command" button can be displayed. For example, the "Exit Command" button can be displayed in the lower right corner of player 1's human-computer interaction interface. Subsequently, when player 1 clicks on the "Exit Command" button, at least one interactive control (such as an attack button, special move button, shoot button, and bullet button) and the "Exit Command" button in player 2's human-computer interaction interface can be de-displayed, and the "Command Mode" button can be redisplayed. In other words, when switching from spectator mode to command mode, at least one interactive control included in the human-computer interaction interface of player 2 can be displayed in the human-computer interaction interface of player 1, so that player 1 can give accurate directional guidance to player 2 based on these interactive controls; when switching from command mode to spectator mode, at least one interactive control included in the human-computer interaction interface of player 2 can be de-displayed in the human-computer interaction interface of player 1, and player 1 will only spectate and will not command player 2.

[0105] In some embodiments, when the number of at least one second virtual object is multiple, after canceling the display of at least one interactive control and exit command control included in the second human-computer interaction interface and displaying the command control, the following processing can also be performed: in response to the object switching operation, the virtual scene displayed based on the perspective of the target second virtual object is switched to the virtual scene displayed based on the perspective of the first candidate virtual object, wherein the first candidate virtual object is any second virtual object among the multiple second virtual objects that is not eliminated, excluding the target second virtual object.

[0106] For example, consider multiple second virtual objects controlled by player 2 (game character B), player 3 (game character C), and player 4 (game character D). When player 1's controlled game character A is eliminated, assume player 1 first selects player 2's controlled game character B (the target second virtual object) for spectating and command. After player 1 gives targeted commands to player 2, they can exit command mode by clicking the "Exit Command" button. After exiting command mode, player 1 can switch spectating objects. For example, when player 1 clicks the object switching button displayed on the human-computer interaction interface, the virtual scene displayed from the perspective of game character B can be switched to the virtual scene displayed from the perspective of game character C or game character D in player 1's human-computer interaction interface. That is, the spectating object can be switched from player 2 to player 3 or player 4, thus allowing targeted commands to be given to player 3 or player 4.

[0107] In other embodiments, following the examples above, in response to a trigger operation on the command control, the following processing may also be performed: indicating that the current state is in the state of directing a second virtual object to a target, wherein indicating that the current state is in the state of directing a second virtual object to a target may include at least one of the following: highlighting the border of the first human-computer interaction interface (e.g., highlighting the four corners of the border of the first human-computer interaction interface), and displaying a prompt message in the first human-computer interaction interface (e.g., displaying the following prompt message: "Currently in the state of directing").

[0108] For example, taking the second virtual object as a game character B controlled by player 2, when player 1 clicks the "Command Mode" button displayed on the human-computer interaction interface, the four corners of the border of player 1's human-computer interaction interface can be highlighted to indicate that player 1 is currently in a state of directing game character B controlled by player 2; alternatively, corresponding prompts can be displayed on player 1's human-computer interaction interface to indicate that player 1 is currently in a state of directing game character B controlled by player 2; or, corresponding prompts can be played via voice to indicate that player 1 is currently in a state of directing game character B controlled by player 2. This application embodiment does not specifically limit the prompting method.

[0109] In step 103, a trigger operation is received for any interactive control.

[0110] Here, the trigger operation can be used to notify the second human-computer interaction interface to highlight the triggered interactive control. For example, if the eliminated player clicks the attack button in the first human-computer interaction interface, the attack button displayed in the second human-computer interaction interface can be highlighted to prompt the commanded player to click the attack button.

[0111] In some embodiments, after receiving a trigger operation from an eliminated player for any interactive control, the following processing can also be performed: sending an instruction corresponding to the triggered interactive control to a second human-computer interaction interface, wherein the instruction may carry an identifier of the triggered interactive control and may be used to notify the second human-computer interaction interface to highlight at least one interactive control that corresponds to the carried identifier (i.e., the interactive control triggered by the eliminated player in the first human-computer interaction interface).

[0112] For example, taking the first virtual object as game character A controlled by player 1 and the second virtual object as game character B controlled by player 2 as an example, player 1's human-computer interaction interface displays at least one interactive control included in player 2's human-computer interaction interface, such as an attack button, a shoot button, and a jump button. Assuming player 1 clicks the attack button in their own human-computer interaction interface, they can send a command corresponding to the attack button to player 2's human-computer interaction interface, which may include an identifier for the attack button. After receiving the command from player 1's human-computer interaction interface, player 2's human-computer interaction interface can parse the received command and, based on the parsed identifier, highlight or flash the attack button corresponding to the identifier to remind player 2. In other words, after player 1 clicks the attack button in their own human-computer interaction interface, the attack button displayed in player 2's human-computer interaction interface will become highlighted or flashing to remind player 2 to click it.

[0113] In other embodiments, the above-described instructions can also be used to instruct the second human-computer interaction interface to perform the following process: displaying instruction information describing the interactive operation corresponding to the triggered interactive control.

[0114] For example, continuing from the previous example, taking the second virtual object as the game character B controlled by player 2 as an example, after receiving the instruction sent by player 1's human-computer interaction interface, player 2's human-computer interaction interface can also display instruction text in the text communication bar to describe the interactive operation corresponding to the interactive control (such as the attack button) carried by the instruction. For example, assuming that the instruction carries the identifier of the attack button, the following instruction text can be displayed in the text communication bar: "Please attack immediately". In this way, the player being commanded (such as player 2) can quickly understand the instruction and make corresponding tactical adjustments.

[0115] In some embodiments, after receiving an instruction from the first human-computer interaction interface, the second human-computer interaction interface may also perform the following processing: if the target second virtual object allows to be commanded, highlight at least one interactive control that corresponds to the identifier carried by the received instruction; if the target second virtual object prohibits to be commanded, block the response to the received instruction.

[0116] For example, continuing with the second virtual object being the game character B controlled by player 2, player 2 can also choose in the game's global settings whether to receive commands from spectators (i.e., eliminated players). If player 2 chooses to receive commands from spectators in the global settings, after receiving a command from player 1, the received command can be parsed to obtain the identifier of the triggered (e.g., clicked by player 1) interactive control carried in the command. Then, at least one interactive control corresponding to the parsed identifier can be highlighted. For example, assuming the command carries the identifier of an attack button, the attack button can be highlighted in player 2's human-computer interaction interface. If player 2 chooses not to receive commands from spectators in the global settings, after receiving a command from player 1, the response to player 1's command can be blocked, i.e., ignored, thus avoiding unnecessary interference.

[0117] In some embodiments, when the number of at least one second virtual object is multiple, after execution... Figure 3After step 102 or step 103 shown, the following processing may also be performed: in response to the elimination of the target second virtual object, the virtual scene displayed based on the perspective of the target second virtual object is switched to the virtual scene displayed based on the perspective of the second candidate virtual object, wherein the second candidate virtual object is any second virtual object other than the target second virtual object that has not been eliminated.

[0118] For example, consider a game character A controlled by player 1 as the first virtual object, and at least one second virtual object controlled by player 2 (game character B), player 3 (game character C), and player 4 (game character D). Game characters A, B, C, and D can be in the same virtual faction, meaning these four characters can cooperate to complete a task. Taking player 1's controlled game character A as an example, when player 1 detects that game character A has been eliminated, player 1 can choose to spectate using a teammate's character who is still active. For instance, if player 1 chooses player 2's controlled game character B to spectate, the virtual scene displayed from game character A's perspective can be switched in player 1's human-computer interaction interface to the virtual scene displayed from game character B's perspective. Suppose that while Player 1 is spectating Player 2, and Player 2's character B is also eliminated, then in Player 1's user interface, the virtual scene displayed from the perspective of character B can be automatically switched to a virtual scene displayed from the perspective of either character C or character D, where characters C and D are currently not eliminated. In other words, when the player Player 1 is currently spectating is also eliminated, the system can automatically switch to spectating another player who is still active.

[0119] In other embodiments, following the examples above, after switching the virtual scene displayed from the perspective of the target second virtual object to the virtual scene displayed from the perspective of the second candidate virtual object, the following processing may also be performed: displaying command controls in the virtual scene displayed from the perspective of the second candidate virtual object; and, in response to a triggering operation on the command controls, displaying at least one interactive control included in a third human-computer interaction interface in the virtual scene displayed from the perspective of the second candidate virtual object, wherein the third human-computer interaction interface is a human-computer interaction interface for controlling the second candidate virtual object.

[0120] For example, taking the second target virtual object as game character B controlled by player 2 and the second candidate virtual object as game character C controlled by player 3 as an example, assuming that while player 1 is spectating player 2, game character B controlled by player 2 is also eliminated, the virtual scene displayed in player 1's human-computer interaction interface can be switched from the perspective of game character B to the perspective of game character C (that is, the spectator object is switched from player 2 to player 3). At the same time, a "Command Mode" button can be displayed in player 1's human-computer interaction interface. When player 1 clicks the "Command Mode" button, at least one interactive control included in player 3's human-computer interaction interface can be displayed in player 1's human-computer interaction interface, such as an attack button, a shoot button, and a jump button. In other words, after player 1 clicks the "Command Mode" button, they can enter a state of targeted command towards player 3.

[0121] In some embodiments, following the above example, after displaying at least one interactive control included in the third human-computer interaction interface, the following processing may also be performed: in response to a triggering operation for any interactive control, sending an instruction corresponding to the triggered interactive control to the third human-computer interaction interface, wherein the instruction may carry an identifier of the triggered interactive control and may be used to notify the third human-computer interaction interface to highlight the interactive control corresponding to the identifier carried by the instruction (i.e., the interactive control triggered by the eliminated player in the first human-computer interaction interface) among the at least one interactive control.

[0122] For example, continuing from the previous example, taking the second candidate virtual object as the game character C controlled by player 3, when receiving a click operation from player 1 on any interactive control (such as the attack button), the system can send a command corresponding to the attack button to player 3's human-computer interaction interface. This command may include an identifier for the attack button. After receiving the command, player 3's human-computer interaction interface can parse it to obtain the identifier for the attack button. Then, it can highlight at least one attack button in the interactive controls that corresponds to the identifier. In other words, after player 1 clicks the attack button in their own human-computer interaction interface, the attack button displayed in player 3's human-computer interaction interface will be highlighted or flashing to prompt player 3 to click it.

[0123] The following section will continue to explain the interactive processing method of the virtual scene provided in this application embodiment from the perspective of the person being commanded (i.e., the player who is watching the eliminated player).

[0124] For example, see Figure 5 , Figure 5 This is a schematic diagram of the third process of the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with Figure 5 The steps shown are explained.

[0125] It should be noted that, Figure 5 The method shown can be used by a terminal device (e.g.) Figure 1 The various forms of computer program execution running on the terminal device 400-2 associated with player 2 shown in the illustration are not limited to clients. For example, they can also be the operating system, software module, script, and applet described above. Therefore, the client example used below should not be considered as a limitation on the embodiments of this application. Furthermore, for ease of description, no specific distinction will be made between terminal devices and the clients running on terminal devices below.

[0126] In step 201, the virtual scene is displayed in the second human-computer interaction interface based on the perspective of the target second virtual object.

[0127] Here, in the virtual scene displayed from the perspective of the second virtual object, the second virtual object, the first virtual object, and at least one interactive control can be displayed. The at least one interactive control can be used to control the second virtual object to interact. For example, the at least one interactive control can include an attack button to control the second virtual object to attack, a jump button to control the second virtual object to jump, and a shoot button to control the second virtual object to shoot.

[0128] In some embodiments, in the second human-computer interaction interface, the virtual scene can be displayed from the first-person perspective of the target second virtual object (e.g., the game character B controlled by player 2) (i.e., the virtual camera bound to the game character B is set near the head of the game character B), or from the third-person perspective of the target second virtual object (i.e., the virtual camera bound to the game character B is set behind the game character B), and can be switched arbitrarily between different perspectives.

[0129] In step 202, the instructions sent by the first human-computer interaction interface are received.

[0130] Here, the first human-computer interaction interface is a human-computer interaction interface used to control the first virtual object. After the first virtual object is eliminated, at least one interactive control included in the second human-computer interaction interface can be displayed in the first human-computer interaction interface. The instructions sent by the first human-computer interaction interface can carry the identifier of the interactive control triggered by the eliminated player in the first human-computer interaction interface.

[0131] In some embodiments, taking the game character A controlled by player 1 as an example, when game character A controlled by player 1 is eliminated, player 1 can choose to spectate with a teammate who is still in the game. For example, assuming player 1 chooses player 2, the virtual scene displayed from the perspective of game character A in player 1's human-computer interaction interface (i.e., the first human-computer interaction interface) can be switched to a virtual scene displayed from the perspective of game character B. At the same time, at least one interactive control included in player 2's human-computer interaction interface can be displayed in player 1's human-computer interaction interface. Subsequently, assuming player 1 clicks the attack button in at least one interactive control in their own human-computer interaction interface, a command command corresponding to the clicked attack button can be sent to player 2's human-computer interaction interface (i.e., the second human-computer interaction interface). The command command can carry the identifier of the attack button clicked by player 1.

[0132] In step 203, in response to the instruction, at least one interactive control is highlighted, and the interactive control corresponding to the identifier is highlighted.

[0133] In some embodiments, following the above example, taking the game character B controlled by player 2 as the second target virtual object, assuming that player 2 has selected to receive command instructions sent by spectators in the game's global settings, after receiving the command instructions sent by player 1, the received command instructions can be parsed to obtain the identifier of the clicked attack button carried in the command instructions. Then, the attack button corresponding to the identifier can be highlighted. For example, the attack button can be highlighted or flashed in player 2's human-computer interaction interface to remind player 2 to click it.

[0134] It should be noted that if Player 2 has selected not to receive commands from spectators in the game's global settings, they can ignore commands from Player 1 to avoid unnecessary interference.

[0135] Furthermore, it should be noted that after receiving a command from Player 1, the corresponding command text can be displayed in the game's text chat. For example, assuming the command includes an attack button icon, the following command text could be displayed in the game's text chat: "Attack immediately." It should be noted that the command text displayed in the text chat can be visible only to Player 2.

[0136] The virtual scene interaction processing method provided in this application embodiment allows for the display of not only the virtual scene from the perspective of the player being observed (i.e., the target second virtual object) in the eliminated player's human-computer interaction interface (i.e., the first human-computer interaction interface), but also interactive controls displayed in the observed player's human-computer interaction interface (i.e., the second human-computer interaction interface). This allows the eliminated player to command the observed player by triggering the corresponding interactive controls. For example, when the eliminated player triggers any interactive control, the triggered interactive control will be highlighted in the observed player's human-computer interaction interface, thus achieving personalized and detailed operation guidance for a specific player, significantly improving the accuracy of tactical execution and the efficiency of teamwork.

[0137] The following uses an online competitive game as an example to illustrate an exemplary application of the embodiments of this application in a real-world application scenario.

[0138] In related technologies, for multiplayer online competitive games, tactical command typically relies on quick commands for the entire team. This method usually conveys tactical intentions to all players through a unified command system, but it struggles to provide detailed operational guidance for specific players, leading to ambiguity in commands and inefficient tactical execution. Furthermore, generally, eliminated players can only observe the battle from the perspective of their surviving teammates while spectating, lacking other actionable options, resulting in a poor gaming experience for eliminated players.

[0139] In view of this, this application provides an interactive processing method for virtual scenes, proposing a new way to provide operational commands to teammates in spectator mode. Specifically, when a player's game character is eliminated, they can choose to enter command mode and issue command instructions to specific teammates who are not eliminated. In this mode, the player giving the command can select and send specific command instructions by clicking buttons on the HUD interface (corresponding to the first human-computer interaction interface mentioned above). These instructions will be translated into clear action suggestions, such as "attack," "stay," and "find cover." When these instructions are issued, they will be highlighted on the spectated teammate's HUD interface (corresponding to the second human-computer interaction interface mentioned above), and corresponding text prompts will also be displayed in the game's text information bar to ensure that teammates can clearly understand and execute the instructions. At the same time, to provide a better user experience, spectated teammates can also choose whether to receive these command instructions in the game's global settings, and can turn them off as needed. For example, if teammates do not want to receive these instructions, they can turn them off through the settings. In other words, the technical solution provided in this application, by introducing a directional tactical command mode and a clear command prompt mechanism, enables eliminated players to give precise tactical commands to specific non-eliminated players, effectively making up for the problem of unclear command transmission in related technologies, thereby effectively improving the accuracy of command and the effectiveness of tactical execution.

[0140] The interactive processing method for virtual scenes provided in the embodiments of this application will be described in detail below.

[0141] In some embodiments, this application provides an interactive scheme that allows eliminated players to command specific teammates while spectating. The specific implementation steps are as follows: When a player's game character is eliminated, they can enter spectator mode and select an surviving teammate to spectate. The player will then share that teammate's perspective. Furthermore, players can manually enter "command mode" while in spectator mode. In command mode, eliminated players can participate in tactical command as spectators. Specifically, after entering command mode, players can see instruction prompts corresponding to the semantics of all buttons on their HUD. These instructions can include specific operational suggestions such as "attack," "stay," or "find cover." In addition, these buttons trigger corresponding tactical instruction sending mechanisms. For example, after receiving a click from a player on a button, the commanded teammate will receive a corresponding highlighted prompt on their HUD to clearly identify the content of the instruction. Simultaneously, the game's information bar will display detailed text instructions to help teammates understand and execute them. To avoid interference, all players can choose whether to receive command instructions from spectators in the game's global settings, or they can manually mute command instructions from spectators during gameplay.

[0142] For example, see Figure 6 , Figure 6 This is a schematic diagram illustrating an application scenario of the virtual scene interaction processing method provided in the embodiments of this application, such as... Figure 6 As shown, when a player's character is eliminated from the game, they automatically switch to spectator mode, allowing the eliminated player to spectate an active teammate. During spectating, the player's perspective is synchronized with that teammate's. Additionally, players can enter command mode by clicking the "Command Mode" button 601 displayed on the interface. In this mode, players receive a command interface similar to the in-game interface, allowing them to give tactical commands to teammates while spectating. Specifically, upon entering command mode, a set of operable command buttons will be displayed on the eliminated player's HUD screen, each labeled with corresponding command text, such as "Attack," "Stay," or "Find Cover." These command buttons are designed with common scenarios and button semantics from the combat system in mind, featuring clear text labels. Clicking any command button immediately triggers the corresponding tactical command transmission mechanism, transmitting the selected command to the commanded teammate in real time. For example, when receiving a click from an eliminated player on the command button 602 labeled "Use Skill," the player can send the command corresponding to button 602 to the commanded teammate. At this point, the HUD interface of the teammate receiving the command will prominently highlight the icon of the instruction (e.g., icon 605 corresponding to the skill use instruction), with enhanced visibility through prominent color and animation effects, ensuring the instruction's content is clear and unambiguous. Simultaneously, the game's text chat will dynamically update, displaying detailed text information 606 visible only to the teammate receiving the command (e.g., "Please use skill"), further explaining the instruction and expected action. This text information is presented in a concise and clear manner, allowing the teammate receiving the command to quickly understand the instruction and make corresponding tactical adjustments. Of course, the teammate receiving the command can also block the commands from eliminated teammates by clicking the mute button 607.

[0143] See also Figure 6 When a eliminated player clicks the "Command Mode" button 601 displayed on the interface, the four corners of the interface border can be highlighted to indicate that the eliminated player is currently in a directed command state. Simultaneously, the "Command Mode" button 601 can be hidden on the interface, and the "Exit Command" button 603 can be displayed. The eliminated player can exit command mode by clicking the "Exit Command" button 603 and return to spectator mode to select other teammates to spectate. For example, when a eliminated player clicks the "Exit Command" button 603 displayed on the interface, the player can switch from command mode back to spectator mode. Subsequently, the eliminated player can click the switch button 604 to switch to other teammates for spectating and commanding.

[0144] The following will continue to combine Figure 7 The interactive processing method for virtual scenes provided in the embodiments of this application will be described.

[0145] For example, see Figure 7 , Figure 7 This is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application, which will be combined with Figure 7 The steps shown are explained.

[0146] In step 301, an input operation to the command mode button is detected.

[0147] In some embodiments, when a player-controlled game character is eliminated, the game client will automatically call the spectator mode switch interface to update the player's status to spectator mode. Next, the system will acquire and process the selected teammate's perspective data stream, binding the player's perspective to the selected teammate's perspective. At this point, the player's interface will display the teammate's real-time perspective data.

[0148] In step 302, the mode is switched from spectator mode to command mode, which allows the user to command the target.

[0149] In some embodiments, in spectator mode, players can switch from spectator mode to command mode by clicking the "Command Mode" button displayed on the interface.

[0150] In step 303, a set of operable instruction buttons are displayed on the HUD.

[0151] In some embodiments, after switching to command mode, a command function component can be loaded onto the eliminated player's HUD interface. For example, command buttons can be generated on the eliminated player's HUD interface through a command mapping module, such as "Attack," "Stay," and "Find Cover." Each command button can be bound to a corresponding tactical operation through the command mapping module and displayed on the eliminated player's HUD interface.

[0152] In step 304, upon receiving a click operation on any instruction button, a command corresponding to the clicked instruction button is sent to the game server.

[0153] In some embodiments, when a click operation is received from an eliminated player on any instruction button, the game client can send the selected instruction (i.e., the instruction corresponding to the instruction button clicked by the eliminated player) to the game server via the network.

[0154] In step 305, it is determined whether the commanded object has received the command instruction. If yes, steps 306 and 307 are executed; otherwise, step 308 is executed.

[0155] In step 306, the button corresponding to the command is highlighted on the HUD of the object being commanded.

[0156] In step 307, the text information corresponding to the command instructions is displayed in the text communication field of the commanded object.

[0157] In some embodiments, the target teammate (i.e., the person being commanded) can choose whether to receive command instructions from spectating teammates in the game's global settings. If the target teammate chooses to receive command instructions from spectating teammates, the game server can distribute the command data packet to the target teammate's game client. The target teammate's game client can highlight the corresponding command icon on its HUD interface through the command receiving module, and display detailed text commands visible only to the teammate being commanded in the game's text communication bar, thereby ensuring real-time synchronization and accurate display of commands.

[0158] In step 308, it is determined that no command instructions will be sent to the game client of the target being commanded.

[0159] In some embodiments, if the target object selects not to receive command instructions sent by spectating teammates in the game's global settings, the game server may not send command data packets to the target teammate's game client, that is, the corresponding command icon will not be highlighted on the target teammate's HUD interface.

[0160] It should be noted that players can mute commands from eliminated players in real time within the game. These settings take effect immediately, updating the player's command reception status. The system will adjust the display and reception of commands based on the player's selection, ensuring that the player can control whether to receive commands from spectators.

[0161] Furthermore, it should be noted that the technical solutions provided in this application can be applied not only to shooting games, but also to multiplayer online tactical competitive games, etc.

[0162] In summary, the virtual scene interaction processing method provided in this application has the following beneficial effects:

[0163] I. Enhanced Command Precision: This application's embodiment introduces a command function within spectator mode, enabling eliminated players to issue specific tactical instructions to teammates who are still active. These instructions are displayed with specific buttons and detailed prompts on the commanding player's HUD, providing targeted operational guidance. Simultaneously, this mechanism significantly improves command precision, offering more detailed and explicit operational suggestions compared to the general instructions provided by related technologies.

[0164] II. Improved Tactical Execution Efficiency: This embodiment highlights command buttons on the HUD of the teammate being observed and displays the corresponding text commands in the game's information bar, ensuring that teammates can quickly understand and accurately execute commands. This instant command feedback reduces errors and delays in tactical execution, thereby effectively improving the coordination and efficiency of team operations.

[0165] Third, improving the command and interaction experience: The technical solution provided in this application allows eliminated players to actively participate in tactical command in spectator mode, enriching the interactive experience in the game. In other words, players can still play a role after being eliminated, which not only enhances the strategic nature of the game but also improves the spectator experience and avoids the monotony of a single spectator role.

[0166] IV. Providing a flexible command and control reception mechanism: The technical solution provided in this application allows players to adjust the reception status of command instructions according to their personal needs, effectively avoiding information overload and interference.

[0167] V. Addressing the shortcomings of related technologies: The technical solution provided in this application addresses the problems of insufficient precision in tactical command and the inability of spectators to participate in tactical guidance in related technologies. Through a clear instruction prompting mechanism and a targeted tactical command method, the technical solution provided in this application effectively compensates for the shortcomings of related technologies, thereby effectively improving the accuracy of tactical execution and the efficiency of team collaboration.

[0168] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 555 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2A As shown, the software modules in the interactive processing device 555 of the virtual scene stored in the memory 550 may include: a display module 5551, a switching module 5552, and a receiving module 5553.

[0169] Display module 5551 is used to display a virtual scene in the first human-computer interaction interface from the perspective of a first virtual object, wherein the virtual scene includes the first virtual object and at least one second virtual object; switching module 5552 is used to switch the virtual scene displayed from the perspective of the first virtual object to the perspective of the target second virtual object in response to the first virtual object being removed, wherein at least one interactive control included in the second human-computer interaction interface is displayed in the virtual scene displayed from the perspective of the target second virtual object, and the second human-computer interaction interface is a human-computer interaction interface for controlling the target second virtual object; receiving module 5553 is used to receive a trigger operation for any interactive control, wherein the trigger operation is used to notify the second human-computer interaction interface to highlight the triggered interactive control.

[0170] In some embodiments, the display module 5551 is further configured to display a command control in the virtual scene displayed from the perspective of the first virtual object after the switching module 5552 switches the virtual scene displayed from the perspective of the target second virtual object to the virtual scene displayed from the perspective of the target second virtual object; and to display at least one interactive control included in the second human-computer interaction interface in the virtual scene displayed from the perspective of the target second virtual object in response to a trigger operation on the command control, wherein the at least one interactive control is used to command the target second virtual object to interact.

[0171] In some embodiments, when displaying at least one interactive control included in the second human-computer interaction interface, the display module 5551 is further configured to perform the following processing for each interactive control: displaying instruction information describing the interactive operation corresponding to the interactive control at the position corresponding to the interactive control.

[0172] In some embodiments, the display module 5551 is further configured to, in response to a trigger operation on the command control, cancel the display of the command control and display an exit command control in the virtual scene displayed from the perspective of the target second virtual object; and to, in response to a trigger operation on the exit command control, cancel the display of at least one interactive control and the exit command control in the virtual scene displayed from the perspective of the target second virtual object, and display the command control.

[0173] In some embodiments, the number of at least one second virtual object is multiple. The switching module 5552 is further configured to, in response to the object switching operation, switch the virtual scene displayed based on the perspective of the target second virtual object to the virtual scene displayed based on the perspective of the first candidate virtual object after the display module 5551 cancels the display of at least one interactive control and exit command control and displays the command control, wherein the first candidate virtual object is any second virtual object other than the target second virtual object among the multiple second virtual objects, and the first candidate virtual object has not been eliminated.

[0174] In some embodiments, the virtual scene interaction processing device 555 further includes a prompting module 5554, which is used to prompt that the current state is in the state of directing the second virtual object to the target when responding to a trigger operation on the command control. The prompting that the current state is in the state of directing the second virtual object to the target includes at least one of the following: highlighting the border of the first human-computer interaction interface and displaying prompt information in the first human-computer interaction interface.

[0175] In some embodiments, the display module 5551 is further configured to, in response to the first virtual object being eliminated, display the identifiers corresponding to at least one second virtual object that has not been eliminated in the virtual scene displayed based on the perspective of the first virtual object; the switching module 5552 is further configured to, in response to the selection operation for the identifiers corresponding to at least one second virtual object that has not been eliminated, take the second virtual object corresponding to the selected identifier as the target second virtual object, and switch the virtual scene displayed based on the perspective of the first virtual object to the virtual scene displayed based on the perspective of the target second virtual object.

[0176] In some embodiments, the switching module 5552 is further configured to, in response to the first virtual object being eliminated, select a second virtual object that meets a set condition from at least one second virtual object that has not been eliminated as the target second virtual object, and switch the virtual scene displayed from the perspective of the first virtual object to the virtual scene displayed from the perspective of the target second virtual object. The set condition includes one of the following: the distance between the virtual object and the first virtual object is less than a distance threshold, the similarity between the virtual object and the first virtual object is greater than a similarity threshold, and the interaction frequency between the virtual object and the first virtual object is greater than a frequency threshold.

[0177] In some embodiments, the switching module 5552 is further configured to, in response to the elimination of the first virtual object, determine at least one second virtual object that has not been eliminated; for each second virtual object that has not been eliminated, perform prediction processing by calling a machine learning model based on the feature data of the second virtual object that has not been eliminated, and obtain the selection probability of the second virtual object that has not been eliminated; determine the second virtual object that has not been eliminated corresponding to the highest selection probability as the target second virtual object, and switch the virtual scene displayed based on the perspective of the first virtual object to the virtual scene displayed based on the perspective of the target second virtual object.

[0178] In some embodiments, the interactive processing device 555 of the virtual scene further includes a training module 5555, which is used to obtain a sample second virtual object and a pre-labeled selection probability for the sample second virtual object before the switching module 5552 calls the machine learning model for prediction processing; based on the feature data of the sample second virtual object, call the initialized machine learning model for prediction processing to obtain the selection probability of the sample second virtual object; determine the difference between the predicted selection probability and the pre-labeled selection probability; perform backpropagation based on the difference, and update the parameters of the machine learning model layer by layer during the backpropagation process.

[0179] In some embodiments, the virtual scene interaction processing device 555 further includes a sending module 5556, which is used to send an instruction corresponding to the triggered interactive control to the second human-computer interaction interface after the receiving module 5553 receives the trigger operation for any control, wherein the instruction is used to notify the second human-computer interaction interface to highlight the triggered interactive control.

[0180] In some embodiments, the instructions are also used to instruct the second human-computer interaction interface to perform the following processing: displaying instruction information describing the interactive operation corresponding to the triggered interactive control.

[0181] In some embodiments, the instructions are also used to enable the second human-computer interaction interface to perform the following processes: highlighting the triggered interactive controls when the target second virtual object allows to be commanded; and blocking the response instructions when the target second virtual object prohibits to be commanded.

[0182] In some embodiments, the number of at least one second virtual object is multiple, and the switching module 5552 is further configured to, in response to the elimination of the target second virtual object, switch the virtual scene displayed based on the perspective of the target second virtual object to the virtual scene displayed based on the perspective of the second candidate virtual object, wherein the second candidate virtual object is any second virtual object other than the target second virtual object among the multiple second virtual objects, and the second candidate virtual object has not been eliminated.

[0183] In some embodiments, the display module 5551 is further configured to display command controls in the virtual scene displayed from the perspective of the target second virtual object after the switching module 5552 switches the virtual scene displayed from the perspective of the second candidate virtual object to the virtual scene displayed from the perspective of the second candidate virtual object; and to display at least one interactive control included in the third human-computer interaction interface in the virtual scene displayed from the perspective of the second candidate virtual object in response to a trigger operation on the command controls, wherein the third human-computer interaction interface is a human-computer interaction interface for controlling the second candidate virtual object.

[0184] In some embodiments, the sending module 5556 is further configured to, after the display module 5551 displays at least one interactive control included in the third human-computer interaction interface, in response to a triggering operation for any interactive control, send an instruction corresponding to the triggered interactive control to the third human-computer interaction interface, wherein the instruction is used to notify the third human-computer interaction interface to highlight the triggered interactive control.

[0185] The following description continues to illustrate the exemplary structure of the virtual scene interaction processing device 655 provided in the embodiments of this application as a software module. In some embodiments, such as... Figure 2BAs shown, the software modules in the interactive processing device 655 of the virtual scene stored in the memory 650 may include: a display module 6551 and a receiving module 6552.

[0186] Display module 6551 is used to display a virtual scene from the perspective of a target second virtual object in a second human-computer interaction interface, wherein the virtual scene includes the target second virtual object, a first virtual object, and at least one interactive control; receiving module 6552 is used to receive instructions sent by a first human-computer interaction interface, wherein the first human-computer interaction interface is a human-computer interaction interface used to control the first virtual object, and after the first virtual object is eliminated, at least one interactive control is displayed in the first human-computer interaction interface, and the instruction carries the identifier of the interactive control triggered in the first human-computer interaction interface; display module 6551 is also used to respond to the instruction to highlight the interactive control corresponding to the identifier among the at least one interactive control.

[0187] It should be noted that the description of the apparatus in this application embodiment is similar to the description of the method embodiment above, and has similar beneficial effects as the method embodiment, therefore, it will not be repeated. For any technical details not covered in the virtual scene interactive processing apparatus provided in this application embodiment, please refer to... Figure 3 , Figure 4 ,or Figure 5 The meaning is understood in accordance with the description of any of the accompanying drawings.

[0188] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the virtual scene interaction processing method described above in this application.

[0189] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the interactive processing method for a virtual scene provided in this application. For example, ... Figure 3 , Figure 4 ,or Figure 5 The interactive processing method for the virtual scene is shown.

[0190] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0191] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0192] As an example, executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0193] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for interactive processing of virtual scenes, characterized in that, The method includes: In the first human-computer interaction interface, a virtual scene is displayed based on the perspective of a first virtual object, wherein the virtual scene includes the first virtual object and at least one second virtual object; In response to the first virtual object being eliminated, the virtual scene displayed from the perspective of the first virtual object is switched to a virtual scene displayed from the perspective of the target second virtual object. In the virtual scene displayed from the perspective of the target second virtual object, at least one interactive control of a second human-computer interaction interface is displayed. The second human-computer interaction interface is a human-computer interaction interface for controlling the target second virtual object. Receive a trigger operation for any of the interactive controls, wherein the trigger operation is used to notify the second human-computer interaction interface to highlight the triggered interactive control.

2. The method according to claim 1, characterized in that, After switching the virtual scene displayed from the perspective of the first virtual object to the virtual scene displayed from the perspective of the target second virtual object, the method further includes: Command controls are displayed in the virtual scene shown from the perspective of the second virtual object. In response to a trigger operation on the command control, at least one interactive control included in the second human-computer interaction interface is displayed in the virtual scene displayed from the perspective of the target second virtual object, wherein the at least one interactive control is used to command the target second virtual object to interact.

3. The method according to claim 2, characterized in that, When displaying at least one interactive control included in the second human-computer interaction interface, the method further includes: For each of the interactive controls, perform the following processing: At the location corresponding to the interactive control, instruction information describing the interactive operation corresponding to the interactive control is displayed.

4. The method according to claim 2, characterized in that, In response to a trigger operation on the command control, the method further includes: In the virtual scene displayed from the perspective of the second target virtual object, the command control is de-displayed, and the exit command control is displayed; In response to a trigger operation on the exit command control, in the virtual scene displayed from the perspective of the target second virtual object, the at least one interactive control and the exit command control are de-displayed, and the command control is displayed.

5. The method according to claim 4, characterized in that, The number of the at least one second virtual object is multiple; After canceling the display of the at least one interactive control and the exit command control, and displaying the command control, the method further includes: In response to the object switching operation, the virtual scene displayed from the perspective of the target second virtual object is switched to the virtual scene displayed from the perspective of the first candidate virtual object, wherein the first candidate virtual object is any one of the plurality of second virtual objects other than the target second virtual object, and the first candidate virtual object has not been eliminated.

6. The method according to claim 2, characterized in that, In response to a trigger operation on the command control, the method further includes: The prompt indicates that the current state is one of targeted command for the target second virtual object, wherein the state of targeted command for the target second virtual object includes at least one of the following: highlighting the border of the first human-computer interaction interface and displaying prompt information in the first human-computer interaction interface.

7. The method according to any one of claims 1 to 6, characterized in that, The step of switching the virtual scene displayed from the perspective of the first virtual object to the perspective of the target second virtual object in response to the first virtual object leaving the game includes: In response to the first virtual object being eliminated, in the virtual scene displayed based on the perspective of the first virtual object, the identifiers corresponding to at least one second virtual object that has not been eliminated are displayed respectively; In response to the selection operation for the identifiers corresponding to the at least one second virtual object that has not been eliminated, the second virtual object corresponding to the selected identifier is taken as the target second virtual object, and the virtual scene displayed based on the perspective of the first virtual object is switched to the virtual scene displayed based on the perspective of the target second virtual object.

8. The method according to any one of claims 1 to 6, characterized in that, The step of switching the virtual scene displayed from the perspective of the first virtual object to the perspective of the target second virtual object in response to the first virtual object leaving the game includes: In response to the first virtual object being eliminated, at least one second virtual object that has not been eliminated is selected as the target second virtual object if it meets the set conditions. The virtual scene displayed from the perspective of the first virtual object is then switched to the virtual scene displayed from the perspective of the target second virtual object. The set conditions include one of the following: the distance between the virtual object and the first virtual object is less than a distance threshold, the similarity between the virtual object and the first virtual object is greater than a similarity threshold, and the interaction frequency between the virtual object and the first virtual object is greater than a frequency threshold.

9. The method according to any one of claims 1 to 6, characterized in that, The step of switching the virtual scene displayed from the perspective of the first virtual object to the perspective of the target second virtual object in response to the first virtual object leaving the game includes: In response to the first virtual object being eliminated, a second virtual object that has not been eliminated is determined from the at least one second virtual object; For each of the unexcluded second virtual objects, a machine learning model is invoked to perform prediction processing based on the feature data of the unexcluded second virtual objects to obtain the selection probability of the unexcluded second virtual objects; The second virtual object that has not been eliminated and has the highest selection probability is identified as the target second virtual object, and the virtual scene displayed from the perspective of the first virtual object is switched to the virtual scene displayed from the perspective of the target second virtual object.

10. The method according to claim 9, characterized in that, Before invoking the machine learning model for prediction, the method further includes: Obtain the second virtual object of the sample, and the selection probability of the second virtual object of the sample pre-labeled; Based on the feature data of the second virtual object in the sample, the initialized machine learning model is invoked to perform prediction processing to obtain the selection probability of the second virtual object in the sample; Determine the difference between the predicted selection probability and the pre-labeled selection probability; Backpropagation is performed based on the differences, and the parameters of the machine learning model are updated layer by layer during the backpropagation process.

11. The method according to any one of claims 1 to 10, characterized in that, After receiving a trigger operation for any of the controls, the method further includes: Send an instruction to the second human-computer interaction interface corresponding to the triggered interactive control, wherein the instruction is used to notify the second human-computer interaction interface to highlight the triggered interactive control.

12. The method according to claim 11, characterized in that, The instruction is also used to notify the second human-computer interaction interface to perform the following processing: display instruction information describing the interactive operation corresponding to the triggered interactive control.

13. The method according to claim 11, characterized in that, The instruction is also used to instruct the second human-computer interaction interface to perform the following processes: If the target second virtual object allows to be commanded, the triggered interactive control is highlighted; If the target second virtual object is prohibited from being commanded, the response to the command is blocked.

14. The method according to any one of claims 1 to 10, characterized in that, The number of the at least one second virtual object is multiple; The method further includes: In response to the elimination of the target second virtual object, the virtual scene displayed from the perspective of the target second virtual object is switched to the virtual scene displayed from the perspective of the second candidate virtual object, wherein the second candidate virtual object is any one of the multiple second virtual objects other than the target second virtual object, and the second candidate virtual object has not been eliminated.

15. The method according to claim 14, characterized in that, After switching the virtual scene displayed from the perspective of the target second virtual object to the virtual scene displayed from the perspective of the second candidate virtual object, the method further includes: Command controls are displayed in the virtual scene shown from the perspective of the second candidate virtual object; In response to a trigger operation on the command control, at least one interactive control of a third human-computer interaction interface is displayed in the virtual scene displayed from the perspective of the second candidate virtual object, wherein the third human-computer interaction interface is a human-computer interaction interface for controlling the second candidate virtual object.

16. The method according to claim 15, characterized in that, After displaying at least one interactive control included in the third human-computer interaction interface, the method further includes: In response to a triggering operation on any of the interactive controls, an instruction corresponding to the triggered interactive control is sent to the third human-computer interaction interface, wherein the instruction is used to notify the third human-computer interaction interface to highlight the triggered interactive control.

17. A method for interactive processing of a virtual scene, characterized in that, The method includes: In the second human-computer interaction interface, a virtual scene is displayed from the perspective of the target second virtual object, wherein the virtual scene includes the target second virtual object, a first virtual object, and at least one interactive control; The instruction sent by the first human-computer interaction interface is received. The first human-computer interaction interface is used to control the first virtual object. After the first virtual object leaves the game, at least one interactive control is displayed in the first human-computer interaction interface. The instruction carries the identifier of the interactive control that is triggered in the first human-computer interaction interface. In response to the instruction, the interactive control corresponding to the identifier in the at least one interactive control is highlighted.

18. An interactive processing device for a virtual scene, characterized in that, The device includes: The display module is used to display a virtual scene in the first human-computer interaction interface based on the perspective of a first virtual object, wherein the virtual scene includes the first virtual object and at least one second virtual object; The switching module is used to switch the virtual scene displayed based on the perspective of the first virtual object to the virtual scene displayed based on the perspective of the target second virtual object in response to the first virtual object leaving the game. In the virtual scene displayed based on the perspective of the target second virtual object, at least one interactive control of the second human-computer interaction interface is displayed. The second human-computer interaction interface is a human-computer interaction interface for controlling the target second virtual object. A receiving module is configured to receive a trigger operation for any of the interactive controls, wherein the trigger operation is configured to notify the second human-computer interaction interface to highlight the triggered interactive control.

19. An interactive processing device for a virtual scene, characterized in that, The device includes: The display module is used to display a virtual scene in the second human-computer interaction interface from the perspective of the target second virtual object, wherein the virtual scene includes the target second virtual object, the first virtual object, and at least one interactive control; A receiving module is used to receive instructions sent by a first human-computer interaction interface, wherein the first human-computer interaction interface is a human-computer interaction interface for controlling the first virtual object, and after the first virtual object leaves the game, at least one interactive control is displayed in the first human-computer interaction interface, and the instruction carries the identifier of the interactive control that is triggered in the first human-computer interaction interface. The display module is further configured to, in response to the instruction, highlight the interactive control corresponding to the identifier among the at least one interactive controls.

20. An electronic device, characterized in that, include: Memory is used to store executable instructions for a computer; A processor, when executing computer-executable instructions stored in the memory, implements the interactive processing method of the virtual scene as described in any one of claims 1 to 16 or claim 17.

21. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, they implement the interactive processing method of the virtual scene as described in any one of claims 1 to 16 or claim 17.

22. A computer program product, comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by the processor, they implement the interactive processing method of the virtual scene as described in any one of claims 1 to 16 or claim 17.