Information processing method and device for quantum go

By introducing quantum entanglement and collapse properties into virtual Go, combined with the rules of consecutive two moves and win/loss determination, the strategic and fun aspects of Go games are enriched. This solves the problems of monotonous interaction and insufficient game variation in traditional Go games, and improves the user experience.

CN122006247APending Publication Date: 2026-05-12TURINGQ CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TURINGQ CO LTD
Filing Date
2026-03-17
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

Traditional virtual Go games have a simple move logic and a highly predictable game outcome. They lack multi-dimensional operation and feedback design, resulting in a monotonous human-computer interaction and insufficient game variability, making it difficult to meet users' needs for game fun and novelty.

Method used

By introducing quantum entanglement and collapse properties, the game creates quantum entangled pieces by placing two pieces in a row. The collapse condition is used to dynamically switch the state of the pieces, and combined with the win/loss determination rules, the game's strategy and fun are enriched.

Benefits of technology

By deeply integrating quantum entanglement and collapse properties with the rules of Go, the single move logic of traditional virtual Go is broken, the user interaction experience is improved, and the visualization of the game state and the cost of operation and understanding are reduced.

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Abstract

The invention provides an information processing method and device for quantum go and electronic equipment, and the method comprises the steps: responding to two consecutive chess piece falling operations of a participant in a current game in a chess piece moving stage, and providing a first virtual chess piece at an indication position of each chess piece falling operation, each first virtual chess piece has a state identifier representing a quantum entanglement state; based on the positions of second virtual chess pieces on the virtual go chessboard, whether the two first virtual chess pieces meet collapse conditions or not is determined; in response to the fact that the collapse condition is met, one first virtual chess piece in the two first virtual chess pieces is removed from the virtual go chessboard, and the state of the first virtual chess piece reserved in the virtual go chessboard is updated to a stable state from a quantum entanglement state; and in response to the fact that the winning and losing judgment condition is met, determining the winning and losing result of the current game according to the chess piece layout state on the virtual go chessboard when the winning and losing judgment condition is met.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to an information processing method and apparatus for quantum Go. Background Technology

[0002] Go, as a traditional strategy board game, has seen virtual Go games, implemented on terminal devices, become a mainstream form of entertainment and interaction. Traditional virtual Go games all follow the classic Go rules of placing stones, making moves, and determining the winner. The game logic is simplistic, and the interactive format lacks innovation, failing to meet users' demands for more engaging and novel gameplay. With the popularization of quantum computing concepts and the development of human-computer interaction technology, integrating quantum effects into virtual board games has become a new development direction. However, currently, there is no mature solution in related technologies that deeply integrates core quantum properties such as quantum entanglement and quantum collapse with the rules of Go.

[0003] Currently, the move logic of traditional virtual Go games is highly rigid, and the direction of the game is highly predictable. It has not broken through the classic Go rules and technical framework. In terms of human-computer interaction, it lacks multi-dimensional operation and feedback design, and in terms of game experience, it lacks dynamic changes in the game and diversified strategy design, resulting in problems such as monotonous human-computer interaction and insufficient game variability. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide an information processing method and apparatus for quantum Go, so as to overcome at least one of the above-mentioned defects.

[0005] In a first aspect, embodiments of this application provide an information processing method for quantum Go, which provides a graphical user interface through a terminal device, the graphical user interface including at least a virtual Go board, comprising: responding to two consecutive moves by a participant in a single move phase of the current game, providing a first virtual piece at the indicated position of each move, each first virtual piece having a state identifier representing a quantum entanglement state, wherein the indicated position is located on the virtual Go board; determining whether the two first virtual pieces satisfy a collapse condition based on the position of a second virtual piece on the virtual Go board, wherein the second virtual piece is a piece that already exists on the virtual Go board before the two consecutive moves; responding to the collapse condition being satisfied, removing one of the two first virtual pieces from the virtual Go board, and updating the state of the remaining first virtual piece on the virtual Go board from a quantum entanglement state to a stable state; and responding to the win / loss determination condition being satisfied, determining the win / loss result of the current game based on the piece layout state on the virtual Go board when the win / loss determination condition is satisfied.

[0006] In an optional implementation, the collapse condition is that either of the two first virtual pieces has an adjacent piece. Removing one of the two first virtual pieces from the virtual Go board includes: determining whether the adjacent pieces are in a quantum entangled state; and in response to the adjacent pieces being in a quantum entangled state, selecting a target adjacent piece from the adjacent pieces and removing the target adjacent piece from the virtual Go board, and updating the current state of the remaining adjacent pieces from a quantum entangled state to a stable state.

[0007] In an optional implementation, in response to two consecutive moves by a player in a single move phase during the current game, a first virtual piece is provided at the indicated position of each move, including: in response to each move in the two consecutive moves, determining whether the first virtual piece corresponding to each move satisfies a preset entanglement condition; and in response to the preset entanglement condition being satisfied, establishing an entanglement group corresponding to the two first virtual pieces.

[0008] In an optional implementation, the piece layout state includes the number of virtual pieces for both sides and the score for both sides. In response to the satisfaction of the win / loss determination conditions, the win / loss result of the current game is determined based on the piece layout state on the virtual Go board when the win / loss determination conditions are satisfied, including: comparing the number of virtual pieces for both sides on the virtual Go board and determining the win / loss result based on the comparison result.

[0009] In an optional implementation, the method further includes displaying a numerical identifier on each virtual piece on the virtual Go board, the numerical identifier being used to represent the number of moves when the virtual piece is placed.

[0010] In an optional implementation, the current game mode includes a human-computer battle mode and a two-player battle mode. The method further includes: when the current game mode is a human-computer battle mode, determining the game parameters of the current game in response to the game parameter configuration operation of the first participant; and when the current game mode is a two-player battle mode, sending a battle invitation to the second participant in response to the battle invitation operation of the first participant, and determining the first player by a random parity determination rule after the second participant receives the battle invitation.

[0011] In an optional implementation, the game parameters include at least one of the following: difficulty level, size of the virtual Go board, and maximum number of moves.

[0012] In optional implementations, the conditions for determining victory or defeat include any one of the following: the number of moves in this game reaches the maximum number of moves, one player resigns, or the request for a number of moves is approved. Secondly, embodiments of this application also provide an information processing device for quantum Go, providing a graphical user interface, which includes at least a virtual Go board. The device includes: The chess piece display module is used to respond to two consecutive moves by a player in a single move phase during the current game, and to provide a first virtual chess piece at the indicated position of each move. Each first virtual chess piece has a state identifier representing a quantum entanglement state, wherein the indicated position is located on a virtual Go board. The collapse detection module is used to determine whether two first virtual pieces meet the collapse conditions based on the position of the second virtual piece on the virtual Go board. The second virtual piece is a piece that already exists on the virtual Go board before the two consecutive moves. The piece removal module is used to remove one of the two first virtual pieces from the virtual Go board in response to the collapse condition being met, and update the state of the remaining first virtual piece on the virtual Go board from the quantum entangled state to the stable state. The win / loss determination module is used to determine the win / loss result of the current game based on the layout of the pieces on the virtual Go board when the win / loss determination conditions are met.

[0013] Thirdly, embodiments of this application also provide an electronic device, including a memory and a processor; wherein the memory stores processor-executable instructions, which, when executed by the processor, implement the information processing method for quantum Go as described in any of the first aspects.

[0014] The embodiments of this application bring the following beneficial effects: This application provides a quantum Go information processing method and apparatus that deeply integrates and adjusts quantum entanglement and collapse characteristics with Go move rules. It stipulates that each move requires two consecutive moves to form a quantum entangled state. Through collapse conditions, it achieves dynamic switching between the quantum entangled and stable states of the pieces, breaking the single move logic of traditional virtual Go, enriching the game's strategy and fun, and enhancing the user's interactive experience. By displaying quantum state identifiers on the pieces and showing move-related information in real-time on the graphical user interface, it achieves a visual presentation of quantum states and move progress, allowing users to clearly grasp the game state and reducing the operational and comprehension costs of quantum Go. Compared with Go methods in related technologies, it solves the problems of monotonous game interaction and insufficient game variability. Attached Figure Description

[0015] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0016] Figure 1 A flowchart of the information processing method for quantum Go provided in an embodiment of this application is shown; Figure 2 A schematic diagram showing the virtual chess piece placement positions provided in an embodiment of this application is illustrated. Figure 3 This illustration shows a schematic diagram of a virtual chess piece with an updated status identifier provided in an embodiment of this application; Figure 4 A schematic diagram of the structure of the quantum Go information processing device provided in an embodiment of this application is shown; Figure 5 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation

[0017] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0018] To facilitate understanding of this embodiment, the following description uses the application of the quantum Go information processing method provided in this application to a terminal device as an example to illustrate the exemplary steps provided in this application embodiment. Specifically, the terminal device provides a graphical user interface, which includes at least a virtual Go board.

[0019] Please see Figure 1 , Figure 1 This is a flowchart illustrating an information processing method for quantum Go provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the information processing method for quantum Go includes: Step S101: In response to two consecutive moves by a player in the current game during a move phase, a first virtual piece is provided at the indicated position of each move. Each first virtual piece has a state identifier representing a quantum entanglement state, wherein the indicated position is located on a virtual Go board.

[0020] Quantum Go is deployed on terminal devices as an application. Upon launching Quantum Go on a terminal device, an initialization user interface is first displayed, providing a mode selection control. This control is used to select the game mode for the current match.

[0021] The user interface in this embodiment can be a graphical user interface. The terminal device in this application can be a mobile phone, tablet, desktop computer, smartwatch, wearable device, etc.

[0022] For example, the battle modes include human vs. computer mode and two-player mode.

[0023] In response to the first participant's mode selection operation on the mode selection control, it can be determined whether the current game mode is human vs. computer mode or two-player mode.

[0024] The current match includes two players, namely the first player and the second player. The first player can refer to the party that initiated the match, who is the user of the terminal device, i.e., the current user. The second player can refer to the first player's opponent, who selects whether the second player in the current match is a real person (i.e., another user) or an artificial intelligence through a mode selection operation.

[0025] If the current game mode is AI versus mode, you can set the corresponding game parameters for AI versus mode.

[0026] Optionally, in response to the game parameter configuration operation of the first participant, the game parameters of the current game are determined, including at least one of the following: difficulty level, size of the virtual Go board, and maximum number of moves.

[0027] For example, the first participant triggers the game parameter configuration control to display the game parameter configuration interface. Displaying the game parameter configuration interface includes jumping from the previously displayed user interface to the game parameter configuration interface, or displaying the game parameter configuration interface on top of the previously displayed user interface, in which case the game parameter configuration interface covers a portion of the previously displayed user interface.

[0028] After the game parameter configuration interface is displayed, users can trigger controls or input values. For example, difficulty level can be set as a control, allowing users to select controls of different difficulty levels. The size of the virtual Go board can be entered, or several default sizes can be selected by the user. The maximum number of moves requires user input, but it has a default maximum value. If the user-input value exceeds the maximum value, the maximum number of moves is set to that maximum value.

[0029] The difficulty level can refer to the Go skill level of the artificial intelligence. The higher the difficulty level, the higher the Go skill level of the artificial intelligence; the lower the difficulty level, the lower the Go skill level of the artificial intelligence. For example, the difficulty level can be set as easy, medium, hard, master, etc.

[0030] The size of a virtual Go board refers to the number of lines used in the virtual Go board presented in the graphical user interface of a terminal device. It is based on the number of horizontal and vertical intersections in standard Go, representing the number of horizontal and vertical intersections on the board.

[0031] The maximum number of moves can be defined as the threshold for the maximum number of moves in the current game. The number of moves can be defined as the two consecutive valid moves completed by the first / second player in this game. Each time a double move that meets the preset entanglement conditions is completed, the current move count is incremented by one. When the actual number of moves completed during the game reaches this maximum number of moves, the win / loss determination process will be automatically triggered, the normal game will be terminated, and the win / loss result of the current game will be determined based on the piece layout of the virtual Go board.

[0032] Optionally, after the first participant completes the game parameter configuration operation, the game can be entered into the game interface by triggering the completion control or return control in the game parameter configuration interface, or the game parameter configuration operation is completed by default if the user operation is not detected to be greater than or equal to the preset duration in the game parameter configuration interface.

[0033] In the human-machine battle mode, the artificial intelligence will make decisions according to the preset rules of quantum Go in order to engage in real-time quantum Go battles with the first participant.

[0034] In another scenario, if the current match is in 2v2 mode, a match invitation can be sent to the second player. The match will begin once the second player accepts the invitation. The second player can be a user designated by the first player or a randomly matched user.

[0035] Optionally, in response to the first participant's challenge, a challenge is sent to the second participant. After the second participant receives the challenge, the first player is determined using a random odd / even rule. For example, the challenge message from the first participant is displayed on the second participant's terminal device. After receiving the challenge, the second participant generates a random number. If the random number is odd, the first participant plays black and goes first (or, if the random number is even, the first participant plays white); if the random number is even, the second participant plays black and goes first. Besides the odd / even rule, methods such as comparing the size of the random numbers can also be used.

[0036] In an optional embodiment, a function to hide the adjustment can be set to allow users to adjust the display size of the virtual Go board at any time.

[0037] For example, in response to a first participant's continuous clicks on preset text icons in the graphical user interface, a size adjustment control is displayed on the graphical user interface. The first participant can adjust the display size of the virtual Go board by adjusting the size adjustment control. It should be noted that the display size here is not the same as the size of the virtual Go board. For example, the size of the virtual Go board refers to the number of lines, while the display size does not change the number of lines, but only changes the area occupied by the virtual Go board in the user interface.

[0038] In an optional embodiment, a status indicator can be displayed on the virtual pieces to facilitate the first participant's observation of the current state of each virtual piece.

[0039] For example, the states of virtual chess pieces include quantum entanglement states and stable states. A quantum entanglement state refers to the associated state of the two first virtual chess pieces displayed at the designated placement position after the first player completes two consecutive valid moves during the current game. This associated state is based on the unique entanglement group formed by the two pieces and is the initial quantum state of the pieces before the collapse condition is met. Both pieces in this state remain on the virtual Go board and will change with subsequent moves. When the collapse condition is met, the two pieces in the quantum entanglement state trigger a state transition, which refers to a dynamic transition state relative to the stable state. The stable state can refer to the state after collapse. For example, as... Figure 3 As shown, pieces in a quantum entangled state are surrounded by dotted lines as state markers, such as rings or circles. Pieces in a stable state may not have state markers, for example... Figure 3 310 and 320 in the example. Optionally, pieces in a stable state can also have a state identifier, as long as it is different from the state identifier of a quantum entangled state.

[0040] For example, Figure 2 The two black pieces containing the number 1 are an entangled pair, and they are in a quantum entangled state. It's important to note that quantum entanglement exists between two consecutive pieces placed in each move, but not between a black piece and a white piece, nor between pieces of the same color placed on different moves. For example, Figure 2 Among the chess pieces shown, only two pieces with the same number can become an entangled pair, and thus have a quantum entangled state.

[0041] In one embodiment, the virtual pieces on the virtual Go board can be divided into multiple types, such as based on the participating parties. The virtual pieces can include a first virtual piece and a third virtual piece. The first virtual piece is placed by the first participating party when making a move, and the third virtual piece is placed by the second participating party (a real person or artificial intelligence) when making a move. Each first and third virtual piece displays a state identifier representing a quantum entanglement state, and each first and third virtual piece also displays a state identifier representing a stable state. The state identifiers for the quantum entanglement state and the stable state are different.

[0042] In addition, each virtual piece on the virtual Go board displays a number indicating the number of moves made in this move. For example, if the number of moves made in this move is 9, then the number 9 will be displayed on each virtual piece.

[0043] In the current game, the two players take turns making moves. Each move is considered a single move, and each move requires two consecutive placement operations.

[0044] Optionally, when the player making the move in the current game is the first participant, the first participant performs two consecutive moves on the virtual Go board. These moves can be clicks, touches, long presses, drags, or other human-computer interaction operations supported by the terminal device. In response to the move, the terminal device first determines whether the move is a valid intersection on the virtual Go board (i.e., no existing virtual pieces at the intersection and the intersection does not exceed the boundaries of the virtual Go board). If it is a valid intersection, the move is considered valid; otherwise, it is considered invalid. Optionally, if a move is determined to be invalid, a prompt message can be displayed to the user, prompting them to re-make the move.

[0045] On the graphical user interface, a first virtual piece in a quantum entangled state is provided at the location indicated by the current move operation. Specifically, a first virtual piece is displayed at the designated location, its current state is set to quantum entanglement, and a state indicator indicating the quantum entanglement state and a numerical indicator representing the number of moves in this move are displayed on the first virtual piece. Furthermore, after the first virtual piece is presented, it is determined whether the first virtual piece corresponding to this move operation satisfies a preset entanglement condition. If this move is the first move in this round, it is determined that the preset entanglement condition is not met; if this move is the second move in this round, it is determined that the preset entanglement condition is met.

[0046] If the preset entanglement conditions are met, an entanglement group is established for the two first virtual pieces, and a unique entanglement group identifier is assigned. This identifier indicates the entanglement group affiliation of each first virtual piece. If the preset entanglement conditions are not met, the game waits for the second valid move in the current move until the preset entanglement conditions are met.

[0047] In one embodiment, a time limit is set for each move, so as to control the pace of the game and ensure the smoothness and fairness of the game by setting a time control mechanism.

[0048] For example, after the current player (the first or second participant) gains the right to move, the terminal device starts a countdown timer. If the player fails to complete the two consecutive valid moves required for this move before the countdown ends, the move is deemed invalid, the placed virtual pieces are removed from the virtual Go board, and the right to move is forcibly transferred.

[0049] For example, the time limit for each move can be 30 seconds or 40 seconds, and this time limit can be set according to the actual situation.

[0050] Step S102: Based on the position of the second virtual piece on the virtual Go board, determine whether the two first virtual pieces meet the collapse condition, wherein the second virtual piece is a piece that already exists on the virtual Go board before the two consecutive moves.

[0051] In this application, the collapse condition is that there are adjacent pieces around either of the two first virtual pieces. The adjacent pieces are limited to virtual pieces that existed before the current move, and the adjacent relationship is the four adjacent intersections of the top, bottom, left and right in Go. Pieces at diagonal intersections are not counted as adjacent pieces.

[0052] After generating the first virtual chess piece in a quantum entangled state, the terminal device reads the historical chess piece layout data on the virtual Go board and checks whether there are adjacent chess pieces at the four adjacent intersections of each first virtual chess piece. If there is an adjacent chess piece at any intersection of the four adjacent intersections of any first virtual chess piece, the collapse condition is determined to be met, and step S103 is executed. If there are no adjacent chess pieces at the four adjacent intersections of two first virtual chess pieces, the collapse condition is determined not to be met, and the two first virtual chess pieces continue to maintain a quantum entangled state until a new chess piece appears at its adjacent position in a subsequent move, triggering a new collapse detection.

[0053] The following reference Figure 2 Let me introduce the specific process of collapse detection.

[0054] Figure 2 This illustration shows a schematic diagram of the virtual chess piece placement provided in an embodiment of this application, such as... Figure 2As shown, assuming the first player plays black and moves first, the black virtual pieces with numerical identifiers 1, 3, and 5 are the first virtual pieces placed by the first player, and the white virtual pieces with numerical identifiers 2 and 4 are the second virtual pieces placed by the second player. At the fifth move, the virtual pieces already on the virtual Go board before the fifth move are those with numerical identifiers 1-4. Since none of the virtual pieces with numerical identifiers 1-4 before the fifth move meet the collapse condition, and it is not yet determined whether the collapse condition is met at this point, all virtual pieces display the state identifier 210, indicating a state of quantum entanglement.

[0055] In the fifth move, the first participant placed a black virtual piece marked with number 5. Since there were no adjacent second virtual pieces in the four directions above, below, left, and right of the first virtual piece marked with number 5 on the right side, but there was a second virtual piece marked with number 3 directly above the first virtual piece marked with number 5 on the left side, it can be determined that the collapse condition was met.

[0056] In step S103, in response to the collapse condition being met, one of the two first virtual pieces is removed from the virtual Go board, and the state of the remaining first virtual piece on the virtual Go board is updated from the quantum entangled state to the stable state.

[0057] If the collapse condition is met, a pseudo-random algorithm can be used to randomly select one of the two virtual pieces. This selected virtual piece is then removed from the virtual Go board, meaning its display and layout data are deleted, and its corresponding entanglement group is released. Simultaneously, the other retained virtual piece undergoes a state transition (state collapse), changing from a quantum entangled state to a stable state. The quantum entanglement state flag of the retained virtual piece is removed, and a stable state flag is loaded, such as changing the retained virtual piece to an opaque solid color.

[0058] It should be noted that even if an entangled piece collapses, its corresponding entanglement group identifier will still be retained for subsequent game data statistics and tracing. If an adjacent piece is detected to be in a quantum entangled state, collapse processing can be performed on that adjacent piece simultaneously.

[0059] Optionally, it can be determined whether adjacent pieces are in a quantum entangled state. If they are in a quantum entangled state, a target adjacent piece is randomly selected from the adjacent pieces, and the target adjacent piece is removed from the virtual Go board. The current state of the remaining adjacent pieces is updated from the quantum entangled state to a stable state, realizing the coordinated collapse of multiple groups of entangled pieces and ensuring the continuity of the game rules.

[0060] The following reference Figure 3 This section will introduce the process of virtual chess pieces changing state when the collapse conditions are met.

[0061] Figure 3 This illustration shows a diagram of a virtual chess piece with an updated status flag, as provided in an embodiment of this application. Figure 3 As shown, since the first virtual piece with number 5 placed in the fifth move meets the collapse condition, one of the two first virtual pieces with number 5 is randomly selected as the target first virtual piece. Assuming that the first virtual piece with number 5 on the left is selected as the target first virtual piece, the first virtual piece with number 5 on the left is removed from the virtual Go board, and the first virtual piece with number 5 on the right is retained.

[0062] Then, the current state of the adjacent pieces of the first virtual piece with number 5 (i.e., the virtual piece with number 3) is detected. Since the current state of the first virtual piece with number 3 is in a quantum entangled state, one of the two first virtual pieces with number 3 is randomly selected as the target first virtual piece. Assuming that the first virtual piece with number 3 on the right is selected as the target first virtual piece, the first virtual piece with number 3 on the right is removed from the virtual Go board, and the first virtual piece with number 3 on the left is retained.

[0063] It should be noted that adjacent pieces may be a single entangled group that has not undergone state collapse, or multiple entangled groups that have not undergone state collapse. Each entangled group that has not undergone state collapse includes a pair of virtual pieces, i.e., two virtual pieces. If adjacent pieces are multiple entangled groups, a state check is performed on each entangled group to determine whether the virtual pieces in each entangled group are in a quantum entangled state. A target virtual piece is then selected from the virtual pieces in a quantum entangled state and removed. The current state of the retained virtual piece is then updated from a quantum entangled state to a stable state.

[0064] Step S104: In response to the win / loss determination condition being met, determine the win / loss result of the current game based on the piece layout state on the virtual Go board when the win / loss determination condition is met.

[0065] The chess piece layout includes the number of virtual pieces for both sides and the corresponding score for each side.

[0066] The conditions for determining the winner include the following three situations, and the winner will be determined when any one of the situations is met: the number of moves in this game reaches the preset maximum number of moves, either player sends a resignation request to the other player and it takes effect, or either player sends a piece request and the other player confirms and agrees.

[0067] After the terminal device triggers the win / loss determination, it can choose one of the following methods to determine the outcome: In one scenario, when determining the outcome of a game, the number of virtual pieces held by both players on the virtual Go board is compared to determine the winner.

[0068] For example: obtain the number of virtual pieces in a stable state for both sides and the converted number of virtual pieces in a quantum entangled state that have not collapsed (e.g., each group of virtual pieces in a quantum entangled state is converted into 1 valid piece), count the total number of valid pieces for each side, and the side with more valid pieces wins. If the total number of valid pieces for both sides is the same, it is judged as a draw.

[0069] In another scenario, following the classic Go scoring rules and combining them with the layout of the pieces on the virtual Go board, the actual score of both players is tallied. The actual score of both players on the virtual Go board is then compared to determine the winner. The player with the higher actual score wins, and if both players have the same actual score, the game is considered a draw.

[0070] The terminal device displays the win / loss results on a graphical user interface, including the total number of valid pieces or points for both sides, the winner's identifier, and provides operation controls such as "Play another game" and "Return to the main interface" for selecting subsequent operations.

[0071] The quantum Go information processing method provided in this application deeply integrates and adjusts the characteristics of quantum entanglement and collapse with the rules of Go. It stipulates that each move requires two consecutive moves to form a quantum entangled state. Through collapse conditions, it dynamically switches between the quantum entangled and stable states of the pieces, breaking the single move logic of traditional virtual Go, enriching the game's strategy and fun, and improving the user's interactive experience. By displaying quantum state identifiers on the pieces and showing move-related information in real time on the graphical user interface, it achieves a visual presentation of quantum states and move progress, allowing users to clearly grasp the game state and reducing the operational and comprehension costs of quantum Go. Compared with Go methods in related technologies, it solves the problems of monotonous game interaction and insufficient game variability.

[0072] Based on the same inventive concept, this application also provides a quantum Go information processing device corresponding to the quantum Go information processing method. Since the principle of the device in this application is similar to the quantum Go information processing method described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0073] Please see Figure 4 , Figure 4This is a schematic diagram of the structure of an information processing device for quantum Go provided in an embodiment of this application. Figure 4 As shown, the quantum Go information processing device 200 includes: The chess piece display module 401 is used to respond to two consecutive moves by a player in the current game during a move phase, and to provide a first virtual chess piece at the indicated position of each move, each first virtual chess piece having a state identifier representing a quantum entanglement state, wherein the indicated position is located on a virtual Go board. The collapse detection module 402 is used to determine whether two first virtual pieces meet the collapse conditions based on the position of the second virtual piece on the virtual Go board. The second virtual piece is a piece that already exists on the virtual Go board before two consecutive moves. The piece removal module 403 is used to remove one of the two first virtual pieces from the virtual Go board in response to the collapse condition being met, and update the state of the first virtual piece remaining in the virtual Go board from the quantum entangled state to the stable state. The win / loss determination module 404 is used to determine the win / loss result of the current game based on the layout of the pieces on the virtual Go board when the win / loss determination conditions are met.

[0074] In an optional implementation, the collapse condition is that either of the two first virtual pieces has an adjacent piece. The collapse detection module 402 is further configured to: determine whether the adjacent pieces are in a quantum entangled state; and the piece removal module 403 is further configured to: in response to the adjacent pieces being in a quantum entangled state, select a target adjacent piece from the adjacent pieces, remove the target adjacent piece from the virtual Go board, and update the current state of the remaining adjacent pieces from the quantum entangled state to a stable state.

[0075] In an optional implementation, the chess piece display module 401 is further configured to, in response to each of two consecutive placement operations, determine whether the first virtual chess piece corresponding to each placement operation meets the preset entanglement condition; and in response to the preset entanglement condition being met, establish an entanglement group corresponding to the two first virtual chess pieces.

[0076] In an optional implementation, the board layout includes the number of virtual pieces for both players and the score for each player. The win / loss determination module 404 is used to: compare the number of virtual pieces for both players on the virtual Go board and determine the win / loss result based on the comparison result.

[0077] In an optional implementation, the chess piece display module 401 is further configured to: display a numerical identifier on each virtual chess piece on the virtual Go board, the numerical identifier being used to represent the number of moves when the virtual chess piece is placed.

[0078] In an optional implementation, the current game mode includes a human-computer battle mode and a two-player battle mode. The device is further configured to: when the current game mode is a human-computer battle mode, determine the game parameters of the current game in response to the game parameter configuration operation of the first participant; and when the current game mode is a two-player battle mode, send a battle invitation to the second participant in response to the battle invitation operation of the first participant, and determine the first player by a random parity determination rule after the second participant receives the battle invitation.

[0079] In an optional implementation, the game parameters include at least one of the following: difficulty level, size of the virtual Go board, and maximum number of moves.

[0080] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 5 As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530.

[0081] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 and the memory 520 communicate via the bus 530. When the machine-readable instructions are executed by the processor 510, they can perform the operations described above. Figure 1 The steps of the information processing method for quantum Go in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.

[0082] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the information processing method for quantum Go in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.

[0083] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0084] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0085] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0086] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0087] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0088] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. An information processing method for quantum Go, characterized in that, A graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a virtual Go board, including: In response to two consecutive moves by a player in a single move phase during the current game, a first virtual piece is provided at the indicated position of each move, each first virtual piece having a state identifier representing a quantum entangled state, wherein the indicated position is located on the virtual Go board. Based on the position of the second virtual piece on the virtual Go board, determine whether the two first virtual pieces meet the collapse condition, wherein the second virtual piece is a piece that already existed on the virtual Go board before the two consecutive placement operations; In response to the collapse condition being met, one of the two first virtual chess pieces is removed from the virtual Go board, and the state of the remaining first virtual chess piece on the virtual Go board is updated from a quantum entangled state to a stable state; In response to the fulfillment of the win / loss determination conditions, the win / loss result of the current game is determined based on the piece layout state on the virtual Go board when the win / loss determination conditions are met.

2. The method according to claim 1, characterized in that, The collapse condition is that either of the two first virtual chess pieces has adjacent chess pieces, and the step of removing one of the two first virtual chess pieces from the virtual Go board includes: Determine whether the adjacent chess pieces are in a state of quantum entanglement; In response to an adjacent piece being in the quantum entangled state, a target adjacent piece is selected from the adjacent pieces, and the target adjacent piece is removed from the virtual Go board. The current state of the remaining adjacent pieces is updated from the quantum entangled state to a stable state.

3. The method according to claim 1, characterized in that, The response to two consecutive moves by a player during a single move phase in the current game provides a first virtual piece at the indicated position for each move, including: In response to each of the two consecutive moves, determine whether the first virtual piece corresponding to each move satisfies the preset entanglement condition; In response to the preset entanglement condition being met, an entanglement group corresponding to the two first virtual pieces is established.

4. The method according to claim 1, characterized in that, The chess piece layout includes the number of virtual chess pieces for both players and the score for each player. In response to the satisfaction of the win / loss determination conditions, the win / loss result of the current game is determined based on the chess piece layout on the virtual Go board when the win / loss determination conditions are satisfied, including: The number of virtual pieces of both players on the virtual Go board is compared, and the result of the comparison is determined.

5. The method according to claim 1, characterized in that, The method further includes: Each virtual piece on the virtual Go board is marked with a number, which indicates the number of moves required to place the virtual piece.

6. The method according to claim 1, characterized in that, The current game mode includes a human-computer battle mode and a two-player battle mode, and the method further includes: When the current game mode is the human-computer battle mode, the game parameters of the current game are determined in response to the game parameter configuration operation of the first participant; When the current game mode is the two-player battle mode, in response to the battle invitation operation of the first participant, a battle invitation is sent to the second participant, and after the second participant receives the battle invitation, the first player is determined by a random odd-even determination rule.

7. The method according to claim 6, characterized in that, The game parameters include at least one of the following: difficulty level, size of the virtual Go board, and maximum number of moves.

8. The method according to claim 7, characterized in that, The conditions for determining the winner include any one of the following: the number of moves in this game reaches the maximum number of moves, one of the players resigns, or the request to count pieces is approved.

9. An information processing device for quantum Go, characterized in that, A graphical user interface is provided, which includes at least a virtual Go board, comprising: The chess piece display module is used to respond to two consecutive moves by a player in a single move phase during the current game, and to provide a first virtual chess piece at the indicated position of each move, wherein each first virtual chess piece has a state identifier representing a quantum entanglement state, and the indicated position is located on the virtual Go board. The collapse detection module is used to determine whether two first virtual pieces meet the collapse conditions based on the position of the second virtual piece on the virtual Go board, wherein the second virtual piece is a piece that already exists on the virtual Go board before the two consecutive placement operations; The piece removal module is used to remove one of the two first virtual pieces from the virtual Go board in response to the collapse condition being met, and update the state of the first virtual piece remaining in the virtual Go board from the quantum entangled state to the stable state. The win / loss determination module is used to determine the win / loss result of the current game based on the layout of the pieces on the virtual Go board when the win / loss determination conditions are met.

10. An electronic device, comprising: Memory; and processor; The memory stores processor-executable instructions, which, when executed by the processor, implement the information processing method for quantum Go as described in any one of claims 1-8.