Information processing method and device in game, electronic equipment and storage medium

By setting up a dedicated area in the game interface to display other players' lineup information, the problem of players frequently switching perspectives is solved, the game's interactive experience and resource utilization efficiency are improved, and tactical analysis capabilities are enriched.

CN122057232APending Publication Date: 2026-05-19NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-06
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

In strategy and competitive games, players need to frequently switch perspectives to view other players' lineup information, which makes the operation cumbersome and consumes device resources, affecting game performance and tactical analysis capabilities.

Method used

By setting up a first area and a second area in the game interface, the first area is used to deploy the current user's controlled virtual character, and the second area is used to display the candidate virtual character information of other users. This allows players to directly obtain the lineup information of other players during the preparation phase by making a selection operation, without having to frequently switch perspectives.

Benefits of technology

It reduces the complexity of information viewing, decreases the number of scene loading times, improves the interactive experience, enriches the tactical dimensions of the game, and optimizes the utilization efficiency of computer system resources.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an information processing method and device in a game, electronic equipment and a storage medium, a first virtual scene corresponding to a current user is displayed through a graphical user interface, the first virtual scene comprises a first area and a second area, and the first area is used for deploying a controlled virtual character belonging to the current user; in the preparation stage, in response to the first selection operation, determining a first target user from other users except the current user; obtaining information of candidate virtual characters which are deployed by the first target user in the game and participate in the game; and displaying the information of the candidate virtual character in the second area. Through the method provided by the disclosure, the current user can directly view the lineup information of other players in the virtual scene of the current user through simple selection operation, and can obtain the role configuration condition of the target user in real time without frequently switching the visual angle, so that the operation complexity of information viewing is reduced, the scene loading frequency is reduced, and the user experience is improved. And the interaction experience is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, electronic device, and storage medium for information processing in games. Background Technology

[0002] In strategy and competitive games, players typically build their teams by collecting and developing virtual characters to engage in automated battles against other players. Related technologies provide players with the ability to observe other players' teams. When a player needs to view another player's team information, they must switch to the target player's perspective to observe the virtual character configuration. During a match, players usually need to monitor the teams of multiple potential opponents or competitors to formulate corresponding strategic adjustments. For example, if a player discovers that an opponent has chosen the same character build, they may need to adjust their own team composition promptly. However, this observation method requires players to frequently switch between different player perspectives, and when switching to other players' perspectives, players cannot simultaneously view their own team configuration. This makes the operation cumbersome, requiring repeated switching between their own and others' perspectives to compare and adjust teams. Furthermore, this singular observation method limits players' tactical analysis capabilities, making the gameplay monotonous and failing to meet the diverse strategic needs of players. In addition, frequent perspective switching generates a large number of scene loading requests and data transmissions, consuming device storage space, straining server resources, and impacting the overall performance of the game. Summary of the Invention

[0003] The purpose of this disclosure is to provide a method, apparatus, electronic device, and storage medium for information processing in games, so as to enable convenient viewing of other players' lineup information without switching perspectives.

[0004] In a first aspect, this disclosure provides an information processing method for a game, wherein the game provides a virtual scene for multiple users participating in a game match, the game match includes multiple game rounds, and the game rounds include a preparation phase and a battle phase. The method includes: displaying a first virtual scene corresponding to the current user through a graphical user interface, the first virtual scene including a first area and a second area, the first area being used to deploy a controlled virtual character belonging to the current user; in the preparation phase, in response to a first selection operation, determining a first target user from other users besides the current user; obtaining information on candidate virtual characters deployed by the first target user in the game to participate in the game match; and displaying the information of the candidate virtual characters in the second area.

[0005] Secondly, this disclosure provides an information processing device for a game. The game provides virtual scenes for multiple users participating in a game match, and the game match includes multiple game rounds, each game round including a preparation phase and a battle phase. The device includes: a first display module, used to display a first virtual scene corresponding to the current user through a graphical user interface, the first virtual scene including a first area and a second area, the first area being used to deploy a controlled virtual character belonging to the current user; a determination module, used during the preparation phase, in response to a first selection operation, to determine a first target user from other users besides the current user; an acquisition module, used to acquire information about candidate virtual characters deployed by the first target user in the game to participate in the game match; and a second display module, used to display the information of the candidate virtual characters in the second area.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to perform the steps in the information processing method in the above-described game.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the steps in the information processing method described above in the game.

[0008] This disclosure provides a method, apparatus, electronic device, and storage medium for information processing in games. It displays a first virtual scene corresponding to the current user through a graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy controlled virtual characters belonging to the current user. During the preparation phase, in response to a first selection operation, a first target user is determined from other users besides the current user. Information on candidate virtual characters deployed by the first target user to participate in the game is obtained. The information of the candidate virtual characters is displayed in the second area. The disclosed method allows the current user to directly view other players' lineup information in their own virtual scene through a simple selection operation, obtaining the target user's character configuration in real time without frequently switching perspectives. This reduces the operational complexity of information viewing, decreases the number of scene loadings, and improves the interactive experience. Furthermore, this method of displaying multiple user lineups in parallel on the same interface allows players to easily compare and analyze lineups and adjust strategies, enriching the tactical dimension of the game and enhancing its richness. Meanwhile, by directly rendering other players' lineup information in the local interface, the repeated scene loading and data requests caused by frequent perspective switching are avoided. This effectively reduces the frequency of data interaction between the client and the server, reduces memory usage and network bandwidth consumption, optimizes the utilization efficiency of computer system resources, and solves the problem of resource waste caused by frequent scene switching in the computer field. Attached Figure Description

[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0010] Figure 1 A flowchart illustrating an information processing method in a game provided by an embodiment of this disclosure;

[0011] Figure 2 This is a schematic diagram illustrating an application scenario of the information processing method in a game provided in this embodiment of the disclosure; Figure 3 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 4 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 5 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 6This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 7 This is a schematic diagram illustrating another application scenario of the information processing method in games provided in this disclosure embodiment; Figure 8 A schematic diagram of an information processing device for a game provided in an embodiment of this disclosure; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0013] This embodiment provides an information processing method in a game. The method provides a graphical user interface through a terminal device, and the graphical user interface displays the game interface, which includes the game scene screen and the user interface (UI). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.

[0014] First, the terms used in the embodiments of this disclosure will be introduced in an exemplary, non-definitive manner: Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on this pre-arranged layout. "Pieces" are typically represented by character models, object models, vehicle models, card models, etc., and may be called heroes. During the game, pieces automatically release various skills or release them based on specific instructions (e.g., player control, fulfilling specific game conditions). Battles are usually turn-based. The losing side loses the turn when all of one player's pieces are eliminated (i.e., their pieces' health points drop to zero) or when specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the field is less than the other side's at the end of a preset time). In some embodiments, in addition to the "chess pieces" used in the game, each player has a virtual character (e.g., a player) representing the current user participating in the game. This player cannot move as a "chess piece" to the battle area or the preparation area. The player can, according to specific instructions (e.g., player control, fulfilling specific game conditions), release skills or provide buffs or debuffs to their own or their opponent's battle area or preparation area. Players can have health points (or life points), which decrease (in case of loss) or remain unchanged (in case of victory) based on the outcome of each game. When a player's health points reach zero, the user corresponding to that player exits the game, and the remaining users continue the game. Optionally, turn-based chess games include auto chess.

[0015] Generally, the higher the purchase price (cost) of a hero (chess piece), the stronger the hero. Buying 3 identical 1-star heroes will automatically combine them into 1 2-star hero; 3 2-star heroes will combine into 1 3-star hero. Star rating increases will significantly increase the hero's attributes and skill effects. The specific star rating and number of heroes to combine can be set according to needs, and this disclosure does not impose any restrictions on them.

[0016] Auto Chess: The game features eight, six, or other custom numbers of players, each occupying one or more areas on the board. Players can engage in one-on-one battles or one-on-many battles. Each round of a game consists of two phases: a preparation phase (where players purchase pieces from the shop and arrange them on the board), and a battle phase where both sides lock their formations and the pieces automatically engage in combat until one side's pieces are all eliminated or certain conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the board is less than the opposing side's at the end of a preset time). The losing side loses the round and loses health points. The game continues, with new opponents being matched until a player's health points are ≤0 or they are eliminated under certain conditions (e.g., health points are less than or equal to a preset value). The last remaining player wins the game (1st place). Alternatively, each player can eliminate other opponents by forming their own lineup. At the end of the game, the top few (e.g., the top 3) are considered winners, and those who do not make it into the top few are considered losers.

[0017] Chessboard: refers to the area in the game interface or match interface of a turn-based chess game used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This disclosure does not limit it.

[0018] A chessboard is typically divided into a playing area and a preparation area (or candidate piece pool). Furthermore, the chessboard may include other special functional areas. The playing area consists of several squares of equal size used to place pieces that will be used in the game; alternatively, the chessboard may not have specific squares. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the game and can be placed there during the preparation phase.

[0019] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess squares.

[0020] Synergy: This refers to the beneficial effects activated by deploying heroes (chess pieces) with specific attributes or classes. The strength of these synergy increases with the number of synergy stacks (the number of corresponding chess pieces deployed), and is crucial for team composition and victory. Therefore, by collecting and combining chess pieces with specific synergies, you can trigger synergy effects.

[0021] In one embodiment of this disclosure, the information processing method in a game can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the information processing method in the game runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0022] In an optional implementation, cloud gaming can run within the cloud interaction system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information processing methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.

[0023] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0024] This embodiment provides a method for processing information in a game. Figure 1 This is a flowchart of an information processing method in a game according to an embodiment of this disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: Display the first virtual scene corresponding to the current user through the graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy the controlled virtual character belonging to the current user. Step S120: In the preparation phase, in response to the first selection operation, a first target user is determined from other users besides the current user; Step S130: Obtain information on the candidate virtual characters deployed by the first target user in the game to participate in the game; Step S140: Display information about the candidate virtual characters in the second area.

[0025] This implementation provides a solution for displaying other players' lineup information in real time during a game. By displaying candidate virtual character information in a second area, it avoids the need for frequent perspective switching, improves the interactive experience, and allows players to easily observe other players' lineups. At the same time, it enriches the observation dimensions of the game, enhances the game's richness, and allows players to simultaneously focus on other players' lineups and their own lineups, enabling players to easily conduct lineup comparison analysis and strategy adjustments.

[0026] The steps described above are explained in detail below.

[0027] In step S110, the first virtual scene corresponding to the current user is displayed through the graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy the controlled virtual character belonging to the current user. When applied, the game provides virtual scenes for multiple users participating in the game. The game includes multiple game rounds, and each game round includes a preparation phase and a battle phase.

[0028] Specifically, the first virtual scene, as the user's primary game perspective, serves as the core interface for user game operations, providing a clear functional layout through area division.

[0029] The terminal can provide a graphical user interface, which can be an interactive interface built based on computer graphics technology, used to display game content to users and receive user input.

[0030] The first virtual scene can be a three-dimensional virtual space specifically built for the current user, used to display the user's game status and perform related operations.

[0031] In one alternative implementation, the first virtual scene is constructed using 3D rendering technology, including detailed scene modeling, lighting effects, and material mapping, to provide users with a realistic visual experience. For example, the scene may contain a chessboard-like layout area with fine texture details and dynamic lighting effects, creating an atmosphere of competitive battle.

[0032] In one alternative implementation, the first virtual scene supports dynamic changes, allowing scene elements and visual effects to be adjusted according to different stages of the game. For example, the scene may be relatively calm during the preparation phase, while combat effects and dynamic elements may be added during the battle phase to enhance tension and immersion.

[0033] The first area can be a functional area specifically designated in the first virtual scene to carry the core game operations of the current user.

[0034] In one alternative implementation, the first area adopts a grid-based layout design, providing multiple fixed deployment locations, each with clearly defined coordinates and visual identifiers. For example, the area can be designed as a 3×3 grid layout, with each cell having a unique location identifier and highlight effect, facilitating precise character placement by the user.

[0035] In one optional implementation, the first area has an intelligent layout suggestion function, which can recommend the optimal deployment position to the user based on the currently deployed roles. For example, when the user drags a role to the first area, the system will automatically highlight the recommended placement position and prompt the user to perform the operation through color changes or animation effects.

[0036] The second area can be a display area set opposite to the first area in the first virtual scene, specifically used to display relevant information of other users.

[0037] Specifically, the first and second areas can correspond to the battle areas on the chessboard in the auto chess game. The first area corresponds to the battle area of ​​your side in the battle area, and the second area corresponds to the battle area of ​​the enemy in the battle area.

[0038] Among them, the controlled virtual character can be a game character entity belonging to the current user and that can be directly controlled by the user, and is the user's main operation object in the game.

[0039] In one alternative implementation, the controlled virtual character possesses a rich attribute and skill system, including basic attributes such as attack power, defense power, and health points, as well as various active and passive skills. For example, the character may possess the active skill "Fireball," which can deal fire damage to enemy characters in combat, and the passive skill "Magic Shield," which can reduce the magic damage received.

[0040] In one alternative implementation, the controlled virtual character supports a growth and upgrade mechanism, allowing users to gain experience points and resources through gameplay to enhance the character's various abilities. For example, a character gains experience points after participating in battles, automatically levels up after reaching a certain value, improves basic attributes, and may unlock new skills, thereby enhancing the character's combat capabilities.

[0041] In a specific application, when a user enters the preparation stage of an auto chess game, the system will automatically display a dedicated game interface for the user. The center of the interface displays the current user's virtual chessboard scene, the lower area serves as the user's lineup deployment area, where the user can place and adjust their chess pieces, and the upper area is reserved for displaying other players' lineup information. The entire interface adopts an intuitive partition design, allowing users to clearly distinguish between different functional areas.

[0042] In step S120, during the preparation phase, in response to the first selection operation, a first target user is determined from other users besides the current user.

[0043] Specifically, the preparation phase, as a crucial period in the game, provides users with a window of time to deploy strategies and gather information, enabling precise identification of user intentions through selection of actions.

[0044] The preparation phase can be a strategic preparation period specifically set up during the game, providing users with ample time for operation and thinking.

[0045] Secondly, the preparation phase usually provides users with opportunities to adjust their lineup and formulate strategies, making it a crucial strategic period in the game.

[0046] In one alternative implementation, the preparation phase has a fixed time limit, providing clear time prompts to the user through a countdown mechanism to ensure control over the pace of the game. For example, the preparation phase can be set to a 30-second time limit, with a countdown displayed on the interface, and the user will be notified via color changes and sound effects as the time approaches its end.

[0047] In one optional implementation, the preparation phase offers a variety of operational functions, including character deployment, equipment configuration, and lineup adjustment, providing users with comprehensive strategic preparation support. For example, users can drag and drop characters to designated locations, equip characters with items, or adjust character positions during the preparation phase, and the system will save the user's actions in real time.

[0048] The first selection operation can be a specific action performed by the user through the interactive device, used to express the user's selection intention.

[0049] Secondly, the first selection action typically triggers a system response and executes the corresponding function, making it an important way for users to interact with the system. This interaction can be achieved through clicks, swipes, long presses, and / or other actions.

[0050] Among them, the first target user can be a specific user selected by the current user from multiple candidate users, and is the object that the current user wants to focus on.

[0051] In an optional implementation, the selection of the first target user is based on the user's subjective judgment and strategic needs. The system provides a convenient selection mechanism that allows users to quickly identify the target. For example, when a user needs to analyze a strong opponent, they can set that player as the first target user, and the system will prioritize displaying that player's detailed lineup information.

[0052] In one alternative implementation, the process for determining the first target user can be dynamically adjusted, allowing the user to change their focus at any time based on changes in the game's progress. For example, if a user finds another player's lineup more worthy of attention during gameplay, they can shift their focus to the new target user using the same selection process.

[0053] In step S130, information on the candidate virtual characters deployed by the first target user in the game to participate in the game is obtained.

[0054] Specifically, the acquisition of candidate virtual character information involves real-time data synchronization and information processing, and the accuracy and timeliness of the information are ensured through system-level data communication.

[0055] Among them, the candidate virtual character can be the game character entity that the first target user actually deploys in the current game and is about to participate in the battle, representing the user's current lineup configuration.

[0056] Secondly, candidate virtual characters usually reflect the game strategy and skill level of the primary target user, and are the core information for the current user to analyze opponents.

[0057] In one optional implementation, the candidate virtual character contains complete character attribute information, covering data from multiple dimensions such as character type, level, equipment, and skills. For example, character information may include the "Mage" class type, "Level 3" level status, "Mage Hat" equipment configuration, and "Fireball" active skill. This combination of information reflects the character's overall combat capabilities.

[0058] In one optional implementation, the acquisition of candidate virtual character information employs a real-time synchronization mechanism to ensure that the information currently seen by the user remains consistent with the actual deployment status of the first target user. For example, when the first target user adjusts their character position or upgrades their character level, the system immediately updates the information and synchronizes it to the current user's display interface.

[0059] Among them, the character information can be a set of data describing the various characteristics and states of the candidate virtual character, which is an important basis for users to understand the character's capabilities.

[0060] In one alternative implementation, character information is organized using a structured data format, including multiple information levels such as basic attributes, skill information, and equipment status. For example, character information can be organized according to a hierarchical structure of "basic attributes - skill system - equipment configuration - special effects," with each level containing detailed numerical and descriptive information.

[0061] In one alternative implementation, the character information supports multiple display formats, allowing users to choose the appropriate display method based on the available display space and user needs. For example, when display space is ample, the character's 3D model and detailed attributes can be displayed, while when space is limited, simplified icons and key information can be shown.

[0062] In a specific application, once the system identifies the first target user, it immediately retrieves information about all the chess pieces currently deployed by that user on the chessboard from the game server. This includes detailed data such as the class type, star level, equipment carried, and location of each piece. The system then organizes and formats this information in preparation for display in the user interface.

[0063] In step S140, information about the candidate virtual characters is displayed in the second area.

[0064] Specifically, the information display in the second area adopts an intuitive visualization method, providing users with a clear information display through reasonable layout design and interaction mechanism.

[0065] Information display is the process of converting acquired role data into visual elements and presenting them on the interface, which is an important step for users to obtain information.

[0066] In one optional implementation, the information display employs diverse visual presentation methods, including character model display, icon display, text description, and other forms. For example, when there is sufficient display space, the system will display a 3D model of the character, allowing users to clearly see the character's appearance details and equipment effects.

[0067] In one optional implementation, the information display supports interactive operations, allowing users to obtain more detailed character information through clicking, hovering, and other actions. For example, when a user hovers the mouse over a character icon, the system will pop up a detailed attribute panel displaying the character's specific stats and skill descriptions.

[0068] In a specific application, the system displays all the chess pieces of the first target user in the second area in the form of a chessboard layout. Each piece is presented in the form of its corresponding 3D model and displays star ratings and equipment icons in appropriate positions. Users can see the complete lineup configuration of the opponent at a glance, including the specific deployment of front-line tank characters, mid-line damage dealer characters, and back-line support characters.

[0069] In one embodiment of this application, an information processing method for a game is provided, which further includes: In response to the second selection operation, a second target user is determined from users other than the current user; The second virtual scene corresponding to the second target user is displayed in the graphical user interface.

[0070] Specifically, the second selection operation is an interactive operation performed by the user in order to obtain information about the second target user. This operation is based on the user's active selection intention, and the system determines the specific second target user object by recognizing and responding to this selection operation.

[0071] The second selection operation can be an interactive operation based on selecting other users participating in the current game. This second selection operation differs from the first, allowing for accurate differentiation of user intentions. Based on the second selection operation, the system can accurately understand which specific user's virtual scene the user wishes to observe, thus providing precise information display services. Based on the first selection operation, the system can accurately understand that the user wishes to display a specific user's formation within the currently displayed virtual scene.

[0072] In an optional implementation, the second selection operation can be implemented through a click operation, a long press operation, and / or other operations. Specifically, the second selection operation includes a click operation on a user identifier displayed in the graphical user interface.

[0073] The second target user can be any other user participating in the current game besides the current user. This user is a specific object that the current user wishes to observe and understand, and has an independent game state and virtual scene configuration.

[0074] Specifically, the second virtual scene is a virtual space environment associated with the second target user. This scene contains all relevant information and status of the second target user in the game, and provides an intuitive visual display to the current user in a graphical way.

[0075] The second virtual scene can be a virtual space that fully replicates the current game state of the second target user. This scene can realistically reflect key information such as the second target user's game progress, character deployment, and resource status.

[0076] Secondly, the second virtual scenario typically serves to provide the current user with comprehensive information and support for decision-making. By showcasing the second virtual scenario, the current user can gain a complete understanding of the second target user's game state, thereby making more informed game decisions.

[0077] In one optional implementation, the second virtual scene may include comprehensive information such as the second target user's board layout, character lineup, equipment configuration, and synergy activation status. For example, when a user selects to observe a player through a second selection operation, the system switches the currently displayed game interface containing the first virtual scene to a game interface containing the second virtual scene, fully displaying the player's current board layout, including the type, level, and equipment status of the pieces in each position.

[0078] In one embodiment of this application, an information processing method for a game is provided, which further includes: The response enters the battle phase, and the virtual characters deployed by the third target user to participate in the current battle phase are displayed in the second area. The third target user is the user who is fighting against the current user in the current battle phase. Control the virtual character in the first area to fight against the virtual character deployed by the third target user in the second area.

[0079] Specifically, when the game transitions from the preparation phase to the battle phase, the system automatically identifies the target user who will be battling the current user in the current round, i.e., the third target user. The system then updates and displays the virtual character information deployed by this target user in real time in the second area, ensuring that the current user can clearly see the layout and configuration of the virtual characters they will be battling against.

[0080] The battle phase is a period of combat automatically triggered by the game system based on the turn-based mechanism, usually starting after the preparation phase. The battle phase typically allows the player's virtual character to engage in real-time combat interaction with the opponent's virtual character.

[0081] In one alternative implementation, the battle phase can be triggered via a countdown mechanism. When the countdown for the preparation phase ends, the battle phase automatically begins, and the system will issue corresponding audio and visual notifications to inform the player of the phase transition. For example, in an auto chess game, when the 30-second countdown for the preparation phase ends, the interface will display the message "Battle Start" and play battle sound effects. The second area will immediately update to display the opponent's lineup for the current round.

[0082] In an alternative implementation, the battle phase can also be triggered early by player confirmation. When all players participating in the current round have completed their lineup deployment and clicked the "Ready" button, the system can end the preparation phase early and enter the battle phase. For example, in an 8-player game, once all 8 players have clicked the "Ready" button, the system will immediately begin the battle phase without waiting for the countdown to end, thus improving the game's pace and efficiency.

[0083] The third target user can be the opponent in the current round determined by the game system based on the matching algorithm. This opponent may be selected based on player skill, ranking, or random assignment. The third target user usually plays a role in directly competing against the current user, and their virtual character configuration directly affects the current user's battle strategy.

[0084] In one alternative implementation, the determination of the third target user can be based on the player's current ranking and win / loss record. The system will prioritize matching players of similar skill levels to ensure the fairness and competitiveness of the game. For example, in a turn-based auto chess game, the system will arrange players with similar health points, win streaks, or loss streaks to play in the same round to ensure the intensity and strategic depth of the battle.

[0085] In an alternative implementation, the third target user can also be determined through a random matching mechanism, especially in the later stages of the game when the number of participating players is small. The system will randomly select opponents from the remaining active players. For example, when the game reaches the last four players, the system will randomly divide the players into two groups for battle, ensuring that each player has a fair chance to play.

[0086] Virtual characters are game character units with specific attributes and skills that players can collect, train, and deploy in the game, including different classes, races, star ratings, and other characteristics. Virtual characters typically play a role in participating in combat, providing strategic options, and showcasing the player's gaming skills.

[0087] In one alternative implementation, the virtual character can include various attribute information, such as health points, attack power, defense power, and skill type. These attributes will affect the character's performance and effectiveness in battle. For example, a three-star mage character has high magic attack power and area-of-effect damage skills, while a tank character has high health points and a taunt skill. Different character combinations will form different tactical strategies.

[0088] In a specific application, in the 5th round of an 8-player auto chess game, after the countdown of the preparation phase ends, the system automatically enters the battle phase. At this time, player A's second area will display the virtual character lineup deployed by player C, the opponent matched by the system, including the specific positions and attribute information of player C's two warrior characters, one mage character, and one archer character, allowing player A to clearly see the enemy lineup configuration that he will be fighting against.

[0089] Specifically, the system will automatically execute the combat logic, controlling the virtual character deployed by the current user in the first area to engage in real-time combat interaction with the virtual character of the third target user displayed in the second area. This includes combat processes such as character movement, skill release, and damage calculation, until all virtual characters on one side are defeated or the combat time ends.

[0090] Battle control refers to the automatic execution of combat logic by the game system, including the implementation of combat rules such as character action order, skill trigger conditions, and damage calculation formulas. Battle control typically serves to ensure the fairness, predictability, and entertainment value of the combat process.

[0091] In a game information processing method provided in one embodiment of this application, the graphical user interface also displays user identifiers corresponding to multiple users respectively; the first selection operation is a trigger operation for the first user identifier, and the first user identifier is the user identifier corresponding to the second target user.

[0092] Specifically, in the current embodiment, the graphical user interface not only displays the core content of the virtual scene, but also synchronously displays the user identification information of all users participating in the current game in a specific area of ​​the interface.

[0093] User identifiers are visual markers used in game systems to distinguish and identify different user identities. They typically include user-specific information such as avatars, nicknames, and level identifiers.

[0094] Specifically, the first selection operation is defined as the interactive action performed by the current user on a specific user identifier displayed in the interface. This operation can explicitly specify the target user object that the user wants to select and focus on.

[0095] Specifically, the first user identifier is a specific identifier object specified by the current user through the first selection operation from multiple user identifiers displayed on the interface, and this identifier establishes a clear correspondence with the second target user.

[0096] In one specific implementation, the first selection operation includes dragging a first user identifier to a second area.

[0097] An embodiment of this application provides a method for processing information in a game, which further includes: In response to a first selection operation targeting a second user identifier, the second region is divided into at least two sub-display regions; The first sub-display area displays information about the candidate virtual characters corresponding to the first target user, and the second sub-display area displays information about the candidate virtual characters deployed by the fourth target user to participate in the game. The fourth target user is the user corresponding to the second user identifier.

[0098] The method provided in this embodiment enables the system to intelligently segment and display the observation area in a multiplayer game environment when a user needs to observe the lineup configurations of multiple players simultaneously. This avoids the inconvenience of frequently switching perspectives and improves the interactive experience. Simultaneously, through this regionalized display method, users can gain a more comprehensive understanding of the configurations of multiple potential opponents during the preparation phase, enhancing the game's strategic depth and richness, and effectively solving the computer science problem of inconvenient information viewing in traditional games.

[0099] Specifically, when a user performs a first selection operation targeting a second user identifier, the system detects that the user wants to observe additional target user information. Therefore, it is necessary to reallocate the existing second area and create multiple independent sub-display areas through a partitioning mechanism to accommodate the role information of different users.

[0100] The partitioning operation is an automatic region reallocation process performed by the system based on user input. Partitioning is typically a built-in interface layout management function of the game system, capable of dynamically adjusting the interface structure according to display requirements.

[0101] Secondly, the partitioning operation typically optimizes the display of multiple pieces of information in parallel. Through partitioning, the system can ensure that each sub-display area has sufficient space to display the corresponding user's key information, while maintaining the overall aesthetics and readability of the interface.

[0102] Each sub-display area can be an independent display unit within the second area. Each sub-display area has its own independent display boundary and content management mechanism, and can carry the virtual character information of a specific user.

[0103] Secondly, sub-display areas typically serve to provide dedicated information display spaces. In scenarios where multiple users' information is displayed in parallel, sub-display areas ensure that information from different users does not interfere with each other, providing users with clear information differentiation and comparison.

[0104] In an optional implementation, the sub-display areas may have adjustable size attributes, allowing users to adjust the size ratio of each sub-area by dragging the boundaries. For example, when a user is more focused on information about a specific target user, they can expand the display area of ​​the corresponding sub-display area by dragging, while correspondingly shrinking the area of ​​other sub-areas.

[0105] In an optional implementation, the sub-display areas can also support personalized display configurations, with each sub-area adopting different display modes based on the characteristics of its displayed content. For example, one sub-display area can be set to a detailed mode to display the complete character model and attribute information, while another sub-display area can be set to a simplified mode to display only key character icons and basic information.

[0106] In a specific application, when a player needs to observe the lineups of multiple opponents simultaneously during the preparation phase of an auto chess game, the player first selects a target user to observe, at which point the second area displays that user's complete lineup information. Next, the player realizes they also need to focus on the lineup of another key opponent, so they select the second user. The system immediately responds, intelligently dividing the original second area into two equally wide sub-display areas. The left sub-area continues to display the information of the first target user, while the right sub-area loads and displays the lineup information of the newly selected second target user, allowing the player to easily perform comparative analysis.

[0107] Specifically, based on the layout of the divided sub-display areas, the system loads and renders the virtual character information of different target users in the corresponding display space, ensuring that each sub-area can independently display complete character configuration data and provide users with a clear interface for comparing multi-user information.

[0108] The first sub-display area can be the first independent display unit in the divided second area. The first sub-display area is usually the first of the sub-areas arranged in a specific order, and has a fixed display position and boundary range.

[0109] Secondly, the first sub-display area typically serves to carry the complete role information of the first target user. As an important component of a multi-user information display system, the first sub-display area ensures that users can continuously observe the real-time role configuration changes of the initially selected target user.

[0110] In an optional implementation, the first sub-display area can also support dynamic content updates, reflecting changes in real time as the first target user adjusts their character configuration during gameplay. For example, when the first target user deploys a new character or adjusts their character's position, the content displayed in the first sub-display area will be updated immediately, ensuring the observing user receives the latest information.

[0111] The second sub-display area can be another independent display unit within the divided second area. The second sub-display area is arranged side-by-side with the first sub-display area, having similar display functions but carrying information content for different users.

[0112] Secondly, the second sub-display area typically serves to display information about newly added target users. When a user makes a second selection, the second sub-display area is responsible for loading and displaying the role configuration of the newly selected target user, thus expanding the scope of information the user can access.

[0113] In an optional implementation, the second sub-display area can employ an adaptive display strategy, automatically adjusting the way content is displayed based on the display space allocated to it. For example, when the space of the second sub-display area is small, the system will prioritize displaying key role information and important attributes, while simplifying or hiding secondary information.

[0114] The fourth target user can be a specific game user identified through the second user identifier. The fourth target user is the newly selected object of observation by the user, and its character configuration information will be displayed in the second sub-display area.

[0115] Secondly, the fourth target user typically provides additional strategic information to the current user. By observing the fourth target user's role deployment and configuration strategies, the current user can gain a more comprehensive understanding of the game situation and formulate more effective response strategies.

[0116] In an optional implementation, the fourth target user can be any other participating user in the current game, and the system dynamically determines the specific observation object based on the user's selection operation.

[0117] In one embodiment of this application, an information processing method for a game is provided, which further includes: Respond to trigger operations targeting the boundaries of the sub-display area and adjust the size of the sub-display area; Update the information of the candidate virtual characters displayed in the sub-display area based on the adjusted size of the sub-display area.

[0118] Specifically, the system detects and responds to user interaction operations initiated at the boundary of the sub-display area, and dynamically adjusts the size of the corresponding sub-display area by identifying the type and parameters of the triggered operation.

[0119] Among them, the trigger operation for the boundary of the sub-display area can be the user's interactive operation on the sub-display area dividing line or boundary area in the game interface. This operation is used to instruct the system to adjust the display size of the sub-display area.

[0120] In an optional implementation, the triggering operation for the boundary of the sub-display area specifically involves the user pressing and dragging the dividing line left or right. The magnitude and direction of the size adjustment are determined by the dragging distance and direction. For example, when the user presses and drags to the right along the dividing line between the first and second sub-display areas, the system increases the width of the first sub-display area and correspondingly decreases the width of the second sub-display area.

[0121] In an optional implementation, the trigger operation for the boundary of the sub-display area can also be a double-click operation by the user on the boundary area to trigger the automatic adjustment function. The system automatically optimizes the size allocation of the sub-display area according to preset adjustment rules. For example, when the user double-clicks the dividing line, the system will automatically adjust the two adjacent sub-display areas to be displayed in equal proportions, ensuring that the candidate virtual character information in both areas can be clearly and completely displayed.

[0122] Adjusting the size of the sub-display area allows the system to modify the space occupied by the sub-display area in the interface in real time based on the user's triggering operation, including changes in size parameters such as width, height, or area.

[0123] In one optional implementation, adjusting the size of the sub-display area specifically involves calculating and updating the width value of the sub-display area in real time based on the distance and direction of the drag operation, while redistributing the space ratio of each sub-display area while keeping the total display area unchanged. For example, when the second area is divided into three sub-display areas, dragging the first dividing line to the right will increase the width of the first sub-display area to 1.5 times its original size, while proportionally reducing the width of the other two sub-display areas.

[0124] In an optional implementation, adjusting the size of the sub-display area also includes a limitation mechanism for the size adjustment range, ensuring that the size of each sub-display area is maintained within a preset minimum and maximum value range, so as to avoid a certain area being too small to display content normally or too large to affect the normal use of other areas.

[0125] Specifically, the system dynamically updates the display method, content, or effect of candidate virtual character information within the sub-display area based on the new parameters after the sub-display area size adjustment, to ensure that the information display matches the area size and maintains optimal visibility.

[0126] Specifically, based on the adjusted size of the sub-display area, the system can obtain the new size parameters of the sub-display area after the size adjustment, including numerical information such as width, height, and area, and use these parameters as the basis for judging subsequent updates to the display content.

[0127] Updating the information of candidate virtual characters displayed in the sub-display area allows the system to readjust the display format, density, detail, or layout of the candidate virtual character information according to the new area size, in order to adapt to the changed display space.

[0128] In an optional implementation, updating the information of candidate virtual characters displayed in the sub-display area specifically involves switching the display mode of the candidate virtual characters according to different ranges of size parameters. This includes multiple modes such as displaying the complete character model, displaying a character thumbnail, and displaying attribute information, ensuring appropriate information display under any size condition. For example, when the width of the sub-display area is greater than 180 pixels, the complete 3D model of the character and detailed attributes are displayed; when the width is between 80 and 180 pixels, the character's avatar and basic information are displayed; and when the width is less than 80 pixels, only the bond icon and level information are displayed.

[0129] In a game information processing method provided in one embodiment of this application, updating the information of candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area includes: If the size parameters of the first sub-display area meet the first preset condition, the information of the candidate virtual character is displayed as the character model of the candidate virtual character; If the size parameters of the first sub-display area meet the second preset condition, the information of the candidate virtual character is displayed as a thumbnail of the candidate virtual character.

[0130] Specifically, when the first sub-display area has sufficient display space, the system automatically switches to high-definition mode to provide users with the most detailed and intuitive viewing experience of character information.

[0131] The first sub-display area is an adjustable display space within the game interface specifically designed to showcase the target user's lineup information. This display area can dynamically adjust its size based on the user's dragging actions and supports real-time content updates.

[0132] The size parameter is a numerical indicator used to quantify the size of the sub-display area. This parameter reflects the actual available space of the current display area, providing a basis for the system to determine which display mode to use.

[0133] In an optional implementation, the size parameters may include various measurement methods such as width, height, area, or aspect ratio. The system selects the most suitable parameter type for monitoring and judgment based on the specific application scenario. For example, the system mainly monitors the width of the sub-display area in the horizontal direction, and determines that a first preset condition is met when the width value is greater than 200 pixels.

[0134] The first preset condition can be a pre-configured rule used by the system to determine whether to enable the high-quality display mode. This condition ensures that detailed character models are only displayed when there is sufficient display space, avoiding poor display quality due to insufficient space.

[0135] In an optional implementation, the first preset condition can be set as a condition where the width value is greater than a specific pixel threshold, which is determined based on the minimum clear display requirements of the character model to ensure that the model details can be fully displayed.

[0136] The character model can be a three-dimensional representation of a virtual character. This model includes detailed information such as the character's complete appearance design, equipment configuration, and skill effects, providing users with the most intuitive and comprehensive display of character information.

[0137] In an alternative implementation, the character model may include dynamic display functionality, showcasing basic actions or skill previews of the character through simple animation effects, enhancing visual appeal and information delivery. For example, when displaying a powerful enemy player character, the character model may play a short animated preview of its signature skill, helping the current player better understand the impending threat.

[0138] Specifically, when the available space in the first sub-display area is limited, the system intelligently switches to a simplified display mode, providing users with an efficient information overview experience through character thumbnails.

[0139] The second preset condition can be a pre-set criterion used by the system to determine whether to enable the simplified display mode. This condition can promptly switch to a suitable display mode when display space is insufficient, ensuring that users can still obtain core character information.

[0140] In an optional implementation, the second preset condition can be set as a condition where the width value is less than or equal to a specific threshold, which is determined based on the minimum effective display requirements of the thumbnail pattern to ensure that the pattern information still has recognition value.

[0141] Character thumbnails can be simplified graphic representations of virtual characters. These thumbnails convey the core identifying information of a character through concise graphic design, achieving efficient information delivery within limited display space.

[0142] In an alternative implementation, the character thumbnail can be designed as a combination of graphics containing key information such as the character's portrait, job icon, and star rating, ensuring that the most important identifying features are retained while simplifying the display. For example, the thumbnail can be displayed as a circular portrait with star ratings and a job icon, allowing users to quickly identify the character type and enhancement level.

[0143] Furthermore, in an optional implementation, the size parameter is the width value of the first sub-display area in the first direction; the first preset condition is that the width value is greater than a first threshold; the second preset condition is that the width value is less than or equal to the first threshold. The first threshold can be pre-configured by the system or defined by the user.

[0144] It should be noted that the adjustment rules for the first sub-display area also apply to the second sub-display area. For example, if the size parameters of the second sub-display area meet the first preset condition, the information of the candidate virtual character corresponding to the fourth target user is displayed as the character model of the corresponding candidate virtual character; if the size parameters of the second sub-display area meet the second preset condition, the information of the candidate virtual character corresponding to the fourth target user is displayed as the character thumbnail of the corresponding candidate virtual character.

[0145] In a game information processing method provided in one embodiment of this application, the method further includes updating the information of candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area: If the size parameters of the first sub-display area meet the third preset condition, the information of the candidate virtual character is displayed as attribute information, which is used to indicate the game bonus effects that the first target user has activated.

[0146] Specifically, the requirement that the size parameters of the first sub-display area meet the third preset condition means that when the width, height, or area of ​​the sub-display area reaches a preset critical value, the system determines that the size of the area is too small to fully display the character model or thumbnail pattern, and at this time it is necessary to switch to a simpler information display method.

[0147] Information about candidate virtual characters is displayed as attribute information.

[0148] Specifically, displaying candidate virtual character information as attribute information means that when the space in the sub-display area is limited, the system abandons displaying the character's visual image and instead displays the character's core attribute data in the form of text, icons, or symbols, ensuring that users can obtain the most critical game information within a limited space.

[0149] Among them, attribute information can be key values ​​and status information of characters or lineups, including but not limited to core data such as game bonus effects, synergy activation status, and character level.

[0150] In an optional implementation, the attribute information may include the activated synergy type and level, displayed in the form of icons and numbers. For example, displaying synergy information such as "Mage 3" and "Assassin 2" in the first sub-display area allows the current user to quickly understand the characteristics of the first target user's lineup and playstyle.

[0151] Specifically, the attribute information used to indicate the game bonuses that the first target user has activated refers to conveying to the current user, through a concise information display method, the various combat buffs that the first target user's current lineup possesses, including synergy effects, equipment effects, talent effects, and other positive bonuses that can affect the outcome of the game battle.

[0152] In an information processing method for a game provided in one embodiment of this application, displaying information about candidate virtual characters in a second area includes: Determine the relative positional relationships between candidate virtual characters; Candidate virtual characters are displayed in the second area based on their relative positions.

[0153] Specifically, based on the actual deployment of the first target user in the game, the system analyzes the spatial distribution of its candidate virtual characters on the virtual chessboard, and establishes a complete positional mapping by calculating the coordinate information of each virtual character and the distance relationship between them.

[0154] The relative positional relationship between candidate virtual characters can be a two-dimensional coordinate positional relationship established based on the virtual chessboard grid system. This relationship reflects the specific arrangement and spatial distribution of each virtual character on the game chessboard.

[0155] Secondly, the relative positions of the candidate virtual characters usually serve to maintain the integrity of the original lineup layout and the rationality of the spatial logic, ensuring that the actual deployment strategy and tactical intentions of the first target user can be accurately reproduced when displayed in the second area.

[0156] In an optional implementation, the determination of relative positional relationships is based on the grid coordinate system of the virtual chessboard. The system obtains the row and column coordinates of each candidate virtual character in the original chessboard and calculates the distance vector and angle information between adjacent virtual characters, forming a relationship matrix containing multi-dimensional information such as position, distance, and direction. For example, when the first target user deploys three melee virtual characters in the front row and two ranged virtual characters in the back row, the system records the horizontal arrangement relationship of the characters in the front row, the dispersed layout relationship of the characters in the back row, and the vertical hierarchical relationship between the front and back rows.

[0157] Specifically, the system maps the layout of the virtual characters of the first target user to the display space of the second area according to the determined relative position relationship. Through scaling and position adjustment algorithms, it ensures that the relative position of each candidate virtual character in the second area is consistent with the proportion of its layout in the original chessboard.

[0158] Among them, the display based on relative positional relationships can be a spatial mapping display method that uses scaling and coordinate transformation technology. This method can completely reproduce the lineup layout structure of the first target user within a limited second area space.

[0159] In an optional implementation, the display process employs an adaptive scaling algorithm. The system automatically calculates the optimal scaling ratio based on the available display space in the second area and the number and distribution range of candidate virtual characters, ensuring that all virtual characters are fully displayed within the second area while maintaining their relative positions without distortion. For example, when the first target user deploys nine relatively dispersed virtual characters, the system will scale the entire lineup down to 0.6 in the second area, ensuring that the relative position of each character and the overall formation structure are clearly presented.

[0160] In an embodiment of this application, a game information processing method is provided, in which information of candidate virtual characters is displayed in a second area, including: A first preview interface is generated in the second area, displaying information about the candidate virtual characters.

[0161] Specifically, in response to the user's selection, the system creates a preview interface in the second area specifically for displaying information about candidate virtual characters. This preview interface serves as a container for information display, carrying and presenting various candidate virtual character-related data obtained from the first target user.

[0162] The first preview interface can be an interface container with independent boundaries and display attributes generated in the second area. This interface container has the function of carrying and organizing the display of virtual character information.

[0163] In an optional implementation, the first preview interface can be implemented as a semi-transparent or fully transparent rectangular display area with a clear boundary line to visually distinguish it from other content in the second area. For example, when a user drags another user's avatar into the second area, the system generates a semi-transparent rectangular preview interface with rounded corners in the center of the second area.

[0164] In an optional implementation, the first preview interface can be implemented as a dynamically sized display window. This window can automatically adjust its size based on the amount of content and user actions, providing flexible information display space. For example, when multiple candidate virtual characters need to be displayed, the first preview interface automatically expands into a larger display window; when the number of candidate virtual characters is small, the preview interface shrinks to a smaller display area accordingly.

[0165] In a specific application, when a user needs to observe the lineup of a top-ranked opponent during the preparation phase of an auto chess game, the user drags the opponent's portrait to the second area opposite their own chessboard. The system immediately generates a preview interface with a semi-transparent background in the second area. This preview interface adopts a grid layout and clearly displays all the candidate virtual characters currently deployed by the opponent. Each character is presented in the form of a 3D model, and key information such as level, star rating, and equipment status are displayed around the character, allowing the user to quickly understand the opponent's lineup composition and strength level.

[0166] In one possible implementation of this application, the method further includes: in response to a closing operation on the preview interface, stopping the display of information about the candidate virtual character.

[0167] Specifically, the preview interface corresponding to the first target user can be closed, thereby stopping the display of candidate virtual characters deployed by the first target user.

[0168] The close operation for the preview interface can be a trigger operation on the close control displayed in the preview interface.

[0169] like Figure 2 As shown, in a specific application, Player 4 (i.e., the current user) is playing a 6-player auto chess game, currently in the preparation phase of round 2 of stage 2. To analyze the lineup configuration, the user can click on Player 2's avatar and drag it to the opponent's battle area (i.e., the second area) on their own board. Figure 2 As can be seen, the opponent's battle area is the upper four rows of the chessboard. The system generates a preview interface 201 in the second area. Simultaneously, the system obtains information about Player 2's currently deployed chess pieces (i.e., candidate virtual characters) and displays them on the preview interface 201, such as... Figure 3As shown, Player 4 can clearly see that Player 2 has currently deployed 3 chess pieces, one in the first row, one in the second row, and one in the fourth row, as well as the class, level, and equipment configuration of these pieces. Player 4 can then decide to adjust their lineup to deal with possible battles.

[0170] like Figure 3 As shown, when the user drags Player 2's avatar to the second area, Player 2's identifier 301 will be displayed on the generated preview interface 201. Identifier 301 indicates that the preview interface 201 is used to display the candidate virtual character deployed by Player 2. A close control 302 can also be displayed in the upper right corner of the preview interface 201, which is used to close the preview interface 301.

[0171] like Figure 4 As shown, in a specific application, Player 4 is observing Player 2's lineup configuration. At this time, the second area fully displays Player 2's lineup. Player 4 (the fourth target user) realizes that they also need to pay attention to Player 1's lineup to formulate a more comprehensive strategy, so they perform a drag-and-drop operation on Player 1's portrait. For example... Figure 5 As shown, the system immediately responds to the operation, reducing the horizontal width of preview interface 201 (equivalent to the first sub-display area), and simultaneously generating another preview interface 501 in the second area (equivalent to the second sub-display area). Preview interface 501 can be the same size as preview interface 201, and displays the lineup deployed by player 1 in preview interface 501. Each preview interface maintains independent display functionality, allowing player 4 to simultaneously observe the real-time configuration changes of two potential opponents, making full preparations for the upcoming battle. Similarly, preview interface 501 includes an identifier for player 1, indicating that preview interface 501 is used to display player 1's deployed lineup. Preview interface 501 also includes an independent close control, allowing players to independently control the display of preview interfaces 201 and 501, closing either preview interface while keeping the other open. When either preview interface is closed, the display of the other preview interface automatically expands. When two preview interfaces are displayed in the second area, a dividing line 502 can be generated between the two preview interfaces, allowing players to adjust the width of preview interfaces 201 and 501 by pressing and holding the dividing line 502.

[0172] like Figure 6As shown, in a specific application, if a user wants to view the lineup in preview interface 501 more clearly, they can drag the dividing line 502 to the left. This reduces the display width of preview interface 201, while increasing it increases the display width of preview interface 501. When the display width of preview interface 201 falls below a certain value, the candidate character information displayed in preview interface 201 automatically switches to a character thumbnail display mode, that is, the model of each candidate character displayed in preview interface 201 is changed to the corresponding character portrait. Although the display space is limited, users can still quickly identify the lineup composition and overall strength of each opponent, providing important reference information for subsequent tactical adjustments.

[0173] like Figure 7 As shown, in a specific application, in Figure 6 Based on this, when the user drags the dividing line 502 further to the left, the display width of the preview interface 201 is further shortened. When the display width of the preview interface 201 is reduced to below the preset minimum value, the system will automatically switch the display content of this area from the character thumbnail pattern to the attribute information mode, and display the core synergy effects that the first target user has activated in the form of icons, ensuring that the user can still obtain key opponent lineup information within the limited display space, providing effective support for formulating game strategies.

[0174] Based on the above method embodiments, this disclosure also provides an information processing device for a game. The game provides a virtual scene for multiple users participating in a game match. The game match includes multiple game rounds, and each game round includes a preparation phase and a battle phase. See [link to relevant documentation]. Figure 8 The device includes the following modules: The first display module 801 is used to display the first virtual scene corresponding to the current user through a graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy a controlled virtual character belonging to the current user. The determination module 802 is configured to, in response to a first selection operation, determine a first target user from users other than the current user during the preparation phase. The acquisition module 803 is used to acquire information about the candidate virtual characters deployed by the first target user in the game to participate in the game. The second display module 804 is used to display information about the candidate virtual character in the second area.

[0175] The aforementioned device displays a first virtual scene corresponding to the current user through a graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy a controlled virtual character belonging to the current user. During the preparation phase, in response to a first selection operation, a first target user is determined from other users besides the current user. Information on candidate virtual characters deployed by the first target user in the game to participate in the match is obtained. The information of the candidate virtual characters is displayed in the second area. This publicly provided device allows the current user to directly view other players' lineup information in their own virtual scene through a simple selection operation, obtaining the target user's character configuration in real time without frequently switching perspectives. This reduces the operational complexity of information viewing, decreases the number of scene loadings, and improves the interactive experience.

[0176] The information processing device in the game provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts of the information processing device in the game that are not mentioned in the embodiment can be referred to the corresponding content in the aforementioned information processing method embodiment.

[0177] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.

[0178] This disclosure also provides an electronic device, such as... Figure 9 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes these computer-executable instructions to implement the following information processing method steps in the game: The graphical user interface displays the first virtual scene corresponding to the current user. The first virtual scene includes a first area and a second area. The first area is used to deploy the controlled virtual character belonging to the current user. During the preparation phase, in response to the first selection operation, the first target user is determined from other users besides the current user; Obtain information on the candidate virtual characters deployed by the primary target user in the game to participate in the game; Information about the candidate virtual characters is displayed in the second area.

[0179] Optionally, the method further includes: In response to the second selection operation, a second target user is determined from users other than the current user; The second virtual scene corresponding to the second target user is displayed in the graphical user interface.

[0180] Optionally, the method further includes: The response enters the battle phase, and the virtual characters deployed by the third target user to participate in the current battle phase are displayed in the second area. The third target user is the user who is fighting against the current user in the current battle phase. Control the virtual character in the first area to fight against the virtual character deployed by the third target user in the second area.

[0181] Optionally, the graphical user interface also displays user identifiers corresponding to multiple users; the first selection operation is a trigger operation targeting the first user identifier, which is the user identifier corresponding to the second target user.

[0182] Optionally, the method further includes: In response to a first selection operation targeting a second user identifier, the second region is divided into at least two sub-display regions; The first sub-display area displays information about the candidate virtual characters corresponding to the first target user, and the second sub-display area displays information about the candidate virtual characters deployed by the fourth target user to participate in the game. The fourth target user is the user corresponding to the second user identifier.

[0183] Optionally, the method further includes: Respond to trigger operations targeting the boundaries of the sub-display area and adjust the size of the sub-display area; Update the information of the candidate virtual characters displayed in the sub-display area based on the adjusted size of the sub-display area.

[0184] Optionally, based on the adjusted size of the sub-display area, update the information of the candidate virtual characters displayed in the sub-display area, including: If the size parameters of the first sub-display area meet the first preset condition, the information of the candidate virtual character is displayed as the character model of the candidate virtual character; If the size parameters of the first sub-display area meet the second preset condition, the information of the candidate virtual character is displayed as a thumbnail of the candidate virtual character.

[0185] Optionally, updating the information of the candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area also includes: If the size parameters of the first sub-display area meet the third preset condition, the information of the candidate virtual character is displayed as attribute information, which is used to indicate the game bonus effects that the first target user has activated.

[0186] Optionally, the size parameter is the width value of the first sub-display area in the first direction; The first preset condition is that the width value is greater than the first threshold. The second preset condition is that the width value is less than or equal to the first threshold.

[0187] Optionally, information about the candidate virtual characters is displayed in the second area, including: Determine the relative positional relationships between candidate virtual characters; Candidate virtual characters are displayed in the second area based on their relative positions.

[0188] Optionally, the first selection operation includes dragging the first user ID to the second area.

[0189] Optionally, the second selection operation includes a click operation on the user identifier displayed in the graphical user interface.

[0190] Optionally, information about the candidate virtual characters is displayed in the second area, including: A first preview interface is generated in the second area, displaying information about the candidate virtual characters.

[0191] Optionally, the method further includes: In response to the closing action of the preview interface, stop displaying information about the candidate virtual characters.

[0192] exist Figure 9 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.

[0193] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0194] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the information processing method in the game described in the aforementioned embodiment.

[0195] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement an information processing method in a game. This method specifically includes: The graphical user interface displays the first virtual scene corresponding to the current user. The first virtual scene includes a first area and a second area. The first area is used to deploy the controlled virtual character belonging to the current user. During the preparation phase, in response to the first selection operation, the first target user is determined from other users besides the current user; Obtain information on the candidate virtual characters deployed by the primary target user in the game to participate in the game; Information about the candidate virtual characters is displayed in the second area.

[0196] Optionally, the method further includes: In response to the second selection operation, a second target user is determined from users other than the current user; The second virtual scene corresponding to the second target user is displayed in the graphical user interface.

[0197] Optionally, the method further includes: The response enters the battle phase, and the virtual characters deployed by the third target user to participate in the current battle phase are displayed in the second area. The third target user is the user who is fighting against the current user in the current battle phase. Control the virtual character in the first area to fight against the virtual character deployed by the third target user in the second area.

[0198] Optionally, the graphical user interface also displays user identifiers corresponding to multiple users; the first selection operation is a trigger operation targeting the first user identifier, which is the user identifier corresponding to the second target user.

[0199] Optionally, the method further includes: In response to a first selection operation targeting a second user identifier, the second region is divided into at least two sub-display regions; The first sub-display area displays information about the candidate virtual characters corresponding to the first target user, and the second sub-display area displays information about the candidate virtual characters deployed by the fourth target user to participate in the game. The fourth target user is the user corresponding to the second user identifier.

[0200] Optionally, the method further includes: Respond to trigger operations targeting the boundaries of the sub-display area and adjust the size of the sub-display area; Update the information of the candidate virtual characters displayed in the sub-display area based on the adjusted size of the sub-display area.

[0201] Optionally, based on the adjusted size of the sub-display area, update the information of the candidate virtual characters displayed in the sub-display area, including: If the size parameters of the first sub-display area meet the first preset condition, the information of the candidate virtual character is displayed as the character model of the candidate virtual character; If the size parameters of the first sub-display area meet the second preset condition, the information of the candidate virtual character is displayed as a thumbnail of the candidate virtual character.

[0202] Optionally, updating the information of the candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area also includes: If the size parameters of the first sub-display area meet the third preset condition, the information of the candidate virtual character is displayed as attribute information, which is used to indicate the game bonus effects that the first target user has activated.

[0203] Optionally, the size parameter is the width value of the first sub-display area in the first direction; The first preset condition is that the width value is greater than the first threshold. The second preset condition is that the width value is less than or equal to the first threshold.

[0204] Optionally, information about the candidate virtual characters is displayed in the second area, including: Determine the relative positional relationships between candidate virtual characters; Candidate virtual characters are displayed in the second area based on their relative positions.

[0205] Optionally, the first selection operation includes dragging the first user ID to the second area.

[0206] Optionally, the second selection operation includes a click operation on the user identifier displayed in the graphical user interface.

[0207] Optionally, information about the candidate virtual characters is displayed in the second area, including: A first preview interface is generated in the second area, displaying information about the candidate virtual characters.

[0208] Optionally, the method further includes: In response to the closing action of the preview interface, stop displaying information about the candidate virtual characters.

[0209] The computer program products of the information processing methods, apparatus and electronic devices in games provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementations, please refer to the method embodiments, which will not be repeated here.

[0210] Unless otherwise specifically stated, the relative steps, numerical expressions, and values ​​of the components and steps set forth in these embodiments do not limit the scope of this disclosure.

[0211] 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 disclosure, 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 disclosure. 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.

[0212] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0213] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure. 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 disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An information processing method in a game, characterized in that, The game provides a virtual scene for multiple users participating in a game match, the game match includes multiple game rounds, the game round includes a preparation phase and a battle phase, and the method includes: The graphical user interface displays the first virtual scene corresponding to the current user. The first virtual scene includes a first area and a second area. The first area is used to deploy the controlled virtual character belonging to the current user. In the preparation phase, in response to the first selection operation, a first target user is determined from other users besides the current user; Obtain information on the candidate virtual characters deployed by the first target user in the game to participate in the game; The information of the candidate virtual character is displayed in the second area.

2. The method according to claim 1, characterized in that, The method further includes: In response to the second selection operation, a second target user is determined from other users besides the current user; The second virtual scene corresponding to the second target user is displayed in the graphical user interface.

3. The method according to claim 1, characterized in that, The method further includes: Upon entering the battle phase, the virtual character deployed by the third target user participating in the current battle phase is displayed in the second area, wherein the third target user is the user who is battling against the current user in the current battle phase; Control the controlled virtual character in the first area to fight against the virtual character deployed by the third target user in the second area.

4. The method according to claim 1, characterized in that, The graphical user interface also displays user identifiers corresponding to the plurality of users; the first selection operation is a trigger operation for the first user identifier, which is the user identifier corresponding to the second target user.

5. The method according to claim 4, characterized in that, The method further includes: In response to a first selection operation targeting a second user identifier, the second region is divided into at least two sub-display regions; The first sub-display area displays information about the candidate virtual character corresponding to the first target user, and the second sub-display area displays information about the candidate virtual character deployed by the fourth target user in the game to participate in the game match. The fourth target user is the user corresponding to the second user identifier.

6. The method according to claim 5, characterized in that, The method further includes: In response to a trigger operation targeting the boundary of the sub-display area, the size of the sub-display area is adjusted; Update the information of the candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area.

7. The method according to claim 6, characterized in that, The step of updating the information of the candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area includes: If the size parameter of the first sub-display area meets the first preset condition, the information of the candidate virtual character is displayed as the character model of the candidate virtual character; If the size parameters of the first sub-display area meet the second preset condition, the information of the candidate virtual character is displayed as a thumbnail of the candidate virtual character.

8. The method according to claim 6, characterized in that, The step of updating the information of the candidate virtual characters displayed in the sub-display area according to the adjusted size of the sub-display area further includes: If the size parameters of the first sub-display area meet the third preset condition, the information of the candidate virtual character is displayed as attribute information, which is used to indicate the game bonus effect that the first target user has activated.

9. The method according to claim 7, characterized in that, The size parameter is the width value of the first sub-display area in the first direction; The first preset condition is that the width value is greater than a first threshold; The second preset condition is that the width value is less than or equal to the first threshold.

10. The method according to claim 1, characterized in that, The step of displaying the information of the candidate virtual character in the second area includes: Determine the relative positional relationships between the candidate virtual characters; Based on the relative positional relationship, the candidate virtual characters are displayed in the second area.

11. The method according to claim 4, characterized in that, The first selection operation includes dragging the first user ID to the second area.

12. The method according to claim 2, characterized in that, The second selection operation includes a click operation on the user identifier displayed in the graphical user interface.

13. The method according to claim 1, characterized in that, The step of displaying the information of the candidate virtual character in the second area includes: A first preview interface is generated in the second area, and the information of the candidate virtual character is displayed in the first preview interface.

14. The method according to claim 13, characterized in that, The method further includes: In response to the closing operation of the preview interface, the display of information about the candidate virtual character is stopped.

15. An information processing device for games, characterized in that, The game provides a virtual scene for multiple users participating in a game match, the game match includes multiple game rounds, the game round includes a preparation phase and a battle phase, and the device includes: The first display module is used to display the first virtual scene corresponding to the current user through a graphical user interface. The first virtual scene includes a first area and a second area. The first area is used to deploy a controlled virtual character belonging to the current user. A determination module is configured to, in response to a first selection operation, determine a first target user from users other than the current user during the preparation phase; The acquisition module is used to acquire information about the candidate virtual characters deployed by the first target user in the game to participate in the game. The second display module is used to display the information of the candidate virtual character in the second area.

16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 14.

17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 14.