Interactive conversational methods, apparatuses, computing devices, storage media, and program products

By splitting the entire image set and allocating subsets to participants, setting full baseline conditions and verification steps, the problems of fairness and global goal advancement in existing interactive session systems are solved. This achieves structured and rule-based constraints on interactive sessions, improving the efficiency and fairness of multi-user interactions.

CN122179415APending Publication Date: 2026-06-09TUYOO GAMES +3
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TUYOO GAMES
Filing Date
2026-03-02
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Existing interactive session systems are inadequate in terms of fairness control, constraints on malicious or low-quality operations, and collaborative advancement of global goals. They are unable to effectively correct behaviors that harm the overall objectives of the session, making it easy for the session to fall into invalid loops or conflicts.

Method used

By splitting the entire image set and distributing image subsets to participants, setting full baseline conditions, determining the starting operator, and introducing a verification process, a negative feedback strategy is automatically triggered based on whether the image item meets the full baseline conditions, updating the operator until the interaction termination condition is reached.

Benefits of technology

It achieves structured management of fair interactive sessions, ensuring that the interaction process proceeds within a clear rule framework, automatically applying rule constraints, and improving the virtuous cycle of the session and the ability to achieve global goals.

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Abstract

Embodiments of the present specification provide interactive session methods, devices, equipment, media and program products. The method is applied to the server, including: in response to the participation request of multiple participants, splitting the image set and assigning the image subset, setting the overall reference condition, determining the starting operator; in response to the image item selection instruction of the current operator, selecting at least one image item from its image subset; in response to the image verification instruction of the next operator, determining whether to perform verification; if yes, performing verification processing; if the overall reference condition is met, triggering negative feedback for the current operator; if not met, triggering negative feedback for the next operator; updating the operator and iteratively executing until the interactive termination condition is met to end the session, realizing the structuring, decidable and automatic rule constraint of the multi-participant interactive session, guiding the session to the benign cycle and global goal.
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Description

Technical Field

[0001] This specification relates to the field of computer technology, and in particular to an interactive session method, apparatus, computing device, storage medium, and program product. Background Technology

[0002] With the rapid development of online multiplayer interactive platforms and digital collaboration scenarios, there is an increasing demand for interactive conversation modes that support real-time participation by multiple users and have clear rules and image management, such as online board games, collaborative decision-making platforms, and multilateral negotiation simulations.

[0003] Currently, there are some technical solutions that can support multiple participants to join the same session and interact based on rounds or real-time events, typically achieving basic session management, state synchronization, and simple operation responses.

[0004] However, existing interactive sessions often fall short in terms of fairness control, constraints on malicious or low-quality operations, and the coordinated advancement of overall goals. Specifically, this manifests as: a lack of reasonable planning and isolation of the initial image states of participants; a lack of a neutral, system-driven operation verification and adjudication mechanism; and, especially when a participant's operation harms the overall session goal, difficulty in promptly applying effective negative feedback to correct the behavioral path, leading to sessions easily falling into ineffective loops or conflicts, hindering efficient progress towards the predetermined goal. Therefore, designing a method that can structurally allocate images, introduce verification steps, and automatically execute rule feedback to guide the healthy progress of the session has become an urgent technical problem to be solved. Summary of the Invention

[0005] In view of the above, embodiments of this specification provide an interactive session method. One or more embodiments of this specification also relate to an interactive session device, a computing device, a computer-readable storage medium, and a computer program product, in order to solve the technical defects existing in the prior art.

[0006] According to a first aspect of the embodiments of this specification, an interactive session method is provided, applied to a server, including: In response to participation requests for interactive sessions sent by clients from multiple participants, the entire image set is split and a subset of images is distributed to multiple participants, full baseline conditions are set, and the starting operator is determined from among the multiple participants. In response to an image item selection instruction sent by the client of the current operator, at least one image item is selected from the image subset of the current operator; In response to an image verification command sent by the client of the next operator, determine whether to perform a verification operation for at least one image item; If so, perform verification processing on at least one image item; If at least one image item satisfies the full baseline condition, then negative feedback in the interactive session for the current operator is triggered. If at least one image item does not meet the full baseline condition, a negative feedback interaction session is triggered for the next operator. Update the next operator to the current operator, return to execute the image item selection instruction sent by the client of the current operator, select at least one image item from the current operator's image subset, and continue until the interaction termination condition is met, then end the interaction session.

[0007] According to a second aspect of the embodiments of this specification, an interactive session device is provided, applied to a server, comprising: The initialization module is configured to respond to participation requests for interactive sessions sent by clients from multiple participants, split the entire image set and distribute image subsets to multiple participants, set full baseline conditions, and determine the starting operator from among the multiple participants. The selection module is configured to select at least one image item from the current operator's image subset in response to an image item selection instruction sent by the client of the current operator; The verification module is configured to respond to an image verification command sent by the client of the next operator, determine whether to perform a verification operation for at least one image item; if so, perform verification processing on at least one image item. The first triggering module is configured to trigger negative feedback of the interactive session for the current operator if at least one image item satisfies the full baseline condition. The second triggering module is configured to trigger negative feedback of the interactive session for the next operator if at least one image item does not meet the full baseline condition. The loop termination module is configured to update the next operator to the current operator, return to execute the image item selection instruction sent by the client of the current operator, select at least one image item from the current operator's image subset, and end the interaction session when the interaction termination condition is met.

[0008] According to a third aspect of the embodiments of this specification, a computing device is provided, comprising: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions, which, when executed by the processor, implement the steps of the above-described interactive session method.

[0009] According to a fourth aspect of the embodiments of this specification, a computer-readable storage medium is provided that stores computer-executable instructions that, when executed by a processor, implement the steps of the above-described interactive session method.

[0010] According to a fifth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described interactive session method.

[0011] In one embodiment of this specification, by splitting the entire image set and distributing image subsets to each participant, reasonable planning and isolation of the initial images are achieved, laying the foundation for a fair interactive session. A neutral adjudication mechanism is established by setting full baseline conditions and introducing verification instructions initiated by the next operator. Based on whether an image item meets the full baseline conditions, specific negative feedback strategies are automatically triggered for the current or next operator, thereby enabling timely and accurate correction of behaviors that harm the overall session objective. By updating and rotating the current operator and repeating the above selection, verification, and feedback process until the interaction termination condition is met, the entire interactive session is guided to cyclically advance within a clear rule framework. This achieves the effect of making the multi-participant interactive session process structured, adjudicable, and automatically subject to rule constraints to guide a virtuous cycle and global objective. Attached Figure Description

[0012] Figure 1 This is a flowchart illustrating the processing procedure of an interactive session method applied to an online board game scenario, provided by one embodiment of this specification. Figure 2 This is a flowchart illustrating an interactive session method provided in one embodiment of this specification; Figure 3 This is a logical flowchart of an interactive session method provided in one embodiment of this specification; Figure 4 This is a schematic diagram of the structure of an interactive session device provided in one embodiment of this specification; Figure 5 This is a structural block diagram of a computing device provided in one embodiment of this specification. Detailed Implementation

[0013] Many specific details are set forth in the following description to provide a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this specification. Therefore, this specification is not limited to the specific implementations disclosed below.

[0014] The terminology used in one or more embodiments of this specification is for the purpose of describing particular embodiments only and is not intended to be limiting of the one or more embodiments of this specification. The singular forms “a,” “described,” and “the” as used in one or more embodiments of this specification and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.

[0015] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this specification, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this specification, and similarly, second may also be referred to as first. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to a determination."

[0016] Furthermore, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of this specification are all information and data authorized by the user or fully authorized by all parties. Moreover, the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation entry points are provided for users to choose to authorize or refuse.

[0017] This specification provides an interactive session method. One or more embodiments of this specification also relate to an interactive session device, a computing device, a computer-readable storage medium, and a computer program product, which will be described in detail in the following embodiments.

[0018] First, let's take online tabletop card games as an example. Rock-paper-scissors is a common activity in our daily lives, and it's also very fun, simple, and challenging. However, traditional tabletop card games basically lack corresponding gameplay that can effectively incorporate rock-paper-scissors players. At the same time, it avoids the complexity and variety that comes with too many card combinations in traditional tabletop card games, thus losing the indirectness of the rock-paper-scissors gameplay. Given this background, there is a need to develop a new gameplay that combines card guessing with traditional tabletop card games, while maintaining simplicity and fun.

[0019] Figure 1 This specification illustrates a flowchart of an interactive session method for online board games, provided by an embodiment of this specification. Applied to the server side of an online board game application, the method includes the following specific steps: Step 102: Game begins.

[0020] For example, players A, B, C, and D. Player A creates a room and sets the "maximum number of rounds: 10". After players B, C, and D join, the game begins.

[0021] Step 104: In response to multiple players' client joining requests, prepare a specific deck, shuffle and distribute the cards, and randomly determine the additional designated card points for this round in combination with the fixed designated card points, set the designated cards, and randomly determine the starting player.

[0022] For example, the default deck consists of J, Q, K, A, 2, and Joker, with 4 cards of each rank, for a total of 22 cards.

[0023] Fixed designated cards: all 2s, small jokers, and big jokers; optional designated cards: J, Q, K, A.

[0024] Points-based reward and penalty rules: Successful card reveal: The player before you loses points, or the points are transferred to the player after you as a reward.

[0025] Failed to open the hand: The next player loses points, or the points are transferred to the previous player as a reward.

[0026] Starting points: 6 points per player.

[0027] The server prepares 22 cards, shuffles them, and deals 5 cards to each of the 4 players. An extra card of the highest rank, 'K', is randomly selected for this round. Therefore, the extra cards for this round are: all 2s, all jokers, and all Ks. Player A is randomly selected as the starting player.

[0028] Step 106: In response to the current player's play instruction, the server removes the selected card from their hand and broadcasts the number of cards played, without revealing the face of the card.

[0029] For example, Player A selects three cards (K, Q, Q, 2, and the Joker) from their hand and plays them. The server removes these three cards from Player A's hand and broadcasts to all players: "Player A has played three cards this round."

[0030] Step 108: In response to the operation command of the next player in turn, determine the command type.

[0031] For example, the client of the next player in turn receives an operation request.

[0032] Step 110: If the instruction type is a play instruction, then proceed directly to the player rotation step.

[0033] For example, player B chooses to "pass". After the server records this, the process jumps to step 120, transferring the right to operate to the next player, player C.

[0034] Step 112: If the instruction type is a card-opening instruction, the server will confirm and execute the verification to reveal the specific card played by the current player.

[0035] For example, if player B chooses to "reveal their hand", the server will then reveal to the entire player the specific cards played by player A in this round: (K, Q, 2).

[0036] Step 114: The server performs verification processing to determine whether all the revealed cards are the specified cards.

[0037] For example, according to the designated card rules of this round (2, King, K), verify the hand (K, Q, 2). The Q is a non-designated card. The verification result is: contains a non-designated card.

[0038] Step 116: If the verification result is that all cards are specified, then negative feedback is triggered for the current player, and the player who opened the card randomly selects a penalty from the preset penalty list and applies it to the player who opened the card.

[0039] For example, if Player A plays (K, 2, Joker), all of which are designated cards, then Player B fails to open the hand. The server triggers a points calculation: Player B (the player who opened the hand) loses 1 point, and Player A (the player who played the card) gains 1 point. Then, it broadcasts: "Opening the hand failed! Points change: Player B -1 point, Player A +1 point." Player A's points become 7, and Player B's become 5.

[0040] Step 118: If the verification result is that it contains a non-specified card, then negative feedback is triggered for the player who opened the card. The player who currently plays the card will select a penalty from the preset penalty list and apply it to the player who opened the card.

[0041] For example, if player A plays (K, Q, 2), not all of which are designated cards, then player B successfully reveals their hand. The server triggers a points calculation: player A (who played the card) loses 1 point, and player B (who revealed their hand) gains 1 point. Then, it broadcasts: "Hands revealed successfully! Points changed: Player A -1 point, Player B +1 point." Player A's points become 5, and Player B's become 7.

[0042] Step 120: After the penalty is executed, or after the next player's operation instruction is a play instruction, update the next player to the new current play player.

[0043] For example, since player B successfully plays their card, the right to play shifts to player C, who is next to B. The server updates the current player to C and notifies them to play their card.

[0044] Step 122: Check if the game termination conditions have been met.

[0045] For example, the server checks: whether the number of rounds played has reached 10; and whether any player has a score of ≤0. If neither of these conditions is met, the process continues.

[0046] Step 124: If the termination condition is not met, return to the turn order and the new current player continues the turn; if the termination condition is met, end the game and settle the score.

[0047] For example, when the game reaches the end of the 10th round, the server determines that the "round limit" has been reached. The game ends, the final score is calculated and the ranking is determined, and then the following is broadcast: "Game over! Final ranking: 1. C (9 points), 2. D (6 points), 3. B (5 points), 4. A (2 points)".

[0048] In this embodiment, firstly, by constructing a card pool with carefully selected limited card points and combining it with a dynamic rule that randomly upgrades specific ordinary cards to designated cards each round, the imbalance caused by fixed initial hand quality is broken, greatly increasing the diversity and unpredictability of the game and making each game experience fresh. Secondly, by making other players' card-playing records, hand adjustment operations, and card-playing choices public, and by setting up a strategic reward and punishment mechanism, the observation, reasoning, and interaction between players during the game are significantly enhanced. Furthermore, the core gameplay is simplified to guessing and verifying whether all played cards are key cards, greatly reducing the learning and decision-making costs for players. Finally, this solution provides players with an innovative gameplay, not only enriching game choices but also effectively increasing players' willingness to participate, game frequency, and the depth and strategy of interaction during the game through the above mechanisms, thus optimizing the overall interactive experience of multiplayer online card games.

[0049] See Figure 2 , Figure 2 A flowchart of an interactive session method according to an embodiment of this specification is shown. The method is applied to a server and specifically includes the following steps: Step 202: In response to participation requests for the interactive session sent by clients of multiple participants, split the entire image set and distribute image subsets to multiple participants, set full baseline conditions, and determine the starting operator from among the multiple participants.

[0050] The server-side is a server or server cluster used to process interaction logic and data, and to communicate with multiple clients. For example, in a multiplayer online image guessing game, the game server is responsible for distributing images, receiving player descriptions, and verifying the compliance of the descriptions.

[0051] Participants are entities that join an interactive session, possess a unique subset of images, and are capable of performing actions and verifications. For example, in a multiplayer online image guessing game, these are the players who join the same game room.

[0052] The client of a participant is a terminal device or application used to send requests and instructions to the server and receive feedback. For example, in a multiplayer online image guessing game, this refers to the game application on the player's mobile phone or computer.

[0053] An interactive session is a complete process managed by the server, in which multiple participants perform multiple rounds of image manipulation and verification according to predefined rules. For example, it could be a complete game from start to finish in a multiplayer online image guessing game.

[0054] A participation request for an interactive session is a command sent by the client to the server requesting to join the interactive session. For example, in a multiplayer online image guessing game, when a player clicks the "Join Game Room" button, their client sends a message to the game server.

[0055] An image set is a collection of image items that can be assigned during an interactive session. For example, in a multiplayer online image guessing game, it is the collection of all the images to be guessed, such as a picture library containing various animals and objects.

[0056] An image subset is a collection of image items that are separated from the entire image set and assigned to the participants. For example, in a multiplayer online image guessing game, at the start of the game, the system assigns each player a subset of images for their descriptions during the game.

[0057] The baseline conditions are global rules set by the server to verify whether an image item is legal or valid. For example, in a multiplayer online image guessing game, the rule is set that "the player's text description of the selected image must not contain the image's real name or label."

[0058] The initiating operator is the participant designated by the server as the current operator in the first round of the interactive session. For example, in a multiplayer online image guessing game, the system randomly selects the first player to choose an image.

[0059] Splitting the entire image set and distributing image subsets to multiple participants can be done in several ways. One option is to randomly split the entire image set and distribute image subsets to multiple participants. Another option is to split the entire image set according to a preset distribution rule and distribute image subsets to multiple participants. Yet another option is to split the entire image set based on the historical interaction data of each participant and distribute image subsets to multiple participants. No specific method is specified here.

[0060] Setting full baseline conditions can be done in several ways. One option is to set full baseline conditions randomly. Another option is to set full baseline conditions based on the attributes or levels of the participants. Yet another option is to receive baseline setting instructions from the clients of multiple participants and set full baseline conditions accordingly. No specific method is specified here.

[0061] Determining the starting operator from multiple participants can be done in several ways. One option is to randomly select the starting operator from multiple participants. Another option is to select the starting operator from multiple participants according to the order in which they join the interactive session. Yet another option is to select the starting operator from multiple participants based on their scores or weights. No specific method is specified here.

[0062] For example, consider a multiplayer online image guessing game called "Image Riddles". The server is a game server, and the participants are three players (Player 1, Player 2, and Player 3), whose clients are the game applications on their respective devices. The interaction session is for the current game. At the start of the game, all three players' clients send a participation request to the server. After responding, the server randomly selects 90 animal images (the complete image set) from its image library, randomly divides them into three equal parts, and assigns 30 images to each of the three players as their private image subsets. The server sets the baseline condition as "the player's text description of the selected image must not contain the real animal name of the image". The server randomly determines Player 1 as the starting operator (current operator).

[0063] Step 204: In response to the image item selection instruction sent by the client of the current operator, select at least one image item from the image subset of the current operator.

[0064] The current operator is the participant authorized to initiate an action from its own subset of images in the current round of interaction. For example, in a multiplayer online image guessing game, it is the player whose turn it is to select an image.

[0065] An image selection instruction is a command sent by the client of the current operator to instruct the selection of one or more image items from a subset of that operator's images, and is usually accompanied by a corresponding description or statement. For example, in a multiplayer online image guessing game, a player selects an image from their image library, enters a descriptive text, and clicks the "Submit Description" button; the client then generates and sends the instruction.

[0066] At least one image item is one or more specific images selected by the current operator from its own image subset. For example, in a multiplayer online image guessing game, a player's submission of "a picture of a 'tiger' and the text description 'This is a large feline with stripes'" constitutes an image item, which is then masked (masked).

[0067] Select at least one image item from the current operator's image subset. One possible method is for the current operator to randomly select at least one image item from the image subset. Another possible method is for the current operator to select at least one image item according to the order of the image items in the image subset. Yet another possible method is for the current operator to select at least one image item from the image subset based on the attribute labels of at least one image item. No further restrictions are imposed here.

[0068] For example, Player 1 is determined as the initiating player, i.e., the current player. Player 1's (the current player's) client interface presents its private set of 30 animal images (image subset). Player 1 selects an image of a "tiger" and enters the description "This is a large feline with stripes" in the input box, then clicks the "Submit" button. Its client then generates and sends an image item selection instruction to the server (game server), which includes the identifier of the selected "tiger" image and the associated description "This is a large feline with stripes." The server responds to this instruction, completing the operation of "selecting at least one image item from the current player's image subset," and the selected "tiger" image and its description constitute "at least one image item" for this round. The server then broadcasts Player 1's description to the other participants (Players 2 and 3) and awaits the image verification instruction from the next player (Player 2).

[0069] Step 206: In response to the image verification instruction sent by the client of the next operator, determine whether to perform a verification operation for at least one image item.

[0070] The next player to act is the participant authorized to verify at least one image item selected by the current player in the current round of interaction. For example, in a multiplayer online image guessing game, the player after the current player.

[0071] An image verification instruction is a command sent by the client of the next operator to instruct the server to perform verification processing on at least one image item selected by the current operator. For example, in a multiplayer online image guessing game, when the next operator clicks the "Verify Description" or "Question" button, their client generates and sends the instruction.

[0072] The verification operation is the process by which the server, upon receiving an image verification instruction, determines whether at least one image item meets the full baseline conditions. For example, in a multiplayer online image guessing game, the server prepares to compare the descriptive text with the actual image label.

[0073] For example, Player 2's (the next player to act) client interface displays Player 1's description and provides a "Verify" button. After reading the description, if Player 2 suspects that the description may violate regulations, they can click the "Verify" button. Their client then generates and sends an image verification command to the server (game server). In response to this command, the server determines that a verification operation needs to be performed on the image item selected by Player 1 (i.e., the "tiger" image and its description).

[0074] Step 208: If yes, perform verification processing on at least one image item.

[0075] The verification process is the analysis or comparison process performed by the server after determining to execute the verification operation, used to determine whether at least one image item meets the full baseline conditions. For example, in a multiplayer online image guessing game, the server automatically compares the description text submitted by the current player with the actual animal name tag of the image to check whether a prohibited real name appears in the description.

[0076] For example, the server performs validation on an image item submitted by a player (a picture of a "tiger" and its description "This is a large, striped cat"). Specifically, the server extracts the descriptive text and compares it with the pre-stored real tags for the "tiger" picture (i.e., "tiger"). It checks whether the descriptive text contains these real names. In this example, the descriptive text is "This is a large, striped cat," which does not contain "tiger" or "tiger," therefore it does not meet the full baseline conditions (i.e., it is not in violation).

[0077] Step 210: If at least one image item satisfies the full baseline condition, then trigger negative feedback for the current operator's interactive session.

[0078] Negative feedback in the current operator's interactive session refers to an event automatically executed by the server to influence the current operator's behavior and correct it when the verification results show that at least one image item meets the full baseline conditions. For example, in a multiplayer online image guessing game, if the verification finds that the description contains a real animal name, the server deducts a certain number of points from the current operator or requires them to resubmit the description.

[0079] If at least one image item satisfies the full baseline condition, a negative feedback interaction session is triggered for the current operator. One possible approach is to reduce the current operator's session score. Another possible approach is to remove at least one image item from the current operator's image subset and redistribute it to other participants. Yet another possible approach is to restrict the current operator's permission to send image item selection instructions in subsequent rounds.

[0080] For example, if Player 1's description is "This is a large feline animal called a tiger," the verification process will detect the word "tiger," satisfying all baseline conditions (i.e., a violation). At this point, the server will trigger negative feedback in the interaction session for the current operator (Player 1), such as deducting 10 points from Player 1 and displaying a message on the interface saying "Description violated, points deducted."

[0081] Step 212: If at least one image item does not meet the full baseline condition, then trigger negative feedback for the interactive session for the next operator.

[0082] The negative feedback mechanism that triggers the interaction session for the next participant is an event automatically executed by the server to influence the behavior of the next participant and correct it when the verification results show that at least one image item does not meet the full baseline conditions. For example, in a multiplayer online image guessing game, when verification finds that the description does not contain the real animal name, the server deducts a certain number of points from the next participant or marks it as a verification failure.

[0083] If at least one image item does not meet the full baseline conditions, a negative feedback interaction session is triggered for the next operator. One possible approach is to reduce the session score of the next operator. Another possible approach is to transfer at least one image item from the current operator's image subset to the next operator's image subset. Yet another possible approach is to mark an invalid verification record of the next operator.

[0084] For example, since the actual verification result does not meet all baseline conditions (description compliance), the server triggers negative feedback in the interaction session for the next operator (Player 2). For instance, the server deducts 5 points from Player 2 and displays a message on the interface: "Verification failed, points deducted."

[0085] Step 214: Update the next operator to the current operator, return to execute the image item selection instruction sent by the client in response to the current operator, select at least one image item from the current operator's image subset, and end the interaction session when the interaction termination condition is met.

[0086] The server-side pre-defined rules determine whether an interactive session should end. When these termination conditions are met, the server will terminate the session, including but not limited to: the number of times the current operator updates the game reaches a certain threshold, and the number of participants falling below a certain threshold. For example, in a multiplayer online image guessing game, the termination conditions might be: "when any player successfully clears their own subset of images," "when any player's score reaches zero," or "when all players complete a preset number of rounds."

[0087] Updating the next operator to the current operator can be done in several ways. One option is to update the next operator to the current operator according to the preset order of the participants. Another option is to randomly select one of the participants (excluding the current operator) from among the participants and update it to the current operator. Yet another option is to determine and update the current operator based on the result of the negative feedback triggered by the interactive session. No specific method is specified here.

[0088] For example, following a preset clockwise rotation order (Player 1 -> Player 2 -> Player 3 -> Player 1), the next operator, "Player 2," is updated to the new current operator. The server checks the interaction termination condition. The preset termination condition for this game is "when a player's image subset is cleared (i.e., all 30 images have been described and verified)." Currently, the image subsets of Player 1, Player 2, and Player 3 have not been cleared, therefore the termination condition is not met. The server returns to step 204, waiting for the new current operator (Player 2) to send its image selection instruction, starting a new round of "selection-verification-feedback" loop. Suppose that after several rounds of the game, Player 3 successfully describes its last image without being verified as violating the rules, and its image subset is cleared. When the server checks the interaction termination condition, it finds that the condition "a player's image subset is cleared" is met. Therefore, the server does not return to step 204, but directly ends the current interaction session, sends a game end notification to all clients, and calculates the final ranking based on the scores.

[0089] In the embodiments described in this specification, by splitting the entire image set and distributing image subsets to each participant, reasonable planning and isolation of the initial images are achieved, laying the foundation for a fair interactive session. A neutral adjudication mechanism is established by setting full baseline conditions and introducing verification instructions initiated by the next operator. Based on whether an image item meets the full baseline conditions, specific negative feedback strategies are automatically triggered for the current or next operator, thereby enabling timely and accurate correction of behaviors that harm the overall session objective. By updating and rotating the current operator and repeating the above selection, verification, and feedback process until the interaction termination condition is met, the entire interactive session is guided to cyclically advance within a clear rule framework. This achieves the effect of making the multi-participant interactive session process structured, adjudicable, and automatically subject to rule constraints to guide a virtuous cycle and global objective.

[0090] In one optional embodiment of this specification, after step 206, the following specific steps are further included: If not, update the next operator to the current operator, return to execute the image item selection instruction sent by the client of the current operator, select at least one image item from the current operator's image subset, and continue until the interaction termination condition is met, then end the interaction session.

[0091] For example, after Player 1 (the current operator) submits an image of a "tiger" and its description "This is a large feline with stripes," the process proceeds to step 206, awaiting the image verification instruction from the next operator (Player 2). In this optional scenario, after reading Player 1's description, Player 2 (the next operator) determines that while the description "This is a large feline with stripes" is highly specific, it doesn't directly contain the real name "tiger," which aligns with the game's rules, and Player 2 isn't confident in verifying its violation. Therefore, Player 2 doesn't click the "Verify" button on the client interface but instead clicks the "Pass" button (or waits for verification to time out), indicating that they are not initiating verification. Correspondingly, their client may send a "Skip Verification" instruction, or the server may determine that no valid image verification instruction has been received after the preset verification waiting time expires. The server will update Player 2 as the new current operator according to a preset rotation order. Subsequently, the server returns to execute the image item selection instruction sent by the current operator's client, selecting at least one image item from the current operator's image subset. That is, the process jumps back to step 204, waiting for the new current operator (Player 2) to submit their image item selection instruction and begin their turn. The image item (tiger image and description) submitted by Player 1 is automatically considered compliant and passed in this round because it was not verified, its status is marked as completed, and it is removed from Player 1's pending image subset. The loop will continue until the interaction termination condition is met, at which point the game ends.

[0092] In this embodiment, by introducing a mechanism that, upon responding to an image verification command sent by the client of the next operator, if it is determined that no verification operation will be performed, updates the next operator to the current operator and returns to the image item selection step, the branching logic of the main flow is improved. This ensures that when the verification step is not triggered, the session flow can automatically and seamlessly advance to the next round of operation, avoiding process interruption or stagnation due to missing verification. By sharing the loop mechanism of updating the operator and returning to the selection step with this branch path in the main flow, and operating under the constraint of the interaction termination condition, it is ensured that the entire interactive session can maintain continuous and stable progress under any single-round decision.

[0093] In one optional embodiment of this specification, step 210 includes the following specific steps: If at least one image item satisfies the full baseline condition, the preset interactive session negative feedback list is returned to the client of the next operator. In response to a negative feedback selection instruction sent by the client of the next operator, negative feedback is triggered for the interaction session of the current operator.

[0094] The pre-defined negative feedback list for interactive sessions is a set of various optional negative feedback methods for the operator, pre-set by the server. This list is used to provide a choice of specific feedback forms when negative feedback needs to be triggered. For example, in a multiplayer online image guessing game, the server's pre-defined list might include options such as "deduct 10 points," "transfer the image to the verifier," and "make the current operator skip the next round."

[0095] The negative feedback selection instruction sent by the next party's client is an instruction sent by the next party's client after the server returns a preset list of negative feedback options for the interactive session, used to select at least one specific negative feedback method from that list. For example, in a multiplayer online image guessing game, after the next party clicks on "deduct 10 points" in the negative feedback option list presented in their client, the instruction generated and sent by their client.

[0096] For example, the server detects that Player 1 (the current player) describes the image of a "tiger" as "a large feline animal called a tiger," which contains the word "tiger," thus meeting all baseline conditions (i.e., violating the rules). The server returns a pre-defined negative feedback list to the client of the next player (Player 2). This list might look like this: [Option A: Deduct 10 points from Player 1; Option B: Move this "tiger" image from Player 1's image subset to Player 2's image subset; Option C: Player's next round of actions is downgraded (only one image can be selected)]. Player 2's client interface displays this list. Based on game strategy (e.g., wanting to weaken Player 1's point advantage), Player 2 selects Option A, "Deduct 10 points from Player 1," and clicks confirm. Their client then generates and sends a negative feedback selection instruction to the server. In response to this negative feedback selection instruction, the server ultimately triggers negative feedback for the current player (Player 1), i.e., deducting 10 points from Player 1.

[0097] In the embodiments of this specification, by introducing a return to a preset negative feedback list for interactive sessions and triggering negative feedback in response to a negative feedback selection instruction, the flexibility and strategy depth of the interactive sessions are increased. This allows the next party to select a negative feedback method based on the real-time session situation after the decision is made, thereby enhancing the participants' sense of participation in decision-making and the strategic nature of the interaction.

[0098] In one optional embodiment of this specification, step 212 includes the following specific steps: If at least one image item does not meet the full baseline conditions, a preset interactive session negative feedback list is returned to the current operator's client. In response to a negative feedback selection instruction sent by the client of the current operator, negative feedback is triggered for the interactive session of the next operator.

[0099] The pre-defined negative feedback list for interactive sessions is a set of various optional negative feedback methods for the operator, pre-set by the server. This list is used to provide a choice of specific feedback forms when negative feedback needs to be triggered. For example, in a multiplayer online image guessing game, the server's pre-defined list might include options such as "deduct 10 points," "transfer the image to the verifier," and "make the current operator skip the next round."

[0100] The negative feedback selection instruction sent by the current operator's client is an instruction sent by the current operator's client after the server returns a preset list of negative feedback options for the interactive session, used to select at least one specific negative feedback method from that list. For example, in a multiplayer online image guessing game, after the current operator clicks on "Transfer an image from the questioner to me" in the negative feedback option list presented on their client, the instruction generated and sent by their client.

[0101] For example, the server confirms that Player 1's (the current operator's) description of the "tiger" image, "This is a large feline with stripes," does not contain the real name and does not meet the full baseline conditions (i.e., compliance). The server returns a pre-defined negative feedback list to the current operator's (Player 1's) client. This list, for example, might look like this: [Option A: Deduct 5 points from Player 2; Option B: Randomly select one image from Player 2's image subset and transfer it to Player 1's image subset; Option C: Player 2 must be verified first in the next round]. Player 1's (the current operator's) client interface displays this list. Based on a strategy (e.g., wanting to expand their image library), Player 1 selects Option B, "Randomly select one image from Player 2's image subset and transfer it to Player 1's image subset," and clicks Confirm. Their client then generates and sends a negative feedback selection instruction to the server. In response to this negative feedback selection instruction, the server ultimately triggers a negative feedback for the next operator (Player 2), i.e., it performs the operation of randomly selecting one image from Player 2's private images and transferring it to Player 1.

[0102] In the embodiments of this specification, by introducing a method to return to a preset negative feedback list for interactive sessions and to trigger negative feedback in response to a negative feedback selection instruction sent by the current operator, the flexibility and strategy depth of the interactive session are increased. This allows the current operator to select a negative feedback method based on the real-time session situation after a decision is made, thereby enhancing the participants' sense of participation in decision-making and the strategic nature of the interaction.

[0103] In one optional embodiment of this specification, the image set includes image items of the baseline type and image items of the baseline-capable type; setting the full baseline conditions includes the following specific steps: The baseline type is determined to be the full baseline type, and the full baseline type is extracted from the available baseline types to obtain a subset of images of the full baseline type as the full baseline condition. The full baseline condition is used to verify whether at least one image item belongs entirely to the subset of images of the full baseline type.

[0104] Baseline type image items are those with fixed attributes or categories in the entire image set and can be directly used as baseline type image items. For example, in a multiplayer online image guessing game, all images labeled "feline".

[0105] A benchmarkable image item is any image item in the entire image set that, in addition to the benchmark type, can be selected as the full benchmark type for the current session. For example, in a multiplayer online image guessing game, all images labeled as "canines," "birds," "fish," "reptiles," etc., together constitute a benchmarkable type.

[0106] A full baseline type is a specific type used to define the full baseline conditions for a single interaction session. For example, in a game session, the "bird" type extracted from {"canines", "birds", "fish", "reptiles"} and the "feline" type together constitute the full baseline type.

[0107] One possible way to extract the full benchmark type from the available benchmark types is to randomly extract the full benchmark type from the available benchmark types. Another possible way is to extract the full benchmark type from the available benchmark types according to a preset type rotation order. Yet another possible way is to extract the full benchmark type from the available benchmark types based on the type preferences in the historical interaction data of each participant. No specific method is specified here.

[0108] For example, 90 animal images are randomly selected from the image library as the complete image set. These 90 images are pre-labeled into different categories, such as: 30 "felines", 15 "canines", 15 "birds", 15 "fish", and 15 "reptiles". The server splits the complete image set and distributes image subsets to multiple participants, randomly dividing the 90 images into three equal parts, with each part containing 30 images allocated to three players as their private image subset.

[0109] Next, the server sets the full baseline conditions: The baseline type is determined as the full baseline type: the server designates "Felidae" as a fixed baseline type image item and directly includes it in the full baseline type for this game. The full baseline type is extracted from the available baseline types: the server randomly selects a category from the remaining categories {"Canids", "Birds", "Fish", "Reptiles"} (the set of image items that constitute the available baseline types), for example, selecting "Birds", and includes it in the full baseline type for this game. A subset of images of the full baseline type is obtained as the full baseline condition: in this game, all images of "Felidae" and "Birds" together constitute the image set that meets the full baseline condition. The core rule of this game (the full baseline condition) is defined as follows: in a single selection of image items, all images selected by the player must belong to the "full baseline type" (i.e., all are either felines or birds). If all selected images meet this condition, it is considered "compliant"; if it contains any image that is neither feline nor bird (such as canines, fish, or reptiles), it is considered "in violation".

[0110] The server randomly selects player 1 as the starting operator (current operator).

[0111] If Player 1 (the current player) selects two images from their image subset, say one "Cheetah" (feline) and one "Sparrow" (bird), Player 1 declares their image selection (e.g., selecting two images) and their client sends an image selection command. Upon receiving the command, the server broadcasts the number of images selected to the other players (Player 2, Player 3). The next player's (Player 2's) client receives the information. Based on the number of "feline" and "bird" images in their own image subset and the already selected image records, Player 2 infers that the two images selected by Player 1 "may both be felines or birds" (i.e., may satisfy the full baseline condition). If Player 2 decides to challenge this, they click the "Verify" button to send an image verification command. The server performs verification on the two images selected by Player 1, "Cheetah" and "Sparrow," to determine if they both satisfy the full baseline condition (i.e., whether they both belong to {feline, bird}). Verification finds that "Cheetah" belongs to the feline family and "Sparrow" belongs to the bird family; both images belong to the full baseline type set. Therefore, the verification result is "yes," satisfying the full baseline condition. Since all baseline conditions are met, negative feedback is triggered in the interaction session for the current operator (Player 1). According to the rules, this negative feedback can be executed by the verifier (Player 2) by randomly selecting one of the system's preset penalty options, such as "randomly selecting one image from Player 1's image subset and adding it to Player 2's own image set".

[0112] If Player 1 selects a "Cheetah" (feline) and a "Golden Retriever" (canine), Player 2 will also initiate verification. During verification, the server will find that "Golden Retriever" belongs to the canine family and is not in the full baseline type set {felines, birds}. Therefore, the verification result is "No," failing to meet the full baseline condition. Because the full baseline condition is not met, negative feedback is triggered for the next player (Player 2). According to the rules, this negative feedback will be executed by the wrongly accused image selector (Player 1) choosing one of the system's preset penalty options, such as "Player 2 must receive both images selected by Player 1 ('Cheetah' and 'Golden Retriever')."

[0113] Regardless of which path is completed, the server updates the next operator (Player 2) as the new current operator. The server checks the interaction termination condition (e.g., "a subset of player images is cleared" or "a preset number of rounds is reached"). If the condition is not met, the process returns to step 204, waiting for the new current operator (Player 2) to send its image selection instruction, starting a new round of "select image - declare - verify - feedback" loop until the interaction termination condition is met, and the game ends.

[0114] In this embodiment, the entire image set is divided into image items of a baseline type and image items of a potential baseline type. During session initialization, the entire baseline type is dynamically extracted from the potential baseline types to form the entire baseline condition, allowing for flexible changes in the entire baseline condition for each interactive session. This method, while maintaining a fixed baseline type, introduces a variable potential baseline type, greatly enhancing the diversity and interest of the interactive session.

[0115] In one optional embodiment of this specification, the image items in the image subsets of multiple participants have a corresponding arrangement order; the method further includes the following specific steps: In response to the order adjustment command sent by the client of the current operator, the order of image items in the current operator's image subset is adjusted to obtain the adjusted order; Broadcast the adjusted order to the clients of other participating parties.

[0116] The arrangement order refers to the sequence in which image items within a participant's image subset are presented to that participant in their client interface. This order may affect the order in which the participant views, selects, and interacts with the image items. For example, the arrangement order is the order in which 30 private animal images are displayed on the client interface, either from top to bottom or from left to right.

[0117] A sequence adjustment command is a command sent by the client of the current operator to request the server to change the current order of image items in its image subset. For example, after a player swaps the positions of images in their client interface by dragging and dropping, the client generates and sends a command to update the server's sequence record.

[0118] The adjusted arrangement order is the new image item presentation sequence established for the participant's image subset after the server responds to the order adjustment command. For example, the new sequence recorded by the server after a player drags image A from position 1 to position 5.

[0119] Broadcast the adjusted sort order to the clients of other participating parties. One option is to send the adjusted sort order synchronously to the clients of all other participating parties in real time. Another option is to send the adjusted sort order along with the next state update data packet to the clients of other participating parties. Yet another option is to send the adjusted sort order only to the clients of other participating parties when they actively request it. This option is not limited here.

[0120] For example, Player 1 drags and drops the "Tiger" image (originally image 3) to image 1 and the "Elephant" image (originally image 15) to image 2. After dragging, Player 1's client generates and sends an order adjustment command to the server. This command contains new order information (such as the mapping between image IDs and their new positions). In response, the server adjusts the order of image items in Player 1's image subset, updating the order in its data records to obtain the adjusted order. The server then broadcasts this adjusted order to the clients of other participating players (Players 2 and 3). Upon receiving this broadcast, Players 2 and 3's clients update the order of Player 1's image subset on their respective interfaces in the area representing the "Player 1 image subset" (usually displayed as a backslash or abbreviation). For example, they might see a change in the sequence of icons representing Player 1's image subset, thus knowing that Player 1 has adjusted the image subset order.

[0121] In the embodiments described in this specification, by introducing order adjustment instructions and broadcasting the adjusted arrangement order, participants can strategically manage the display logic of their image subsets, while transparently synchronizing this adjustment action with all other participants. This not only increases the flexibility of interactive sessions among participants but also enriches the interactive process by publicly disclosing the order adjustment behavior and conveying information to other participants.

[0122] In one optional embodiment of this specification, the image items in the image subsets of multiple participants have a corresponding arrangement order; after step 204, the following specific steps are also included: Remove at least one image item from the image subset to obtain the adjusted sort order; Broadcast the adjusted order to the clients of other participating parties.

[0123] The arrangement order refers to the sequence in which image items within a participant's image subset are presented to that participant in their client interface. This order may affect the order in which the participant views, selects, and interacts with the image items. For example, the arrangement order is the order in which 30 private animal images are displayed on the client interface, either from top to bottom or from left to right.

[0124] The adjusted arrangement order is the new sequence of image items remaining in the image subset after at least one image item has been removed from the subset.

[0125] To remove at least one image item from an image subset, one option is to remove at least one image item at the front of the image subset according to its current arrangement. Another option is to remove at least one corresponding image item from the image subset based on the image item identifier specified in the image item selection instruction. Yet another option is to randomly remove at least one image item from the image subset. No further restrictions are imposed here.

[0126] Broadcasting the adjusted arrangement order to the clients of other participating parties can be done in several ways. One option is to broadcast the adjusted arrangement order and the identifier of the removed image item to the clients of other participating parties immediately after the removal operation is completed. Another option is to broadcast the adjusted arrangement order to the clients of other participating parties after the step that triggers the negative feedback of the interactive session is completed. Yet another option is to broadcast the adjusted arrangement order only to the client of the next operating party. No further restrictions are imposed here.

[0127] For example, Player 1 (the current player) selects a "tiger" image from their image subset and chooses an image item. After the server processes the image item selection instruction, it needs to remove the selected "tiger" image from Player 1's image subset. Assume the original order of Player 1's image subset is [Image A, Image B, Tiger image, Image D, ...]. After removing the "tiger" image, the remaining image sequence becomes [Image A, Image B, Image D, ...]. The server obtains the adjusted order accordingly. Subsequently, the server broadcasts this adjusted order to the clients of other participating players (Player 2, Player 3). The broadcast information may include the number of remaining image subsets for Player 1 and a summary of the new order. Upon receiving the broadcast, Player 2 and Player 3's clients update the image subset information from their perspective: the total number of image subsets decreases by 1, and the image subset order changes (the "tiger" image is removed, and subsequent images are moved forward). This ensures that all players are simultaneously aware of the resource state changes caused by the image selection action, maintaining fairness and transparency of the game state for everyone.

[0128] In the embodiments described in this specification, by automatically triggering the removal of the selected image items from the image subset and broadcasting the updated sorting order after the image item selection is performed, the consistency of the state maintained by the clients of all participating parties is ensured.

[0129] In one optional embodiment of this specification, the interaction session is terminated when the interaction termination condition is met, including the following specific steps: If the number of updates to the current operator reaches the first threshold, the interaction session ends.

[0130] The number of times the current operator is updated represents the cumulative number of times the server has changed the current operator during the interactive session, reflecting the number of rounds or turns that have been performed in the interactive session. For example, in the "Picture Riddle" game, starting with player one as the initial operator, this number increases by 1 each time a "select-verify-feedback" loop is completed and the turn passes to the next player.

[0131] The initial threshold is a pre-set value on the server side, representing an upper limit for the number of rounds required to determine whether the interactive session should end. For example, in the "image riddle" game, the threshold could be set to 20 rounds.

[0132] For example, the server presets a first threshold of 15. This means the game will rotate through a maximum of 15 rounds. After the game starts, the server continuously records the number of times the current player's action is updated. Suppose that after 14 rounds, player 3 has 5 images left in their image subset, while players 1 and 2 each have about 10 images left, and no player has cleared their image subset. When the 15th round begins, player 2, as the current player, completes the image selection description, and player 3, as the next player, does not perform verification. The action is rotated to player 3 according to the rules (i.e., the 15th update of the current player's action). The server checks the conditions and finds that the number of times the current player's action is updated (15) has reached the first threshold (15). At this time, the server executes "End Interaction Session". The server no longer waits for player 3's image selection instruction, but directly sends a game end notification to all players' clients. The server calculates the win or loss or ranking of this game based on each player's current score or the number of remaining images, and then closes the game room.

[0133] In the embodiments of this specification, by introducing the number of times the current operator is updated and the first number threshold as the interaction termination condition, a clear time or round limit is set for the interaction session, which effectively prevents the interaction session from being delayed indefinitely due to stalemate or the participants' strategies being too conservative, thus ensuring session efficiency.

[0134] In one optional embodiment of this specification, before ending the interaction session upon reaching the interaction termination condition, the following specific steps are further included: If the negative feedback for any participant's interaction session reaches the negative feedback threshold, the participant will be removed from the interaction session. The interaction session will end when the interaction termination condition is met, including the following specific steps: If the number of participants does not meet the threshold for the number of participants, the interactive session will end.

[0135] A negative feedback threshold is a cumulative measure of negative feedback set for a single participant to trigger their removal from an interactive session. This measure can be a combination of points, the number of penalties, or a specific type of penalty. For example, in a "picture riddle" game, a negative feedback threshold is set when any player's total points deducted reach 50.

[0136] The number of participants is the total number of participants who are currently in the interactive session and have not been removed. For example, if there are 3 players at the start of the game, and 1 player is removed, the number of participants becomes 2.

[0137] The participant number threshold is the minimum number of participants necessary to keep the interactive session going. For example, in a "picture riddle" game, at least two players are required to continue the game.

[0138] For example, the server sets the negative feedback threshold as follows: any player's cumulative deduction of points reaches 30 points. The participant number threshold is set to at least 2 players. During the game, Player 2 has points deducted continuously due to multiple description violations or verification failures. After a certain verification, the server calculates that Player 2's cumulative deduction of points reaches 31 points, reaching the negative feedback threshold. The server removes the participant (Player 2) from the interaction session. Player 2's client receives a notification of being removed from the game and disconnects. Its remaining image subset is reclaimed by the server. At this time, the number of participants decreases from 3 to 2 (Player 1 and Player 3). Subsequently, the game attempts to continue. However, before the start of the next round or during a certain status check, the server determines that the current number of participants (2) still meets the participant number threshold (2), so the session continues. Suppose that Player 1 is also removed because his points are deducted to 30 points. At this time, the number of participants becomes 1 (only Player 3 remains). The server determines that the current number of participants (1) does not meet the participant number threshold (2). Therefore, the server terminates the interaction session, sends a notification to the client of the only remaining player (player 3) that the game has ended early, and settles the score based on the current situation, for example, determining that player 3 has won, and then closes the game room.

[0139] In the embodiments of this specification, a termination determination mechanism combining a negative feedback threshold and a participant number threshold is introduced to achieve dynamic management of the interactive session process, thereby ensuring the quality and integrity of the interactive session.

[0140] In one optional embodiment of this specification, before returning to execute the image item selection instruction sent by the client of the current operator and selecting at least one image item from the image subset of the current operator, the following specific steps are further included: If the number of times the current operator is updated reaches the second threshold, the full baseline conditions are updated. The second threshold is determined based on the number of multiple participants.

[0141] The second threshold is a round number value preset by the server and associated with the number of participants in the current interactive session. It is used to trigger the reset of the full baseline conditions during the session. For example, in a multiplayer online image guessing game, the second threshold can be set to "one times the number of participants" (if there are 3 participants, the second threshold is 2).

[0142] Updating the full baseline conditions can be done in three ways: one is to update the full baseline conditions randomly; another is to update the full baseline conditions in rotation according to a preset rule sequence; and yet another is to update the full baseline conditions based on the interaction data accumulated since the start of the interaction session or the historical preferences of the participants. No specific method is specified here.

[0143] For example, the number of participants is 3. The second threshold preset by the server is "the number of participants", which is 3. This means that during the game, when the number of times the current operator is updated (i.e., the number of turns of the right to act) reaches 3, 6, 9... (that is, when each person has taken their turn once), an update of the full baseline conditions will be triggered.

[0144] At the start of the game, the server sets the initial baseline condition as "the description must not contain the name of a real animal".

[0145] Round 1: Player 1 (the starting player) takes action.

[0146] Round 2: The control is transferred to player 2.

[0147] Round 3: The right to operate has been changed to player 3.

[0148] When the third round of operations (player 3's turn as the current operator) ends, the number of times the current operator is updated reaches 3, which is equal to the threshold of the second count. At this point, before starting the fourth round (i.e., a new cycle), the server updates the baseline conditions randomly, selecting a new rule from the pre-set rule library: "The player's text description of the selected image must not contain words representing colors (such as red, yellow, blue, green, etc.)." The server broadcasts this rule change to all players. The game then continues into the fourth round. At this point, Player 1 (again becoming the current player) and the other players must continue the game under the new baseline conditions. In the fourth round, Player 1 describes "This is a yellow animal that lives on the grassland." If the description is found to contain "yellow," negative feedback will be triggered for Player 1. When the game has played three more rounds (i.e., the fourth, fifth, and sixth rounds, totaling 6 rounds), the number of times the current player's rules are updated again reaches the second threshold (6 is a multiple of 3). The server will then trigger another update of the baseline conditions, for example, randomly changing it to "The description must not contain words representing habitats." This cycle repeats, periodically (once per player's turn) dynamically updating the core session rules during the game.

[0149] In the embodiments of this specification, by introducing a second threshold based on the number of participants and updating the full baseline conditions when the threshold is reached, dynamic changes in the interactive session rules are achieved. This breaks the rigidity or monotony that may result from a single fixed rule, forcing participants to continuously adapt to new session rules, and significantly improving the balance and fun of the interactive session.

[0150] In one optional embodiment of this specification, updating the full baseline conditions includes the following specific steps: Randomly update all baseline conditions.

[0151] For example, the game has played several rounds and reached a preset second threshold (e.g., 6 rounds). The server performs a random update of the baseline conditions. The server may randomly select a new rule from a predefined rule base as the new baseline condition. For example, the initial baseline condition is "Do not describe the real name," and the rule base also includes "Do not describe the habitat," "Do not describe the diet," and "Do not describe the physical characteristics (e.g., wings, hooves)," etc. The server randomly selects "Do not describe the habitat." Therefore, the new baseline condition is updated to "The player's text description of the selected image must not contain the animal's habitat (e.g., forest, ocean, desert, etc.)," ​​and the server notifies all players of this rule change.

[0152] In the embodiments described in this specification, the rule changes are made unpredictable by adopting a random update of the full baseline conditions, which further enhances the balance and fun of the interactive session.

[0153] In one optional embodiment of this specification, splitting the entire image set and distributing image subsets to multiple participants includes the following specific steps: The entire image set is randomly split and a subset of images is distributed to multiple participants.

[0154] For example, the server will completely randomly split the 90 pre-prepared animal pictures (the complete set of images) without considering any preset rules or player history. The purely randomized pictures will be divided into three parts (30 pictures in each part) and assigned to Player 1, Player 2, and Player 3 as their respective image subsets.

[0155] In the embodiments described in this specification, the fairness and unpredictability of the initial image allocation in the interactive session are ensured by adopting a random splitting and allocation method.

[0156] In one optional embodiment of this specification, setting full baseline conditions includes the following specific steps: Randomly set all baseline conditions.

[0157] For example, the server performs a random setting of the baseline conditions, randomly selecting one rule from a predefined set of multiple rule descriptions as the baseline condition for the current game. For instance, the rule description set includes: Rule A: Descriptions must not contain the names of real animals; Rule B: Descriptions must not contain color terms; Rule C: Descriptions must not contain words that indicate actions.

[0158] The server randomly selected rule B. Therefore, the baseline condition for this game is set as "players' text descriptions of selected images must not contain color terms (such as red, yellow, blue, green, black, white, etc.)". The game will proceed entirely according to this randomly selected rule.

[0159] In the embodiments described in this specification, by randomly setting all baseline conditions during session initialization, the fairness and unpredictability of the initial image allocation for the interactive session are ensured.

[0160] In one optional embodiment of this specification, determining the initiating operator from multiple participating parties includes the following specific steps: The starting operator is randomly selected from multiple participants.

[0161] For example, the server randomly determines the starting operator from among multiple participants. After players one, two, and three are all ready, the server uses a random number generation algorithm to randomly select one of the three players as the starting operator for this round of the game (i.e., the first player to play a card). The random result selects player two. Therefore, the server determines player two as the starting operator, and the game will begin with player two in the first round of image selection and description.

[0162] In the embodiments described in this specification, the fairness and unpredictability of the initial image allocation in the interactive session are ensured by randomly determining the starting operator.

[0163] Corresponding to the above embodiments, Figure 3 This specification illustrates a logical flowchart of an interactive session method provided in one embodiment, as shown below. Figure 3 As shown: Step 302: Interactive session begins; Step 304: In response to the participation requests for the interactive session sent by the clients of multiple participants, split the entire image set and randomly allocate image subsets to multiple participants, determine the baseline type as the full baseline type, randomly extract the full baseline type from the available baseline types, obtain the image subset of the full baseline type as the full baseline condition, and randomly determine the starting operation party from multiple participants. Step 306: In response to the image item selection instruction sent by the client of the current operator, select at least one image item from the image subset of the current operator; Step 308: Remove at least one image item from the image subset to obtain the adjusted arrangement order, and broadcast the adjusted arrangement order to the clients of other participating parties; Step 310: In response to the image verification instruction sent by the client of the next operator, determine whether to perform a verification operation for at least one image item; Step 312: If not, update the next operator to the current operator, return to execute the image item selection instruction sent by the client in response to the current operator, select at least one image item from the current operator's image subset, and continue until the interaction termination condition is met, then end the interaction session. Step 314: If yes, perform verification processing on at least one image item; Step 316: If at least one image item satisfies the full baseline condition, return the preset interactive session negative feedback list to the client of the next operator, and trigger the interactive session negative feedback for the current operator in response to the negative feedback selection instruction sent by the client of the next operator. Step 318: If at least one image item does not meet the full baseline condition, return the preset interactive session negative feedback list to the current operator's client, and trigger the interactive session negative feedback for the next operator in response to the negative feedback selection instruction sent by the current operator's client. Step 320: Update the next operator to the current operator, return to execute the image item selection instruction sent by the client in response to the current operator, select at least one image item from the current operator's image subset, and continue until the interaction termination condition is met, then end the interaction session.

[0164] Corresponding to the above method embodiments, this specification also provides an embodiment of an interactive session device. Figure 4 A schematic diagram of an interactive session device according to one embodiment of this specification is shown. Figure 4 As shown, this device is used on the server side and includes: The initialization module 410 is configured to respond to participation requests for an interactive session sent by clients of multiple participants, split the entire image set and distribute image subsets to the multiple participants, set full baseline conditions, and determine the starting operator from the multiple participants. Selection module 420 is configured to select at least one image item from a subset of images of the current operator in response to an image item selection instruction sent by the client of the current operator; The verification module 430 is configured to, in response to an image verification command sent by the client of the next operator, determine whether to perform a verification operation for the at least one image item; if so, perform verification processing on the at least one image item. The first triggering module 440 is configured to trigger negative feedback of the interactive session for the current operator if the at least one image item satisfies the full benchmark condition. The second triggering module 450 is configured to trigger negative feedback of the interactive session for the next operator if the at least one image item does not meet the full baseline condition. The loop termination module 460 is configured to update the next operator to the current operator, return to execute the image item selection instruction sent by the client in response to the current operator, select at least one image item from the current operator's image subset, and end the interaction session when the interaction termination condition is met.

[0165] In the embodiments described in this specification, by splitting the entire image set and distributing image subsets to each participant, reasonable planning and isolation of the initial images are achieved, laying the foundation for a fair interactive session. A neutral adjudication mechanism is established by setting full baseline conditions and introducing verification instructions initiated by the next operator. Based on whether an image item meets the full baseline conditions, specific negative feedback strategies are automatically triggered for the current or next operator, thereby enabling timely and accurate correction of behaviors that harm the overall session objective. By updating and rotating the current operator and repeating the above selection, verification, and feedback process until the interaction termination condition is met, the entire interactive session is guided to cyclically advance within a clear rule framework. This achieves the effect of making the multi-participant interactive session process structured, adjudicable, and automatically subject to rule constraints to guide a virtuous cycle and global objective.

[0166] The above is an illustrative scheme of this embodiment. It should be noted that the technical solution of this interactive session device and the technical solution of the above-described interactive session method belong to the same concept. For details not described in detail in the technical solution of the interactive session device, please refer to the description of the technical solution of the above-described interactive session method.

[0167] Figure 5 A structural block diagram of a computing device according to one embodiment of this specification is shown. The components of the computing device 500 include, but are not limited to, a memory 510 and a processor 520. The processor 520 is connected to the memory 510 via a bus 530, and a database 550 is used to store data.

[0168] The computing device 500 also includes an access device 540, which enables the computing device 500 to communicate via one or more networks 560. Examples of these networks include Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or combinations of communication networks such as the Internet. The access device 540 may include one or more of any type of wired or wireless network interface (e.g., a network interface card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Wi-MAX (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, or a Near Field Communication (NFC) interface.

[0169] In one embodiment of this specification, the above-described components of the computing device 500 and Figure 5 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 5 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0170] The computing device 500 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or personal computers (PCs). The computing device 500 can also be a mobile or stationary server.

[0171] The processor 520 is configured to execute the following computer-executable instructions, which, when executed by the processor, implement the steps of the above-described interactive session method.

[0172] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the above-described interactive session method belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the above-described interactive session method.

[0173] An embodiment of this specification also provides a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, implement the steps of the above-described interactive session method.

[0174] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the above-described interactive session method belong to the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the above-described interactive session method.

[0175] An embodiment of this specification also provides a computer program product, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described interactive session method.

[0176] The above is an illustrative scheme of a computer program product according to this embodiment. It should be noted that the technical solution of this computer program product and the technical solution of the above-described interactive session method belong to the same concept. For details not described in detail in the technical solution of the computer program product, please refer to the description of the technical solution of the above-described interactive session method.

[0177] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.

[0178] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drives, portable hard drives, magnetic disks, optical disks, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content contained in the computer-readable medium may be appropriately added or removed according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.

[0179] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments in this specification are not limited to the described order of actions, because according to the embodiments in this specification, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the embodiments in this specification.

[0180] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0181] The preferred embodiments disclosed above are merely illustrative of this specification. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the embodiments described herein. These embodiments are selected and specifically described in this specification to better explain the principles and practical applications of the embodiments, thereby enabling those skilled in the art to better understand and utilize this specification. This specification is limited only by the claims and their full scope and equivalents.

Claims

1. An interactive session method, characterized in that, Applied to the server side, including: In response to participation requests for an interactive session sent by clients from multiple participating parties, the entire image set is split and a subset of images is allocated to the multiple participating parties, full baseline conditions are set, and the starting operator is determined from the multiple participating parties; In response to an image item selection instruction sent by the client of the current operator, at least one image item is selected from the image subset of the current operator; In response to an image verification command sent by the client of the next operator, determine whether to perform a verification operation for the at least one image item; If so, perform verification processing on the at least one image item; If at least one image item satisfies the full baseline condition, then negative feedback of the interactive session for the current operator is triggered; If at least one image item does not meet the full baseline condition, then an interactive session negative feedback is triggered for the next operator. The next operator is updated to the current operator, and the process returns to execute the image item selection instruction sent by the client in response to the current operator. At least one image item is selected from the current operator's image subset until the interaction termination condition is met, at which point the interaction session ends.

2. The method according to claim 1, characterized in that, After determining whether to perform a verification operation for the at least one image item in response to an image verification instruction sent by the client of the next operator, the method further includes: If not, update the next operator to the current operator, return to execute the image item selection instruction sent by the client in response to the current operator, select at least one image item from the current operator's image subset, and continue until the interaction termination condition is met, then end the interaction session.

3. The method according to claim 1, characterized in that, If at least one image item satisfies the full baseline condition, then negative feedback in the interactive session for the current operator is triggered, including: If at least one image item satisfies the full baseline condition, a preset interactive session negative feedback list is returned to the client of the next operator. In response to a negative feedback selection instruction sent by the client of the next operator, negative feedback for the interactive session is triggered for the current operator. If at least one image item does not satisfy the full baseline condition, then negative feedback in the interactive session for the next operator is triggered, including: If at least one image item does not meet the full baseline condition, a preset interactive session negative feedback list is returned to the client of the current operator. In response to a negative feedback selection instruction sent by the client of the current operator, negative feedback for the interactive session is triggered for the next operator.

4. The method according to claim 1, characterized in that, The complete image set includes image items of the baseline type and image items of the baseline type; The setting of full baseline conditions includes: The benchmark type is determined to be a full benchmark type, and a full benchmark type is extracted from the benchmark types to obtain an image subset of the full benchmark type as a full benchmark condition. The full benchmark condition is used to verify whether all at least one image item belongs to the image subset of the full benchmark type.

5. The method according to claim 1, characterized in that, The image items in the image subsets of the multiple participating parties have a corresponding arrangement order; the method further includes: In response to a sequence adjustment instruction sent by the client of the current operator, the arrangement order of image items in the current operator's image subset is adjusted to obtain the adjusted arrangement order; Broadcast the adjusted arrangement order to the clients of other participating parties; After selecting at least one image item from the image subset of the current operator in response to an image item selection instruction sent by the client of the current operator, the method further includes: Remove at least one image item from the image subset to obtain the adjusted arrangement order; The adjusted arrangement order is broadcast to the clients of other participating parties.

6. The method according to claim 1, characterized in that, The step of ending the interaction session when the interaction termination condition is met includes: If the number of times the current operator is updated reaches the first threshold, the interaction session ends. Before ending the interaction session upon reaching the interaction termination condition, the method further includes: If the negative feedback for any participant's interaction session reaches the negative feedback threshold, the participant will be removed from the interaction session. The step of ending the interaction session when the interaction termination condition is met includes: If the number of participants does not meet the participant number threshold, the interactive session will end.

7. The method according to claim 1, characterized in that, Before returning to execute the image item selection instruction sent by the client of the current operator and selecting at least one image item from the image subset of the current operator, the method further includes: If the number of times the current operator is updated reaches the second threshold, the full baseline condition is updated, wherein the second threshold is determined based on the number of multiple participants.

8. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions, which, when executed by the processor, implement the steps of the interactive session method according to any one of claims 1 to 7.

9. A computer-readable storage medium, characterized in that, It stores a computer program / instruction that, when executed by a processor, implements the steps of the interactive session method according to any one of claims 1 to 7.

10. A computer program product, characterized in that, Includes a computer program / instruction that, when executed by a processor, implements the steps of the interactive session method according to any one of claims 1 to 7.