Method and device for recommending items in a game, terminal equipment and storage medium

By automatically capturing uncollected supplies in the game system and generating personalized prompts based on teammates' needs, the problem of information asymmetry regarding supplies in multiplayer online games is solved, improving team collaboration efficiency and fairness.

CN122183155APending Publication Date: 2026-06-12NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-04-13
Publication Date
2026-06-12

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Abstract

The present disclosure provides a game resource recommendation method, which comprises the following steps: providing a graphical user interface by a first terminal device, wherein a game scene and a pickup list are displayed in the graphical user interface, and the pickup list is used to display virtual resources to be picked up by a first object controlled by the first terminal device; in response to a preset trigger event for the pickup list, determining a first virtual resource in the pickup list which has not been picked up; determining a second virtual resource meeting a first preset condition from the first virtual resource, wherein the first preset condition is determined based on virtual resource demand information of a second object, and the first object and the second object both belong to a first camp; and sending resource information of the second virtual resource to a second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device. By using the present disclosure, the resource collection efficiency can be improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, terminal device, and storage medium for recommending resources in a game. Background Technology

[0002] In multiplayer online games, the efficient allocation of virtual resources (such as equipment and items) is a key factor affecting team performance. In related technologies, team members typically rely on voice chat or text messages to communicate manually when exploring the game environment and discovering virtual resources, informing teammates of their needs or found resources. This communication method generates continuous network signaling interactions, increasing the data processing burden on servers and terminal devices. Simultaneously, frequent access to and operation of the chat interface interrupts players' main gameplay, consuming the terminal device's graphics rendering and input processing resources. Furthermore, verbal or text communication is prone to information omissions or misunderstandings, leading to different players potentially searching the same area repeatedly or missing resources more valuable to the team as a whole. This not only reduces the efficiency of game progression but also wastes unnecessary scene rendering and collision detection computational resources on the terminal device, resulting in inefficient overall resource allocation for the team. Summary of the Invention

[0003] In view of this, this disclosure proposes a method, device, terminal equipment, and computer storage medium for recommending resources in games, in order to solve the technical problems of information asymmetry on resources among team members and low team cooperation efficiency in existing games. It enables the automatic identification and recommendation of resource information that meets the needs of teammates without requiring players to actively communicate, thereby improving the efficiency of resource acquisition and cooperation capabilities of the team.

[0004] To achieve the above objectives, the technical solution adopted in this disclosure is as follows: In a first aspect, this disclosure provides a method for recommending resources in a game, which provides a graphical user interface through a first terminal device. The graphical user interface displays at least a portion of the game scene and a pickup list, wherein the pickup list is used to display virtual resources to be picked up by a first object controlled by the first terminal device; the method includes: In response to a preset trigger event for the pick list, determine the first virtual resource that has not been picked up in the pick list; A second virtual resource that meets the first preset condition is determined from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The system controls the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0005] Secondly, this disclosure provides a game resource recommendation device, which provides a graphical user interface through a first terminal device. The graphical user interface displays at least a portion of the game scene and a pickup list, the pickup list being used to display virtual resources to be picked up by a first object controlled by the first terminal device; the device includes: A triggering module is used to determine the first virtual resource that has not been picked up in the pick list in response to a preset triggering event for the pick list; The determining module is used to determine a second virtual resource that meets a first preset condition from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The sending module is used to control the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0006] Thirdly, this disclosure provides a terminal device, including: a processor and a memory, wherein the memory stores computer-readable instructions executable by the processor, and when the processor executes the computer-readable instructions, it can implement the steps described in the aforementioned method.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can implement the steps described in the aforementioned method.

[0008] The beneficial effects of this disclosure are: The resource recommendation method, device, terminal equipment, and storage medium disclosed herein achieve automatic sharing, intelligent recommendation, and convenient acquisition of team resource information by responding to a preset trigger event on the loot list, automatically capturing the first virtual resource that a player has not picked up, and intelligently matching and determining the second virtual resource that meets the first virtual resource based on the virtual resource demand information of a second object in the same faction. This is followed by controlling the transmission of the resource information of the second virtual resource to the second terminal equipment corresponding to the second object to generate a targeted first prompt. This solution enables team members to quickly understand each other's resource discovery status and actual needs without active communication, promptly acquire the required resources, and optimize equipment configuration. It effectively improves the game system's intelligent recognition ability of player behavior and the collaborative processing ability of team data, reduces the game's reliance on player communication skills, significantly reduces the player's operational burden and learning cost, and enhances the smoothness of team cooperation and fair competition in team games.

[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 This is a schematic diagram of the system architecture of the hardware environment provided in one implementation of this disclosure; Figure 2 This is a flowchart illustrating the resource recommendation method in the game provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface for the first prompt provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the resource display interface provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the resource display interface provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the interface of the batch marking control provided in one implementation of this disclosure; Figure 7 This is a structural block diagram of the resource recommendation device in the game provided in one implementation of this disclosure; Figure 8 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0014] For ease of understanding, the prior art involved in this disclosure will first be described in detail.

[0015] In existing shooting games, when players are in a team, they are typically scattered across different areas to search for supplies. Because supplies are randomly distributed in the game environment, this dispersed searching often leads to significant differences in the level of supplies obtained by team members. For example, one player might find a large amount of high-level armor, rare weapon attachments, or ample medical supplies in their search area, while another teammate might only find basic low-level equipment. However, under the current game mechanics, the game system does not provide a recording function for supply search events, making it impossible for team members to know each other's supply finds and actual needs in a timely manner. This information asymmetry means that player A cannot know what equipment player B lacks, and even if player A's area contains high-value supplies that player B urgently needs, player A is unlikely to proactively share this information.

[0016] To address the problems existing in the aforementioned technologies, from a technical deficiency perspective, current game systems lack a team-level resource information sharing mechanism. This results in the ineffective flow and utilization of game data among team members, creating information silos for game resources. From a technical dilemma perspective, due to the lack of recording and push notification capabilities for resource discovery events, the game system cannot intelligently identify differences in equipment and resource needs among team members, thus failing to provide players with targeted resource acquisition suggestions. From a user experience perspective, this technical limitation severely impacts the player's gaming experience. On one hand, players must frequently communicate via voice or text to coordinate resource allocation, which not only increases the operational burden and learning cost for players but also places high demands on their communication skills. On the other hand, in intense combat environments, players often lack the time for detailed resource information exchange, limiting the overall combat effectiveness of the team and diminishing the gaming experience. This problem is particularly pronounced for players who find voice communication inconvenient, severely restricting the efficiency of team collaboration and the fairness of the game.

[0017] To address the problems in the existing technology, this disclosure proposes the following technical concept: By establishing a team-level resource discovery event recording mechanism, when a team member approaches and views resources in the game scene but fails to pick them up, the game system automatically captures the resource discovery event and records the unpicked resource information in the team's shared resource pool. Simultaneously, based on the team members' current equipment status and resource needs, the game system intelligently analyzes the recorded resource information, identifies recommended resources that meet the needs of other teammates, and proactively pushes resource recommendation prompts to the corresponding teammates. Team members can quickly understand the team's overall resource discovery status through the recommendation prompts or by accessing the team's shared resource pool, and mark and locate the resources they need for efficient acquisition. Through this technical means, this disclosure achieves automatic sharing, intelligent recommendation, and convenient acquisition of team resource information without requiring active communication from players, effectively solving the problems of information asymmetry and low team collaboration efficiency in the existing technology. This technical solution comprehensively improves the intelligence level of team collaboration, reduces players' communication costs and operational burdens, significantly improves the user experience of team games, and enhances the fairness and competitiveness of the game.

[0018] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.

[0019] First, the hardware environment required for this disclosure will be introduced.

[0020] In one optional implementation, the resource recommendation method, apparatus, storage medium, and terminal device provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0021] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0022] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0023] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.

[0024] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.

[0025] In the aforementioned game system, client device 10 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on client device 10, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, client device 10 sends a login request to server 20. Server 20 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to client device 10. During the player's participation in the game through the game application, client device 10 and server 20 exchange data. Client device 10 sends various information to server 20. Server 20 determines the display data for client device 10 based on the stored game mechanics and the received information, and sends the display data back to client device 10 so that client device 10 can display the data sent by server 20 to the player.

[0026] In possible application scenarios, different client devices 10 may be served by different servers 20. Therefore, in order to distinguish the servers 20 corresponding to different game client devices 10, the disclosure will use the terms "first" and "second" to describe them. In fact, the servers 20 corresponding to different game client devices 10 can be the same server 20. Therefore, without distinguishing between "first" and "second", it can be understood that the client devices 10 corresponding to virtual characters in the same game scene are served by the same server 20.

[0027] Furthermore, when the game system includes multiple terminals, servers, and networks, different terminals can connect to each other through different networks and servers. Networks can be wireless or wired networks, such as wireless LANs (WLAN), LANs, cellular networks, 2G networks, 3G networks, 4G networks, and 5G networks. Additionally, different terminals can connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the game system can include multiple databases coupled to different servers, and game-related information can be continuously stored in these databases as different users engage in multiplayer online gaming.

[0028] It should be noted that in this disclosure, multiple terminal devices run the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there could be no game server, and terminal device 1 could directly send game data to terminal device 2.

[0029] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.

[0030] The preceding text described the hardware environment required for this disclosure. The following text, based on this hardware environment and using a first terminal device as the execution subject, will detail various embodiments of the resource recommendation method in games provided by this disclosure. The first terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0031] Please refer to Figure 2 This is a flowchart of a resource recommendation method in a game provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a first terminal device. The graphical user interface displays at least a portion of the game scene and a pickup list, which is used to display virtual resources to be picked up by a first object controlled by the first terminal device. As shown in the figure, the resource recommendation method in the game includes the following steps: Step S1: In response to a preset trigger event for the pick list, determine the first virtual resource that has not been picked up in the pick list.

[0032] The loot list is an interactive interface displayed in the graphical user interface when a player approaches lootable items.

[0033] In one optional implementation, the loot list is displayed as a floating window in a specific area of ​​the graphical user interface. For example, when the first object enters the loot pickup range, the game system displays the loot list floating window in the lower center of the screen. Each item in the loot list includes an item icon, item name, item quality identifier (such as color code), and quantity. The loot list supports various interactive methods for players to pick up items. For example, players can click on an item to directly add it to their inventory, or long-press on an item to view its detailed attributes before deciding whether to pick it up. For stackable items (such as ammunition and medical supplies), the loot list also provides quantity adjustment controls, allowing players to select the specific quantity to pick up. Once a player successfully picks up an item, the item is immediately removed from the loot list or displayed as picked up.

[0034] Among them, the preset trigger events are operation events used to trigger the game system to recognize the player's intention to end the item pickup. Specifically, the preset trigger events include an event for ending the display of the pickup list. In an optional implementation, the preset trigger event can be triggered by a player closing the loot list interface. For example, when a player-controlled object approaches available loot in the game scene, the game system automatically pops up a loot list in the graphical user interface of the first terminal device, displaying all available virtual resources at the current location. After browsing the loot list and selectively picking up the desired resources, the player closes the loot list by clicking the close button on the interface, swiping to close, or clicking outside the list area; this closing action constitutes the preset trigger event.

[0035] In an optional implementation, the preset trigger event can also be triggered by the player controlling the first object to leave the loot pickup range. For example, after the pickup list pops up, if the player does not perform any pickup operation but directly controls the first object to move away from the location of the loot, and the distance between the first object and the loot exceeds a preset pickup interaction distance (e.g., 5 meters), the game system automatically closes the pickup list and triggers the preset event. This design can automatically capture the player's implicit loot abandonment behavior without requiring the player to actively close the list.

[0036] In an optional implementation, the preset trigger event can also be determined based on the display duration of the loot list. For example, if the loot list pops up and remains displayed for more than a preset time (e.g., 30 seconds) without the player making any pickup action, the game system determines that the player is not interested in the items displayed in the list, automatically closes the loot list, and triggers the preset trigger event. This time-based trigger mechanism can handle situations where the interface remains idle due to the player temporarily leaving or network latency, ensuring that item discovery events can be recorded in a timely manner.

[0037] The first virtual resource is the collection of game items that players have viewed but not selected to pick up from the pickup list.

[0038] In one optional implementation, the determination of the first virtual resource is based on a comparison between the initial state of the pickup list and the state after the player has picked it up. For example, if the pickup list initially contains 10 virtual resources, and the player picks up 3 of them during browsing, when a preset trigger event occurs, the game system determines that the remaining 7 unpicked virtual resources constitute the first virtual resource by comparing the initial state and the current state of the list. This determination method can accurately identify resources that the player has voluntarily abandoned picking up.

[0039] Understandably, in step S1, the game system captures the player's actions on the loot list, intelligently identifies virtual resources that the player viewed but did not select for pickup during the looting process, identifies these resources as the first virtual resources, and records them. The core of this mechanism lies in automatically capturing the player's resource discovery events, transforming individual resource discovery information into a data foundation that can be shared by the team without requiring additional player actions or communication.

[0040] In one specific application, when a player-controlled character is searching for supplies inside a building and approaches an equipment crate, the game system automatically pops up a loot list at the bottom center of the screen. The list displays eight items contained in the crate: a level 3 helmet, level 2 armor, an 8x sniper rifle attachment (scope), two medkits, three energy drinks, 120 rounds of 5.56mm ammunition, and a rare-quality assault rifle. The player is currently equipped with a level 3 helmet and level 3 armor, and has sufficient medical supplies in their inventory, but is looking for the sniper rifle attachment and more ammunition. Therefore, the player clicks to pick up the 8x scope and 120 rounds of 5.56mm ammunition from the loot list. The player browses the remaining items—the level 3 helmet, level 2 armor, medkit, energy drink, and assault rifle—but does not pick them up. When a player clicks the close button in the upper right corner of the loot list to close the interface, the game system immediately triggers a preset event. By comparing the initial state of the loot list with its state when closed, the system identifies six uncollected virtual resources (Level 3 Helmet, Level 2 Armor, 2 Medkits, 3 Energy Drinks, and an Assault Rifle) and designates these six items as the primary virtual resources. Simultaneously, the game system records detailed information about these primary virtual resources in the background, including resource type, quality, location coordinates, and discovery timestamp, providing data support for subsequent team resource sharing and intelligent recommendation functions.

[0041] Step S2: Determine a second virtual resource that meets the first preset condition from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp.

[0042] The first preset condition is a set of matching rules used to determine whether virtual resources meet the needs of teammates.

[0043] In one optional implementation, the first preset condition constructs matching rules based on the current equipment status of the second object. For example, the game system obtains the real-time equipment information of the second object, including the equipped helmet level, armor level, weapon type, weapon attachment configuration, and the quantity of consumables in the backpack. Based on this equipment status information, the first preset condition defines multi-dimensional matching rules: for equipment slots, if a certain equipment slot of the second object is empty (e.g., no helmet is equipped), then all materials in the first virtual resource that can be equipped to that slot meet the first preset condition; for equipment quality, if the quality level of a piece of equipment in the first virtual resource is higher than that of the same type of material currently equipped by the second object (e.g., a level 3 helmet in the first virtual resource is higher than a level 2 helmet currently equipped by the second object), then that equipment meets the first preset condition. For the quantity of consumables, the game system can set reasonable holding thresholds for different types of consumables, such as a suggested holding of 2 medkits, 3 energy drinks, and a suggested holding of ammunition determined according to the weapon type (e.g., a suggested holding of 200 rounds of rifle ammunition), etc. When the quantity of a certain type of consumable held by the second object is lower than the corresponding threshold, that type of consumable in the first virtual resource meets the first preset condition.

[0044] The second object is a teammate who is in the same game team as the first object.

[0045] In one optional implementation, the determination of the second object is based on faction affiliation within the game system. For example, in a team game mode, the game system assigns a unique faction identifier (first faction) to each team, and all player characters in the team belong to that faction. When the first object plays the game through the first terminal device, the game system queries other game objects within the same faction based on the first object's faction identifier; these objects are the second objects. In multiplayer team scenarios, the number of second objects can be one or more. For example, in a four-player team mode, the other three teammates besides the first object are all second objects.

[0046] In one optional implementation, when there are multiple second objects in the team, the game system needs to perform resource requirement matching for each second object sequentially. For example, in a four-person team, if the first object discovers a first virtual resource containing 5 items, the game system first obtains the equipment status and requirement information of teammate A (one of the second objects), and filters out the items that meet teammate A's requirements from the 5 items; then it obtains the equipment status and requirement information of teammate B, and filters out the items that meet teammate B's requirements from the remaining or all items; and so on, until the requirements of all teammates are matched. This one-to-one matching mechanism ensures that each teammate receives personalized resource recommendations.

[0047] In one optional implementation, the virtual resource requirement information of the second object can include two dimensions: static requirements and dynamic requirements. For example, static requirements refer to objective requirements determined based on the current equipment status of the second object, such as fixed requirements like empty equipment slots, equipment quality below the standard level, or insufficient consumables. Dynamic requirements, on the other hand, refer to subjective requirements determined based on the second object's game behavior and tactical preferences. For instance, if a player prefers to use a sniper rifle, their demand for sniper rifle attachments and corresponding ammunition will have a higher priority. The game system can analyze the second object's historical game data to learn its equipment preferences and tactical style, and incorporate this preference information into the evaluation dimensions of the virtual resource requirement information.

[0048] The second virtual resource is a selection of recommended supplies chosen from the first virtual resource that meet the needs of teammates.

[0049] In one optional implementation, determining the second virtual resource requires performing a demand matching judgment on each item in the first virtual resource. For example, the first virtual resource includes five items: a level 3 helmet, level 2 armor, a medkit, an energy drink, and an assault rifle. After the game system obtains the equipment status of the second target, it finds that the second target is currently not equipped with a helmet, is equipped with level 1 armor, has 0 medkits, has 1 energy drink, and is equipped with an assault rifle of the same type. Based on the matching rules of the first preset conditions, the level 3 helmet meets the rule of "can be equipped in an empty slot," the level 2 armor meets the rule of "quality higher than existing equipment," and the medkit meets the rule of "insufficient quantity." Therefore, these three items are determined as the second virtual resource; while the energy drink and assault rifle do not meet the first preset conditions and are not included in the scope of the second virtual resource.

[0050] In one optional implementation, when a certain item in the first virtual resource meets the needs of multiple teammates simultaneously, the game system can determine the recommended recipient of that item based on a priority rule. For example, a level 3 helmet in the first virtual resource meets the needs of both teammate A and teammate B, but teammate A is currently not equipped with any helmet (equipment slot is empty), while teammate B is currently equipped with a level 2 helmet. Based on the principle that "the need for an empty equipment slot has a higher priority than the need for equipment upgrades," the game system prioritizes recommending the level 3 helmet to teammate A. This priority determination mechanism ensures that scarce resources are allocated to the teammates who need them most.

[0051] In an optional implementation, the determination of the second virtual resource may also consider the distance between the resource's location and the current location of the second object. For example, when a resource meets the needs of multiple teammates with the same priority, the game system calculates the straight-line distance or travel path distance between the resource's location and the current locations of each teammate, and prioritizes recommending the resource to the closest teammate, thereby improving the efficiency of resource acquisition and reducing the teammate's movement costs.

[0052] Understandably, in step S2, the game system intelligently analyzes the matching relationship between the first virtual resource discovered by the first player and the equipment needs of the second player, automatically selecting the second virtual resource that matches the teammate's actual needs. This process requires no communication between players; the game system can complete personalized resource requirement identification and recommended resource determination based on objective equipment data and preset matching rules, laying the foundation for accurate matching of subsequent resource recommendation prompts.

[0053] Step S3: Control the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0054] The second terminal device is the terminal device used by the second object to play the game.

[0055] In one optional implementation, the second terminal device interacts with the first terminal device via a game server. For example, when the first terminal device determines that a second virtual resource needs to be recommended to a second target, the first terminal device sends the resource information to the game server. The game server then forwards the resource information to the corresponding second terminal device based on the second target's faction affiliation and online status. This server-intermediate communication mode ensures that the resource recommendation information is accurately delivered to the target teammates.

[0056] In one optional implementation, after receiving resource information, the second terminal device needs to verify the validity and timeliness of the information. For example, the second terminal device first checks whether the resource ID in the resource information still exists in the game scene (i.e., the resource has not yet been picked up by other players). If the resource has been picked up, the second terminal device does not generate a first notification, but instead sends a message to the game server indicating that the resource has expired, triggering the server to update the status of the resource. This verification mechanism avoids recommending resources that no longer exist to teammates, thus improving the accuracy of resource recommendations.

[0057] In an optional implementation, when multiple second objects exist in a team, the game system can send corresponding resource information to multiple second terminal devices in parallel. For example, after the first object discovers a first virtual resource and performs demand matching, resource information containing a level 3 helmet is generated for teammate A, resource information containing a medkit is generated for teammate B, and resource information containing an energy drink is generated for teammate C. The game system simultaneously sends the corresponding resource information to the terminal devices of the three teammates. This parallel push mechanism improves the efficiency of resource recommendation, enabling multiple teammates to simultaneously receive personalized resource recommendations.

[0058] The resource information is a data packet used to describe the attributes and location of the second virtual resource.

[0059] In one optional implementation, the resource information includes basic attribute data of the second virtual resource. For example, the resource information includes basic attribute fields such as the resource's unique identifier ID, resource name, resource type (e.g., helmet, armor, medkit, etc.), resource quality level (e.g., level 1, 2, 3), resource icon resource path, and resource quantity. This basic attribute data provides the necessary display information for the second terminal device to generate a resource prompt interface, allowing teammates to intuitively understand the details of the recommended resources. Simultaneously, the resource information also includes the location information of the second virtual resource. For example, the resource information records the resource's three-dimensional coordinates (X, Y, Z coordinates) in the game scene. This coordinate information is used to mark the resource's location on the game map, helping teammates quickly locate the target resource. Furthermore, the location information may also include the name or landmark description of the building where the resource is located, such as "located on the second floor of the airport main building," further reducing the difficulty for teammates to find the resource.

[0060] The first prompt is a material recommendation notification displayed in the graphical user interface of the second terminal device.

[0061] Please see Figure 3This is a schematic diagram of the interface for the first prompt provided in one implementation of this disclosure. The graphical user interface 300 is the game interface displayed on the second terminal device corresponding to the second object in the same team as the first object. As shown in the figure, the graphical user interface 300 displays a first object 301 controlled by the first terminal device and a second object 302 controlled by the second terminal device. When the first object 301 approaches a pickable resource in the game scene, it triggers a pick-up list. After triggering a preset trigger event through the pick-up list, it triggers the sending of resource information to the second terminal device for recommending resources to the first terminal device. As shown in the figure, when the second terminal device receives the resource information, a semi-transparent notification pop-up window 303 pops up in the upper right corner of the graphical user interface 300. The pop-up window 303 displays the name of the recommended resource, the quality of the resource, and the abbreviation of the discoverer (as shown in the figure, "Teammate player 1 found a level 3 helmet"). The pop-up window is displayed for a preset duration (e.g., 4 seconds) and then automatically hides, which neither excessively interferes with the player's game vision nor fails to effectively convey the resource recommendation information.

[0062] In an alternative implementation, the first prompt includes interactive control elements. For example, in addition to displaying resource information, the floating window of the first prompt also provides a "mark" button control (such as...). Figure 3 (See control 304 shown). Teammates can click the "mark" button during the initial prompt display to trigger the game system to mark the location of the recommended item in the game scene and minimap, generating navigation guidance from the teammate's current location to the item's location. This interactive design allows teammates to quickly respond to item recommendations, locating and picking up the recommended items without switching interfaces or performing complex operations.

[0063] In one alternative implementation, the display format of the first prompt can be differentiated based on the importance of the recommended item. For example, for high-value rare items (such as level 3 helmets, level 3 armor, high-powered scopes, etc.), the first prompt can use a more eye-catching display effect, such as using a gold border, playing special sound effects, or adding a flashing animation effect to the floating window, to attract teammates' attention. For common items (such as low-quality ammunition, common medical supplies), the first prompt uses a simple, conventional display style to avoid excessively disturbing teammates. This differentiated prompt mechanism helps teammates quickly identify the value level of the recommended items and allocate their attention resources rationally.

[0064] In an optional implementation, when the second terminal device receives multiple resource recommendation messages within a short period, the first prompt can be displayed in a queue or merged manner. For example, when teammates simultaneously receive different supplies recommended by multiple teammates, the second terminal device can display the first prompt for each supply sequentially on the screen, showing the next prompt only after each prompt is completed; or, multiple recommended supplies can be merged into a single pop-up window, listing each recommended supply in a list format, allowing teammates to view and mark the supplies of interest one by one. This queue or merged display mechanism avoids the problem of multiple prompt windows obscuring each other, improving the orderliness and readability of the information display.

[0065] Understandably, in step S3, the game system pushes the precisely matched second virtual resource information to the corresponding teammate's second terminal device and generates an intuitive and easy-to-understand resource recommendation prompt in the teammate's game interface. This push and display mechanism realizes the automated transmission of resource recommendation information from the discoverer to the needer. Teammates do not need to actively query or request; they can passively receive resource recommendations that meet their needs, significantly reducing communication costs between team members and improving the efficiency of resource information flow and the smoothness of game collaboration.

[0066] Through the steps described above, the resource recommendation method in this disclosure automatically captures player resource discovery events and records uncollected resources. It then combines this with real-time equipment status and needs information of teammates for intelligent matching analysis, accurately identifying recommended resources that meet teammates' needs. Personalized resource recommendation prompts are proactively pushed to corresponding teammates, achieving automatic sharing, intelligent recommendation, and convenient acquisition of team resource information. This technical solution effectively solves the problems of information asymmetry and low collaboration efficiency among team members in existing technologies. Without requiring active communication from players, team members can quickly understand each other's resource discovery status and actual needs, promptly acquire the necessary resources, and optimize equipment configuration. From a technical perspective, this solution improves the game system's intelligent recognition of player behavior and collaborative processing capabilities for team data, reducing the game's reliance on player communication skills. From a user experience perspective, this solution significantly reduces the operational burden and learning cost for players, improves the smoothness of team collaboration and fair competition in team games, and enhances the game's richness and fun.

[0067] Furthermore, in one embodiment of this disclosure, the step of determining a second virtual resource from the first virtual resource that meets the first preset condition includes: From the first virtual resources, determine virtual resources that the second object has not picked up; and / or from the first virtual resources, determine virtual resources that the second object has not picked up enough of; and / or from the first virtual resources, determine virtual resources whose quality / value is higher than the virtual resources currently used by the second object.

[0068] Among them, the virtual resources that the second object has not picked up are the types of materials that have not yet been equipped in the equipment slots of the second object.

[0069] In one optional implementation, the determination of unpicked virtual resources is based on the equipment slot status of the second object. For example, in shooting games, game characters typically have multiple equipment slots, including helmet slots, armor slots, primary weapon slots, secondary weapon slots, and backpack slots. The game system monitors the occupancy of each equipment slot of the second object in real time. When a slot is empty (i.e., no supplies are equipped), the supplies of that type are determined to be unpicked virtual resources by the second object. For example, if the helmet slot of the second object is empty, then any level of helmet (Level 1, Level 2, Level 3 helmets) in the first virtual resource are considered unpicked virtual resources by the second object. Furthermore, the determination of unpicked virtual resources can be extended to specific weapon attachments. For example, if the second object is currently equipped with an assault rifle but has not installed a scope attachment, then all types of scopes (red dot, holographic, 2x, 4x, etc.) in the first virtual resource are considered unpicked virtual resources by the second object. This component slot-based decision-making mechanism ensures that resource recommendations not only focus on main equipment but also include component components that enhance equipment performance.

[0070] Among them, virtual resources that the second object picks up in insufficient quantities are consumables whose quantity held by the second object is lower than the recommended quantity threshold.

[0071] In one optional implementation, the virtual resources with insufficient quantity mainly target stackable consumables, such as medkits, bandages, energy drinks, painkillers, and ammunition. The game system presets a reasonable recommended holding quantity threshold for each type of consumable, which is determined based on the rarity, usage frequency, and tactical value of the resource. For example, the recommended holding quantity for medkits can be set to 2, for energy drinks to 3, and for first aid kits to 5. When the quantity of a certain type of consumable currently held by the second object is lower than the corresponding recommended holding quantity, that type of consumable in the first virtual resource is determined to be a virtual resource with insufficient quantity. The determination of insufficient quantity of ammunition needs to be combined with the type of weapon equipped by the second object. For example, if the second object is equipped with an assault rifle using 5.56mm ammunition, the game system sets a recommended holding quantity of 200 rounds for this type of ammunition. When the second object currently holds less than 200 rounds of 5.56mm ammunition, the 5.56mm ammunition in the first virtual resource is determined to be a virtual resource with insufficient quantity. If the second target is also equipped with a sniper rifle that uses 7.62mm ammunition, the game system will assess the quantity of each type of ammunition separately to ensure that each weapon has sufficient ammunition reserves.

[0072] Among them, virtual resources whose quality / value is higher than the virtual resources currently used by the second object are high-quality materials that can be used for equipment upgrades.

[0073] In one optional implementation, resource quality is determined based on the game's resource tier system. For example, in shooting games, protective equipment is typically divided into three quality levels: Level 1, Level 2, and Level 3, with Level 3 being the highest quality. When the second player is currently equipped with a Level 1 helmet, both Level 2 and Level 3 helmets in the first virtual resource are considered to be of higher quality than the currently equipped virtual resource; when the second player is equipped with a Level 2 helmet, only the Level 3 helmet is considered to be of higher quality. The game system identifies high-quality resources that can be used for equipment upgrades by comparing the quality levels of resources in the first virtual resource with the quality levels of similar resources currently equipped by the second player.

[0074] In an alternative implementation, for resources without explicit grading, resource value can be determined based on rarity and overall performance. For example, certain special weapons, while lacking grading labels, may have higher rarity, stronger damage output, or superior accuracy, thus their resource value is higher than that of conventional weapons. The game system can pre-set a value rating system for each resource type, comparing these ratings to determine whether there are alternative resources in the first virtual resource category that are more valuable than the current equipment of the second object.

[0075] In one alternative implementation, resource quality determination also considers the integrity and additional attributes of the materials. For example, even among level 3 helmets, a brand-new, undamaged level 3 helmet has a higher actual value than a level 3 helmet with 50% durability loss. When determining resource quality, the game system not only compares the base level of the materials but also considers their current state to ensure that the materials recommended to the second user have higher actual usability. For materials with special attributes (such as special armor that increases movement speed), their resource value determination will also take these additional attributes into account.

[0076] It's understandable that the game system uses a three-dimensional matching system to finely filter the primary virtual resources: first, identifying gaps in the secondary player's equipment system (uncollected virtual resources) to ensure the integrity of basic equipment; second, assessing the sufficiency of consumable reserves (insufficiently collected virtual resources) to guarantee combat sustainability; and third, identifying opportunities for equipment upgrades (higher quality / value virtual resources) to enhance overall combat power. These three dimensions of rules are independent yet complementary, and can be applied individually or in combination to provide comprehensive resource needs identification and recommendations for the secondary player.

[0077] Through the steps described above, the resource recommendation method in this disclosure establishes a multi-dimensional resource demand matching rule system. It intelligently filters and accurately matches resources discovered by players from three aspects: equipment completeness, consumable sufficiency, and equipment quality. This makes resource recommendations more comprehensive, detailed, and personalized, effectively improving the accuracy and practicality of resource recommendations. It ensures that teammates can obtain resource recommendations that truly meet their current needs, further reducing the communication costs of team collaboration and improving the smoothness and fairness of the game experience.

[0078] Furthermore, in one embodiment of this disclosure, the method further includes: The control adds the first virtual resource to the first resource pool; wherein the first resource pool is configured to store virtual resources in the game scene that are discovered by game objects in the first faction but not picked up by game objects in the first faction.

[0079] The first resource pool is a data storage structure used to record and manage information about shared materials among teams.

[0080] In one alternative implementation, the first resource pool is organized using a list or queue data structure. For example, the game system creates a separate first resource pool for each team (first faction), which stores all uncollected supplies discovered by team members in list form. Each supply record includes complete supply attribute information (supply ID, supply type, supply quality, supply quantity), supply location information (3D coordinates, description of the building / landmark), and supply discovery information (discoverer ID, discovery timestamp). This structured data organization facilitates the game system's querying, filtering, and management of supplies in the resource pool.

[0081] In an optional implementation, the first resource pool supports concurrent writing of resource records by multiple team members. For example, in a four-player team mode, four teammates may simultaneously discover resources in different locations and trigger resource record events. The game system needs to support these concurrent addition operations of resource records. To ensure data consistency and operational atomicity, the game system employs thread-safe concurrency control mechanisms in the implementation of the first resource pool, such as using mutexes or semaphores to protect the write operations of the resource pool, avoiding data errors or loss caused by multiple write requests conflicting with each other.

[0082] The operation of adding to the first resource pool is the process of writing the data record of the first virtual resource into the resource pool storage structure.

[0083] In an optional implementation, the add operation is performed immediately after the first object triggers a preset trigger event and identifies the first virtual resource. For example, when the first object closes the loot list, the game system, after identifying the first virtual resource, immediately constructs a resource record data packet. This data packet contains detailed information about each item in the first virtual resource, as well as the discoverer's identifier and the current game time. The game system then calls the resource pool's add interface to batch write these resource records into the first resource pool. This instant add mechanism ensures that resource discovery events can be recorded in real time, providing teammates with the latest resource information.

[0084] In an optional implementation, the add operation can also trigger an index update of the resource record to improve subsequent query efficiency. For example, in addition to maintaining a list of resource records in chronological order, the first resource pool also maintains multiple index structures, such as indexes categorized by resource type (helmet index, armor index, weapon index, etc.), indexes categorized by resource quality (level 1 resource index, level 2 resource index, level 3 resource index), and indexes categorized by discoverer. When a new resource record is added to the resource pool, the game system synchronously updates the relevant index structures, enabling subsequent query operations based on specific conditions (such as filtering to view all level 3 equipment) to be executed quickly.

[0085] The first faction is the faction affiliation identifier for the game teams.

[0086] In one optional implementation, the first faction is automatically assigned by the game system when a team is formed. For example, in a multiplayer team game, when multiple players form a team and enter a game, the game system assigns a unique faction ID to the team (such as "Team_A_001"), and all player characters in the team are marked as belonging to that faction. This faction ID is used to distinguish different game teams, ensuring that the resource information recorded in the first resource pool is shared only within the same faction and is not leaked to opposing teams.

[0087] In one alternative implementation, the faction relationships within the first faction remain stable throughout the game. For example, once a player joins a team and is assigned a faction identifier, their faction affiliation remains unchanged throughout the game (unless the player leaves the game or the team disbands). This stable faction relationship ensures that the first resource pool can continuously provide resource information sharing services to fixed team members, avoiding data chaos and information leakage risks caused by faction changes.

[0088] In one optional implementation, a faction-based access control mechanism ensures the data security of the first resource pool. For example, when processing a resource pool access request, the game system verifies whether the requester's faction identifier matches the faction identifier of the resource pool. Only game objects with matching faction identifiers are authorized to read or write to the resource pool; game objects from other factions cannot access the resource pool content. This faction-based access control mechanism effectively prevents opposing teams from stealing the team's resource information, maintaining a fair competitive environment.

[0089] It's understandable that the game system, by establishing a team-level shared data structure called the First Resource Pool, aggregates the resource information discovered by individual team members, thus transforming resource information from individual ownership to team sharing. As a centralized storage and management platform for team resource information, the First Resource Pool not only supports the real-time recording and persistent storage of resource information but also provides a unified data foundation for subsequent resource queries, filtering, and recommendation functions. It is a core technical component for achieving collaborative team resource management.

[0090] Through the above steps, the resource recommendation method in the game provided in this disclosure achieves centralized recording and management of individual resource discovery information of team members by establishing a team-level first resource pool shared data structure. This enables all team members to access and share the overall resource discovery status of the team in real time, breaking the isolated state of individual resource information in the existing technology. It provides a unified data platform for the collaborative management and optimized allocation of team resources, effectively improving the informatization and intelligence level of team collaboration.

[0091] Furthermore, in one embodiment of this disclosure, the method further includes: In response to a resource display command, the system controls the display of a resource display interface corresponding to the first resource pool in the graphical user interface, wherein the resource display interface is used to display virtual resources saved in the first resource pool.

[0092] Among them, the resource display command is the operation command that triggers the game system to display the contents of the first resource pool; the resource display interface is a visual interface used to display the material information in the first resource pool.

[0093] In one optional implementation, the resource display interface uses a list format to show resource records. For example, the resource display interface displays a scrollable resource list in the center of the screen, with each item representing a record of a virtual resource. Each record may include a resource icon (visually showing the resource's appearance), resource name (e.g., "Level 3 Helmet"), resource quality indicator (e.g., a gold border indicating Level 3 quality), resource quantity (e.g., "×2" indicating there are 2 of this resource at this location), resource location description (e.g., "Building on the east side of town"), distance from the current player (e.g., "150 meters away"), and discoverer information (e.g., "Discovered by player"), etc. This detailed information display helps players quickly understand the complete information of each resource.

[0094] Please see Figure 4 This is a schematic diagram of the resource display interface provided in one implementation of this disclosure. Figure 4 In this implementation, the resource display command is triggered by the player clicking a specific control. As shown in the figure, the graphical user interface 400 includes a first object 401 controlled by a first terminal device and a team resource control 402. During gameplay, the player can click the team resource control 402 to trigger the display of a resource display interface 403 in the graphical user interface 400. This resource display interface 403 is generated by the game system from data in the first resource pool and is used to categorize and display the virtual resources stored in the first resource pool. This triggering method based on control icon clicks is simple and intuitive, allowing players to actively view the team's shared resource information at any time.

[0095] Please see Figure 5 This is a schematic diagram of the resource display interface provided in another implementation of this disclosure. Figure 4 Based on the provided implementation, to avoid occupying screen space and reduce the number of controls, Figure 5In the provided implementation, the resource display command can be triggered by the player by clicking the chat control, and the resource display interface will be displayed in the chat information window that is triggered. As shown in the figure, the graphical user interface 500 includes a first object 501 controlled by a first terminal device and a chat control 502. During the game, the player can click the chat control 502 to trigger the display of a chat window in the graphical user interface 500, and then switch to displaying the resource display interface 504 in the chat window through the resource tab 503.

[0096] It is understood that, in the embodiments disclosed herein, the game system provides a resource display function, enabling team members to actively view and browse all team-shared resource information recorded in the first resource pool. This function breaks through the limitations of passively receiving recommendation prompts, giving players greater autonomy and flexibility. Players can actively filter and locate the required resources from the team resource pool according to their actual needs and tactical plans, realizing an improvement in capabilities from passive recommendation to active acquisition.

[0097] Through the steps described above, the resource recommendation method in the game provided in this disclosure enables team members to proactively and comprehensively understand all team-shared resource information recorded in the first resource pool by providing a visual query tool such as a resource display interface. This breaks through the single information acquisition method of passively receiving recommendation prompts, giving players greater autonomy and decision-making flexibility, effectively improving the transparency and accessibility of team resource information, further reducing the communication costs of team collaboration, and enhancing the intelligence and humanization of the game experience.

[0098] Furthermore, in one embodiment of this disclosure, the virtual resources in the first resource pool are displayed in the resource display interface according to at least one of the following sorting methods: According to the distance between the virtual resource and the first object; According to the resource level / resource value of the virtual resource; According to the time when the virtual resource is saved to the first resource pool.

[0099] Among them, sorting according to the distance between the virtual resource and the first object is a sorting method based on spatial location relationship.

[0100] In one optional implementation, distance sorting uses straight-line distance as the sorting criterion. For example, the game system calculates the Euclidean distance (i.e., straight-line distance) between the position coordinates of each virtual resource in the first resource pool and the current position coordinates of the first object, and sorts all virtual resources according to the distance value from smallest to largest, with the closest resource at the top of the list and the farthest resource at the bottom. This straight-line distance-based sorting method helps players quickly identify the most easily accessible resource locations, prioritizing the acquisition of nearby resources to save travel time and reduce the risk of encountering enemies along the way.

[0101] In an alternative implementation, distance sorting can also consider actual travel path distance rather than straight-line distance. For example, in game scenarios with complex terrain (such as multi-story buildings or mountainous terrain), the straight-line distance between two points may not accurately reflect the actual ease of reaching them. The game system can calculate the actual path length from the current location of the first object to the location of the resource based on the navigation mesh of the game scene, and use the path length as the sorting criterion. This path distance-based sorting method is more in line with the actual game experience, avoiding the incorrect placement of resources that are close in straight line distance but difficult to reach in reality (such as those requiring bypassing buildings or climbing obstacles) at the top.

[0102] In one optional implementation, distance sorting can be configured with distance tier thresholds to group resources for display. For example, distance can be divided into three levels: near (0-200 meters), medium (200-500 meters), and far (over 500 meters). The resource display interface would first show all near-distance resources, then medium-distance resources, and finally far-distance resources. Within each distance level, a secondary sorting could be performed based on other sorting rules (such as resource quality). This tiered display method preserves the importance of distance information while avoiding the problem that simply sorting by distance might result in high-value, far-distance resources being buried at the bottom of the list.

[0103] Among them, sorting virtual resources by resource level / resource value is a sorting method based on the quality and importance of materials.

[0104] In one alternative implementation, resource tier sorting is applied to resource types with clearly defined tiers. For example, protective equipment (helmets, armor) is typically categorized into Tier 1, Tier 2, and Tier 3, with Tier 3 being the highest. The game system assigns a numerical weight to each tier (Tier 1 weight 1, Tier 2 weight 2, Tier 3 weight 3), and sorts the resources according to their weight values ​​from highest to lowest, with Tier 3 resources appearing at the top of the list and Tier 1 resources appearing at the bottom. This tier-based sorting method highlights high-quality resources, helping players prioritize and acquire the most valuable equipment.

[0105] In one alternative implementation, resource value ranking targets materials that do not have a clearly defined tier but possess different overall values. For example, different weapon models may belong to the same category (such as assault rifles) but differ in performance parameters such as rate of fire, damage, and recoil. The game system can preset an overall value score for each weapon (calculated based on performance parameters, rarity, and other factors), and rank the materials according to their value scores from highest to lowest. For example, the AWM sniper rifle (high rarity, extremely high damage) has a value score of 95, the M416 assault rifle has a value score of 85, and the AKM assault rifle has a value score of 80; the AWM would be ranked first.

[0106] Among them, sorting by the time when the virtual resources are saved to the first resource pool is a sorting method based on the order of time.

[0107] In one optional implementation, time-based sorting uses the timestamp of the resource record as the sorting basis. For example, when each virtual resource is added to the first resource pool, the game system records the discovery timestamp of the resource (formatted as "2024-03-15 10:23:45"). When sorting by time, the game system sorts all resources from newest to oldest according to their timestamps, with the most recently discovered resources at the top of the list and the earliest discovered resources at the bottom. This time-based sorting method helps players quickly understand the team's latest resource discovery dynamics and prioritize newly discovered resources (new resources are more likely to have not yet been picked up by other teammates).

[0108] In an optional implementation, the game system can also provide a function to switch between multiple sorting modes. For example, a sorting method switching button is provided at the top of the resource display interface, allowing players to click the button to switch between "sort by distance," "sort by quality," and "sort by time," or to combine multiple sorting rules (such as "sort by quality, and sort by distance if the quality is the same"). This flexible sorting switching function meets different needs in different scenarios, such as using distance sorting when urgently needing to quickly obtain resources, using quality sorting during equipment upgrades, and using time sorting when monitoring the latest team activities.

[0109] It is understood that, in the embodiments disclosed herein, the game system provides multi-dimensional resource sorting methods, enabling the resource display interface to organize and display resources in the first resource pool in an orderly manner according to different evaluation criteria. These sorting methods provide players with different information perspectives from three dimensions: spatial distance, resource value, and timeliness, helping players quickly filter and locate target resources based on current tactical needs and preferences, significantly improving the efficiency of resource retrieval and the convenience of user experience.

[0110] Through the above steps, the resource recommendation method in the game provided in this disclosure offers a multi-dimensional resource sorting function for the resource display interface. This allows players to flexibly sort and query shared resources based on different dimensions such as spatial distance, resource quality, and timeliness. This significantly improves the efficiency of resource information organization and the convenience of querying, helps players quickly locate the target resources that best meet their current needs, further reduces the decision-making cost and operational burden of resource acquisition, and enhances the intelligence level of team collaboration and the smoothness of the game experience.

[0111] Furthermore, in one embodiment of this disclosure, the method further includes: Receive first tag information for a first resource to be picked up sent by the second terminal device, wherein the first resource to be picked up is a virtual resource determined by the second object from the first resource pool, or a virtual resource determined by the second object based on the first prompt; The control associates the first resource to be picked with the display of a first indication in the resource display interface; wherein the first indication is at least used to refer to the object identifier of the second object.

[0112] The first marking information is a data message generated when the second object performs a marking operation on a specific virtual resource.

[0113] In one optional implementation, the first marking information is generated and sent when a marking operation is performed on the second terminal device. For example, when a teammate opens the resource display interface on the second terminal device to view the team's alternative resources in the first resource pool, and finds a virtual resource (such as a level 3 helmet) that meets the needs of their game character (i.e., the second object), they click the marking button in the resource entry or directly click the resource entry itself to trigger the aforementioned marking operation and generate the aforementioned first marking information. Another example is when a teammate directly clicks the marking control (such as...) in the prompt window based on a first prompt (i.e., after receiving a recommended resource prompt). Figure 3 When the marking control 304 performs a marking operation, it generates the first marking information for the recommended material.

[0114] In one optional implementation, after capturing the marking operation triggered by a teammate, the game client of the second terminal device generates a first marking information data packet containing fields such as the unique identifier ID of the resource, the resource name, the resource location coordinates, the marking timestamp, and the player identifier of the second object. This data packet is then sent to the game server via a network communication module. Upon receiving the first marking information, the game server parses the data packet content, identifies the marked resource as the first resource to be picked up, and synchronously distributes the marking information to all other teammate terminal devices in the first team, ensuring that all members of the team are aware of the marking event. It can be understood that the first resource to be picked up is a virtual resource in which the second object explicitly expresses its intention to pick it up, typically indicating that the second object plans to go to the resource location to pick it up.

[0115] It is understandable that the game system, by receiving the first tagging information sent by the second terminal device, captures in real time the second object's intention to pick up specific virtual resources, and transforms the second object's personal resource needs into tagging information that can be shared by the team. This real-time synchronization mechanism of tagging information allows other members of the team to understand their teammates' resource acquisition plans in a timely manner, avoiding resource conflicts when multiple teammates go to the same location to pick up the same item, and improving the coordination of resource allocation within the team.

[0116] The first indicator is a marker that associates a specific virtual resource with the display of the resource display interface.

[0117] In an optional implementation, the first indication is displayed as a text label next to the first resource item to be picked up. For example, when the first object opens the resource display interface to view the team's alternative supplies in the first resource pool, the interface lists multiple virtual resource items. For the first resource item to be picked up (such as a level 3 helmet) that has been marked by the second object, the text label "Player 1" is displayed to the right or below the item, where "Player 1" is the second object's game nickname or character name, i.e., the second object's object identifier. This text label allows the first object to quickly identify the status of the item being marked by a teammate.

[0118] It's understandable that the game system visualizes the marking behavior information of the second object to the first object and other teammates by associating the first object's resource display interface with the first object's first indicator of the first resource to be picked up. The first object can clearly see through the first indicator which team's alternative resources have been marked and planned to be picked up by specific teammates. Therefore, when planning its own resource acquisition route, the first object can proactively avoid these resources that have been "reserved" by teammates and prioritize picking up other unmarked resources. This avoids resource competition and time waste caused by team members going to the same resource location at the same time, significantly improving the coordination and rationality of team resource allocation.

[0119] Through the steps described above, the resource recommendation method in this disclosure enables team members' resource marking intentions to be visualized in real-time on the resource display interface via a first instruction, achieving transparency and coordination of team-level resource allocation information. Teammates can autonomously adjust their respective resource acquisition plans based on the marking information provided by the first instruction, avoiding resource competition and path conflicts, significantly improving the orderliness, fairness, and efficiency of team resource allocation, reducing communication costs for team collaboration, and enhancing the collaborative experience and tactical coordination capabilities of team games.

[0120] Furthermore, in one embodiment of this disclosure, the method further includes: The system receives resource information of a third virtual resource sent by the second terminal device, wherein the third virtual resource is a virtual resource that the second object has not picked up among the virtual resources discovered in the game scene and that meets the second preset condition; A second prompt for the third virtual resource is generated in the graphical user interface.

[0121] The third virtual resource is a virtual resource that the second object discovers but does not pick up, and that meets the requirements of the first object.

[0122] In an optional implementation, the determination of the third virtual resource is based on the resource discovery event records of the second object. For example, when the second object (teammate) approaches a resource point in the game scene and opens the loot list, the game system records all virtual resources displayed in the loot list. When the second object closes the loot list, the game system retrieves the virtual resources in the list that were not picked up by the second object and uses these unpicked virtual resources as a candidate resource pool for the second object's discovery. This recording mechanism is consistent with the resource discovery recording mechanism of the first object mentioned above, ensuring that resource discovery events of all members of the team can be captured by the system.

[0123] In an optional implementation, the third virtual resource must meet a second preset condition before it can be pushed to the first object. For example, the determination rule for the second preset condition has the same logical structure as the determination rule for the first preset condition, only the determination object is different. Specifically, the game system obtains the current equipment status information of the first object, including the equipment slot occupancy status, the quality level of equipped materials, the quantity of consumables held, etc., and then matches the unpicked virtual resources discovered by the second object with the equipment status of the first object. If a virtual resource can be equipped to an empty equipment slot of the first object, or its quality is higher than that of the same type of material currently equipped by the first object, or it belongs to a consumable that the first object does not hold in sufficient quantity, then the virtual resource meets the second preset condition and is determined to be the third virtual resource.

[0124] The second notification is a notification displayed on the first terminal device about a teammate discovering supplies.

[0125] In an optional implementation, similar to the first prompt, the second prompt is displayed as a pop-up window in the graphical user interface of the first terminal device. For example, after the game system identifies a third virtual resource and sends the resource information to the first terminal device, the first terminal device displays a second prompt window in the upper right corner of the screen. The second prompt window displays the icon, name, quality indicator of the third virtual resource, and the avatar or nickname of the teammate who discovered the resource, allowing the first user to quickly understand which teammate discovered the resource that meets their needs.

[0126] In one optional implementation, the duration of the second prompt's display is consistent with that of the first prompt. For example, the second prompt is displayed for 4 seconds after being triggered, and then automatically hides or fades out. During the prompt's display, if the first object clicks on any area of ​​the prompt window or performs a marking operation, the prompt immediately closes. This timed hiding mechanism ensures that important information is noticed by the player while preventing the prompt interface from occupying screen space for an extended period and affecting game operation.

[0127] In an optional implementation, the second prompt also provides a marking control for the first object to quickly locate resources. For example, the second prompt window includes interactive buttons such as "Go to Pick Up" or "Mark". After the first object clicks the button, the game system simultaneously marks the location of the third virtual resource in the game scene and on the minimap, and optionally displays a navigation path guide from the first object's current location to the resource location in the game scene. This quick marking function reduces the operational cost for the first object to obtain recommended resources and improves the efficiency of resource acquisition.

[0128] It is understood that in the embodiments disclosed herein, the game system implements a two-way resource recommendation mechanism. Not only can resources discovered by the first object be recommended to the second object, but resources discovered by the second object can also be recommended to the first object. This two-way recommendation mechanism ensures that the resource discovery information of each member of the team is fully utilized, and all members can promptly obtain resource clues that meet their needs, significantly improving the team's overall resource acquisition efficiency and equipment level balance.

[0129] Through the above steps, the resource recommendation method in the game provided in this disclosure enables any resource discovered by any member of the team to be intelligently analyzed and recommended to teammates with corresponding needs. This achieves comprehensive and multi-dimensional sharing of team resource information, ensuring that no valuable resource information is missed in the team. It significantly improves the team's overall equipment acquisition efficiency and combat readiness level, further reduces communication costs between players, and enhances the collaborative experience and fairness of team games.

[0130] Furthermore, in one embodiment of this disclosure, after the step of controlling the marking of the third virtual resource as the third resource to be picked up, the method further includes: The control sends a second tagging information to the second terminal device for the third resource to be picked up, so that the resource display interface displayed in the second terminal device is associated with the third virtual resource display second indication; wherein, the second indication is at least used to refer to the object identifier of the first object.

[0131] The second tagging information is the tagging synchronization data generated and sent to the teammate's terminal when the first object tags the third virtual resource.

[0132] In an optional implementation, the second marking information is automatically generated after the first object completes the marking operation on the third virtual resource. For example, when the first object browses the second prompt and finds that a virtual resource recommended by the second object (such as an 8x scope for a sniper rifle) meets its equipment needs, and clicks the marking control in the second prompt to mark it, the game system immediately marks the virtual resource as the third resource to be picked up. Simultaneously with the local marking operation, the game client of the first terminal device automatically generates a second marking information data packet. This data packet contains complete field information such as the unique identifier ID of the marked item, item name, item type, marking timestamp, the identifier of the initiator of the marking operation (the player ID and nickname of the first object), and the current location coordinates of the item. The data packet is immediately sent to the game server for forwarding via the network communication module after generation.

[0133] In one optional implementation, the second tagging information is sent to the original teammate who discovered the resource, as well as all other members of the team. For example, if a third virtual resource was originally discovered by the second object in the game scene but was not picked up, and it meets the needs of the first object, the game server will distribute the second tagging information to the terminal devices of all other team members, including the second object, after the first object tags the resource. This team-wide broadcast tagging information synchronization mechanism ensures that all teammates are aware of the first object's resource acquisition plan, avoiding resource conflicts caused by multiple people simultaneously going to the same location to pick up the same resource. It also lets the second object who discovered the resource know that the resource they discovered is being used by their teammates, enhancing the transparency of information in team collaboration.

[0134] The second instruction is a visual identifier that associates the display of the third virtual resource with the resource display interface of the second terminal device.

[0135] In an optional implementation, the second indicator is displayed in a design style consistent with the aforementioned first indicator. For example, the second indicator is displayed as a text label attached to the right or below the third virtual resource entry, with the label content being "[First Object Nickname]", such as "Player 1".

[0136] It is understood that by sending second marking information to a second terminal device and displaying a second instruction on the resource display interface, this disclosure achieves a two-way, peer-to-peer synchronization mechanism for marking information. Not only will the second object's marking of resources be communicated to the first object via the first instruction, but the first object's marking of resources will also be communicated to the second object and other teammates via the second instruction. This two-way marking information synchronization ensures that all members of the team have a consistent understanding of the resource allocation status, avoids resource conflicts caused by information asymmetry, and significantly improves the fairness and efficiency of team resource coordination.

[0137] Through the steps described above, the resource recommendation method in this disclosure enables bidirectional and symmetrical information synchronization of resource marking behavior among team members. All teammates can understand each other's resource acquisition plans in real time through a second instruction, achieving transparency and symmetry in team-level resource allocation. This bidirectional marking synchronization mechanism eliminates information blind spots in resource allocation, ensuring that each teammate can make reasonable decisions based on complete team resource allocation information when planning resource acquisition, avoiding resource conflicts and duplicate pickups, and significantly improving the efficiency, fairness, and collaborative experience of team resource coordination.

[0138] Furthermore, in one embodiment of this disclosure, the step of identifying the third virtual resource in the game scene / game map corresponding to the game scene includes: The location information of the third virtual resource is identified in the game scene / game map corresponding to the game scene; and / or a guide route from the current location of the first object to the location of the third virtual resource is generated in the game scene / game map corresponding to the game scene.

[0139] Furthermore, in one embodiment of this disclosure, the method further includes: The control associates the third virtual resource with the display of a third indicator in the resource display interface, wherein the third indicator includes at least: identification information that enables the third virtual resource to have visual distinction in the resource display interface.

[0140] The third indicator is a visual marker in the resource display interface that identifies the marked materials of the first object. The visual distinction is the effect of highlighting specific material items in the interface through visual design elements.

[0141] In an optional implementation, the third indicator highlights the third virtual resource entry with a special background color. For example, in the resource display interface's resource list, unmarked ordinary resource entries use a default background color (such as light gray or white), while the background color of the third virtual resource entry marked by the first object changes to a special highlight color (such as light blue, light green, or light yellow), making the entry visually distinct from other entries. This differentiated background color design helps the first object quickly identify previously marked resources when reopening the resource display interface, avoiding duplicate marking or confusion.

[0142] In an alternative implementation, the third indication may also include a dedicated marker icon badge. For example, a small marker badge icon (such as a checkmark, flag icon, or star icon) may be overlaid in the upper left or upper right corner of the third virtual resource entry.

[0143] In an alternative implementation, the third indication may also include textual descriptions indicating the status. For example, text labels such as "Marked," "My Target," or "Progressing" may be displayed inside or below the third virtual resource entry.

[0144] In an alternative implementation, visual differentiation can be combined with sorting priority adjustments. For example, when multiple resources exist in the resource display interface, the third virtual resource marked as the first object will have its sorting priority automatically adjusted, placing it at the top of the list (e.g., displayed at the top or in the second-highest priority position after "Recommended" resources). This sorting adjustment, combined with visual identifier design, ensures that the marked resource of the first object has prominent visibility and accessibility in the interface.

[0145] It is understandable that by associating a third virtual resource with a third indicator in the resource display interface, this disclosure provides the first object with visual feedback and status tracking capabilities regarding its own marking behavior. The first object can clearly identify which resources it has marked and plans to pick up in the resource display interface, avoiding duplicate marking or omissions due to memory confusion when opening the interface multiple times. It also helps the first object quickly locate its target resources in a complex resource list, improving the usability and operational efficiency of the interface.

[0146] Through the above steps, the resource recommendation method in the game provided by this disclosure enables players to visually distinguish and mark the resources they mark in the resource display interface through a third indicator. This provides players with clear feedback on the marked status and the ability to quickly identify target resources, avoiding the memory burden and confusion risk in multi-target management, improving the usability of the resource display interface and the smoothness of player operation, and further enhancing the practical value of the team resource sharing function.

[0147] Furthermore, in one embodiment of this disclosure, the method further includes: In response to a third operation for the third virtual resource / the third instruction, control determines a fourth virtual resource that meets the second preset condition from the virtual resources stored in the first resource pool; The fourth virtual resource is displayed in the graphical user interface.

[0148] The third operation is a specific interactive operation performed by the player on the marked materials or their identifiers.

[0149] In an optional implementation, the third operation is a long press or a double-click operation. For example, when the first object sees a third virtual resource item (with a third indicator) that it has marked in the resource display interface, it triggers the third operation event by continuously pressing the item or the third indicator icon on the item for more than a preset time (e.g., 1.5 seconds). After the game system detects the long press operation, it generates the corresponding operation command and starts the batch demand recognition process.

[0150] The fourth virtual resource is the set of all virtual resources identified from the first resource pool that meet the current needs of the first object.

[0151] In one optional implementation, the determination of the fourth virtual resource is based on a full resource pool traversal and matching. For example, when the first object triggers the third operation, the game system obtains the first object's real-time equipment status information, including complete data such as equipment slot occupancy, the quality level of equipped materials, and the quantity of various consumables held. Then, the game system traverses all virtual resources recorded in the first resource pool (which may include dozens of materials of various types discovered by teammates), and performs a demand matching judgment based on the second preset condition one by one. If a virtual resource meets any matching rule, then the virtual resource is included in the fourth virtual resource set. Through this comprehensive traversal, the game system can identify all materials that meet the first object's needs at once.

[0152] In an optional implementation, the fourth virtual resource may include the third virtual resource that the first object has already tagged. For example, if the first object has previously tagged a level 3 helmet as a third virtual resource, and now triggers a third operation to identify batch demand, the set of fourth virtual resources identified by the game system through the entire resource pool may include: a level 3 helmet (tagged), level 2 armor (newly identified), two medkits (newly identified), sniper rifle attachments (newly identified), etc. Tagged items retain their tagged status visual identifier when displayed as fourth virtual resources, distinguishing them from newly identified items.

[0153] It is understandable that the game system, by responding to a specific action (the third action) performed by the first object on the marked resources, automatically triggers a comprehensive demand matching of all resources in the first resource pool, identifying all fourth virtual resources that meet the first object's needs in one go. This batch identification mechanism eliminates the need for the first object to browse through the resource list one by one and judge whether each resource meets its needs; it can obtain a complete list of required resources with just one operation, greatly improving the efficiency of resource selection.

[0154] Through the above steps, the resource recommendation method in the game provided in this disclosure enables players to perform a simple third operation on the marked resources, triggering the system to intelligently identify all virtual resources that meet their needs in batches. This eliminates the need to browse and judge a large list of resources one by one, significantly improving the efficiency and accuracy of multi-target resource selection and reducing the cognitive burden and operational costs for players.

[0155] Through the above steps, the resource recommendation method in the game provided by this disclosure enables the batch-identified required resources to be displayed in a clear, orderly, and interactive manner in the graphical user interface. Players can fully understand the status of all required resources in a unified view and quickly complete resource marking decisions through priority indicators and batch operation controls. This greatly improves the efficiency of multi-target resource screening and management, reduces cognitive burden, and optimizes the user experience of team resource sharing functions.

[0156] Furthermore, in one embodiment of this disclosure, the method further includes: The fourth virtual resource is associated with a batch marking control; In response to a fourth operation on the batch marking control, the control marks the fourth virtual resource as the fourth resource to be picked up, and identifies the fourth virtual resource in the game scene / game map corresponding to the game scene.

[0157] The batch marking control is an interactive button for batch marking provided in the fourth virtual resource display interface. The fourth operation is the click or touch operation performed by the player on the batch marking control.

[0158] It is understandable that the game system provides a batch marking control in the fourth virtual resource display interface, enabling the first object to batch mark or select the identified required materials. The fourth resource to be picked up is the fourth virtual resource marked by the first object through the batch marking control.

[0159] Please see Figure 6This is a schematic diagram of the interface of the batch marking control provided in one implementation of this disclosure. As shown in the figure, the graphical user interface 600 is the game interface from the perspective of the first object 601. When the player long-presses on the third virtual resource 603 in the resource display interface 602, which has been marked by the first object (with the word "Recommended"), the game system is triggered to display the fourth virtual resource display interface 604, which displays all the fourth virtual resources identified from the first resource pool that meet the requirements of the first object. At the same time, the game system provides a "Mark All" control 605 in the fourth virtual resource display interface 604. When the player clicks on this control 605, all the fourth virtual resources displayed in the interface 604 can be marked and tracked.

[0160] In an optional implementation, the marking information of the fourth resource to be picked up is synchronized to other team members. For example, after the first object completes the batch marking of the fourth virtual resource, the game system generates a marking synchronization data packet, sending the information of all the fourth resources to be picked up marked by the first object (including resource ID, marker identifier, etc.) to the game server and distributing it to the terminal devices of other team members. Other teammates will see a second indicator displayed next to these resources in their resource display interface, understand the first object's resource acquisition plan, and avoid resource conflicts.

[0161] The fourth virtual resource is identified by generating a location marker for the fourth resource to be picked up in the game scene and map.

[0162] In an optional implementation, the identification of the fourth virtual resource employs a batch location marker generation mechanism. For example, when the first object marks six fourth resources to be picked up in batches using the "Batch Mark" button, the game system generates location markers corresponding to these six resources. In the game scene, a floating icon marker is displayed above the location of each resource, with different types of resources using different colors or shapes of icons (e.g., blue shield icons for armor and red cross icons for medical items); on the minimap, the locations of the six resources simultaneously display their corresponding icon markers. All markers are visible simultaneously, providing the first object with a complete panoramic view of the distribution of multi-target resources.

[0163] Through the steps described above, the resource recommendation method in this disclosure enables players to batch or selectively mark identified resources they need using a second marking control, and obtain comprehensive location information and optional path navigation support within the game scene and map. This batch marking and intelligent navigation capability significantly improves the efficiency and convenience of multi-target resource management, reduces the operational burden and path planning difficulty for players, and further enhances the practical value and user experience of the team resource sharing function.

[0164] Furthermore, in one embodiment of this disclosure, the method further includes: In response to the target virtual resource being picked up in the first resource pool, the control removes the target virtual resource from the first resource pool so that the target virtual resource is no longer displayed in the resource display interface.

[0165] The target virtual resource is the virtual resource in the first resource pool that has been successfully picked up by any team member.

[0166] In one optional implementation, the pickup status of the target virtual resource is monitored in real time by the game system. For example, each virtual resource object in the game scene is configured with a status identifier (such as "pickable", "picked", "disappeared", etc.). When a team member's game character moves near a virtual resource and performs a pickup operation (such as clicking the pickup button), the game system updates the status identifier of the virtual resource to "picked" and removes the virtual resource from the game scene (delete the rendered object). Simultaneously, the game system triggers a resource pickup event notification, sending pickup information (including the ID of the picked-up resource, the pickuper's identifier, the pickup timestamp, etc.) to the game server for recording and synchronization. Here, a team member can be the first object itself or a teammate of the first object.

[0167] Through the steps described above, the resource recommendation method in this disclosure enables the first resource pool to automatically update and maintain its data based on the real-time pickup status of resources, ensuring that the resource information stored in the resource pool always reflects the true usability of the game scene. This automatic update mechanism avoids players making decisions and taking actions based on outdated or incorrect information, significantly improving the accuracy, reliability, and practicality of the team resource sharing function, optimizing the efficiency of team cooperation, and enhancing the smoothness of the game experience.

[0168] As can be seen from the specific game application examples above, the resource recommendation method in the game provided in this disclosure achieves efficient sharing and intelligent recommendation of team-level resource information without requiring players to actively communicate. This is achieved through technical means such as automatically capturing resource discovery events, intelligently matching teammate needs, proactively pushing recommendation prompts, providing convenient tagging and positioning, supporting batch demand identification, and real-time synchronization of resource status. This significantly reduces the communication costs and operational burden for players, greatly improves the efficiency of team resource acquisition and the balance of equipment configuration, effectively solves the technical problems of resource information asymmetry and low team cooperation efficiency in existing technologies, and optimizes the user experience of team games, enhances the fairness, competitiveness, and cooperative fun of the game, and increases player game satisfaction and immersion.

[0169] Secondly, this disclosure also provides a resource recommendation device in the game.

[0170] like Figure 7The diagram shows a schematic of a resource recommendation device in a game provided in one implementation of this disclosure. A graphical user interface (GUI) is provided through a first terminal device. The GUI displays at least a portion of the game scene and a pickup list. The pickup list is used to display virtual resources to be picked up by a first object controlled by the first terminal device. As shown in the diagram, the resource recommendation device 100 in the game may include: a trigger module 101, a determination module 102, and a sending module 103; wherein: Trigger module 101 is used to determine the first virtual resource that has not been picked up in the pick list in response to a preset trigger event for the pick list; The determining module 102 is used to determine a second virtual resource that meets a first preset condition from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The sending module 103 is used to control the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0171] Optionally, the determining module 102 is further configured to determine from the first virtual resources the virtual resources that the second object has not picked up; and / or determine from the first virtual resources the virtual resources in which the second object has not picked up enough virtual resources; and / or determine from the first virtual resources virtual resources the virtual resources whose quality / value is higher than the virtual resources currently used by the second object.

[0172] Optionally, the second object is configured with at least one equipment slot, the equipment slot being used to equip virtual resources already picked up by the second object, wherein: the first virtual resources that the second object has not picked up include: virtual resources that can be equipped to empty equipment slots among the plurality of equipment slots; the first virtual resources whose resource quality / resource value is higher than the virtual resources currently used by the second object include: virtual resources whose resource quality / resource value is higher than the virtual resources already equipped in the plurality of equipment slots.

[0173] Optionally, the determining module 102 is further configured to control the addition of the first virtual resource to the first resource pool; wherein the first resource pool is configured to store virtual resources in the game scene that are discovered by game objects in the first faction but not picked up by game objects in the first faction.

[0174] Optionally, the determining module 102 is further configured to respond to a resource display instruction and control the display of a resource display interface corresponding to the first resource pool in the graphical user interface, wherein the resource display interface is used to display virtual resources saved in the first resource pool.

[0175] Optionally, the virtual resources in the first resource pool are displayed in the resource display interface according to at least one of the following sorting methods: according to the distance between the virtual resource and the first object; according to the resource level / resource value of the virtual resource; or according to the time when the virtual resource was saved to the first resource pool.

[0176] Optionally, the sending module 103 is further configured to receive first tag information for a first resource to be picked up sent by the second terminal device, wherein the first resource to be picked up is a virtual resource determined by the second object from the first resource pool, or a virtual resource determined by the second object based on the first prompt; and to control the display of a first indication associated with the first resource to be picked up in the resource display interface; wherein the first indication is at least used to refer to the object identifier of the second object.

[0177] Optionally, the sending module 103 is further configured to receive resource information of a third virtual resource sent by the second terminal device, wherein the third virtual resource is a virtual resource that the second object has not picked up among the virtual resources discovered in the game scene and that meets the second preset condition; and to generate a second prompt for the third virtual resource in the graphical user interface.

[0178] Optionally, virtual resources that satisfy the second preset condition include: virtual resources that the first object has not picked up; and / or virtual resources that the first object has not picked up enough of; and / or virtual resources whose quality / value is higher than the virtual resources currently used by the first object.

[0179] Optionally, the second prompt includes a marking control. The triggering module 101 is further configured to, in response to a first operation on the marking control, control the marking of the third virtual resource as a third resource to be picked up, and identify the third virtual resource in the game scene / game map corresponding to the game scene.

[0180] Optionally, the sending module 103 is further configured to control the sending of second tag information for the third resource to be picked up to the second terminal device, so that the resource display interface displayed in the second terminal device is associated with the third virtual resource display second indication; wherein, the second indication is at least used to refer to the object identifier of the first object.

[0181] Optionally, the trigger module 101 is further configured to identify the location information of the third virtual resource in the game scene / game map corresponding to the game scene, and / or generate a guide route from the current location of the first object to the location of the third virtual resource in the game scene / game map corresponding to the game scene.

[0182] Optionally, the sending module 103 is further configured to control the display of a third instruction associated with the third virtual resource in the resource display interface, wherein the third instruction includes at least: identification information that enables the third virtual resource to have visual distinction in the resource display interface.

[0183] Optionally, the determining module 102 is further configured to, in response to a third operation for the third virtual resource / the third instruction, control the determination of a fourth virtual resource that satisfies the second preset condition from the virtual resources stored in the first resource pool; and display the fourth virtual resource in the graphical user interface.

[0184] Optionally, the triggering module 101 is further configured to associate the fourth virtual resource with a batch marking control; in response to a fourth operation on the batch marking control, control the fourth virtual resource to be marked as the fourth resource to be picked up, and identify the fourth virtual resource in the game scene / game map corresponding to the game scene.

[0185] Optionally, the triggering module 101 is further configured to, in response to the picking of a target virtual resource in the first resource pool, control the removal of the target virtual resource from the first resource pool so that the target virtual resource is no longer displayed in the resource display interface.

[0186] It should be noted that the above is only a brief description of the resource recommendation device 100 in the game provided by this disclosure. The process steps and / or functions performed by the resource recommendation device 100 in the game provided by this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the resource recommendation method in the game provided in the previous text. Therefore, they will not be described in detail here.

[0187] As described above, the resource recommendation device 100 provided in this disclosure enables team members to quickly understand each other's resource discovery status and actual needs, promptly acquire the necessary resources, and optimize equipment configuration. From a technical perspective, this solution enhances the game system's intelligent recognition of player behavior and collaborative processing capabilities for team data, reducing the game's reliance on player communication skills. From a user experience perspective, this solution significantly reduces the operational burden and learning cost for players, improves the smoothness of team collaboration and fair competition in team games, and enhances the game's richness and fun.

[0188] Furthermore, this disclosure also provides a terminal device.

[0189] See Figure 8 The diagram shown illustrates the hardware architecture of a terminal device provided in one implementation of this disclosure. The terminal device provides a graphical user interface (GUI) displaying at least a portion of the game scene and a pickup list. The pickup list displays virtual resources to be picked up by a first object controlled by the terminal device. As shown, the terminal device 200 includes a processor 202, a memory 201, a communication interface, and a bus 203, which are connected via the bus 203. The memory 201 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0190] Processor 202 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 202 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.

[0191] In an alternative implementation, memory 201 stores computer-executable instructions that can be executed by processor 202. Processor 202 executes these computer-executable instructions to implement the resource recommendation method in the game described above, specifically including the following steps: In response to a preset trigger event for the pick list, determine the first virtual resource that has not been picked up in the pick list; A second virtual resource that meets the first preset condition is determined from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The system controls the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0192] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further performs the following steps: determining from the first virtual resources that the second object has not picked up; and / or determining from the first virtual resources that the second object has not picked up enough virtual resources; and / or determining from the first virtual resources that the resource quality / resource value is higher than the virtual resources currently used by the second object.

[0193] Optionally, the second object is configured with at least one equipment slot, the equipment slot being used to equip virtual resources already picked up by the second object, wherein: the first virtual resources that the second object has not picked up include: virtual resources that can be equipped to empty equipment slots among the plurality of equipment slots; the first virtual resources whose resource quality / resource value is higher than the virtual resources currently used by the second object include: virtual resources whose resource quality / resource value is higher than the virtual resources already equipped in the plurality of equipment slots.

[0194] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further implements the following steps: controlling the addition of the first virtual resource to the first resource pool; wherein the first resource pool is configured to store virtual resources in the game scene that have been discovered by game objects in the first faction but have not been picked up by game objects in the first faction.

[0195] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further performs the following steps: in response to the resource display instruction, it controls the display of the resource display interface corresponding to the first resource pool in the graphical user interface, wherein the resource display interface is used to display the virtual resources saved in the first resource pool.

[0196] Optionally, the virtual resources in the first resource pool are displayed in the resource display interface according to at least one of the following sorting methods: according to the distance between the virtual resource and the first object; according to the resource level / resource value of the virtual resource; or according to the time when the virtual resource was saved to the first resource pool.

[0197] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further implements the following steps: receiving first tag information for a first resource to be picked up sent by the second terminal device, wherein the first resource to be picked up is a virtual resource determined by the second object from the first resource pool, or a virtual resource determined by the second object based on the first prompt; controlling the display of a first indication associated with the first resource to be picked up in the resource display interface; wherein the first indication is at least used to refer to the object identifier of the second object.

[0198] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further performs the following steps: receiving resource information of a third virtual resource sent by the second terminal device, wherein the third virtual resource is a virtual resource that the second object has not picked up among the virtual resources found in the game scene and that meets the second preset condition; and generating a second prompt for the third virtual resource in the graphical user interface.

[0199] Optionally, virtual resources that satisfy the second preset condition include: virtual resources that the first object has not picked up; and / or virtual resources that the first object has not picked up enough of; and / or virtual resources whose quality / value is higher than the virtual resources currently used by the first object.

[0200] Optionally, the second prompt includes a marking control. When the processor 202 executes the computer execution instructions stored in the memory 201, it also performs the following steps: in response to a first operation on the marking control, it controls the marking of the third virtual resource as a third resource to be picked up, and identifies the third virtual resource in the game scene / game map corresponding to the game scene.

[0201] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further implements the following steps: controlling the sending of second tag information for the third resource to be picked up to the second terminal device, so that the resource display interface displayed in the second terminal device is associated with the third virtual resource display second indication; wherein, the second indication is at least used to refer to the object identifier of the first object.

[0202] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also performs the following steps: identifying the location information of the third virtual resource in the game scene / game map corresponding to the game scene, and / or generating a guide route from the current location of the first object to the location of the third virtual resource in the game scene / game map corresponding to the game scene.

[0203] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it also performs the following steps: controlling the display of a third indication associated with the third virtual resource in the resource display interface, wherein the third indication includes at least: identification information that enables the third virtual resource to have visual distinction in the resource display interface.

[0204] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further performs the following steps: in response to a third operation for the third virtual resource / the third instruction, it controls the determination of a fourth virtual resource that satisfies the second preset condition from the virtual resources stored in the first resource pool; and displays the fourth virtual resource in the graphical user interface.

[0205] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further performs the following steps: providing a batch marking control associated with the fourth virtual resource; in response to a fourth operation on the batch marking control, controlling the fourth virtual resource to be marked as a fourth resource to be picked up, and identifying the fourth virtual resource in the game scene / game map corresponding to the game scene.

[0206] Optionally, when the processor 202 executes the computer execution instructions stored in the memory 201, it further implements the following steps: in response to the target virtual resource in the first resource pool being picked up, it controls the removal of the target virtual resource from the first resource pool so that the target virtual resource is no longer displayed in the resource display interface.

[0207] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions performed by the terminal device 200 when it is working are largely the same as the steps and / or functions described in the various embodiments of the resource recommendation method in the game provided in the previous text. Therefore, they will not be described in detail here.

[0208] As described above, the terminal device 200 provided in this disclosure enables team members to quickly understand each other's resource discovery status and actual needs, promptly acquire necessary resources, and optimize equipment configuration. From a technical perspective, this solution enhances the game system's intelligent recognition of player behavior and collaborative processing of team data, reducing the game's reliance on player communication skills. From a user experience perspective, this solution significantly reduces the operational burden and learning cost for players, improves the smoothness of team collaboration and fair competition in team games, and enhances the game's richness and fun.

[0209] Finally, this disclosure also provides a computer-readable storage medium.

[0210] In one optional implementation, a graphical user interface is provided by a first terminal device. The graphical user interface displays at least a portion of the game scene and a pickup list, which displays virtual resources to be picked up by a first object controlled by the first terminal device. The computer-readable storage medium stores computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the resource acquisition method in the game, specifically including the following steps: In response to a preset trigger event for the pick list, determine the first virtual resource that has not been picked up in the pick list; A second virtual resource that meets the first preset condition is determined from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The system controls the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

[0211] Optionally, when the processor executes the computer execution instructions, it further performs the following steps: determining from the first virtual resources the virtual resources that the second object has not picked up; and / or determining from the first virtual resources the virtual resources in which the second object has not picked up enough virtual resources; and / or determining from the first virtual resources virtual resources the virtual resources whose quality / value is higher than the virtual resources currently used by the second object.

[0212] Optionally, the second object is configured with at least one equipment slot, the equipment slot being used to equip virtual resources already picked up by the second object, wherein: the first virtual resources that the second object has not picked up include: virtual resources that can be equipped to empty equipment slots among the plurality of equipment slots; the first virtual resources whose resource quality / resource value is higher than the virtual resources currently used by the second object include: virtual resources whose resource quality / resource value is higher than the virtual resources already equipped in the plurality of equipment slots.

[0213] Optionally, when the processor executes computer execution instructions, it also performs the following steps: controlling the addition of the first virtual resource to the first resource pool; wherein the first resource pool is configured to store virtual resources in the game scene that have been discovered by game objects in the first faction but have not been picked up by game objects in the first faction.

[0214] Optionally, when the processor executes the computer execution instructions, it further implements the following steps: in response to the resource display instructions, it controls the display of the resource display interface corresponding to the first resource pool in the graphical user interface, wherein the resource display interface is used to display the virtual resources saved in the first resource pool.

[0215] Optionally, the virtual resources in the first resource pool are displayed in the resource display interface according to at least one of the following sorting methods: according to the distance between the virtual resource and the first object; according to the resource level / resource value of the virtual resource; or according to the time when the virtual resource was saved to the first resource pool.

[0216] Optionally, when the processor executes the computer execution instructions, it further implements the following steps: receiving first tag information for a first resource to be picked up sent by the second terminal device, wherein the first resource to be picked up is a virtual resource determined by the second object from the first resource pool, or a virtual resource determined by the second object based on the first prompt; controlling the display of a first indication associated with the first resource to be picked up in the resource display interface; wherein the first indication is at least used to refer to the object identifier of the second object.

[0217] Optionally, when the processor executes the computer execution instructions, it further performs the following steps: receiving resource information of a third virtual resource sent by the second terminal device, wherein the third virtual resource is a virtual resource that the second object has not picked up among the virtual resources discovered in the game scene and that meets the second preset condition; and generating a second prompt for the third virtual resource in the graphical user interface.

[0218] Optionally, virtual resources that satisfy the second preset condition include: virtual resources that the first object has not picked up; and / or virtual resources that the first object has not picked up enough of; and / or virtual resources whose quality / value is higher than the virtual resources currently used by the first object.

[0219] Optionally, the second prompt includes a marking control, and when the processor executes the computer execution instructions, it further implements the following steps: in response to a first operation on the marking control, it controls the marking of the third virtual resource as a third resource to be picked up, and identifies the third virtual resource in the game scene / game map corresponding to the game scene.

[0220] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: controlling the sending of second tag information for the third resource to be picked up to the second terminal device, so that the resource display interface displayed in the second terminal device is associated with the third virtual resource display second indication; wherein, the second indication is at least used to refer to the object identifier of the first object.

[0221] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: identifying the location information of the third virtual resource in the game scene / game map corresponding to the game scene, and / or generating a guide route from the current location of the first object to the location of the third virtual resource in the game scene / game map corresponding to the game scene.

[0222] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: controlling the display of a third indication associated with the third virtual resource in the resource display interface, wherein the third indication includes at least: identification information that enables the third virtual resource to have visual distinction in the resource display interface.

[0223] Optionally, when the processor executes computer execution instructions, it further performs the following steps: in response to a third operation for the third virtual resource / the third instruction, it controls the determination of a fourth virtual resource that satisfies the second preset condition from the virtual resources stored in the first resource pool; and displays the fourth virtual resource in the graphical user interface.

[0224] Optionally, when the processor executes computer execution instructions, it further implements the following steps: providing a batch marking control associated with the fourth virtual resource; in response to a fourth operation on the batch marking control, controlling the fourth virtual resource to be marked as a fourth resource to be picked up, and identifying the fourth virtual resource in the game scene / game map corresponding to the game scene.

[0225] Optionally, when the processor executes the computer execution instructions, it also performs the following steps: in response to the target virtual resource in the first resource pool being picked up, it controls the removal of the target virtual resource from the first resource pool so that the target virtual resource is no longer displayed in the resource display interface.

[0226] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the resource recommendation method in the game provided in the foregoing text disclosure, so they will not be described in detail here.

[0227] As described above, the computer-readable storage medium provided in this disclosure enables team members to quickly understand each other's resource discovery status and actual needs, promptly acquire necessary resources, and optimize equipment configuration. From a technical perspective, this solution enhances the game system's intelligent recognition of player behavior and collaborative processing of team data, reducing the game's reliance on player communication skills. From a user experience perspective, this solution significantly reduces the operational burden and learning cost for players, improves the smoothness of team collaboration and fair competition in team games, and enhances the game's richness and fun.

[0228] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for recommending resources in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a first terminal device, the GUI displaying at least a portion of the game scene and a pickup list, the pickup list being used to display virtual resources to be picked up by a first object controlled by the first terminal device. In response to a preset trigger event for the pick list, determine the first virtual resource that has not been picked up in the pick list; A second virtual resource that meets the first preset condition is determined from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The system controls the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

2. The method according to claim 1, characterized in that, The step of determining a second virtual resource from the first virtual resource that meets the first preset condition includes: Determine from the first virtual resource any virtual resources that the second object has not picked up; and / or Determine from the first virtual resource the virtual resource for which the second object has insufficient pickup quantity; and / or From the first virtual resource, identify a virtual resource whose quality / value is higher than the virtual resource currently used by the second object.

3. The method according to claim 2, characterized in that, The second object is configured with at least one equipment slot, the equipment slot being used to equip virtual resources picked up by the second object, wherein: The virtual resources that the second object has not picked up in the first virtual resources include: virtual resources in the first virtual resources that can be equipped to empty equipment slots in the plurality of equipment slots; The first virtual resource whose resource quality / value is higher than the virtual resource currently used by the second object includes: the first virtual resource whose resource quality / value is higher than the virtual resources already equipped in the plurality of equipment slots.

4. The method according to claim 1, characterized in that, The method further includes: The control adds the first virtual resource to the first resource pool; wherein the first resource pool is configured to store virtual resources in the game scene that are discovered by game objects in the first faction but not picked up by game objects in the first faction.

5. The method according to claim 4, characterized in that, The method further includes: In response to a resource display command, the system controls the display of a resource display interface corresponding to the first resource pool in the graphical user interface, wherein the resource display interface is used to display virtual resources saved in the first resource pool.

6. The method according to claim 5, characterized in that, The virtual resources in the first resource pool are displayed on the resource display interface according to at least one of the following sorting methods: According to the distance between the virtual resource and the first object; According to the resource level / resource value of the virtual resource; According to the time when the virtual resource is saved to the first resource pool.

7. The method according to claim 5, characterized in that, The method further includes: Receive first tag information for a first resource to be picked up sent by the second terminal device, wherein the first resource to be picked up is a virtual resource determined by the second object from the first resource pool, or a virtual resource determined by the second object based on the first prompt; The control associates the first resource to be picked with the display of a first indication in the resource display interface; wherein the first indication is at least used to refer to the object identifier of the second object.

8. The method according to claim 5, characterized in that, The method further includes: The system receives resource information of a third virtual resource sent by the second terminal device, wherein the third virtual resource is a virtual resource that the second object has not picked up among the virtual resources found in the game scene and that meets the second preset condition. A second prompt for the third virtual resource is generated in the graphical user interface.

9. The method according to claim 8, characterized in that, Virtual resources that meet the second preset condition include: Virtual resources that the first object has not picked up; and / or The first object picks up an insufficient number of virtual resources; and / or Virtual resources whose quality / value is higher than the virtual resources currently used by the first object.

10. The method according to claim 9, characterized in that, The second prompt includes a marker control, and the method further includes: In response to a first operation on the marking control, the control marks the third virtual resource as a third resource to be picked up, and identifies the third virtual resource in the game scene / game map corresponding to the game scene.

11. The method according to claim 10, characterized in that, After the step of controlling the marking of the third virtual resource as the third resource to be picked up, the method further includes: The control sends a second tagging information to the second terminal device for the third resource to be picked up, so that the resource display interface displayed in the second terminal device is associated with the third virtual resource display second indication; wherein, the second indication is at least used to refer to the object identifier of the first object.

12. The method according to claim 10, characterized in that, The step of identifying the third virtual resource in the game scene / game map corresponding to the game scene includes: The location information of the third virtual resource is identified in the game scene / the game map corresponding to the game scene, and / or Generate a guide route from the current location of the first object to the location of the third virtual resource in the game scene / game map corresponding to the game scene.

13. The method according to claim 10, characterized in that, The method further includes: The control associates the third virtual resource with the display of a third indicator in the resource display interface, wherein the third indicator includes at least: identification information that enables the third virtual resource to have visual distinction in the resource display interface.

14. The method according to claim 13, characterized in that, The method further includes: In response to a third operation for the third virtual resource / the third instruction, control determines a fourth virtual resource that meets the second preset condition from the virtual resources stored in the first resource pool; The fourth virtual resource is displayed in the graphical user interface.

15. The method according to claim 14, characterized in that, The method further includes: The fourth virtual resource is associated with a batch marking control; In response to a fourth operation on the batch marking control, the control marks the fourth virtual resource as the fourth resource to be picked up, and identifies the fourth virtual resource in the game scene / game map corresponding to the game scene.

16. The method according to any one of claims 5-15, characterized in that, The method further includes: In response to the target virtual resource being picked up in the first resource pool, the control removes the target virtual resource from the first resource pool so that the target virtual resource is no longer displayed in the resource display interface.

17. A resource recommendation device in a game, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying at least a portion of the game scene and a pickup list, the pickup list being used to display virtual resources to be picked up by a first object controlled by the first terminal device, the device comprising: A triggering module is used to determine the first virtual resource that has not been picked up in the pick list in response to a preset triggering event for the pick list; The determining module is used to determine a second virtual resource that meets a first preset condition from the first virtual resource, wherein the first preset condition is determined based on the virtual resource demand information of the second object, and both the second object and the first object belong to the first camp; The sending module is used to control the sending of resource information of the second virtual resource to the second terminal device corresponding to the second object, so as to generate a first prompt for the second virtual resource in the second terminal device.

18. A terminal device, characterized in that, include: processor; as well as Memory for storing executable computer program instructions of the processor; The processor is configured to perform the resource recommendation method in the game according to any one of claims 1 to 16 by executing the executable computer program instructions.

19. A computer-readable storage medium having a computer program stored thereon, characterized in that, When executed by the processor, the program implements the resource recommendation method in the game as described in any one of claims 1 to 16.