Information display method, apparatus and electronic device
By generating behavioral guidance identifiers based on historical player behavior data, the problem of a single game behavior guidance method is solved, which improves the success rate of players in completing game tasks and enhances the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-12-30
- Publication Date
- 2026-06-30
AI Technical Summary
In existing technologies, the methods for guiding game behavior are too simplistic, resulting in a low success rate for players to perform actions and negatively impacting the gaming experience.
By generating behavior guidance icons based on historical player behavior data, the system indicates the behavior path and trigger location, assisting players in performing game tasks.
It increases the success rate of players in completing game tasks, enriches the behavioral guidance methods, and conforms to players' operating habits.
Smart Images

Figure CN122298005A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to an information display method, apparatus, and electronic device. Background Technology
[0002] Players can control their game characters to perform various actions within the game environment, such as swinging, gliding, sprinting, driving, swimming, and leaping. For more complex actions, text descriptions, video tutorials, scene markers, and map markers are often used to indicate how to trigger and execute these actions, thus guiding players to complete them. However, this guidance method is relatively simple and offers limited assistance to players, resulting in a low success rate for completing actions and negatively impacting the game experience. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an information display method, apparatus and electronic device to improve the assistive role of guidance signs for players, thereby increasing the success rate of players in completing game tasks.
[0004] In a first aspect, embodiments of the present invention provide an information display method, the method comprising: responding to a behavior control command for a controlled virtual character, controlling the controlled virtual character to perform virtual behavior in a virtual environment; determining a game task; and displaying a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the behavior data of the game character performing the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0005] Secondly, embodiments of the present invention provide an information display device, the device comprising: a behavior control module, configured to respond to behavior control instructions for a controlled virtual character and control the controlled virtual character to perform virtual behaviors in a virtual environment; a task determination module, configured to determine a game task; and an identifier display module, configured to display a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the behavior data of the game character performing the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned information display method, apparatus, and electronic device respond to a behavior control command for a controlled virtual character, control the controlled virtual character to perform virtual behaviors in a virtual environment; determine a game task; and display a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the game character's behavior data in the game task over a historical period, and the behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0010] In the above method, behavioral guidance icons are generated based on the actual game behavior of historical players to guide the current player to perform the same behavior. These behavioral guidance icons are more in line with the actual operating habits of players, enrich the behavioral guidance methods, improve the assistance of guidance icons to players, and thus increase the success rate of players in completing game tasks.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in 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 the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart of an information display method provided in an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a path guidance identifier provided in an embodiment of the present invention;
[0016] Figure 3A schematic diagram of another path guidance identifier provided in an embodiment of the present invention.
[0017] Figure 4 A schematic diagram of a trigger position guidance identifier provided in an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of behavioral indication information provided in an embodiment of the present invention;
[0019] Figure 6 A schematic diagram illustrating a specific model effect provided in an embodiment of the present invention;
[0020] Figure 7 This is a schematic diagram illustrating a specific visual effect provided in an embodiment of the present invention;
[0021] Figure 8 This is a schematic diagram of a path guidance identifier and a trigger location guidance identifier provided in an embodiment of the present invention;
[0022] Figure 9 A schematic diagram of an information display device provided in an embodiment of the present invention;
[0023] Figure 10 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0024] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0025] Considering that the behavior guidance methods in related technologies are relatively simple and have limited assistance to players, resulting in a low success rate for players to perform behaviors and affecting the game experience, this invention provides an information display method, device, and electronic device that can be applied to various games.
[0026] In one embodiment of this disclosure, the information display method can run on a local terminal device or a server. When the information display method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0027] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of information display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0028] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0029] In one possible implementation, embodiments of the present invention provide an information display method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. This graphical user interface can display the environmental view of the virtual environment in which the controlled virtual character resides.
[0030] like Figure 1 As shown, the information display method includes the following steps:
[0031] Step S102: Respond to the behavior control command for the controlled virtual character and control the controlled virtual character to perform virtual behaviors in the virtual environment;
[0032] These behavior control commands can be generated by triggering behavior control controls in the graphical user interface, or by using keyboard shortcuts, the mouse, or joysticks and buttons set on the host computer. Virtual behaviors can include walking, running, etc., on the ground of the virtual environment; virtual behaviors can also include swinging, jumping, zip-lining, etc., in the air of the virtual environment; and virtual behaviors can also include swimming.
[0033] In the swinging behavior, there are scene models with a certain height in the virtual environment, such as tall buildings, billboards, and overpasses. These scene models have pre-set points. By triggering the points, the controlled virtual character releases a traction line to the point. Driven by the traction line, the controlled virtual character swings in the air in the virtual scene using physical inertial acceleration.
[0034] During the swinging motion, the orientation of the controlled virtual character can also be controlled. For example, on a computer, the orientation of the controlled virtual character can be changed using keyboard keys, and the orientation of the virtual camera can be changed using the mouse, thereby changing the virtual image. On a mobile device, the orientation of the controlled virtual character can be changed by triggering the virtual joystick area, and the orientation of the virtual camera can be changed by sliding the virtual image. Alternatively, on a console, the orientation of the controlled virtual character and the virtual camera can be controlled using the joystick or buttons on the console controller.
[0035] While the controlled virtual character is swinging, its forward movement speed can be increased by triggering specific controls. For example, triggering the sprint control will make the controlled virtual character move forward quickly for a certain distance. When the controlled virtual character is on the ground, triggering the sprint control will make it run forward quickly for a certain distance.
[0036] When the controlled virtual character is on the ground in the virtual environment, it can be controlled to walk or run using the keys on the keyboard. On mobile devices, the virtual joystick provided by the graphical user interface controls the virtual character's walking or running. Dragging the virtual joystick a short distance results in walking, while dragging it a longer distance results in running. On consoles, the virtual character can be controlled to walk or run using a controller or buttons. Pushing the controller a short distance results in walking, while pushing it a longer distance results in running.
[0037] For zipline flight behavior, the scene model pre-sets flight points. When the flight point is displayed in the environment, the controlled virtual character can be controlled to fly to that flight point by triggering the control.
[0038] Additionally, when the controlled virtual character comes into contact with a water model in the virtual environment, it switches to swimming mode. In swimming mode, on mobile devices, the character's swimming direction is controlled by a virtual joystick provided by the graphical user interface. On consoles, the character's swimming direction can be controlled via a controller or buttons.
[0039] Step S104: Determine the game task;
[0040] The game task can be assigned by the game system to the controlled virtual character, who then receives it; alternatively, the controlled virtual character can actively acquire the game task, for example, by going to a designated location in the virtual environment to obtain the task, or by interacting with a designated NPC (Non-player character, a non-player character controlled by the system) in the virtual environment, such as through dialogue, to obtain the game task.
[0041] To complete the game task, the controlled virtual character needs to perform at least one virtual action. In most cases, the controlled virtual character needs to perform multiple virtual actions to complete the game task. These multiple virtual actions can be the same, different, or partially the same. In one example, when the controlled virtual character is performing a game task, it starts from the starting point of the task, first performing walking, then swinging, then zip-lining, then running, and so on, until it reaches the end point of the game task.
[0042] The controlled virtual character can perform the game task in the aforementioned virtual environment, that is, the game task can be completed in a partial area or all areas of the virtual environment; the controlled virtual character can also leave the aforementioned virtual environment after determining the game task, enter the sub-environment corresponding to the game task, complete the game task in the sub-environment, and then return to the aforementioned virtual environment.
[0043] Step S106: Display the behavior guidance identifier associated with the game task. The behavior guidance identifier is determined based on the behavior data of the game character in the game task in the historical time. The behavior guidance identifier is used to indicate the behavior path of the game task and the behavior trigger position for executing the specified behavior when the game task is performed.
[0044] In this embodiment, the behavior guidance identifier is determined based on the game character's behavior data during game tasks over a historical period. This game character can be the aforementioned controlled virtual character, or it can be other game characters.
[0045] During historical time, when a game character performs a game task, the game system records the game character's behavior data. This behavior data may include the game character's behavior path when performing the game task, such as the game character's movement path on the ground, flight path in the air, swimming path in water, etc.
[0046] Behavioral data can also include the location of the game character when the specified behavior is triggered; after the game system records the behavioral data, it can also record the task execution results of the game character in the game task, such as whether the game character completed the game task, the time taken for the game character to complete the game task, and the quality of the specified behavior in the game task.
[0047] The aforementioned behavior guidance identifier is determined based on the game character's behavior data during game tasks in historical time. This data guides the controlled virtual character to execute the game task at the current moment. If multiple game characters have performed the same game task in historical time, or if a single game character has performed the task multiple times, multiple sets of behavior data will be generated for that game task.
[0048] The behavior guidance identifier can be determined based on a single behavioral data point, for example, based on the behavioral data with the best task execution result; or it can be determined based on multiple behavioral data points, for example, by averaging the behavioral data and determining the behavior guidance identifier based on the average value.
[0049] For example, by using the behavior records in the behavior data, behavior guidance identifiers can be generated to guide the controlled virtual character to move along the path indicated by the behavior guidance identifier, thereby increasing the success rate of the controlled virtual character in completing game tasks, or shortening the time it takes for the controlled virtual character to complete game tasks.
[0050] For example, by using the trigger locations of the specified behavior recorded in the behavior data, a behavior guidance identifier is generated to guide the controlled virtual character to trigger the specified behavior in the appropriate location and with the appropriate trigger operation, thereby increasing the success rate of the controlled virtual character in executing the behavior and thus the success rate of completing the game task.
[0051] The aforementioned designated behavior can be one or more virtual behaviors within a game task. For example, the designated behavior could be a virtual behavior with high difficulty, such as the aforementioned swinging, zipline flight, or driving steering behaviors. Specifically, for game tasks involving swinging, if the swing speed is too low, the character lands during the swing, fails to contact the target model after the swing ends, the swing height is too low, or the character falls into the water during the swing, it indicates that the controlled virtual character has not completed the swinging behavior and therefore cannot complete the current game task. By guiding the trigger location and movement path of the swinging behavior through behavior guidance markers, the controlled virtual character can be assisted in increasing the success rate of completing the swinging behavior, thereby increasing the success rate of completing the game task.
[0052] For example, in a vehicle racing game, if the driving speed is too low, the virtual vehicle fails to control steering, the virtual vehicle collides with obstacles in the scene, the virtual vehicle is damaged, or the virtual vehicle leaves the predetermined road, it means that the controlled virtual character has not completed the game task. If behavioral guidance icons are used to guide the vehicle's driving path and steering trigger position, it can help the controlled virtual character improve the success rate of completing the game task.
[0053] In addition to the aforementioned behavior guidance markers, behavior instruction information associated with the game task can also be displayed. This behavior instruction information is used to indicate the triggering method of a specified behavior. This behavior instruction information can be displayed simultaneously with the behavior guidance markers, or the behavior guidance markers can be displayed first, followed by the behavior instruction information. For example, the behavior guidance markers can be displayed first, and then the behavior instruction information can be displayed after the controlled virtual character approaches the behavior guidance markers.
[0054] This behavior instruction information can be displayed in association with a behavior guidance icon, for example, at a designated location on the behavior guidance icon. This behavior instruction information is used to tell the player how to trigger a specified behavior; for example, if the behavior instruction information is "L2+R2", then by simultaneously pressing the L2 and R2 buttons, the controlled virtual character can be controlled to begin performing the specified behavior. Alternatively, a trigger control for the specified behavior can be provided in the graphical user interface, displayed through flashing, glowing, or other visual effects; this display effect constitutes the behavior instruction information. By displaying behavior instruction information, players can be assisted in triggering the specified behavior instantly, increasing the success rate of behavior execution.
[0055] The above information display method responds to a behavior control command for a controlled virtual character, controls the controlled virtual character to perform virtual behaviors in a virtual environment; determines a game task; and displays a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the game character's behavior data of performing the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path of performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0056] In the above method, behavioral guidance icons are generated based on the actual game behavior of historical players to guide the current player to perform the same behavior. These behavioral guidance icons are more in line with the actual operating habits of players, enrich the behavioral guidance methods, improve the assistance of guidance icons to players, and thus increase the success rate of players in completing game tasks.
[0057] In one specific implementation, before displaying the behavior guidance identifier, it is necessary to generate the behavior guidance identifier in advance based on the game character's behavior data over a historical period. Specifically, this involves acquiring the game character's behavior data during game tasks over a historical period, as well as the corresponding task execution results; determining the target behavior data from the behavior data that satisfies preset result conditions; and generating the behavior guidance identifier based on the target behavior data.
[0058] To enhance the guiding effect of behavioral guidance icons, they need to be generated using behavioral data with high task execution results generated within a historical period. Therefore, the behavioral data generated in the historical period needs to be filtered. The aforementioned preset result conditions can be set in advance, such as the task execution result indicating that the game task corresponding to the behavioral data has been completed, the time taken for the game task corresponding to the behavioral data is less than a preset duration, or the task score of the game task corresponding to the behavioral data is greater than a preset score.
[0059] Based on the aforementioned preset result conditions, the behavioral data is filtered to obtain the target behavioral data. It is understandable that the game task corresponding to the target behavioral data usually has a good execution result; for example, the game task has been successfully completed, the game task corresponding to the behavioral data has a short execution time, or the game task corresponding to the behavioral data has a high task score.
[0060] Since the target behavior data corresponds to a high task execution result, the behavior guidance identifiers generated based on the target behavior data can provide players with more accurate and reasonable behavior guidance, further improving the assistance role of the guidance identifiers for players, and thus increasing the success rate of players in completing game tasks.
[0061] Furthermore, the above task execution results include: whether the game task is completed; filtering out first target behavior data from the behavior data where the game task has been completed; and / or filtering out second target behavior data from the behavior data where the game task has not been completed.
[0062] In this method, target behavioral data is filtered from behavioral data based on whether the game task has been completed. If the game task corresponding to the aforementioned first target behavioral data has been completed, the behavioral guidance identifier generated based on the first target behavioral data can help increase the player's success rate in completing the game task. If the game task corresponding to the aforementioned second target behavioral data has not been completed, the behavioral guidance identifier generated based on the second target behavioral data can help avoid performing the behavior corresponding to the second target behavioral data, reducing the probability that the player cannot complete the game task, and can also indirectly increase the player's success rate in completing the game task.
[0063] In practice, you can filter only the aforementioned first-target behavior data, only the aforementioned second-target behavior data, or both. It should be noted that the behavior guidance markers generated based on the first-target behavior data and those generated based on the second-target behavior data can be displayed in different formats, such as different colors, brightness, and saturation, allowing players to distinguish the specific function of the guidance markers.
[0064] In the above method, behavioral guidance markers can be generated based on both completed and incomplete behavioral data. This guides players to perform game tasks according to the behavioral guidance markers for completed tasks and helps them avoid performing the behaviors indicated by the behavioral guidance markers for incomplete tasks. By guiding players from multiple angles, the guidance markers further enhance their assistance to players, thereby increasing the success rate of players in completing game tasks.
[0065] In one specific implementation, the historical character position of the game character when the specified behavior is triggered is obtained from the target behavior data; based on the historical character position, a trigger position guidance identifier for the specified behavior is generated; wherein, the trigger position guidance identifier is used to indicate the behavior trigger position for executing the specified behavior.
[0066] Trigger location guidance markers are a type of behavior guidance marker. The target behavior data records the game character's historical position when the specified behavior is triggered. This historical position can be represented by coordinates, and can be located on the ground within the game task area or in the air.
[0067] Triggering a specified behavior can be achieved through a trigger control that triggers that behavior. This trigger control can be provided through a graphical user interface, mouse, keyboard, console gamepad, etc. Specifically, it records the game character's position in the game's task area when the trigger control corresponding to the specified behavior is triggered. This character position is the aforementioned historical character position.
[0068] When generating a trigger location guide icon, the icon can be used to indicate the specific location of the historical character, or it can be directly displayed on the historical character's location. If there are many historical character locations, an average location or a range of locations can be generated based on these locations, and the trigger location guide icon can indicate the average location or range of locations.
[0069] Specifically, based on the historical character position, the first sub-region is determined from the game task area corresponding to the game task; a scene model surrounding the first sub-region is generated, and the scene model is determined as the trigger position guide marker.
[0070] The first sub-region can be understood as the area where a player can successfully complete a specified action by triggering it. This first sub-region is determined based on the historical character's position. For example, the first sub-region may be a preset area centered on the historical character's position, or it may be an area determined based on both the historical character's position and the target position of the specified action.
[0071] The first sub-region can have a certain shape, such as a circle, a sphere, or a rectangle. The aforementioned scene model surrounds the first sub-region. The shape of the scene model can match the shape of the first sub-region, and the size of the scene model can be the same as the size of the first sub-region. In this case, the edge of the scene model is the edge of the first sub-region. Alternatively, the size of the scene model can be slightly larger than the size of the first sub-region. In this case, the area occupied by the scene model is larger than that of the first sub-region.
[0072] The scene model can be displayed in the game's mission area. When the scene model is in the view captured by the virtual camera, players can see the scene model in the view. The scene model serves as a trigger location guide, guiding players.
[0073] In one approach, a spherical region is determined from the game task area corresponding to the game task, with the target location of the specified action as the center and the distance between the target location and the historical character location as the radius; wherein, the target location includes: the location where the game character is after successfully performing the specified action; and a spherical scene model surrounding the spherical region is generated.
[0074] The target location for the specified action is the position the game character needs to reach after completing the action. The distance between the target location and the previous character position is the radius of the spherical region, and the target location is the center of the spherical region. In other words, when the game character is within this spherical region, triggering the specified action will allow the character to successfully reach the target location, and the action will be successfully completed. After determining the spherical region, a spherical scene model surrounding it is generated.
[0075] In another approach, determining the historical character position involves multiple steps: acquiring the target game task completed by the target behavior data corresponding to the historical character position; determining the historical character position corresponding to the target game task with the shortest task duration as the target character position; and determining the first sub-region from the game task area corresponding to the game task based on the target character position.
[0076] Understandably, each historical character position corresponds to a target behavior data point; that is, a historical character position is generated and recorded when a game character successfully executes a game task. In this case, it is necessary to filter the historical character positions. In the above method, the task time of the game task corresponding to each historical character position is obtained, and the historical character position corresponding to the game task with the shortest task time is determined as the selected target character position.
[0077] For the target character's location, the first sub-region can be determined in the manner described above. Specifically, a spherical region is determined from the game task region corresponding to the game task, with the target location of the specified behavior as the center and the distance between the target location and the target character's location as the radius.
[0078] In the above method, generating a trigger location guide marker based on the historical character position corresponding to the game task with the shortest task duration can further improve the efficiency and success rate of executing the specified behavior, reduce the time spent on game tasks, and thus improve the task execution results of game tasks.
[0079] In one specific implementation, the historical behavior path for performing game tasks is obtained from the target behavior data; based on the historical behavior path, a path guidance identifier for the game task is generated; wherein, the path guidance identifier is used to indicate the behavior path for performing game tasks.
[0080] Path guidance identifiers are a type of behavior guidance identifier. The target behavior data records the historical behavior paths of a game character executing a game task. In actual implementation, when a game character executes a game task, the character's position can be recorded at regular intervals. These positions are then arranged chronologically and connected to generate the aforementioned historical behavior path.
[0081] The starting point of this historical behavior path can be the initiation of a game task, and the ending point is the location the game character needs to reach upon completion of the task. When generating a path guidance marker, this marker can be directly displayed on the historical behavior path to guide the controlled virtual character to move along it and reach the corresponding endpoint of the game task. Alternatively, the path guidance marker can be an arrow or similar design to indicate the direction of the historical behavior path, thus guiding the controlled virtual character to move in that direction.
[0082] Specifically, a line graphic extending along the historical behavior path is generated, and this line graphic is used as a path guidance marker. It should be noted that if the game character moves on the ground of the game task area, the line graphic extends along the ground; if the game character moves in an empty area of the game task area, the line graphic extends in the air.
[0083] When there are multiple historical behavior paths, a line graph can be generated for each historical behavior. The controlled virtual character can move along any of these line graphs.
[0084] In another approach, when there are multiple historical behavior paths, at least some of these paths are merged to obtain a merged historical behavior path. These at least some historical behavior paths can be all or a portion of the multiple historical behavior paths.
[0085] For example, all multiple historical behavior paths can be merged, and only the merged historical behavior path can be displayed. The merging method can be to increase the path width of the merged historical behavior path so that the merged historical behavior path can include all historical behavior paths; or, the average path of multiple historical behavior paths can be calculated and the average path can be used as the merged historical behavior path.
[0086] For example, some historical behavior paths can be merged. For instance, the similarity between historical behavior paths can be detected, and those with a similarity greater than a preset threshold can be merged to obtain a merged historical behavior path. The merging method could be to increase the path width of the merged historical behavior path so that it includes all historical behavior paths with a similarity greater than the preset threshold; or, to calculate the average path of historical behavior paths with a similarity greater than the preset threshold and use this average path as the merged historical behavior path.
[0087] Furthermore, the number of paths corresponding to the original historical behavior paths before the merger is determined, and this number of paths is associated with and saved in relation to the merged historical behavior paths. This number of paths can be understood as the number of historical behavior paths that the merged historical behavior paths are derived from. After saving this number of paths, when displaying the path guidance indicator, this number of paths can be displayed alongside the path guidance indicator. Alternatively, the display format of the path guidance indicator can be determined by the number of paths; for example, the more paths there are, the brighter the path guidance indicator will be.
[0088] In the above method, by generating path guidance markers through historical movement paths to guide the movement path of the controlled virtual character to perform game tasks, players can improve the efficiency of completing game tasks, reduce the time spent on game tasks, and thus improve the task execution results.
[0089] In other methods, the game task area corresponding to the game task is determined; if a game character is performing a game task in the game task area, the game character's behavior data and the historical time of the game task execution are recorded.
[0090] The game system features designated task areas. When a game character performs a task within this area, the system begins recording the character's behavior data, as well as the task's execution history. This history includes the task's start and end times. Furthermore, the system can associate the recorded behavior data with the data generation time to calculate the duration of specific actions within the task, the overall task duration, and other relevant data.
[0091] In addition, when a game character acquires a game task and enters the game task area, it can be understood that the game character is performing a game task; if a game character does not acquire a game task but enters the game task area, behavioral data for that game character may not be recorded.
[0092] Furthermore, based on the game task's objective, the corresponding designated behavior for that game task is determined. For example, the objective might include: completing a swinging action, completing a specified number of swinging actions, completing a specified number of swinging actions within a specified time period, or completing a specified number of swinging actions within a specified time period and reaching a preset destination. Through this objective, the swinging action can be designated as the specified behavior. As another example, the objective might include: completing a zipline flight, or completing a zipline flight and reaching a preset destination. Through this objective, zipline flight can be designated as the specified behavior.
[0093] When a game character performs a game task, in addition to the specified action, it may perform a variety of game actions, such as walking, running, jumping, etc. For example, before performing the specified action, the controlled virtual character first performs a running action for a certain distance, then performs the specified action, and after the specified action is completed, it performs a walking action.
[0094] Therefore, after the game task is determined, the game character may perform various game behaviors. When the game character performs various game behaviors, the game system monitors whether the game character has performed the specified behavior. When the game character performs the specified behavior, the system records the behavior data of the specified behavior and the task execution result of the game task.
[0095] It should be noted that only after the specified action is successfully completed can the game character's completion of the game task be confirmed. For example, if the game task objective includes completing a specified action and reaching a preset destination, then the game character is considered to have completed the game task once the specified action is completed and the preset destination is reached. If the game character does not complete the specified action, such as reaching the preset destination by running, even if the game character reaches the preset destination, the game character has not completed the game task.
[0096] The aforementioned task execution results include at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed at which the game task is executed, the item status of items related to the game task, and the number of times the specified action is executed. Specifically, whether the game task is completed can include whether the game task is completed or not; the time taken to execute the game task can be the time difference between the start and end times of the game task; the speed at which the game task is executed can be calculated based on the movement path and time taken, or it can be calculated by statistically analyzing the speed of each game action performed by the game character for all or part of the game actions within the game task.
[0097] The item status of the aforementioned items related to game tasks can include the item's completeness, remaining quantity, etc. For example, when a game character carries an item to a game task, they need to ensure that the item is not bumped, dropped, or stolen during the task; after completing the task, the item's status is then obtained.
[0098] Regarding the number of times the aforementioned specified behavior can be executed, the task objective of the game task can set the number of times the specified behavior can be executed. For example, the task objective of this game task may be to complete the specified behavior 5 times, or to complete the specified behavior 5 times within 1 minute. The task execution result will record the number of times the specified behavior was executed when the game character performed the game task. This execution count is the number of times the game character actually performed the behavior during the game task. Alternatively, when the task objective includes the number of times the specified behavior can be executed, the task execution result can record whether the game character has completed the target number of times specified in the task objective.
[0099] In another approach, the task execution result is determined based on at least one preset sub-result and the weight parameters of the sub-result; the sub-result includes at least one of the following: whether the game task is completed, the task time spent executing the game task, the speed of executing the game task, the item status of the item related to the game task, and the number of times the specified behavior is executed.
[0100] For example, in a sub-result, whether the game task is completed can have a higher weight parameter, such as 50%, while task time, speed, item status, and number of executions can have lower weight parameters. Based on these weight parameters, the weighted result of the sub-result, i.e. the task execution result, can be calculated. Specifically, the task execution result can be the task score, task quality value, etc., calculated based on the weight parameters.
[0101] In one specific implementation, after determining the game task, the corresponding game task area is determined, and the controlled virtual character is controlled to enter the game task area; wherein, the game task area is a part of the virtual environment, or an area outside the virtual environment; and a behavior guidance icon associated with the game task is displayed in the game task area.
[0102] Before a game task is determined, the controlled virtual character is located in the virtual environment. After the game task is determined, if the game task is a part or area in the virtual environment, the controlled virtual character can be guided to move to the game task area by indicating the location of the game task area in the virtual environment; or, after the game task is determined, the controlled virtual character can be switched to the game task area, specifically to the starting position of the game task area.
[0103] If the game task area is not located within the virtual environment (i.e., it is outside the virtual environment), after the game task is defined, the controlled virtual character can be controlled to leave the virtual environment and enter the game task area. Once the controlled virtual character enters the game task area, a behavior guidance icon will be displayed there.
[0104] Specifically, based on the behavioral data of game characters performing game tasks in historical time, the display format of the behavior guidance icon is determined; and the behavior guidance icon is displayed according to the icon display format.
[0105] The display format can include the icon's shape, color, and effects. The display format is determined based on behavioral data. Specifically, it can be determined based on the task execution result of the corresponding game quest, or on the execution result of a specific behavior. This execution result can include the behavior speed, duration, and distance between the game character's current location and the target location after executing the behavior.
[0106] Different behavioral data correspond to different display formats to provide players with richer behavioral guidance information, enabling them to perform game tasks according to better behavioral guidance icons based on historical results, thereby improving the quality of game task completion.
[0107] In one specific approach, the behavior guidance identifier includes a path guidance identifier; the task execution result corresponding to the behavior data is determined; the identifier display format of the path guidance identifier is determined based on the task execution result; wherein, the identifier display format includes: identifier brightness and / or identifier saturation.
[0108] The label display format can include both label brightness and label saturation, or it can include only label brightness or label saturation. In this method, the label display format is determined based on the task execution result. For example, if the task execution result is divided into completed tasks and incomplete tasks, the label display format corresponding to the task execution result of completed tasks has a higher label brightness or higher label saturation; the label display format corresponding to the task execution result of incomplete tasks has a lower label brightness or lower label saturation.
[0109] Alternatively, the brightness of the marker can be determined based on the task execution time in the task execution results; for example, the shorter the task execution time, the brighter the marker. The marker saturation can also be determined based on the weighted sum of the various sub-results in the task execution results; the higher the weighted sum, the higher the marker saturation.
[0110] exist Figure 2 In the example, the controlled virtual character moves from its current position to position 1, with three alternative paths. Three path guide markers are displayed on the screen: Path Guide Marker 1, Path Guide Marker 2, and Path Guide Marker 3. These three markers have different levels of saturation; Path Guide Marker 1 has the highest saturation, and Path Guide Marker 3 has the lowest. This can be interpreted as the task corresponding to Path Guide Marker 1 yielding the best results, while the task corresponding to Path Guide Marker 3 yielding the worst results.
[0111] Specifically, the better the task execution result, the higher the recognizability of the path guidance icon in the game task area under the icon display format. This recognizability can be determined by parameters such as the icon's color, brightness, and saturation. In addition, it may also need to be determined by referring to the area color and brightness of the game task area. For example, the greater the difference between the path guidance icon's color and the area color of the game task area, the higher the recognizability of the path guidance icon; similarly, the greater the difference between the path guidance icon's brightness and the area brightness of the game task area, the higher the recognizability of the path guidance icon.
[0112] The more easily identifiable the path markers are, the more likely they are to be noticed by players, and players will follow these more easily identifiable path markers to complete game tasks. Therefore, the better the path marker's task completion result, the more easily identifiable its display format. In this way, players can be guided to move according to the path markers with good task completion results, thereby improving the player's task completion outcome.
[0113] In another approach, the behavior guidance identifier includes a path guidance identifier; the number of paths corresponding to the path guidance identifier is determined; and the coarseness of the path guidance identifier is determined based on the number of paths.
[0114] As can be seen from the foregoing embodiments, multiple historical behavior paths can be merged, and the number of historical behavior paths that have been merged can be stored. Based on this, when displaying the path guidance identifier, a merged historical behavior path corresponds to a path guidance identifier, and the thickness of the path guidance identifier indicates the number of paths that have been merged.
[0115] exist Figure 3 In the example, the path guide identifier 1 is the thickest, the path guide identifier 2 is of medium thickness, and the path guide identifier 3 is the thinnest. For example, the number of merged paths corresponding to path guide identifier 1 may be 10, the number of merged paths corresponding to path guide identifier 2 may be 3, and path guide identifier 3 may be the original unmerged historical behavior path, that is, path guide identifier 3 only represents 1 historical behavior path.
[0116] In the above method, the thickness of the marker represents the number of historical paths represented by the path guidance marker. Players can determine their own path selection based on the path selections made by players over a historical period, providing players with more decision-making information and improving the efficiency and quality of players' game tasks.
[0117] In actual implementation, in response to the icon display trigger operation, a behavior guidance icon associated with the game task is displayed. Players can control the display of the behavior guidance icon on the screen by executing the icon display trigger operation; this icon display trigger operation can be generated by triggering specified controls in the graphical user interface, mouse, keyboard, console gamepad, etc.
[0118] Players can also perform a "cancel display" operation to remove the behavior guidance icon from their view, preventing it from interfering with their vision. This cancellation operation can be the same as or different from the aforementioned icon display trigger operation; for example, triggering a specific control in the graphical user interface once displays the behavior guidance icon, and triggering the same control again cancels the icon's display. Players can control whether the behavior guidance icon is displayed according to their needs.
[0119] In one embodiment, the aforementioned behavior guidance identifier includes: a trigger location guidance identifier for a specified behavior; in response to the distance between the trigger location guidance identifier and the controlled virtual character being less than a first distance threshold, behavior indication information is displayed in association with the trigger location guidance identifier; wherein, the behavior indication information is used to: indicate the triggering method of the specified behavior.
[0120] exist Figure 4 In the example, when the trigger location guide icon is far from the controlled character (i.e., the distance between the trigger location guide icon and the controlled virtual character is greater than or equal to a first distance threshold), the trigger location guide icon is displayed on the screen. The controlled virtual character moves towards the trigger location guide icon. When the distance between the trigger location guide icon and the controlled virtual character is less than the first distance threshold, behavior indication information is displayed in association with the trigger location guide icon.
[0121] This behavior indication information can be displayed at a specified location of the trigger location guide icon, for example... Figure 5 In the process, behavioral indication information is displayed on the trigger location guide sign, and this behavioral indication information can also be displayed on the top, side, etc. of the trigger location guide sign.
[0122] This behavior instruction information is used to inform the player how to trigger a specified behavior; such as... Figure 5 In the example, the behavior instruction is "L2+R2", which means that by simultaneously triggering the L2 and R2 buttons, the controlled virtual character can be controlled to start performing the specified behavior.
[0123] When the controlled virtual character approaches the trigger location marker, behavior instruction information is displayed to assist the player in triggering the specified behavior in time and improve the success rate of behavior execution.
[0124] In another approach, the behavior guidance identifier includes: a trigger location guidance identifier for a specified behavior; and, in response to an information display setting instruction, obtaining display information corresponding to a preset behavior type for the specified behavior; wherein the display information is used to: indicate whether the trigger location guidance identifier for the specified behavior corresponding to the behavior type is allowed to be displayed.
[0125] This information display setting instruction can be triggered by the player. When or before determining a game task, the display information corresponding to various behavior types can be set. This information includes whether to display the trigger location guidance signal. For example, if a game task includes three specified behaviors: running, swinging, and swimming, the display information can be determined for each behavior type; for example, displaying the trigger location guidance indicator for the swinging behavior can be allowed, while displaying the trigger location guidance indicator for the running and swimming behaviors can be disallowed.
[0126] Furthermore, based on the behavior type of the specified behavior, determine whether the trigger position guide icon of the specified behavior is allowed to be displayed; if it is determined that the trigger position guide icon of the specified behavior is allowed to be displayed, then display the trigger position guide icon of the specified behavior.
[0127] After setting the display information for the behavior type, the trigger location guide markers are displayed according to the set display information. In this way, only the trigger location guide markers that the player allows to be displayed are displayed, and the trigger location guide markers that the player does not need are not displayed, reducing the obstruction of the markers on the scene screen.
[0128] In one specific implementation, the behavior guidance identifier includes a trigger location guidance identifier; in response to the controlled virtual character contacting the scene model, the scene model is controlled to display a specified model effect; wherein, the specified model effect is used to: instruct the controlled virtual character to contact the scene model.
[0129] The trigger location guide is displayed through the scene model. When the controlled virtual character comes into contact with the surface of the scene model, a specified model effect is displayed to indicate to the player that the currently controlled virtual character has moved to the edge of the scene model. Figure 6 In the example, the specified model effect is edge glow; when the controlled virtual character touches the scene model, the edges of the scene model glow. Additionally, when displaying the specified model effect, an associated first sound effect can be generated to instruct the controlled virtual character to touch the scene model.
[0130] In another approach, in response to a controlled virtual character entering a scene model, a specified visual effect is displayed, wherein the specified visual effect is used to instruct the controlled virtual character to enter the scene model.
[0131] When a controlled virtual character enters a scene model, and the scene model's appearance cannot be displayed on screen, a designated visual effect will be used to notify the player that the currently controlled virtual character has entered the scene model. Figure 7 In the example, a five-pointed star is displayed on the screen as a designated visual effect. Additionally, when displaying the designated visual effect, a related second sound effect can be generated to instruct the controlled virtual character to enter the scene model.
[0132] In the above method, special effects are used to indicate that the controlled virtual character has come into contact with or entered the scene model. Players can then know the positional relationship between the controlled virtual character and the scene model through these features, and thus decide when to trigger the specified behavior. This makes it easier for players to control the character to perform the specified behavior, thereby increasing the success rate of performing the specified behavior.
[0133] In practice, when there are many behavioral guidance icons associated with a game task, only a portion of them can be displayed. Specifically, based on the controlled virtual character's position and / or orientation, a target sub-region is determined from the game task area corresponding to the game task; behavioral guidance icons located within the target sub-region are then displayed.
[0134] Specifically, the target sub-region can be determined based on both the character's position and orientation, or it can be determined based on only one of the character's position or orientation. For example, an area within a specified radius centered on the character's position can be designated as the target sub-region; another example is to designate an area within a specified angle range centered on the character's orientation as the target sub-region; yet another example is to define a fan-shaped area within a specified angle range based on the character's orientation within a circular area centered on the character's position as the target sub-region.
[0135] Once the target sub-region is determined, only the behavior guidance icons within that target sub-region are displayed. Specifically, when the behavior guidance icon is a path guidance icon, the path guidance icon is displayed in the target sub-region, which can be understood as the behavior guidance icon within the target sub-region; when the behavior guidance icon is a trigger location guidance icon, the scene model corresponding to the trigger location guidance icon is located in the target sub-region, which can be understood as the behavior guidance icon within the target sub-region.
[0136] In another approach, a target sub-region corresponding to the field of vision of the controlled virtual character is determined from the game task area corresponding to the game task; and a behavior guidance icon located within the target sub-region is displayed.
[0137] The field of view can be understood as the area captured by the virtual camera corresponding to the controlled virtual character, i.e., the target sub-region, where behavior guidance icons are displayed. When the field of view changes, i.e., the area captured by the virtual camera also changes, if a displayed behavior guidance icon goes beyond the target sub-region, the icon will be removed from display; if an undisplayed behavior guidance icon enters the target sub-region, it will begin to appear.
[0138] In the above method, a target sub-area is determined based on the controlled virtual character, and behavior guidance icons within the target sub-area are displayed. Only behavior guidance icons that are close to the controlled virtual character or that the controlled virtual character pays more attention to are displayed. This can reduce the number of behavior guidance icons displayed, reduce the obstruction of the scene by the icons, and at the same time make players pay attention to important behavior guidance icons, thereby improving the guiding effect of the icons.
[0139] In one implementation, the game task is determined to include multiple specified behaviors, and the target positions of the multiple specified behaviors in the game task area corresponding to the game task are determined; the specified behavior whose target position is closest to the controlled virtual character is determined as the final specified behavior, and the behavior guidance mark of the final specified behavior is displayed.
[0140] As can be seen from the foregoing embodiments, a game task can consist of a sequence of multiple game actions. A specified action in the game action can include multiple actions, and multiple specified actions usually need to be executed in sequence. That is, the execution order of the specified actions can be determined according to the distance of the target location corresponding to the specified action.
[0141] The target location of a specified action can be understood as the location that the controlled virtual character needs to reach after performing the specified action; each specified action corresponds to a target location. The specified action that is closest to the target location of the controlled virtual character is determined, and a behavior guidance indicator for that specified action is displayed; after the controlled virtual character performs that specified action, the behavior guidance indicator for the next specified action is displayed according to the aforementioned execution order.
[0142] In the above method, based on the distance of the specified behavior to the location, only the behavior guidance icon of the nearest specified behavior is displayed, which further reduces the number of icons displayed, increases the player's attention to the behavior guidance icon, and helps to improve the success rate of executing the specified behavior.
[0143] In another implementation, in response to the second identifier display instruction, the behavior data of the controlled virtual character performing game tasks in historical time is obtained; based on the behavior data of the controlled virtual character, a behavior record identifier is generated; wherein, the behavior record identifier is used to: indicate the behavior triggering position of the controlled virtual character performing a specified behavior in historical time, and the behavior path of the controlled virtual character performing game tasks.
[0144] As can be seen from the foregoing embodiments, the behavior guidance identifier is determined based on the behavior data of the game character over historical time. This game character can be a controlled virtual character or other game characters. For some players, they may be more concerned with the behavior data of the controlled virtual character over historical time. Based on this, the behavior record identifier is generated based on the number of actions performed by the controlled virtual character over historical time.
[0145] This behavior record identifier can indicate the trigger location or path of a controlled virtual character when performing a specified action. When the controlled virtual character is performing a current game task, the aforementioned behavior record identifier is displayed. Players can refer to this identifier to control their actions within the current game task, guiding their current behavior through their historical behavior data. This continuously improves the quality of task completion and enhances game skills.
[0146] Figure 8The example shows both a path guide marker and a trigger location guide marker. The path guide marker guides the movement path of the controlled virtual character, while the trigger location guide marker directs the controlled virtual character to the trigger location where the specified behavior is triggered.
[0147] The above information display method uses historical data on game character behavior to display behavioral guidance icons. By analyzing real player behavior over a historical period, it assists new players in completing game tasks. This method is suitable for scenarios with complex virtual environments or high task difficulty, enhancing the guidance and assistance provided by the icons to new players and thus increasing the success rate of players in completing game tasks.
[0148] In addition, the game system can update the behavior guidance markers periodically or irregularly during operation. The aforementioned historical time can have a specified duration, with the time period determined based on the current time. During the update of the historical time period, the behavior data of the game character performing game tasks within that historical time period will also be updated, and the behavior guidance markers will be updated accordingly.
[0149] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 9 An information display device is shown, the device comprising:
[0150] The behavior control module 90 is used to respond to behavior control commands for the controlled virtual character and control the controlled virtual character to perform virtual behaviors in the virtual environment.
[0151] Task determination module 92 is used to determine game tasks;
[0152] The identifier display module 94 is used to display behavior guidance identifiers associated with game tasks. The behavior guidance identifiers are determined based on the behavior data of the game character in the game task in the historical time. The behavior guidance identifiers are used to indicate the behavior path of the game task and the behavior trigger position for executing the specified behavior when the game task is performed.
[0153] The aforementioned information display device responds to a behavior control command for a controlled virtual character, controls the controlled virtual character to perform virtual behaviors in a virtual environment; determines a game task; and displays a behavior guidance identifier associated with the game task. The behavior guidance identifier is determined based on the game character's behavior data in the game task over a historical period. The behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0154] In the above method, behavioral guidance icons are generated based on the actual game behavior of historical players to guide the current player to perform the same behavior. These behavioral guidance icons are more in line with the actual operating habits of players, enrich the behavioral guidance methods, improve the assistance of guidance icons to players, and thus increase the success rate of players in completing game tasks.
[0155] The aforementioned device also includes an identifier generation module, used to: acquire behavioral data of game characters performing game tasks in historical time, and the task execution results corresponding to the behavioral data; determine target behavioral data from the behavioral data that the task execution results meet preset result conditions, and generate behavioral guidance identifiers based on the target behavioral data.
[0156] The above task execution results include: whether the game task is completed; the above identifier generation module is used to: filter first target behavior data from the behavior data where the game task has been completed; and / or, filter second target behavior data from the behavior data where the game task has not been completed.
[0157] The aforementioned identifier generation module is used to: obtain the historical character position of the game character when the specified behavior is triggered from the target behavior data; and generate a trigger position guidance identifier for the specified behavior based on the historical character position; wherein the trigger position guidance identifier is used to: indicate the behavior trigger position for executing the specified behavior.
[0158] The aforementioned identifier generation module is used to: determine the first sub-region from the game task area corresponding to the game task based on the historical character position; generate a scene model surrounding the first sub-region; and determine the scene model as the trigger position guide identifier.
[0159] The aforementioned identifier generation module is used to: determine a spherical region from the game task area corresponding to the game task, with the target location of the specified behavior as the center and the distance between the target location and the historical character location as the radius; wherein, the target location includes: the location where the game character is after successfully performing the specified behavior; and generate a spherical scene model surrounding the spherical region.
[0160] The aforementioned identifier generation module is used to: determine that there are multiple historical character locations; obtain the target game task completed by the target behavior data corresponding to the historical character location; determine the historical character location corresponding to the target game task with the shortest task duration as the target character location; and determine the first sub-region from the game task area corresponding to the game task based on the target character location.
[0161] The aforementioned identifier generation module is used to: obtain the historical behavior path of performing game tasks from the target behavior data; and generate a path guidance identifier for the game tasks based on the historical behavior path; wherein the path guidance identifier is used to: indicate the behavior path of performing game tasks.
[0162] The aforementioned identifier generation module is used to: generate line graphics that extend along the historical behavior path, and identify the line graphics as path guidance identifiers.
[0163] The aforementioned historical behavior paths include multiple paths; the aforementioned device also includes a merging module, used to: merge at least a portion of the multiple historical behavior paths to obtain a merged historical behavior path.
[0164] The aforementioned device further includes: a quantity storage module, used to determine the number of paths of the historical behavior path before the merger corresponding to the merged historical behavior path, and to save the number of paths associated with the merged historical behavior path.
[0165] The aforementioned device also includes a recording module, used to: determine the game task area corresponding to the game task in the historical time; and, in response to the presence of a game character performing a game task in the game task area, record the behavior data of the game character and the historical time of the game task execution.
[0166] The aforementioned behavior determination module is used to: determine the specified behavior corresponding to the game task based on the task objective of the game task.
[0167] The results of the above task execution shall include at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed of executing the game task, the item status of the items related to the game task, and the number of times the specified behavior is executed.
[0168] The above task execution results are determined based on at least one preset sub-result and the weight parameters of the sub-result; the sub-result includes at least one of the following: whether the game task is completed, the task time spent executing the game task, the speed of executing the game task, the item status of the item related to the game task, and the number of times the specified behavior is executed.
[0169] The aforementioned device also includes a character control module, used to: determine the game task area corresponding to the game task, and control the controlled virtual character to enter the game task area; wherein, the game task area is a part of the virtual environment, or an area outside the virtual environment; the aforementioned identification display module is used to: display the behavior guidance identification associated with the game task in the game task area.
[0170] The aforementioned identifier display module is used to: determine the identifier display format of the behavior guidance identifier based on the behavior data of the game character performing game tasks in historical time; and display the behavior guidance identifier according to the identifier display format.
[0171] The aforementioned behavior guidance identifiers include path guidance identifiers; the aforementioned identifier display module is used to: determine the task execution result corresponding to the behavior data; and determine the identifier display format of the path guidance identifier based on the task execution result; wherein, the identifier display format includes: identifier brightness and / or identifier saturation.
[0172] The better the result of the above task execution, the more recognizable the path guidance icon in the game task area will be under the icon display format.
[0173] The aforementioned behavior guidance identifiers include path guidance identifiers; the aforementioned identifier display module is used to: determine the number of paths of multiple merged historical behavior paths corresponding to the path guidance identifier; and determine the identifier thickness of the path guidance identifier based on the number of paths.
[0174] The aforementioned identifier display module is used to: display behavior guidance identifiers associated with game tasks in response to the identifier display trigger operation.
[0175] The aforementioned behavior guidance identifier includes: a trigger location guidance identifier for a specified behavior; the aforementioned device further includes: an information display module, used to: display behavior indication information associated with the trigger location guidance identifier in response to the distance between the trigger location guidance identifier and the controlled virtual character being less than a first distance threshold; wherein, the behavior indication information is used to: indicate the triggering method of the specified behavior.
[0176] The aforementioned behavior guidance identifiers include: a trigger location guidance identifier for a specified behavior; the aforementioned identifier display module is used to: determine whether the trigger location guidance identifier for a specified behavior is allowed to be displayed based on the behavior type of the specified behavior; if the trigger location guidance identifier for a specified behavior is allowed to be displayed, then display the trigger location guidance identifier for the specified behavior.
[0177] The aforementioned device further includes an information acquisition module, used to: in response to an information display setting instruction, acquire display information corresponding to a preset behavior type of a specified behavior; wherein the display information is used to: indicate whether the trigger position guide identifier of the specified behavior corresponding to the behavior type is allowed to be displayed.
[0178] The aforementioned behavior guidance identifier includes a trigger location guidance identifier; the trigger location guidance identifier is a scene model surrounding the first sub-region; the aforementioned device also includes an effects display module, used to: in response to the controlled virtual character contacting the scene model, control the scene model to display a specified model effect; wherein, the specified model effect is used to: instruct the controlled virtual character to contact the scene model.
[0179] The aforementioned behavior guidance identifiers include trigger location guidance identifiers; the trigger location guidance identifiers are scene models surrounding the first sub-region; the aforementioned device also includes a visual effects display module, used to: in response to the controlled virtual character entering the scene model, control the display of specified visual effects, wherein the specified visual effects are used to: instruct the controlled virtual character to enter the scene model.
[0180] The aforementioned identifier display module is used to: determine a target sub-region from the game task area corresponding to the game task based on the character position and / or character orientation of the controlled virtual character; and display behavior guidance identifiers located within the target sub-region.
[0181] The aforementioned identifier display module is used to: determine the target sub-region corresponding to the field of vision of the controlled virtual character from the game task area corresponding to the game task; and display the behavior guidance identifier located within the target sub-region.
[0182] The aforementioned identifier display module is used to: determine that the game task includes multiple specified behaviors, determine the target positions of the multiple specified behaviors in the game task area corresponding to the game task; determine the specified behavior whose target position is closest to the controlled virtual character as the final specified behavior, and display the behavior guidance identifier of the final specified behavior.
[0183] The identifier generation module is used to: respond to the second identifier display instruction, obtain the behavior data of the controlled virtual character performing game tasks in historical time; and generate behavior record identifiers based on the behavior data of the controlled virtual character; wherein, the behavior record identifier is used to: indicate the behavior trigger location of the controlled virtual character performing a specified behavior in historical time, and the behavior path of the controlled virtual character performing game tasks.
[0184] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described information display method. This electronic device can be a server or a terminal device.
[0185] See Figure 10 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the above-described information display method.
[0186] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0187] The memory 101 may include high-speed random access memory (RAM) or 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 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 10 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.
[0188] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0189] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the aforementioned information display method:
[0190] An information display method, in response to a behavior control command for a controlled virtual character, controls the controlled virtual character to perform virtual behaviors in a virtual environment; determines a game task; and displays a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the behavior data of the game character performing the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0191] Acquire the game character's behavior data for performing game tasks in historical time periods, as well as the corresponding task execution results; determine the target behavior data from the behavior data that meets the preset result conditions, and generate behavior guidance identifiers based on the target behavior data.
[0192] The task execution results include: whether the game task is completed; filtering the first target behavior data from the behavior data to show that the game task has been completed; and / or filtering the second target behavior data from the behavior data to show that the game task has not been completed.
[0193] From the target behavior data, obtain the historical character position of the game character when the specified behavior is triggered; based on the historical character position, generate a trigger position guidance identifier for the specified behavior; wherein, the trigger position guidance identifier is used to indicate the behavior trigger position for executing the specified behavior.
[0194] Based on the historical character position, the first sub-region is determined from the game task area corresponding to the game task; a scene model surrounding the first sub-region is generated, and the scene model is determined as the trigger position guide marker.
[0195] Taking the target location of the specified action as the center and the distance between the target location and the historical character location as the radius, a spherical region is determined from the game task area corresponding to the game task; wherein, the target location includes: the location where the game character is after successfully performing the specified action; the step of generating a scene model surrounding the first sub-region includes: generating a spherical scene model surrounding the spherical region.
[0196] Determining the location of historical characters involves multiple steps. The target game task corresponding to the target behavior data of the historical character location is obtained. The historical character location corresponding to the target game task with the shortest task time is determined as the target character location. Based on the target character location, the first sub-region is determined from the game task area corresponding to the game task.
[0197] From the target behavior data, obtain the historical behavior path for performing game tasks; based on the historical behavior path, generate the path guidance identifier for the game task; wherein, the path guidance identifier is used to: indicate the behavior path for performing game tasks.
[0198] Generate line graphics that extend along the historical behavior path, and use these line graphics as path guidance markers.
[0199] The historical behavior path includes multiple paths; at least some of the historical behavior paths are merged to obtain the merged historical behavior path.
[0200] Determine the number of paths corresponding to the historical behavior paths before the merger after the merger, and save the number of paths associated with the historical behavior paths after the merger.
[0201] Identify the game task area corresponding to the game task in the historical time; respond to the presence of game characters performing game tasks in the game task area, record the behavior data of the game characters, and the historical time of the game task execution.
[0202] Based on the task objectives of the game task, determine the specific actions corresponding to the game task.
[0203] The task execution result shall include at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed of executing the game task, the item status of the items related to the game task, and the number of times the specified behavior is executed.
[0204] The task execution result is determined based on at least one preset sub-result and the weight parameters of the sub-result; the sub-result includes at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed of executing the game task, the item status of the item related to the game task, and the number of times the specified behavior is executed.
[0205] The steps of determining the game task area corresponding to the game task and controlling the controlled virtual character to enter the game task area include: displaying the game task-related behavior guidance mark in the game task area.
[0206] Based on the game character's behavior data during historical time, determine the display format of the behavior guidance identifier; and display the behavior guidance identifier according to the display format.
[0207] The behavior guidance identifier includes a path guidance identifier; determining the task execution result corresponding to the behavior data; and determining the identifier display format of the path guidance identifier based on the task execution result; wherein, the identifier display format includes: identifier brightness and / or identifier saturation.
[0208] The better the task execution result, the more recognizable the path guidance icon in the game task area will be under the icon display format.
[0209] Behavior guidance identifiers include path guidance identifiers; the number of paths corresponding to multiple merged historical behavior paths is determined; and the coarseness of the path guidance identifier is determined based on the number of paths.
[0210] In response to the flag display trigger action, display the behavior guidance flag associated with the game task.
[0211] The behavior guidance identifier includes: a trigger location guidance identifier for a specified behavior; in response to the distance between the trigger location guidance identifier and the controlled virtual character being less than a first distance threshold, behavior indication information is displayed in association with the trigger location guidance identifier; wherein, the behavior indication information is used to: indicate the triggering method of the specified behavior.
[0212] The behavior guidance identifier includes: a guidance identifier for the triggering location of a specified behavior; determining whether the triggering location guidance identifier for a specified behavior is allowed to be displayed based on the behavior type of the specified behavior; and displaying the triggering location guidance identifier for the specified behavior if it is determined that the triggering location guidance identifier for the specified behavior is allowed to be displayed.
[0213] In response to the information display setting command, the display information corresponding to the preset behavior type of the specified behavior is obtained; wherein, the display information is used to indicate whether the trigger position guide identifier of the specified behavior corresponding to the behavior type is allowed to be displayed.
[0214] The behavior guidance identifier includes a trigger location guidance identifier; the trigger location guidance identifier is a scene model surrounding the first sub-region; in response to the controlled virtual character contacting the scene model, the scene model is controlled to display a specified model effect; wherein, the specified model effect is used to: instruct the controlled virtual character to contact the scene model.
[0215] The behavior guidance identifier includes a trigger location guidance identifier; the trigger location guidance identifier is a scene model surrounding the first sub-region; in response to the controlled virtual character entering the scene model, the control displays a specified screen effect, wherein the specified screen effect is used to: instruct the controlled virtual character to enter the scene model.
[0216] Based on the controlled virtual character's position and / or orientation, determine the target sub-region from the game task area corresponding to the game task; display the behavior guidance icon located within the target sub-region.
[0217] From the game task area corresponding to the game task, determine the target sub-area corresponding to the field of vision of the controlled virtual character; display the behavior guidance icon located within the target sub-area.
[0218] The game task is determined to include multiple specified actions, and the target locations of these actions within the corresponding game task area are determined. The specified action whose target location is closest to the controlled virtual character is identified as the final specified action, and a behavior guidance icon for the final specified action is displayed.
[0219] In response to the second identifier display instruction, the behavior data of the controlled virtual character performing game tasks in historical time is obtained; based on the behavior data of the controlled virtual character, a behavior record identifier is generated; wherein, the behavior record identifier is used to: indicate the behavior trigger location of the controlled virtual character performing a specified behavior in historical time, and the behavior path of the controlled virtual character performing game tasks.
[0220] In the above method, behavioral guidance icons are generated based on the actual game behavior of historical players to guide the current player to perform the same behavior. These behavioral guidance icons are more in line with the actual operating habits of players, enrich the behavioral guidance methods, improve the assistance of guidance icons to players, and thus increase the success rate of players in completing game tasks.
[0221] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described information display method.
[0222] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the aforementioned information display method:
[0223] An information display method, in response to a behavior control command for a controlled virtual character, controls the controlled virtual character to perform virtual behaviors in a virtual environment; determines a game task; and displays a behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the behavior data of the game character performing the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path for performing the game task and the behavior trigger position for performing a specified behavior when performing the game task.
[0224] Acquire the game character's behavior data for performing game tasks in historical time periods, as well as the corresponding task execution results; determine the target behavior data from the behavior data that meets the preset result conditions, and generate behavior guidance identifiers based on the target behavior data.
[0225] The task execution results include: whether the game task is completed; filtering the first target behavior data from the behavior data to show that the game task has been completed; and / or filtering the second target behavior data from the behavior data to show that the game task has not been completed.
[0226] From the target behavior data, obtain the historical character position of the game character when the specified behavior is triggered; based on the historical character position, generate a trigger position guidance identifier for the specified behavior; wherein, the trigger position guidance identifier is used to indicate the behavior trigger position for executing the specified behavior.
[0227] Based on the historical character position, the first sub-region is determined from the game task area corresponding to the game task; a scene model surrounding the first sub-region is generated, and the scene model is determined as the trigger position guide marker.
[0228] Taking the target location of the specified action as the center and the distance between the target location and the historical character location as the radius, a spherical region is determined from the game task area corresponding to the game task; wherein, the target location includes: the location where the game character is after successfully performing the specified action; the step of generating a scene model surrounding the first sub-region includes: generating a spherical scene model surrounding the spherical region.
[0229] Determining the location of historical characters involves multiple steps. The target game task corresponding to the target behavior data of the historical character location is obtained. The historical character location corresponding to the target game task with the shortest task time is determined as the target character location. Based on the target character location, the first sub-region is determined from the game task area corresponding to the game task.
[0230] From the target behavior data, obtain the historical behavior path for performing game tasks; based on the historical behavior path, generate the path guidance identifier for the game task; wherein, the path guidance identifier is used to: indicate the behavior path for performing game tasks.
[0231] Generate line graphics that extend along the historical behavior path, and use these line graphics as path guidance markers.
[0232] The historical behavior path includes multiple paths; at least some of the historical behavior paths are merged to obtain the merged historical behavior path.
[0233] Determine the number of paths corresponding to the historical behavior paths before the merger after the merger, and save the number of paths associated with the historical behavior paths after the merger.
[0234] Identify the game task area corresponding to the game task in the historical time; respond to the presence of game characters performing game tasks in the game task area, record the behavior data of the game characters, and the historical time of the game task execution.
[0235] Based on the task objectives of the game task, determine the specific actions corresponding to the game task.
[0236] The task execution result shall include at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed of executing the game task, the item status of the items related to the game task, and the number of times the specified behavior is executed.
[0237] The task execution result is determined based on at least one preset sub-result and the weight parameters of the sub-result; the sub-result includes at least one of the following: whether the game task is completed, the time taken to execute the game task, the speed of executing the game task, the item status of the item related to the game task, and the number of times the specified behavior is executed.
[0238] The steps of determining the game task area corresponding to the game task and controlling the controlled virtual character to enter the game task area include: displaying the game task-related behavior guidance mark in the game task area.
[0239] Based on the game character's behavior data during historical time, determine the display format of the behavior guidance identifier; and display the behavior guidance identifier according to the display format.
[0240] The behavior guidance identifier includes a path guidance identifier; determining the task execution result corresponding to the behavior data; and determining the identifier display format of the path guidance identifier based on the task execution result; wherein, the identifier display format includes: identifier brightness and / or identifier saturation.
[0241] The better the task execution result, the more recognizable the path guidance icon in the game task area will be under the icon display format.
[0242] Behavior guidance identifiers include path guidance identifiers; the number of paths corresponding to multiple merged historical behavior paths is determined; and the coarseness of the path guidance identifier is determined based on the number of paths.
[0243] In response to the flag display trigger action, display the behavior guidance flag associated with the game task.
[0244] The behavior guidance identifier includes: a trigger location guidance identifier for a specified behavior; in response to the distance between the trigger location guidance identifier and the controlled virtual character being less than a first distance threshold, behavior indication information is displayed in association with the trigger location guidance identifier; wherein, the behavior indication information is used to: indicate the triggering method of the specified behavior.
[0245] The behavior guidance identifier includes: a guidance identifier for the triggering location of a specified behavior; determining whether the triggering location guidance identifier for a specified behavior is allowed to be displayed based on the behavior type of the specified behavior; and displaying the triggering location guidance identifier for the specified behavior if it is determined that the triggering location guidance identifier for the specified behavior is allowed to be displayed.
[0246] In response to the information display setting command, the display information corresponding to the preset behavior type of the specified behavior is obtained; wherein, the display information is used to indicate whether the trigger position guide identifier of the specified behavior corresponding to the behavior type is allowed to be displayed.
[0247] The behavior guidance identifier includes a trigger location guidance identifier; the trigger location guidance identifier is a scene model surrounding the first sub-region; in response to the controlled virtual character contacting the scene model, the scene model is controlled to display a specified model effect; wherein, the specified model effect is used to: instruct the controlled virtual character to contact the scene model.
[0248] The behavior guidance identifier includes a trigger location guidance identifier; the trigger location guidance identifier is a scene model surrounding the first sub-region; in response to the controlled virtual character entering the scene model, the control displays a specified screen effect, wherein the specified screen effect is used to: instruct the controlled virtual character to enter the scene model.
[0249] Based on the controlled virtual character's position and / or orientation, determine the target sub-region from the game task area corresponding to the game task; display the behavior guidance icon located within the target sub-region.
[0250] From the game task area corresponding to the game task, determine the target sub-area corresponding to the field of vision of the controlled virtual character; display the behavior guidance icon located within the target sub-area.
[0251] The game task is determined to include multiple specified actions, and the target locations of these actions within the corresponding game task area are determined. The specified action whose target location is closest to the controlled virtual character is identified as the final specified action, and a behavior guidance icon for the final specified action is displayed.
[0252] In response to the second identifier display instruction, the behavior data of the controlled virtual character performing game tasks in historical time is obtained; based on the behavior data of the controlled virtual character, a behavior record identifier is generated; wherein, the behavior record identifier is used to: indicate the behavior trigger location of the controlled virtual character performing a specified behavior in historical time, and the behavior path of the controlled virtual character performing game tasks.
[0253] In the above method, behavioral guidance icons are generated based on the actual game behavior of historical players to guide the current player to perform the same behavior. These behavioral guidance icons are more in line with the actual operating habits of players, enrich the behavioral guidance methods, improve the assistance of guidance icons to players, and thus increase the success rate of players in completing game tasks.
[0254] The computer program products of the information display method, apparatus and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0255] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0256] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0257] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0258] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0259] 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. An information display method, characterized in that, The method includes: Responding to behavior control commands for a controlled virtual character, the system controls the controlled virtual character to perform virtual behaviors in a virtual environment; Define the game mission; The display shows the behavior guidance identifier associated with the game task, wherein the behavior guidance identifier is determined based on the behavior data of the game character in the game task in historical time, and the behavior guidance identifier is used to indicate the behavior path of the game task and the behavior trigger position for executing the specified behavior when the game task is performed.
2. The method according to claim 1, characterized in that, Before the step of displaying the behavior guidance identifier associated with the game task, the method further includes: Obtain the behavior data of the game character performing the game task during the historical time period, and the task execution result corresponding to the behavior data; From the behavioral data, target behavioral data that satisfies the preset result conditions for the task execution result is determined, and the behavioral guidance identifier is generated based on the target behavioral data.
3. The method according to claim 2, characterized in that, The task execution result includes: whether the game task is completed; the step of determining the target behavioral data from the behavioral data that the task execution result meets the preset result conditions includes: From the behavioral data, filter out first target behavioral data where the game task has been completed; and / or, filter out second target behavioral data where the game task has not been completed.
4. The method according to claim 2, characterized in that, The step of generating the behavior guidance identifier based on the target behavior data includes: From the target behavior data, obtain the historical character position of the game character when the specified behavior is triggered; Based on the historical role position, a trigger position guidance identifier for the specified behavior is generated; wherein, the trigger position guidance identifier is used to indicate the behavior trigger position for executing the specified behavior.
5. The method according to claim 4, characterized in that, The step of generating a trigger location guide identifier for the specified behavior based on the historical role location includes: Based on the historical character's location, a first sub-region is determined from the game task area corresponding to the game task; Generate a scene model that surrounds the first sub-region, and determine the scene model as the trigger location guide identifier.
6. The method according to claim 5, characterized in that, The step of determining the first sub-region from the game task area corresponding to the game task based on the historical character's location includes: Centered on the target location of the specified action, and with the distance between the target location and the historical character location as the radius, a spherical region is determined from the game task area corresponding to the game task; wherein, the target location includes: the location where the game character is after successfully executing the specified action; The step of generating a scene model surrounding the first sub-region includes: generating a spherical scene model surrounding the spherical region.
7. The method according to claim 5, characterized in that, The step of determining the first sub-region from the game task area corresponding to the game task based on the historical character's location includes: The historical character positions are determined to include multiple locations, and the target game task is completed by obtaining the target behavior data corresponding to the historical character positions. The historical character position corresponding to the target game task with the shortest task time is determined as the target character position; Based on the target character's location, a first sub-region is determined from the game task area corresponding to the game task.
8. The method according to claim 2, characterized in that, The step of generating the behavior guidance identifier based on the target behavior data includes: Obtain the historical behavior path for performing the game task from the target behavior data; Based on the historical behavior path, a path guidance identifier for the game task is generated; wherein, the path guidance identifier is used to indicate the behavior path for performing the game task.
9. The method according to claim 8, characterized in that, The step of generating path guidance identifiers for the game task based on the historical behavior path includes: Generate a line graphic that extends along the historical behavior path, and identify the line graphic as a path guidance marker.
10. The method according to claim 9, characterized in that, The historical behavior path includes multiple paths; prior to the step of generating a line graphic extending along the historical behavior path and determining the line graphic as a path guidance identifier, the method further includes: At least some of the historical behavior paths are merged to obtain the merged historical behavior paths.
11. The method according to claim 10, characterized in that, After the step of merging at least some of the historical behavior paths from multiple historical behavior paths to obtain merged historical behavior paths, the method further includes: Determine the number of paths corresponding to the historical behavior paths before the merger after the merger, and save the number of paths in association with the historical behavior paths after the merger.
12. The method according to claim 2, characterized in that, Before the step of obtaining the behavior data of the game character performing the game task in the historical time period, the method further includes: Determine the game mission area corresponding to the game mission in the historical time period; In response to the presence of a game character performing a game task in the game task area, the system records the game character's behavior data and the historical time of the game task execution.
13. The method according to claim 12, characterized in that, After determining the game mission region corresponding to a game mission in historical time, the method further includes: Based on the task objective of the game task, determine the specified behavior corresponding to the game task.
14. The method according to claim 2, characterized in that, The task execution result includes at least one of the following: whether the game task is completed, the task time spent executing the game task, the speed of executing the game task, the item status of the item related to the game task, and the number of times the specified behavior is executed.
15. The method according to claim 2, characterized in that, The task execution result is determined based on at least one preset sub-result and a weight parameter of the sub-result; the sub-result includes at least one of the following: Whether the game task is completed, the time taken to execute the game task, the speed at which the game task is executed, the item status of the items related to the game task, and the number of times the specified action is executed.
16. The method according to claim 1, characterized in that, After determining the steps for the game mission, the method further includes: The game task area corresponding to the game task is determined, and the controlled virtual character is controlled to enter the game task area; wherein, the game task area is a part of the virtual environment, or an area outside the virtual environment; The step of displaying the behavior guidance identifier associated with the game task includes: displaying the behavior guidance identifier associated with the game task in the game task area.
17. The method according to claim 1, characterized in that, The steps of displaying the behavior guidance identifier associated with the game task include: Based on the behavioral data of the game character performing the game task during the historical time, determine the display format of the behavior guidance identifier; The behavior guidance identifier is displayed according to the specified identifier display format.
18. The method according to claim 17, characterized in that, The behavior guidance identifier includes a path guidance identifier; The step of determining the display format of the behavior guidance identifier based on the behavior data of the game character performing the game task in the historical time includes: Determine the task execution result corresponding to the behavioral data; The display format of the path guidance identifier is determined based on the task execution result; wherein, the display format includes: identifier brightness and / or identifier saturation.
19. The method according to claim 18, characterized in that, The better the task execution result, the higher the recognizability of the path guidance identifier in the game task area under the identifier display format.
20. The method according to claim 17, characterized in that, The behavior guidance identifier includes a path guidance identifier; The step of determining the display format of the behavior guidance identifier based on the behavior data of the game character performing the game task in the historical time includes: Determine the number of paths corresponding to the multiple merged historical behavior paths of the path guidance identifier; The thickness of the path guidance identifier is determined based on the number of paths.
21. The method according to claim 1, characterized in that, The steps of displaying the behavior guidance identifier associated with the game task include: In response to the flag display trigger operation, the behavior guidance flag associated with the game task is displayed.
22. The method according to claim 1, characterized in that, The behavior guidance identifier includes: a trigger location guidance identifier for the specified behavior; the method further includes: In response to the distance between the trigger location guide icon and the controlled virtual character being less than a first distance threshold, behavior indication information is displayed in association with the trigger location guide icon; wherein, the behavior indication information is used to indicate the triggering method of the specified behavior.
23. The method according to claim 1, characterized in that, The behavior guidance identifier includes: a trigger location guidance identifier for the specified behavior; the step of displaying the behavior guidance identifier associated with the game task includes: Based on the behavior type of the specified behavior, determine whether the trigger position guide icon of the specified behavior is allowed to be displayed; The trigger location guide identifier for the specified behavior is allowed to be displayed, and the trigger location guide identifier for the specified behavior is displayed.
24. The method according to claim 23, characterized in that, Before the step of determining whether the trigger location guide identifier of the specified behavior is allowed to be displayed based on the behavior type of the specified behavior, the method further includes: In response to an information display setting instruction, display information corresponding to a preset behavior type of the specified behavior is obtained; wherein, the display information is used to indicate whether the trigger position guide identifier of the specified behavior corresponding to the behavior type is allowed to be displayed.
25. The method according to claim 1, characterized in that, The behavior guidance identifier includes a trigger location guidance identifier; The trigger location guide identifier is a scene model surrounding the first sub-region; after the step of displaying the behavior guide identifier associated with the game task, the method further includes: In response to the controlled virtual character contacting the scene model, the scene model is controlled to display a specified model effect; wherein the specified model effect is used to: instruct the controlled virtual character to contact the scene model.
26. The method according to claim 1, characterized in that, The behavior guidance identifier includes a trigger location guidance identifier; The trigger location guide identifier is a scene model surrounding the first sub-region; after the step of displaying the behavior guide identifier associated with the game task, the method further includes: In response to the controlled virtual character entering the scene model, a specified visual effect is displayed, wherein the specified visual effect is used to: instruct the controlled virtual character to enter the scene model.
27. The method according to claim 1, characterized in that, The steps of displaying the behavior guidance identifier associated with the game task include: Based on the character position and / or character orientation of the controlled virtual character, a target sub-region is determined from the game task area corresponding to the game task; Display behavioral guidance icons located within the target sub-region.
28. The method according to claim 1, characterized in that, The steps of displaying the behavior guidance identifier associated with the game task include: From the game task area corresponding to the game task, determine the target sub-region corresponding to the field of vision of the controlled virtual character; Display behavioral guidance icons located within the target sub-region.
29. The method according to claim 1, characterized in that, The steps of displaying the behavior guidance identifier associated with the game task include: The game task is determined to include multiple specified actions, and the target locations of the multiple specified actions are determined in the game task area corresponding to the game task. The designated action that is closest to the controlled virtual character at the target location is determined as the final designated action, and a behavior guidance icon for the final designated action is displayed.
30. The method according to claim 1, characterized in that, The method further includes: In response to the second identifier display instruction, acquire behavioral data of the controlled virtual character performing the game task at a historical time. Based on the behavior data of the controlled virtual character, a behavior record identifier is generated; wherein, the behavior record identifier is used to: indicate the behavior trigger location where the controlled virtual character performs the specified behavior at the historical time, and the behavior path of the controlled virtual character in performing the game task.
31. An information display device, characterized in that, The device includes: The behavior control module is used to respond to behavior control commands for the controlled virtual character and control the controlled virtual character to perform virtual behaviors in the virtual environment; The task determination module is used to determine game tasks; The identifier display module is used to display the behavior guidance identifier associated with the game task. The behavior guidance identifier is determined based on the behavior data of the game character in the game task in historical time. The behavior guidance identifier is used to indicate the behavior path of the game task and the behavior trigger position for executing the specified behavior when the game task is performed.
32. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-30.
33. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-30.