Object interaction method and device, storage medium and electronic device

By acquiring and analyzing information about the faction and scene status, the AI ​​teammates are controlled to perform intelligent actions, solving the problem of poor AI teammate interaction in existing technologies and achieving a more advanced level of interaction and realism.

CN122298018APending Publication Date: 2026-06-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-12-31
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

In existing technologies, the behavior of AI teammates mainly relies on preset scripts and behavior trees, resulting in poor interaction between objects, especially in complex tactical execution and responding to player actions.

Method used

By acquiring information about the first and second factions and the scene status, the system determines the target action information that the first object needs to perform in the target scene, and controls the first object to perform the matching action, thereby achieving intelligent decision-making and real-time response for AI teammates.

Benefits of technology

It enhances the dynamism and interactivity of the game, making the game experience more realistic, and increases the depth and complexity of interactions between objects, surpassing the limitations of traditional AI objects based on simple rules or scripts.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses an interaction method, apparatus, storage medium, and electronic device for objects. The method includes: displaying a scene screen of a target scenario corresponding to a target adversarial task performed by a first object; when a second object holding a shared virtual item enters the target scenario area in the scene screen, acquiring first faction status information, second faction status information, and scene status information; determining, based on the first faction status information, second faction status information, and scene status information, target action information that the first object will perform in the target scenario; and controlling the first object to perform a target action in the target scenario that matches the target action information. This application solves the technical problem of poor interaction effects between objects.
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Description

Technical Field

[0001] This application relates to the field of computers, and more specifically, to a method and apparatus for interacting with objects, a storage medium, and an electronic device. Background Technology

[0002] In the current gaming landscape, especially in sports games such as basketball and soccer, the collaboration between the player-controlled character and AI-managed teammates has always been a key factor influencing the gaming experience and realism. Current technologies primarily rely on pre-set scripts and behavior trees for AI teammates' behavior, which have significant limitations in responding to player actions, analyzing the situation on the court, and executing complex tactics. For example, in a basketball game, when a player brings the ball into the opponent's half of the court, the AI ​​teammate can only execute simple, predefined pick-and-roll actions.

[0003] In other words, even with the object interaction methods provided by related technologies, there is still a technical problem that the relatively fixed interaction behavior of AI objects leads to poor interaction effects between objects.

[0004] There is currently no effective solution to the above problems. Summary of the Invention

[0005] This application provides a method and apparatus for object interaction, a storage medium, and an electronic device to at least solve the technical problem of poor interaction effects between objects.

[0006] According to one aspect of the embodiments of this application, an interaction method for an object is provided, comprising: displaying a scene screen of a target scene corresponding to a target adversarial task performed by a first object, wherein the target adversarial task is a task in which objects in a first camp and objects in a second camp obtain shared virtual items through adversarial competition; when a second object holding shared virtual items enters a target scene area in the scene screen, acquiring first camp status information, second camp status information, and scene status information, wherein the target scene area is the area to which the camp in the adversarial relationship with the second object belongs, the first camp status information is used to indicate the current status of objects in the first camp in the target scene, the second camp status information is used to indicate the current status of objects in the second camp in the target scene, and the scene status information is used to indicate the status of the target scene; determining, based on the first camp status information, the second camp status information, and the scene status information, target action information to be performed by the first object in the target scene, wherein the target action information is associated with the operation performed by the second object on the shared virtual items; and controlling the first object to perform a target action in the target scene that matches the target action information.

[0007] According to another aspect of the embodiments of this application, an interactive device for an object is also provided, comprising: a display unit, configured to display a scene screen of a target scene corresponding to a target adversarial task performed by a first object, wherein the target adversarial task is a task in which objects in a first camp and objects in a second camp obtain shared virtual items through adversarial combat; an acquisition unit, configured to acquire first camp status information, second camp status information, and scene status information when a second object holding shared virtual items enters a target scene area in the scene screen, wherein the target scene area is the area to which the camp in adversarial relationship with the second object belongs, the first camp status information is used to indicate the current status of objects in the first camp in the target scene, the second camp status information is used to indicate the current status of objects in the second camp in the target scene, and the scene status information is used to indicate the status of the target scene; a determination unit, configured to determine, based on the first camp status information, the second camp status information, and the scene status information, target action information to be performed by the first object in the target scene, wherein the target action information is associated with the operation performed by the second object on the shared virtual items; and a control unit, configured to control the first object to perform a target action in the target scene that matches the target action information.

[0008] According to another aspect of the embodiments of this application, a computer-readable storage medium is also provided, wherein a computer program is stored in the computer program, which is configured to execute the interaction method of the above-described object at runtime.

[0009] According to another aspect of the embodiments of this application, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the interaction method as described above.

[0010] According to another aspect of the embodiments of this application, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to execute an interaction method of the object described above through the computer program.

[0011] In this embodiment, a scene view of the target scenario corresponding to the target adversarial task performed by the first object is displayed. The target adversarial task is a task in which objects from a first camp and objects from a second camp compete to obtain shared virtual items. Then, when the second object, holding the shared virtual items, enters the target scenario area in the scene view, the status information of the first camp, the second camp, and the scenario is obtained. The target scenario area is the area belonging to the camp that is in adversarial relationship with the second object. The first camp status information indicates the current status of objects from the first camp in the target scenario, the second camp status information indicates the current status of objects from the second camp, and the scenario status information indicates the state of the target scenario. Next, based on the first camp status information, the second camp status information, and the scenario status information, the target action information to be performed by the first object in the target scenario is determined. This target action information is associated with the operation performed by the second object on the shared virtual items. Finally, the first object is controlled to perform a target action in the target scenario that matches the target action information. In other words, by employing the embodiments of this application, on the one hand, the first object can respond to the actions of the second object in real time, analyze and act immediately, and this immediacy improves the dynamism and interactivity of the game, making the game experience more realistic. On the other hand, by collecting and analyzing the status information of the first faction, the status information of the second faction, and the scene status information, the first object can make intelligent decisions based on this information and select the optimal action plan. This advanced decision-making capability far surpasses that of traditional AI objects based on simple rules or scripts, and can more accurately reflect the strategies and opportunities in real tasks. Furthermore, by employing the embodiments of this application, the second object is allowed to flexibly execute corresponding target actions according to the specific situation in the task, increasing the depth and complexity of the interaction between objects. In summary, by employing the embodiments of this application, the technical effect of improving the interaction effect between objects is achieved, and the technical problem of poor interaction effect between objects is solved. Attached Figure Description

[0012] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:

[0013] Figure 1 This is a schematic diagram of an application environment for an optional object interaction method according to an embodiment of this application;

[0014] Figure 2 This is a flowchart of an optional object interaction method according to an embodiment of this application;

[0015] Figure 3 This is a schematic diagram of an optional object interaction method according to an embodiment of this application;

[0016] Figure 4 This is a schematic diagram of another optional object interaction method according to an embodiment of this application;

[0017] Figure 5 This is a schematic diagram of another optional object interaction method according to an embodiment of this application;

[0018] Figure 6 This is a schematic diagram of another optional object interaction method according to an embodiment of this application;

[0019] Figure 7 This is a schematic diagram of another optional object interaction method according to an embodiment of this application;

[0020] Figure 8 This is a flowchart of an optional object interaction method according to an embodiment of this application;

[0021] Figure 9 This is a schematic diagram of the structure of an optional object interaction device according to an embodiment of this application;

[0022] Figure 10 This is a schematic diagram of the structure of an optional electronic device according to an embodiment of this application. Detailed Implementation

[0023] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0024] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0025] Optionally, the interaction methods of the aforementioned objects can be applied to competitive game scenarios, such as in multiplayer competitive games where a player's team competes with an opposing team for control points. When the opposing team approaches the control point, the system needs to analyze the situation in real time and assist the player in taking the best action.

[0026] As an optional example, assuming the interaction methods of the above objects are applied to the aforementioned competitive game scenario, such as a ball game, the interaction methods of the above objects can be illustrated through examples, but are not limited to:

[0027] S1 displays the scene of the game player's AI teammates (representing the first object) playing a basketball game in the first team.

[0028] S2 automatically collects and analyzes the following information when a player-controlled player (representing the second object) enters the player's offensive half of the court (representing the aforementioned target scene area) with a ball (representing a shared virtual item): the player's position, speed, athletic ability, and distance from the goalpost; the position, speed, athletic ability, and distance from the goalpost of AI teammate players (representing the first team's status information); the position, speed, athletic ability, and defensive tendency of the opposing defensive player (representing the second team's status information); and the current playing space on the court (representing scene status information).

[0029] S3, based on the collected information, decides that an AI teammate player will execute a pick-and-roll, and then, based on the defender's reaction, makes subsequent movements after the pick-and-roll, while guiding other teammates to make runs and cooperate to create scoring opportunities (used to represent the above target action information).

[0030] S4 controls the AI ​​teammate player to perform the pick-and-roll action as instructed by the above strategy, and then performs the follow-up movement of the pick-and-roll based on the reaction of the defensive player, while guiding other teammates to make runs and cooperate to create scoring opportunities (used to represent the above target action).

[0031] It should be noted that the above examples are optional examples provided to facilitate the explanation of the interaction methods of the above objects, and there are no limitations on the specific implementation of the interaction methods of the above objects.

[0032] As an optional example, assuming the interaction methods of the above objects are still applied to the aforementioned adversarial game scenario, such as a multiplayer adversarial game, the interaction methods of the above objects can also be illustrated through the following examples, but are not limited to:

[0033] S1 displays the real-time location, health, cooldown time, location status of enemy characters, terrain, and resource distribution of the player and their AI teammates (representing the AI ​​teammates of the player in the first faction, i.e., the first object) on the game interface.

[0034] S2 collects and analyzes the player character's (second target) position, speed, and skill cooldown status, the enemy character's (second faction status information) position, speed, and skill readiness status, as well as the resource distribution and terrain features on the battlefield (scene status information).

[0035] S3, based on the collected information, determines the auxiliary actions that the AI ​​teammates (the first target) should perform, such as releasing group buff skills, interfering with enemy skills, or controlling enemy heroes, to help the player acquire shared virtual items.

[0036] S4 allows players to control AI teammates to perform auxiliary skills or move around, creating favorable combat environments for the player. This includes releasing group buff skills at appropriate times or actively attracting enemies, giving the player the opportunity to safely capture neutral targets or control enemy resource points.

[0037] It should be noted that the above examples are optional examples provided to facilitate the explanation of the interaction methods of the above objects, and there are no limitations on the specific implementation of the interaction methods of the above objects.

[0038] According to one aspect of the embodiments of this application, an object interaction method is provided. Optionally, as an optional example, the above-mentioned object interaction can be applied to, but is not limited to, competitive game scenarios such as... Figure 1 In the environment shown. For example... Figure 1 As shown, the terminal device 102 includes a memory 104 for storing various data generated during its operation, a processor 106 for processing and calculating the aforementioned data, and a display 108 for displaying the aforementioned scene. The terminal device 102 can interact with a server 112 via a network 110. The server 112 is connected to a database 114, which stores various data. The terminal device 102 can run competitive game applications.

[0039] Furthermore, the above method in Figure 1 The specific application process in the environment shown is as follows:

[0040] Step S102, as follows Figure 1 As shown in (a), the scene screen of the target scene corresponding to the target confrontation task performed by the first object is displayed in the terminal device 102. The target confrontation task is a task in which objects in the first camp and objects in the second camp obtain shared virtual items through confrontation.

[0041] Step S104, as follows Figure 1 As shown in (b), when a second object holding a shared virtual item enters the target scene area in the scene screen, the terminal device 102 obtains the first faction status information, the second faction status information, and the scene status information. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene.

[0042] In step S106, the terminal device 102 sends an action information determination request carrying the first camp status information, the second camp status information, and the scene status information to the server 112 via the network 110.

[0043] In step S108, server 112 determines the target action information that the first object will perform in the target scene based on the first faction status information, the second faction status information, and the scene status information. The target action information is associated with the operation performed by the second object on the shared virtual prop.

[0044] In step S110, server 112 sends the target action information to terminal device 102 via network 110.

[0045] In step S112, the terminal device 102 controls the first object to perform a target action that matches the target action information in the target scene.

[0046] By employing the embodiments of this application, on the one hand, the first object can respond to the actions of the second object in real time, analyze and act instantly, and this immediacy improves the dynamism and interactivity of the game, making the game experience more realistic. On the other hand, by collecting and analyzing the status information of the first faction, the status information of the second faction, and the scene status information, the first object can make intelligent decisions based on this information and select the optimal action plan. This advanced decision-making capability far surpasses that of traditional AI objects based on simple rules or scripts, and can more accurately reflect the strategies and opportunities in real tasks. Furthermore, by employing the embodiments of this application, the second object is allowed to flexibly execute corresponding target actions according to the specific situation in the task, increasing the depth and complexity of the interaction between objects. In summary, by employing the embodiments of this application, the technical effect of improving the interaction effect between objects is achieved, and the technical problem of poor interaction effect between objects is solved.

[0047] Optionally, in this embodiment, the terminal device can be a terminal device configured with a target client, which may include, but is not limited to, at least one of the following: mobile phone (such as Android phone, iOS phone, etc.), laptop computer, tablet computer, PDA, MID (Mobile Internet Devices), PAD, desktop computer, smart TV, etc. The target client may be a video client, instant messaging client, browser client, educational client, etc. The network may include, but is not limited to, wired network and wireless network, wherein the wired network includes: local area network, metropolitan area network and wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that enable wireless communication. The server may be a single server, a server cluster composed of multiple servers, or a cloud server. The above is only an example, and no limitation is made in this embodiment.

[0048] Alternatively, as an alternative solution, such as Figure 2 As shown, the interaction methods for the above objects include:

[0049] S202, display the scene screen of the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is the task of obtaining shared virtual props by the object in the first camp and the object in the second camp through confrontation.

[0050] It should be noted that in some embodiments, the first object mentioned above may be used to indicate a role object controlled by the target account, or it may be used to indicate an artificial intelligence (AI) role object. This embodiment does not limit this.

[0051] Furthermore, taking the interaction method of the above objects as an example in a competitive game scenario, the above target confrontation task can be used, but is not limited to, to indicate competitive game tasks, such as basketball game tasks, football game tasks, etc., and this embodiment does not limit this.

[0052] Optionally, the first camp mentioned above may include, but is not limited to, multiple objects, and correspondingly, the second camp mentioned above may also include, but is not limited to, multiple objects. The objects in the first camp and the objects in the second camp are in an adversarial relationship when performing the objective-versus-objective task.

[0053] It should be noted that the aforementioned shared virtual props may be used, but are not limited to, to indicate key objects used to perform objective-based combat tasks. For example, taking the interaction method of the aforementioned objects as an example in a basketball game scenario, the aforementioned shared virtual props may be used to indicate the basketball.

[0054] S204, when a second object holding a shared virtual item enters the target scene area in the scene screen, the first faction status information, the second faction status information, and the scene status information are obtained. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene.

[0055] It should be noted that in some embodiments, the aforementioned second object may be used to indicate a role object controlled by the target account, or it may be used to indicate an artificial intelligence (AI) role object; this embodiment does not limit this. Furthermore, the aforementioned first object and second object may belong to the same faction or to different factions; this embodiment also does not limit this.

[0056] Furthermore, the aforementioned target scene area may, but is not limited to, be used to indicate a specific area in the target scene. For example, when the interaction method of the aforementioned object is applied to a basketball game scene, the aforementioned target scene area may be used to indicate the second object's offensive half of the court (i.e., the half of the court where the second object's offensive basket is located).

[0057] Optionally, the aforementioned first-team status information may include, but is not limited to, real-time status data of all characters within the first team, such as position, speed, skill level, player skill cooldown status (e.g., strong pick-and-roll, breakthrough acceleration, etc.), inter-team synergy (e.g., passing success rate), fatigue level, and physical condition, etc., and other related status data. This embodiment does not impose any limitations on this. Correspondingly, the aforementioned second-team status information may include, but is not limited to, real-time status data of all characters within the second team, such as position, speed, skill level, player skill cooldown status (e.g., strong pick-and-roll, breakthrough acceleration, etc.), inter-team synergy (e.g., passing success rate), fatigue level, and physical condition, etc., and this embodiment also does not impose any limitations on this. Further, the aforementioned scene status information describes the overall state of the target scene. Taking the aforementioned object interaction method applied to a basketball game scene as an example, it may include available space on the court, weather conditions, time constraints, and court type (e.g., indoor or outdoor court). In this embodiment, the focus is primarily on the available space on the court.

[0058] S206, based on the first faction status information, the second faction status information and the scene status information, determine the target action information that the first object will perform in the target scene, wherein the target action information is associated with the operation performed by the second object on the shared virtual prop.

[0059] It should be noted that the aforementioned target action information may be used, but is not limited to, to indicate the specific action information that the first object will perform. Taking the interaction method of the aforementioned object as an example in a basketball game scenario, it may include the position of the screen, the movement route after the screen, and the movement of teammates. In this embodiment, no limitation is made on this.

[0060] Optionally, in some embodiments, the target action information to be determined by the first object in the target scene based on the first camp state information, the second camp state information, and the scene state information may include, but is not limited to: when the first object and the second object belong to the same camp, determining the assistance action information to be performed by the first object in the target scene to assist the second object based on the first camp state information, the second camp state information, and the scene state information, wherein the assistance action information is action information to assist the second object in throwing the shared virtual prop at the reference virtual prop; when the first object and the second object belong to different camps, determining the opposing action information to be performed by the first object in the target scene based on the first camp state information, the second camp state information, and the scene state information, wherein the opposing action information is action information to prevent the second object from throwing the shared virtual prop at the reference virtual prop.

[0061] S208, control the first object to perform a target action in the target scene that matches the target action information.

[0062] As an alternative example, taking the interaction methods of the aforementioned objects in a basketball game scenario, assuming that the first and second objects belong to the same team, they can, but are not limited to, interact through methods such as... Figure 3 The following example illustrates the steps above:

[0063] S1, as Figure 3 As shown in Figure (a), suppose the player-controlled small forward 302 (the second target) carries the ball and quickly advances from the backfield into the opponent's half, preparing to launch an attack. The opposing team's AI defenders, such as guards (the first target), need to decide on the most effective defensive strategy.

[0064] S2 collects real-time status information for both the first team (the enemy) and the second team (the player), as well as the current scene status information. This includes: First team status information: the enemy guard's position (near the mid-court line), speed (medium), stamina (abundant), and defensive tendency (mid-range defense). Second team status information: the player's small forward's speed (fast), stamina (good), scoring ability (strong), and ball-handling position (beyond the three-point line). Scene status information: remaining offensive time (20 seconds), current score (5 points behind the enemy), and court space distribution (open space beyond the three-point line).

[0065] S3, based on the above information, analyzes the status of the opposing guard and the player's small forward using a built-in decision-making algorithm (which can be a deep neural network or a custom rule engine), while considering the game context, and generates opposing action information. This includes: Determining the defensive direction: Analyzing the player's small forward's movement path and speed, deciding that the opposing guard should move to the left to intercept the ball handler. Determining the defensive strategy: Based on the player's small forward's scoring ability and position, as well as the remaining offensive time, judging that the opposing guard should adopt a tight defense to reduce the opponent's shooting opportunities. Adjusting stamina management: Since the opposing guard has plenty of stamina, the intensity of the confrontation can be moderately increased, but excessive stamina consumption should be avoided to prevent affecting subsequent defense and counterattacks.

[0066] S4 generates specific action information based on the comprehensive analysis results, guiding the opposing defender (the first target) to execute the optimal defensive action. For example: Action information: Immediately move to the left, adopt a tight defensive stance, and maintain a stamina level above 70% in preparation for possible follow-up defense or transition offense.

[0067] S5, such as Figure 3 As shown in (b), the opposing defender 304 adjusts his position and speed based on the action information generated by the system, quickly moving to the left to conduct a tight defensive press. Simultaneously, the system dynamically monitors changes in the game's status, such as the player's small forward suddenly changing direction or passing the ball, and promptly adjusts its defensive strategy and action information accordingly.

[0068] It should be noted that the above examples are optional examples provided to facilitate the explanation of the interaction methods of the above objects, and there are no limitations on the specific implementation of the interaction methods of the above objects.

[0069] As an alternative example, taking the interaction methods of the aforementioned objects in a basketball game scenario, assuming that the first and second objects belong to the same team, they can, but are not limited to, interact through methods such as... Figure 4 The following example illustrates the steps above:

[0070] S1, as Figure 4In the image shown in (a), the player-controlled point guard 402 (the second player) is holding the ball outside the three-point line, preparing to launch an attack. The AI-controlled center (the first player) needs to decide whether to run a pick-and-roll and the specific movement strategy after the pick-and-roll based on the current game situation and scenario information.

[0071] S2, Collect Status Information: First Faction Status Information: AI-controlled center's position (weak side under the basket), speed (slow), stamina (abundant), and skill (scoring under the basket). Second Faction Status Information: Player's point guard's speed (fast), stamina (good), scoring ability (strong three-point shooting), and ball-handling position (beyond the three-point line). Scene Status Information: Remaining offensive time (15 seconds), current score (leading by 3 points), court space distribution (wide space at the weak side three-point line).

[0072] S3, State Information Analysis and Decision-Making: Based on the above information, the current situation is analyzed using a built-in decision-making algorithm (which can be a deep learning model or a rule engine) to generate collaborative action information. This may include:

[0073] S4, Decision on pick-and-roll strategy: Given the point guard's strong three-point shooting ability and the moderate amount of remaining offensive time, it is decided to run a pick-and-roll when the point guard approaches the three-point line.

[0074] S5, Choosing the pick-and-roll direction: Considering the center is under the basket on the weak side and the opponent's defensive formation, it is recommended to run a pick-and-roll on the left side to take advantage of the space on the weak side.

[0075] S6, planning subsequent positioning: After the pick-and-roll, the center cuts to the basket, ready to receive a pass from the point guard and finish at the rim; if the opposing defender chooses to press the point guard, the center retreats to the weak side three-point line, ready to receive the ball and shoot.

[0076] S7, Generate Action Information: When the player's point guard approaches the three-point line, the center immediately moves to the left to set a screen. After the screen, the center adapts to the defensive situation, either cutting to the basket to receive the ball and score, or retreating to the weak side three-point line to receive the ball and shoot.

[0077] S8, Perform the action: such as Figure 4 As shown in (b), center 404 begins to move based on the generated motion information to execute a screen. After the screen is completed, the center adjusts his position flexibly according to the opposing defender's reaction, either cutting to the basket or retreating to the three-point line to prepare to receive the ball. Simultaneously, the system continuously monitors the game status; if the opposing defense changes, it will promptly adjust the center's positioning strategy to maintain the flexibility and efficiency of tactical coordination.

[0078] It should be noted that the above examples are optional examples provided to facilitate the explanation of the interaction methods of the above objects, and there are no limitations on the specific implementation of the interaction methods of the above objects.

[0079] In this embodiment, a scene view of the target scenario corresponding to the target adversarial task performed by the first object is displayed. The target adversarial task is a task in which objects from a first camp and objects from a second camp compete to obtain shared virtual items. Then, when the second object, holding the shared virtual items, enters the target scenario area in the scene view, the status information of the first camp, the second camp, and the scenario is obtained. The target scenario area is the area belonging to the camp that is in adversarial relationship with the second object. The first camp status information indicates the current status of objects from the first camp in the target scenario, the second camp status information indicates the current status of objects from the second camp, and the scenario status information indicates the state of the target scenario. Next, based on the first camp status information, the second camp status information, and the scenario status information, the target action information to be performed by the first object in the target scenario is determined. This target action information is associated with the operation performed by the second object on the shared virtual items. Finally, the first object is controlled to perform a target action in the target scenario that matches the target action information. In other words, by employing the embodiments of this application, on the one hand, the first object can respond to the actions of the second object in real time, analyze and act immediately, and this immediacy improves the dynamism and interactivity of the game, making the game experience more realistic. On the other hand, by collecting and analyzing the status information of the first faction, the status information of the second faction, and the scene status information, the first object can make intelligent decisions based on this information and select the optimal action plan. This advanced decision-making capability far surpasses that of traditional AI objects based on simple rules or scripts, and can more accurately reflect the strategies and opportunities in real tasks. Furthermore, by employing the embodiments of this application, the second object is allowed to flexibly execute corresponding target actions according to the specific situation in the task, increasing the depth and complexity of the interaction between objects. In summary, by employing the embodiments of this application, the technical effect of improving the interaction effect between objects is achieved, and the technical problem of poor interaction effect between objects is solved.

[0080] Optionally, as an alternative approach, based on the state information of the first camp, the state information of the second camp, and the scene state information, the target action information to be performed by the first object in the target scene includes:

[0081] When the first object and the second object belong to the same camp, based on the status information of the first camp, the status information of the second camp, and the scene status information, the assistance action information that the first object will perform in the target scene to assist the second object is determined. The assistance action information is the action information used to assist the second object in throwing the shared virtual prop onto the reference virtual prop.

[0082] It should be noted that, in some embodiments, the aforementioned reference virtual props may be used, but are not limited to, to indicate virtual props that match the shared virtual props. For example, when the interaction method of the aforementioned objects is applied to a basketball game scenario, the aforementioned reference virtual props may be used, but are not limited to, to indicate the basketball hoop.

[0083] Furthermore, the aforementioned collaborative action information may include, but is not limited to, execution strategy information used to instruct the first object to perform assistive actions to assist the second object. Taking the interaction method of the aforementioned objects as an example in a basketball game scenario, the aforementioned collaborative action information may be strategy information for AI teammates to perform screens to create space for the ball handler based on the real-time game situation and teammate positions, or to perform actions such as passing and cutting to assist the ball handler in scoring or achieving tactical objectives.

[0084] When the first object and the second object belong to different factions, based on the status information of the first faction, the status information of the second faction, and the scene status information, the opposing action information that the first object will perform in the target scene is determined. The opposing action information is the action information used to prevent the second object from throwing the shared virtual prop at the reference virtual prop.

[0085] Optionally, in some embodiments, the aforementioned opposing action information may be, but is not limited to, information on the action strategy that the first object will execute to seize shared virtual props. Taking the interaction method of the aforementioned object as an example in a basketball game scenario, the aforementioned opposing action information may be defensive actions, steals, or interference with shots performed by the AI ​​player as the opponent, with the aim of preventing the second object (the player with the ball) from scoring or achieving tactical objectives.

[0086] In this embodiment, when the first object and the second object belong to the same faction, based on the first faction's state information, the second faction's state information, and the scene's state information, the assisting action information that the first object will perform in the target scene to assist the second object is determined. This assisting action information is used to help the second object throw a shared virtual prop at a reference virtual prop. When the first object and the second object belong to different factions, based on the first faction's state information, the second faction's state information, and the scene's state information, the opposing action information that the first object will perform in the target scene is determined. This opposing action information is used to prevent the second object from throwing a shared virtual prop at a reference virtual prop. In other words, by employing this embodiment, behavioral strategies are intelligently adjusted according to different scenes and the faction affiliation of the objects, thereby achieving a more efficient and intelligent interactive effect.

[0087] Optionally, as an alternative approach, after determining the target action information that the first object will perform in the target scene based on the first camp state information, the second camp state information, and the scene state information, the method further includes:

[0088] S1, when the first object is a character object controlled by the target account, prompt the target action information in the scene screen.

[0089] S2, when the target action information prompted in the scene is selected, control the first object to perform the target action that matches the target action information in the target scene.

[0090] It should be noted that in some embodiments, the target action information may be prompted by displaying a prompt pop-up window in the scene screen, or by displaying the target action information directly in a specified position in the scene screen. This embodiment does not limit this.

[0091] For example, it can be done, but is not limited to, through methods such as Figure 5 The following example illustrates the steps above:

[0092] like Figure 5 As shown in (a), a dynamic arrow is displayed in the game interface pointing to the teammate who is suggested to set a screen, and the text prompt "Suggest setting a screen to the left to open up space in the paint" is displayed at the bottom of the screen 502.

[0093] like Figure 5 As shown in (b), when the dynamic arrow clicked by the player is detected or the "Execution Suggestion" button is clicked to select and confirm the execution of this target action, the player character 504 (used to represent the first object) is controlled to move to the left to set a screen with the AI ​​teammate; at the same time, the AI ​​teammate blocks the defensive player in real time according to the strategy generated by the system, creating scoring opportunities or passing lanes for the player in the paint.

[0094] It should be noted that the above examples are optional examples provided to facilitate the explanation of the interaction methods of the above objects, and there are no limitations on the specific implementation of the interaction methods of the above objects.

[0095] In this embodiment, when the first object is a character controlled by the target account, target action information is displayed on the scene screen. Then, if the target action information displayed on the scene screen is selected, the first object is controlled to perform a target action matching the target action information in the target scene. In other words, by displaying target action information, this embodiment provides players or operators with decision-making assistance based on real-time data and intelligent analysis, reducing the complexity of players needing to analyze the situation and formulate strategies themselves. This makes the decision-making process more direct and efficient, especially in tense or information-rich competitive environments, where this assistance can significantly improve decision-making speed and accuracy.

[0096] Optionally, as an alternative approach, based on the state information of the first camp, the state information of the second camp, and the scene state information, the target action information to be performed by the first object in the target scene includes:

[0097] S1, determine the first evaluation result corresponding to the first camp's status information, the second evaluation result corresponding to the second camp's status information, and the third evaluation result corresponding to the scene's status information.

[0098] Optionally, the aforementioned first evaluation result may, but is not limited to, indicate the quantitative assessment result of the state information of the first camp, reflecting the advantages and disadvantages of the objects in the first camp in the current scenario and their impact on the target action selection. Further, the aforementioned second evaluation result may, but is not limited to, indicate the quantitative assessment result of the state information of the second camp, reflecting how the state of the objects in the second camp affects the target action selection.

[0099] It should be noted that, in some embodiments, the determination of the first evaluation result corresponding to the first camp status information includes: when the first object and the second object belong to the first camp, obtaining the first object status parameter and the second object status parameter included in the first camp status information, wherein the first object status parameter is used to indicate the current status of the first object in the target scene, and the second object status parameter is used to indicate the current status of the second object in the target scene; determining the first object status evaluation result based on the first object status parameter; determining the second object status evaluation result based on the second object status parameter; wherein the first evaluation result includes the first object status evaluation result and the second object status evaluation result.

[0100] Optionally, in some embodiments, determining the second evaluation result corresponding to the second camp state information includes: when the first object and the second object belong to the first camp, obtaining the opposing position and opposing motion performance parameters of the opposing objects in the second camp, wherein the opposing position is the position of the opposing object in the target scene, and the opposing motion performance parameters are used to characterize the motion performance capability of the opposing object; determining the opposing position evaluation result based on the opposing position; determining the opposing motion performance evaluation result based on the opposing motion performance parameters; wherein the second evaluation result includes the opposing position evaluation result and the opposing motion performance evaluation result.

[0101] Optionally, in some embodiments, determining the third evaluation result corresponding to the scene state information includes: determining the area evaluation result based on the area of ​​the free area in the target scene region.

[0102] S2, using the first evaluation result, the second evaluation result, and the third evaluation result to generate the target evaluation result.

[0103] It should be noted that the above target evaluation result is the final quantitative evaluation score generated by comprehensively considering the first, second and third evaluation results, and is used to determine the optimal target action information that the AI ​​role will perform.

[0104] Optionally, in some embodiments, generating a target evaluation result using the first evaluation result, the second evaluation result, and the third evaluation result includes: performing a weighted summation on the third motion state evaluation result, the third motion performance evaluation result, the third distance evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain the first target evaluation result; performing a weighted summation on the first motion state evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the first motion performance evaluation result, the first distance evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain the second target evaluation result; and performing a weighted summation on the second motion state evaluation result, the second distance evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the second motion performance evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain the third target evaluation result; wherein, the target evaluation result includes the first target evaluation result, the second target evaluation result, and the third target evaluation result.

[0105] S3, use the target evaluation results to determine the target action information.

[0106] Optionally, in some embodiments, determining the target action information using the target evaluation result further includes: determining the number of first assisting objects to be used to perform the first action using the first target evaluation result; determining the first assisting object from the first objects using the first target evaluation result; determining the action information of the first action using the first target evaluation result and the third motion state evaluation result; determining the action information of the second action using the second target evaluation result, the first motion performance evaluation result, and the first distance evaluation result; and determining the action information of the third action using the third target evaluation result and the second motion performance evaluation result.

[0107] In this embodiment, a first evaluation result corresponding to the state information of the first camp, a second evaluation result corresponding to the state information of the second camp, and a third evaluation result corresponding to the scene state information are determined. Then, a target evaluation result is generated using the first, second, and third evaluation results. Next, target action information is determined using the target evaluation result. In other words, by evaluating state information from different dimensions and generating target evaluation results, this embodiment allows for a more accurate understanding of the current task execution situation and enables the making of action decisions that best match the actual context, avoiding the limitations of relying on single pieces of information or preset rules.

[0108] Optionally, as an alternative approach, determining the first evaluation result corresponding to the first camp's status information includes:

[0109] When the first object and the second object belong to the first camp, the state parameters of the first object and the state parameters of the second object included in the state information of the first camp are obtained. The state parameters of the first object are used to indicate the current state of the first object in the target scene, and the state parameters of the second object are used to indicate the current state of the second object in the target scene.

[0110] Optionally, taking the above-mentioned object interaction method applied to a basketball game scenario as an example, the above-mentioned first object state parameters may include, but are not limited to: the position of each object in the first object in the target scenario, the first motion performance parameters of the first assisting object in the first object for performing the first action and the second action, the first motion state information of the first assisting object, the first distance between the first assisting object and the reference virtual prop, the second motion performance parameters of the second assisting object in the first object other than the first assisting object, the second motion state information of the second assisting object, and the second distance between the second assisting object and the reference virtual prop. The target action includes the first action and the second action. The first action is used to instruct the first assisting object to prevent the object in the second camp from snatching the shared virtual prop held by the second object. The second action is used to instruct the first assisting object to assist the second object in moving the shared virtual prop to the location of the reference virtual prop. The second assisting object is used to perform the third action. The target action includes the third action. The third action is used to instruct the second assisting object to assist the second object in moving the shared virtual prop to the location of the reference virtual prop.

[0111] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the state parameters of the second object may include, but are not limited to: the third motion state information of the second object, the third motion performance parameters of the second object, the third distance between the second object and the reference virtual prop, the task score difference between the first camp and the second camp where the second object is located, the evaluation result of the score difference, and the sub-task duration for which the second object is allowed to perform adversarial sub-tasks.

[0112] The evaluation result of the first object's state is determined based on the state parameters of the first object.

[0113] Optionally, in some embodiments, the evaluation results of each parameter based on the first object state parameter are determined respectively, wherein the evaluation results of the first object state include the evaluation results of each parameter.

[0114] The evaluation result of the state of the second object is determined based on the state parameters of the second object.

[0115] Optionally, in some embodiments, the evaluation results of each parameter based on the second object state parameter are determined respectively, wherein the evaluation results of the second object state include the evaluation results of each parameter.

[0116] The first evaluation result includes the first object status evaluation result and the second object status evaluation result.

[0117] In this embodiment, when the first object and the second object belong to a first camp, the first object state parameters and the second object state parameters included in the first camp state information are obtained. The first object state parameters indicate the current state of the first object in the target scene, and the second object state parameters indicate the current state of the second object in the target scene. Then, the first object state evaluation result is determined based on the first object state parameters. Next, the second object state evaluation result is determined based on the second object state parameters. The first evaluation result includes both the first object state evaluation result and the second object state evaluation result. In other words, by independently analyzing the state of each object, such as position, speed, and skill level, this embodiment can more accurately predict the action capabilities and needs of each object, thereby considering more variables and improving the accuracy of decision-making.

[0118] Optionally, as an alternative approach, determining the first object state evaluation result based on the first object state parameters includes:

[0119] The location evaluation result is determined based on the position of each object in the first object in the target scene.

[0120] Optionally, taking the interaction method of the above objects applied to a basketball game scenario as an example, the determination of the position evaluation result based on the position of each object in the first object in the target scene may include, but is not limited to, determining the positional relationship between objects based on the position of each object in the first object in the target scene (e.g., the positional relationship between each object in the first object and the second object). For example, assuming the position evaluation result is represented by a score, if the distance between the first object and the second object is less than a first predetermined difference, then the position evaluation result of the first object can be determined as "closely positioned" (1 point); if the distance between the first object and the second object is greater than the first predetermined difference but less than a second predetermined difference, then the position evaluation result of the first object can be determined as "mediumly positioned" (3 points); if the distance between the first object and the second object is greater than the second predetermined difference, then the position evaluation result of the first object can be determined as "far away" (5 points), where the first predetermined difference is less than the second predetermined difference. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0121] The first motion performance evaluation result is determined based on the first motion performance parameters of the first assisting object in the first object that performs the screen action and the first movement action. The target action includes the screen action and the first movement action. The screen action is used to block the movement path of the defending object in the second camp that defends the second object. The first movement action is the movement action of the first assisting object to assist the second object in throwing the shared virtual ball prop to the virtual ball hoop prop after the screen action is determined to be executed.

[0122] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the above screen action can be, but is not limited to, used to instruct the first assisting object (i.e., the screener) in the basketball game to perform a screen operation, and the above first movement action can be, but is not limited to, used to instruct the first assisting object in the basketball game to perform a movement action after the screen.

[0123] Furthermore, the aforementioned first motion performance parameter may be used, but is not limited to, to characterize the skill level of the aforementioned first assisted object, and may include, but is not limited to, its strength, speed, agility, etc., but this embodiment does not limit it.

[0124] For example, taking the interaction method of the above objects applied to a basketball game scenario, assuming that the evaluation result of the first athletic performance is represented by a score, if the first assisted object has a strong outside offensive ability, then the evaluation result of the first assisted object's first athletic performance can be determined to be 1 point. If the first object's outside offensive ability and finishing ability under the basket are both average, then the evaluation result of the first assisted object's first athletic performance can be determined to be 3 points. If the first object's finishing ability under the basket is strong, then the evaluation result of the first assisted object's first athletic performance can be determined to be 5 points. It should be noted that the above example is provided as an optional example for the purpose of explaining the above example, and there is no limitation on the specific implementation of the above steps.

[0125] The evaluation result of the first motion state is determined based on the first motion state information of the first assisted object.

[0126] It should be noted that the aforementioned first motion state information can be used, but is not limited to, to characterize the object role, speed, etc., of the aforementioned first assisting object. For example, taking the interaction method of the aforementioned object applied to a basketball game scenario, assuming the evaluation result of the aforementioned first motion state is represented by a score: If the speed of the first assisting object is slow (e.g., speed less than a first speed threshold) and the position role of the first assisting object is center or power forward, then the evaluation result of the first assisting object's first motion state can be determined to be 1 point; if the speed of the first assisting object is relatively slow (e.g., speed greater than a first speed threshold but less than a second speed threshold) and the position role of the first assisting object is power forward or small forward, then the evaluation result of the first assisting object's first motion state can be determined to be 2 points; if the speed of the first assisting object is moderate (e.g., speed exceeding a second speed threshold but less than a third speed threshold) and the first assisting object's speed is... If the elephant's position is small forward, then the first motion state evaluation result of the first assisting object can be determined as 3 points; if the speed of the first assisting object is above average (e.g., speed exceeding the third speed threshold but less than the fourth speed threshold) and the position of the first assisting object is small forward or guard, then the first motion state evaluation result of the first assisting object can be determined as 4 points; if the speed of the first assisting object is high (e.g., speed exceeding the fourth speed threshold) and the position of the first assisting object is guard, then the first motion state evaluation result of the first assisting object can be determined as 5 points, where the first speed threshold is less than the second speed threshold, the second speed threshold is less than the third speed threshold, the third speed threshold is less than the fourth speed threshold, and the fourth speed threshold is less than the fifth speed threshold. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0127] The first distance evaluation result is determined based on the first distance between the first assisted object and the virtual ball frame prop.

[0128] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the first distance mentioned above can be used, but is not limited to, to represent the distance between the first assisting object and the offensive basket.

[0129] For example, taking the interaction method of the above-mentioned objects applied to a basketball game scenario, let's assume that the first distance evaluation result is represented by a score: If the distance between the first assisting object and the basket is greater than the distance to the first basket, then the first distance evaluation result of the first assisting object is determined to be 1 point; if the distance between the first assisting object and the basket is less than the distance to the first basket, then the first distance evaluation result of the first assisting object is determined to be 1 point; if the distance between the first assisting object and the basket is greater than the distance to the first basket but less than the distance to the second basket, then the first distance evaluation result of the first assisting object is determined to be 3 points; if the distance between the first assisting object and the basket is greater than the distance to the second basket, then the first distance evaluation result of the first assisting object is determined to be 5 points, where the distance to the first basket is less than the distance to the second basket, and the distance to the second basket is less than the distance to the third basket. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0130] The second motion performance evaluation result is determined based on the second motion performance parameters of the second assisting object other than the first assisting object in the first object. The second assisting object is used to perform the second movement action. The target action includes the second movement action. The second movement action is the movement action of the second assisting object to assist the second object in throwing the shared virtual ball prop to the virtual ball hoop prop after the pick-and-roll action is determined to be executed.

[0131] Optionally, taking the interaction method of the above-mentioned objects applied to a basketball game scenario as an example, the second movement action can be, but is not limited to, used to instruct the second assisting object to perform a post-screen movement action in the basketball game. Furthermore, the second motion performance parameter can be, but is not limited to, used to characterize the skill level of the second assisting object, and can include, but is not limited to, its strength, speed, agility, etc., which are not limited in this embodiment.

[0132] For example, taking the interaction method of the above objects applied to a basketball game scenario, assuming that the evaluation result of the second athletic performance is represented by a score, if the second assisted object has a strong outside offensive ability, then the first athletic performance evaluation result of the second assisted object can be determined to be 1 point. If the second assisted object's outside offensive ability and finishing ability under the basket are both average, then the second athletic performance evaluation result of the second assisted object can be determined to be 3 points. If the second assisted object has a strong finishing ability under the basket, then the second athletic performance evaluation result of the second assisted object can be determined to be 5 points. It should be noted that the above example is provided as an optional example for the purpose of explaining the above example, and there is no limitation on the specific implementation of the above steps.

[0133] The evaluation result of the second motion state is determined based on the second motion state information of the second assisted object.

[0134] It should be noted that the aforementioned second motion state information can be used, but is not limited to, to characterize the object role, speed, etc., of the aforementioned second assisting object. For example, taking the interaction method of the aforementioned object applied to a basketball game scenario, assuming the evaluation result of the aforementioned second motion state is represented by a score: If the speed of the second assisting object is slow (e.g., speed less than the first speed threshold) and the position role of the second assisting object is center or power forward, then the evaluation result of the second motion state of the second assisting object can be determined to be 1 point; if the speed of the second assisting object is relatively slow (e.g., speed greater than the first speed threshold but less than the second speed threshold) and the position role of the second assisting object is power forward or small forward, then the evaluation result of the second motion state of the second assisting object can be determined to be 2 points; if the speed of the second assisting object is moderate (e.g., speed exceeding the second speed threshold but less than the third speed threshold) and the second assisting object... If the elephant's position is small forward, then the second motion state evaluation result of the second assisting object can be determined as 3 points; if the speed of the second assisting object is above average (e.g., speed exceeding the third speed threshold but less than the fourth speed threshold) and the position of the second assisting object is small forward or guard, then the second motion state evaluation result of the second assisting object can be determined as 4 points; if the speed of the second assisting object is high (e.g., speed exceeding the fourth speed threshold) and the position of the second assisting object is guard, then the second motion state evaluation result of the second assisting object can be determined as 5 points, where the first speed threshold is less than the second speed threshold, the second speed threshold is less than the third speed threshold, the third speed threshold is less than the fourth speed threshold, and the fourth speed threshold is less than the fifth speed threshold. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0135] The second distance evaluation result is determined based on the second distance between the second assisted object and the virtual ball frame prop.

[0136] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the second distance can be used, but is not limited to, to represent the distance between the second assisting object and the offensive basket.

[0137] For example, taking the interaction method of the above-mentioned objects applied to a basketball game scenario, let's assume that the second distance evaluation result is represented by a score: If the distance between the second assisting object and the basket is greater than the distance to the first basket, then the second distance evaluation result of the second assisting object is determined to be 1 point; if the distance between the second assisting object and the basket is less than the distance to the first basket, then the second distance evaluation result of the second assisting object is determined to be 1 point; if the distance between the second assisting object and the basket is greater than the distance to the first basket but less than the distance to the second basket, then the second distance evaluation result of the second assisting object is determined to be 3 points; if the distance between the second assisting object and the basket is greater than the distance to the second basket, then the second distance evaluation result of the second assisting object is determined to be 5 points, where the distance to the first basket is less than the distance to the second basket, and the distance to the second basket is less than the distance to the third basket. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0138] By adopting the embodiments of this application, a comprehensive optimization of AI teammate intelligent pick-and-roll collaboration is achieved by introducing detailed evaluation mechanisms such as position evaluation, motion performance evaluation, motion state evaluation and distance evaluation. This ensures that each collaboration is based on a detailed analysis of the game environment and teammate capabilities, thereby significantly improving the strategic and interactive aspects of the game experience.

[0139] Optionally, as an alternative approach, determining the state evaluation result of the second object based on the state parameters of the second object includes:

[0140] The evaluation result of the third motion state is determined based on the third motion state information of the second object.

[0141] Optionally, in some embodiments, the aforementioned third motion state information may be used to characterize the skill level of the aforementioned second object, and may include, but is not limited to, its strength, speed, agility, etc. In this embodiment, this is not limited.

[0142] For example, taking the interaction method of the above objects applied to a basketball game scenario, assuming that the evaluation result of the third sports performance is represented by a score, if the second object has a strong outside offensive ability, then the evaluation result of the second object's third sports performance can be determined to be 1 point. If the second object's outside offensive ability and finishing ability under the basket are both average, then the evaluation result of the second object's third sports performance can be determined to be 3 points. If the second object has a strong finishing ability under the basket, then the evaluation result of the second object's third sports performance can be determined to be 5 points. It should be noted that the above example is an optional example provided for the purpose of explaining the above example, and there is no limitation on the specific implementation of the above steps.

[0143] The third motion performance evaluation result is determined based on the third motion performance parameter of the second object, wherein the third motion performance parameter is used to characterize the motion performance ability of the second object.

[0144] It should be noted that the aforementioned third motion state information can be used, but is not limited to, to characterize the object role, speed, etc., of the aforementioned second object. For example, taking the interaction method of the aforementioned object applied to a basketball game scenario, assuming the evaluation result of the aforementioned third motion state is represented by a score: If the speed of the second object is slow (e.g., speed less than the first speed threshold) and the position role of the second object is center or power forward, then the evaluation result of the third motion state of the second object can be determined to be 1 point; if the speed of the second object is relatively slow (e.g., speed greater than the first speed threshold but less than the second speed threshold) and the position role of the second object is power forward or small forward, then the evaluation result of the third motion state of the second object can be determined to be 2 points; if the speed of the second object is moderate (e.g., speed exceeding the second speed threshold but less than the third speed threshold) and the second object... If the second object's position is small forward, then the third motion state evaluation result can be determined as 3 points; if the second object's speed is above average (e.g., speed exceeding the third speed threshold but less than the fourth speed threshold) and the second object's position is small forward or guard, then the third motion state evaluation result can be determined as 4 points; if the second object's speed is high (e.g., speed exceeding the fourth speed threshold) and the second object's position is guard, then the third motion state evaluation result can be determined as 5 points, where the first speed threshold is less than the second speed threshold, the second speed threshold is less than the third speed threshold, the third speed threshold is less than the fourth speed threshold, and the fourth speed threshold is less than the fifth speed threshold. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0145] The third distance evaluation result is determined based on the third distance between the second object and the virtual sphere prop.

[0146] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the first distance mentioned above can be used, but is not limited to, to represent the distance between the second object and the offensive basket.

[0147] For example, taking the interaction method of the above objects applied to a basketball game scenario, let's assume the third distance evaluation result is represented by a score: If the distance between the second object and the basket is greater than the distance to the first basket, then the third distance evaluation result for the second object is 1 point; if the distance between the second object and the basket is less than the distance to the first basket, then the third distance evaluation result for the second object is 1 point; if the distance between the second object and the basket is greater than the distance to the first basket but less than the distance to the second basket, then the third distance evaluation result for the second object is 3 points; if the distance between the second object and the basket is greater than the distance to the second basket, then the third distance evaluation result for the second object is 5 points, where the distance to the first basket is less than the distance to the second basket, and the distance to the second basket is less than the distance to the third basket. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0148] The evaluation result of the score difference is determined based on the difference between the task scores of the first camp and the second camp to which the second object belongs. The task score difference is the difference between the task execution score obtained by the first camp in the target confrontation task and the task execution score obtained by the second camp in the target confrontation task.

[0149] Optionally, taking the interaction method of the above objects as an example in a basketball game scenario, the task score difference can be used, but is not limited to, to indicate the difference between the task execution scores of the first camp (player team) and the second camp (opponent team) in the current stage of the game, reflecting the relative advantages of both sides in tactical execution and game control.

[0150] For example, taking the interaction method of the above objects applied to a basketball game scenario, let's assume the evaluation result of the score difference is represented by a rating: If the difference between the current second object's camp and the enemy camp is large (e.g., the difference is greater than a second threshold), then the evaluation result of the second object's score difference can be determined as 1 point. If the difference between the current second object's camp and the enemy camp is moderate (e.g., the difference is greater than a first threshold but less than a second threshold), then the evaluation result of the second object's score difference can be determined as 3 points. If the difference between the current second object's camp and the enemy camp is small (e.g., the difference is less than a first threshold), then the evaluation result of the second object's score difference can be determined as 5 points, where the first threshold is less than the second threshold. It should be noted that the above example is provided for ease of explanation and is not intended to limit the specific implementation of the above steps.

[0151] The task duration evaluation result is determined based on the subtask duration that allows the second object to execute adversarial subtasks. The subtask duration is the difference between the task duration spent by the first and second camps in executing the target adversarial task and the target duration threshold. The adversarial subtask is used to indicate throwing shared virtual ball props into virtual ball frame props.

[0152] Optionally, taking the interaction method of the above-mentioned objects applied to a basketball game scenario as an example, the sub-task duration can be, but is not limited to, indicating the remaining time of the current game. For example, taking the interaction method of the above-mentioned objects applied to a basketball game scenario as an example, assuming the evaluation result of the above-mentioned task duration is represented by a score: assuming the remaining game time of the current second object is short (e.g., less than the first game time), then the task duration evaluation result of the second object can be determined as 1 point; assuming the remaining game time of the current second object is moderate (e.g., longer than the first game time and shorter than the second game time), then the task duration evaluation result of the second object can be determined as 3 points; assuming the remaining game time of the current second object is long (e.g., longer than the second game time), then the task duration evaluation result of the second object can be determined as 5 points, where the first game time is shorter than the second game time. It should be noted that the above examples are for the purpose of explaining the optional examples provided above, and there is no limitation on the specific implementation of the above steps.

[0153] By employing the embodiments of this application, a diverse range of tactical support plans can be generated by comprehensively evaluating the ball handler's (i.e., the second object's) athletic performance, the distance to the basket, the score difference between teams, and the remaining offensive time. This capability allows AI teammates to select the most appropriate tactical actions in different situations, increasing the strategic depth and playability of the game.

[0154] Optionally, as an alternative approach, determining the second evaluation result corresponding to the second camp's status information includes:

[0155] When the first object and the second object belong to the first camp, obtain the opposing position and opposing motion performance parameters of the opposing object in the second camp. The opposing position is the position of the opposing object in the target scene, and the opposing motion performance parameters are used to characterize the motion performance capabilities of the opposing object.

[0156] It should be noted that, taking the interaction method of the above objects as an example in a basketball game scenario, the above opposing objects can be used, but are not limited to, to indicate the defensive players in the opposing camp of the second object, who form an adversarial relationship with the first and second objects in the target scenario (such as the opponent's half of the court attack).

[0157] Optionally, taking the interaction method of the aforementioned objects applied to a basketball game scenario as an example, the aforementioned opposing motion performance parameters are used to describe the opposing object's athletic ability, defensive intensity, defensive style, and other characteristics during the game. These parameters help the system predict the opponent's possible reactions and actions. The aforementioned opposing position is used to characterize the specific location of the opposing object on the court, which directly affects the effectiveness of the pick-and-roll and the implementation of subsequent tactics.

[0158] The evaluation results of opposing positions are determined based on their opposing positions.

[0159] Optionally, in some embodiments, taking the interaction method of the above-mentioned objects applied to a basketball game scenario as an example, the above-mentioned determination of the opposing position evaluation result based on the opposing position may include, but is not limited to, determining the defensive level of the opposing object based on the opposing position. For example, if the opposing center is standing under the basket and the power forward is standing at the three-point line, the system may assess that the defensive pressure under the basket is higher (lower opposing position evaluation result), while the three-point line is relatively open (higher opposing position evaluation result).

[0160] For example, taking the interaction method of the above objects applied to a basketball game scenario, let's assume that the evaluation results of the opposing positions are represented by a rating system. If the opposing position's defensive level is determined to be aggressive, then the evaluation result for that opposing position is 1 point; if the opposing position's defensive level is determined to be moderate, then the evaluation result for that opposing position is 3 points; and if the opposing position's defensive level is determined to be conservative, then the evaluation result for that opposing position is 5 points. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0161] The evaluation results of the performance of the opposing motion are determined based on the performance parameters of the opposing motion.

[0162] Optionally, in some embodiments, taking the interaction method of the above-mentioned objects as an example in a basketball game scenario, the above-mentioned opposing motion performance parameters can be used, but are not limited to, to characterize the opposing object's motion ability, defensive intensity, defensive style, and other characteristics in the game. These parameters help to predict the opponent's possible reactions and actions.

[0163] For example, taking the interaction method of the aforementioned objects applied to a basketball game scenario, let's assume that the evaluation results of the opposing sports performance are represented by a rating system. If the opposing object's defensive intensity style is "tough," then the evaluation result for that opposing object's opposing sports performance is 1 point; if the opposing object's defensive intensity style is "medium," then the evaluation result for that opposing object's opposing sports performance is 3 points; and if the opposing object's defensive intensity style is "weak," then the evaluation result for that opposing object's opposing sports performance is 5 points. It should be noted that the above example is provided for ease of explanation and is an optional illustration; the specific implementation of the above steps is not limited.

[0164] The second evaluation result includes the evaluation results of opposing positions and the evaluation results of opposing movement performance.

[0165] By using the embodiments of this application, by obtaining the opposing position and opposing movement performance parameters of the opposing object (such as enemy characters, competitor vehicles, etc.), the system can more comprehensively evaluate the opponent's state, including its specific position, movement direction, speed, skill usage frequency, etc. in the target scene, which helps to predict the opponent's next action and thus make more accurate and personalized decisions.

[0166] Optionally, as an alternative approach, determining the third evaluation result corresponding to the scene state information includes:

[0167] The evaluation result of the area is determined based on the area of ​​the empty area in the target scene region.

[0168] It should be noted that, taking the application of the above-mentioned object interaction method to a basketball game scenario as an example, the above-mentioned area evaluation results can be used, but are not limited to, to characterize the size of the court space. For example, taking the application of the above-mentioned object interaction method to a basketball game scenario as an example, assuming that the above-mentioned area evaluation results are represented by a score; assuming that the area of ​​the free area is greater than the second area threshold, then the area evaluation result can be determined as large space, scoring 1 point; assuming that the area of ​​the free area is greater than the first area threshold and less than the second area threshold, then the area evaluation result can be determined as medium space, scoring 3 points; assuming that the area of ​​the free area is greater than the second area threshold, then the area evaluation result can be determined as small space, scoring 5 points, where the first area threshold is less than the second area threshold. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0169] By using the embodiments of this application, the utilization of scene space can be more accurately understood by calculating the area of ​​the vacant area in the target scene region, and then it can be assessed whether it is conducive to the execution of specific actions, such as breakthroughs and positioning in games or traffic flow optimization and space planning in the real world.

[0170] Optionally, as an alternative approach, generating the target evaluation result using the first evaluation result, the second evaluation result, and the third evaluation result includes:

[0171] The evaluation results of the third motion state, the third motion performance, the third distance, the score difference, the task duration, the position, the opposing position, the opposing motion performance, and the area are weighted and summed to obtain the first objective evaluation result.

[0172] The evaluation results of the first motion state, the score difference, the task duration, the position, the first motion performance, the first distance, the opposing position, the opposing motion performance, and the area are weighted and summed to obtain the evaluation result of the second objective.

[0173] The third objective evaluation result is obtained by weighted summation of the evaluation results of the second motion state, the second distance, the score difference, the task duration, the position, the second motion performance, the opposing position, the opposing motion performance, and the area.

[0174] The evaluation results include the evaluation results of the first objective, the evaluation results of the second objective, and the evaluation results of the third objective.

[0175] By employing the embodiments of this application, through weighted summation processing, it is possible to simultaneously consider multi-dimensional information such as motion state, motion performance, relative position, distance, score difference, task duration, and area, so that decision-making is not based on a single factor, but comprehensively analyzes all key variables in the current situation, thereby achieving intelligent processing and decision-making for multiple factors in complex scenarios, and thus improving the level of intelligence of AI character behavior.

[0176] Optionally, as an alternative approach, determining target action information using target evaluation results also includes:

[0177] The number of first assisting objects to be used to perform the pick-and-roll action is determined using the results of the first target evaluation.

[0178] Optionally, in some embodiments, taking the above-mentioned interaction method of objects applied to a basketball game scenario as an example, the determination of the number of first assisting objects to be used to perform the screen action using the first target evaluation result may include, but is not limited to: when the first target evaluation result is within a first evaluation result range, determining the number of first assisting objects as a first number; when the first target evaluation result is within a second evaluation result range, determining the number of first assisting objects as a second number; when the first target evaluation result is within a third evaluation result range, determining the number of first assisting objects as a third number; wherein, the evaluation result in the first evaluation result range is greater than the evaluation result in the second evaluation result range, the evaluation result in the second evaluation result range is greater than the evaluation result in the third evaluation result range, the first number is less than the second number, and the second number is less than the third number.

[0179] For example, if the first target evaluation score is greater than 35, the number of first assistance recipients is determined to be 0, meaning no gear shifting is performed; if the first target evaluation score is greater than 15 but less than 35, the number of first assistance recipients is determined to be 1; if the first target evaluation score is less than 15, the number of first assistance recipients is determined to be 2. It should be noted that the above examples are optional examples provided for ease of explanation and do not limit the specific implementation of the above steps.

[0180] The first target is identified from the first target based on the evaluation results of the first target.

[0181] Optionally, in some embodiments, taking the above-mentioned interaction method of objects applied to a basketball game scenario as an example, the above-mentioned determination of the first assisting object from the first object using the first target evaluation result may include, but is not limited to: when the first target evaluation result is in the fourth evaluation result interval, determining the assisting object belonging to the first role among the assisting objects as the first assisting object; when the first target evaluation result is in the fifth evaluation result interval, determining the assisting object belonging to the second role among the assisting objects as the first assisting object; when the first target evaluation result is in the sixth evaluation result interval, determining the assisting object belonging to the third role among the assisting objects as the first assisting object; wherein, the evaluation result in the fourth evaluation result interval is greater than the evaluation result in the fifth evaluation result interval, and the evaluation result in the fifth evaluation result interval is greater than the evaluation result in the sixth evaluation result interval.

[0182] For example, if the evaluation result of the first objective is greater than 30 points, the defender in the first object is identified as the first assisting object; if the evaluation result of the first objective is greater than 20 but less than 30 points, the power forward in the first object is identified as the first assisting object; if the evaluation result of the first objective is less than 20 points, the center in the first object is identified as the first assisting object. It should be noted that the above examples are optional examples provided for ease of explanation, and there is no limitation on the specific implementation of the above steps.

[0183] The motion information of the pick-and-roll action is determined using the results of the first target evaluation and the third motion state evaluation.

[0184] Optionally, in some embodiments, taking the above-mentioned interaction method of objects applied to a basketball game scenario as an example, the action information for determining the pick-and-roll action using the target evaluation result and the third motion state evaluation result may include, but is not limited to: when the first target evaluation result is in the first evaluation seven interval and the third motion state evaluation result is in the first sub-evaluation result interval, the pick-and-roll action is determined as the movement path of the defensive object used to defend the second object in the first position blocking the second camp; when the first target evaluation result is in the eighth evaluation result interval and the third motion state evaluation result is in the second sub-evaluation result interval, the pick-and-roll action is determined as the movement path of the defensive object used to defend the second object in the second position blocking the second camp; when the first target evaluation result is in the ninth evaluation result interval and the target motion state evaluation result is in the first sub-evaluation result interval, the pick-and-roll action is determined as the movement path of the defensive object used to defend the second object in the third position blocking the second camp; wherein, the evaluation result in the seventh evaluation result interval is greater than the evaluation result in the eighth evaluation result interval, the evaluation result in the eighth evaluation result interval is greater than the evaluation result in the ninth evaluation result interval, and the evaluation result in the first sub-evaluation result interval is greater than the evaluation result in the second sub-evaluation result interval.

[0185] For example, if the first objective evaluation score is greater than 26 points and the first athletic performance evaluation score is greater than 5 points, the screener's screen position will be determined as follows: Figure 6 As shown in (a), the screener's position is on the right side of the defensive player; when the first objective evaluation score is greater than 15 and less than 26, and the first athletic performance evaluation score is greater than 1, the screener's position is determined as follows. Figure 6 As shown in (b), on the left side of the defending player; if the first objective evaluation result is less than 15 points and the first athletic performance evaluation result is greater than 1 point, as... Figure 6As shown in (c), the screener's position is defined as behind and to the left of the defensive player. It should be noted that the above example is provided for ease of explanation and is not intended to limit the specific implementation of the above steps.

[0186] The motion information of the first movement is determined by using the evaluation results of the second target, the evaluation results of the first motion performance, and the evaluation results of the first distance.

[0187] Optionally, in some embodiments, taking the interaction method of the above-mentioned object applied to a basketball game scenario as an example, the action information for determining the first movement action using the second target evaluation result, the first motion performance evaluation result, and the first distance evaluation result may include, but is not limited to: when the second target evaluation result is in the tenth evaluation result interval, the first motion performance evaluation result is in the third sub-evaluation result interval, and the first distance evaluation result is in the fourth sub-evaluation result interval, the first movement action is determined to be moving towards the first area in the target scene; when the second target evaluation result is in the eleventh evaluation result interval, the first movement action is determined to be moving towards the second area in the target scene; when the second target evaluation result is in the tenth evaluation result interval, and the first motion performance evaluation result is not in the third sub-evaluation result interval. In the case where the second target evaluation result is in the tenth evaluation result interval and the first distance evaluation result is not in the fourth sub-evaluation result interval, the first movement action is determined to be moving towards the second area in the target scene; in the case where the second target evaluation result is in the twelfth evaluation result interval, the first movement action is determined to stop moving; wherein, the evaluation result in the tenth evaluation result interval is greater than the evaluation result in the eleventh evaluation result interval, the evaluation result in the eleventh evaluation result interval is greater than the evaluation result in the twelfth evaluation result interval, the evaluation result in the fourth sub-evaluation result interval is greater than the evaluation result in the third sub-evaluation result interval, and the distance between the first area and the virtual ball frame prop is greater than the distance between the second area and the virtual ball frame prop.

[0188] For example, if the second objective evaluation score is greater than 30 points, the first athletic performance evaluation score is 1 or 2 points, and the first distance evaluation score is 3 to 5 points, then the pick-and-roll player's movement after the pick-and-roll is determined to be an outward movement (e.g., as shown). Figure 7 (as shown in (a)) moving towards the three-point line; if the second objective evaluation result is greater than 23 points and less than 30 points, the pick-and-roll player's movement after the pick-and-roll is determined to be moving towards the inside (e.g., as shown in (a)). Figure 7(As shown in (b)) moving towards the three-point line; if the second objective evaluation result is less than 23 points, the pick-and-roll player's position after the pick-and-roll remains unchanged. It should be noted that the above example is provided for ease of explanation and is not intended to limit the specific implementation of the above steps.

[0189] The motion information of the second movement is determined by using the evaluation results of the third objective and the evaluation results of the second movement performance.

[0190] Optionally, in some embodiments, taking the above-mentioned interaction method of the object applied to a basketball game scenario as an example, the action information for determining the second movement action using the third target evaluation result and the second motion performance evaluation result may include, but is not limited to: when the third target evaluation result is in the thirteenth evaluation result interval and the second motion performance evaluation result is in the fifth sub-evaluation result interval, the second movement action is determined to be moving towards the first area in the target scene; when the third target evaluation result is not in the thirteenth evaluation result interval, the second movement action is determined to be moving towards the second area in the target scene; when the second motion performance evaluation result is not in the fifth sub-evaluation result interval, the second movement action is determined to be moving towards the second area in the target scene; wherein, the distance between the first area and the virtual basketball hoop prop is greater than the distance between the second area and the virtual basketball hoop prop.

[0191] For example, if the third objective evaluation score is greater than 20 points and the second motion performance evaluation score is greater than 1 or 2 points, the third action is determined to be the second assisted object moving outward; if the third objective evaluation score is not greater than 20 points and / or the second motion performance evaluation score is not equal to 1 or 2 points, the third action is determined to be the second assisted object moving inward. It should be noted that the above examples are optional examples provided for ease of explanation, and do not limit the specific implementation of the above steps.

[0192] Using the embodiments of this application, the entire decision-making process is based on real-time changing environmental data and object status. This means that the system can quickly identify and adapt to the opponent's defensive adjustments, teammates' position changes, etc., and adjust the pick-and-roll strategy and running route in real time to ensure the flexibility and adaptability of tactics and improve the success rate of tactical execution.

[0193] Optionally, as an alternative approach, obtaining the state information of the first camp, the state information of the second camp, and the scene state information includes: obtaining the state information of the first camp, the state information of the second camp, and the scene state information based on a target network, wherein the target network is a deep neural network;

[0194] Based on the state information of the first camp, the state information of the second camp, and the state information of the scene, the target action information to be performed by the first object in the target scene is determined, including: based on the target network, the target action information is determined using the state information of the first camp, the state information of the second camp, and the state information of the scene.

[0195] It should be noted that the target network mentioned above is a deep neural network, a type of machine learning model capable of processing complex data inputs and generating predictive outputs. Deep neural networks, through multi-layered abstraction, can learn high-level features from raw data, making them suitable for contextual analysis and decision generation.

[0196] Furthermore, to ensure accurate decision-making by the deep neural network, a combination of data, including but not limited to the following, is required during the model training phase: Player position data: Recording the real-time coordinates of each player on the field to calculate distance and space. Player motion data: Tracking players' speed, acceleration, and direction to assess their athletic ability and status. Skill cooldown time: Recording each player's skill recovery status to determine which tactics can be executed immediately. Defensive tendency data: Analyzing the opponent's defensive strategies and tendencies to predict their possible reactions. Scenario condition data: Including remaining attack time, current score difference, and field layout, which are not limited in this embodiment.

[0197] Optionally, in some embodiments, the target network is also configured with a feedback adjustment mechanism. If other situations arise during the execution of the plan, this mechanism will feed back to the target network, allowing it to calculate which approach would be better for the current situation. For example, in the plan, after a single pick-and-roll, the ball handler might choose to drive to the basket, while the screener might choose to cut to the perimeter to find an open three-point shot. However, during the pick-and-roll, if it's discovered that the defender is blocked and two other defenders are helping, one blocking the drive to the basket and the other showing a tendency to help defend the perimeter, the strategy will be adjusted accordingly. The screener would have a higher chance of scoring by cutting to the basket, so the strategy will be adjusted to a cut-and-roll followed by a running play. This feedback adjustment mechanism learns from existing model data after encountering certain situations, allowing for changes in the tactical route and ultimately completing the execution of the entire tactic.

[0198] By employing the embodiments of this application and utilizing deep neural networks, the system can quickly generate optimal action information based on dynamically changing state information in real-time tasks, ensuring that AI teammates can respond to changes in the game in real time and improving the team's tactical execution efficiency and flexibility.

[0199] Alternatively, as an optional example, it can be, but is not limited to, by means of, such as Figure 8The following examples illustrate the interaction methods of the above-mentioned objects:

[0200] Execute step S802 to display the scene screen of the target scene corresponding to the target adversarial task performed by the first object.

[0201] Next, step S804 is executed. When the second object holding the shared virtual prop enters the target scene area in the scene screen, the information collection module and the scenario analysis module in the advanced decision engine (used to represent the above-mentioned target network) are used to obtain the status information of the first camp, the status information of the second camp, and the scene status information.

[0202] Then, step S806 is executed, using the scoring determination module in the advanced decision engine to determine the first evaluation result corresponding to the first camp status information, the second evaluation result corresponding to the second camp status information, and the third evaluation result corresponding to the scene status information.

[0203] Next, step S808 is executed, where the scoring determination module generates the target evaluation result based on the first evaluation result, the second evaluation result, and the third evaluation result.

[0204] Next, step S810 is executed, where the tactical decision engine in the advanced decision engine uses the target evaluation results to determine the target action information.

[0205] Then, step S812 is executed to determine whether the first object is a role object controlled by the target account.

[0206] Then, if it is determined that the first object is a character object controlled by the target account, step S814-1 is executed. If the first object is a character object controlled by the target account, target action information is displayed in the scene screen. If it is determined that the target action information displayed in the scene screen is selected, the first object is controlled to perform a target action that matches the target action information in the target scene.

[0207] If it is determined that the role object is not controlled by the target account, step S814-2 is executed to control the first object to perform the target action that matches the target action information in the target scene.

[0208] By employing the embodiments of this application, on the one hand, the first object can respond to the actions of the second object in real time, analyze and act instantly, and this immediacy improves the dynamism and interactivity of the game, making the game experience more realistic. On the other hand, by collecting and analyzing the status information of the first faction, the status information of the second faction, and the scene status information, the first object can make intelligent decisions based on this information and select the optimal action plan. This advanced decision-making capability far surpasses that of traditional AI objects based on simple rules or scripts, and can more accurately reflect the strategies and opportunities in real tasks. Furthermore, by employing the embodiments of this application, the second object is allowed to flexibly execute corresponding target actions according to the specific situation in the task, increasing the depth and complexity of the interaction between objects. In summary, by employing the embodiments of this application, the technical effect of improving the interaction effect between objects is achieved, and the technical problem of poor interaction effect between objects is solved.

[0209] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0210] According to another aspect of the embodiments of this application, an interaction device for an object implementing the interaction method of the above-described object is also provided. For example... Figure 9 As shown, the device includes:

[0211] Display unit 902 is used to display the scene screen of the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is the task of obtaining shared virtual props by the object in the first camp and the object in the second camp through confrontation.

[0212] The acquisition unit 904 is used to acquire first faction status information, second faction status information and scene status information when a second object holding a shared virtual prop enters the target scene area in the scene screen. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene.

[0213] The determining unit 906 is used to determine the target action information that the first object will perform in the target scene based on the first camp status information, the second camp status information and the scene status information, wherein the target action information is associated with the operation performed by the second object on the shared virtual prop;

[0214] The control unit 908 is used to control the first object to perform a target action in the target scene that matches the target action information.

[0215] Optionally, in this embodiment, the determining unit includes: a first determining module, configured to, when the first object and the second object belong to the same camp, determine, based on the first camp status information, the second camp status information, and the scene status information, the assisting action information to be performed by the first object in the target scene to assist the second object, wherein the assisting action information is action information to assist the second object in throwing a shared virtual prop at a reference virtual prop; and a second determining module, configured to, when the first object and the second object belong to different camps, determine, based on the first camp status information, the second camp status information, and the scene status information, the opposing action information is action information to prevent the second object from throwing a shared virtual prop at a reference virtual prop.

[0216] Optionally, in this embodiment, the above-mentioned device further includes: a prompting unit, used to prompt target action information in the scene screen when the first object is a character object controlled by the target account; and a first control unit, used to control the first object to perform a target action in the target scene that matches the target action information when it is determined that the target action information prompted in the scene screen is selected.

[0217] Optionally, in this embodiment, the determining unit further includes: a third determining module, used to determine the first evaluation result corresponding to the first camp state information, the second evaluation result corresponding to the second camp state information, and the third evaluation result corresponding to the scene state information; a first generating module, used to generate a target evaluation result using the first evaluation result, the second evaluation result, and the third evaluation result; and a fourth determining module, used to determine the target action information using the target evaluation result.

[0218] Optionally, in this embodiment, the third determining module is further configured to: when the first object and the second object belong to the first camp, obtain the first object state parameter and the second object state parameter included in the first camp state information, wherein the first object state parameter is used to indicate the current state of the first object in the target scene, and the second object state parameter is used to indicate the current state of the second object in the target scene; determine the first object state evaluation result based on the first object state parameter; determine the second object state evaluation result based on the second object state parameter; wherein the first evaluation result includes the first object state evaluation result and the second object state evaluation result.

[0219] Optionally, in this embodiment, the third determining module is further configured to: determine a position evaluation result based on the position of each object in the first object in the target scene; determine a first motion performance evaluation result based on the first motion performance parameters of the first assisting object in the first object used to perform a screen action and a first movement action, wherein the target action includes a screen action and a first movement action, the screen action is used to block the movement path of the defending object in the second camp used to defend the second object, and the first movement action is a movement action of the first assisting object used to assist the second object in throwing the shared virtual ball prop to the virtual ball frame prop after the screen action is determined to be performed; and determine a first motion state based on the first motion state information of the first assisting object. The evaluation results are as follows: The first distance evaluation result is determined based on the first distance between the first assisted object and the virtual ball hoop prop; the second motion performance evaluation result is determined based on the second motion performance parameters of the second assisted object (excluding the first assisted object), wherein the second assisted object is used to perform a second movement action, the target action includes the second movement action, which is a movement action performed by the second assisted object to assist the second object in throwing a shared virtual ball prop onto the virtual ball hoop prop after the screen action is determined to be executed; the second motion state evaluation result is determined based on the second motion state information of the second assisted object; and the second distance evaluation result is determined based on the second distance between the second assisted object and the virtual ball hoop prop.

[0220] Optionally, in this embodiment, the third determining module is further configured to: determine a third motion state evaluation result based on the third motion state information of the second object; determine a third motion performance evaluation result based on the third motion performance parameters of the second object, wherein the third motion performance parameters are used to characterize the motion performance ability of the second object; determine a third distance evaluation result based on the third distance between the second object and the virtual ball frame prop; determine a score difference evaluation result based on the task score difference between the first camp and the second camp to which the second object belongs, wherein the task score difference is the difference between the task execution score obtained by the first camp in the target confrontation task and the task execution score obtained by the second camp in the target confrontation task; and determine a task duration evaluation result based on the sub-task duration allowed for the second object to execute the confrontation sub-task, wherein the sub-task duration is the difference between the task duration spent by the first camp and the second camp in executing the target confrontation task and the target duration threshold, and the confrontation sub-task is used to instruct the shared virtual ball prop to be thrown to the virtual ball frame prop.

[0221] Optionally, in this embodiment, the third determining module is further configured to: when the first object and the second object belong to the first camp, obtain the opposing position and opposing motion performance parameters of the opposing objects in the second camp, wherein the opposing position is the position of the opposing object in the target scene, and the opposing motion performance parameters are used to characterize the motion performance capability of the opposing object; determine the opposing position evaluation result based on the opposing position; determine the opposing motion performance evaluation result based on the opposing motion performance parameters; wherein the second evaluation result includes the opposing position evaluation result and the opposing motion performance evaluation result.

[0222] Optionally, in this embodiment, the third determining module is further used to: determine the area evaluation result based on the area of ​​the empty area in the target scene region.

[0223] Optionally, in this embodiment, the first generation module is further configured to: perform weighted summation on the third motion state evaluation result, the third motion performance evaluation result, the third distance evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain a first target evaluation result; perform weighted summation on the first motion state evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the first motion performance evaluation result, the first distance evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain a second target evaluation result; and perform weighted summation on the second motion state evaluation result, the second distance evaluation result, the score difference evaluation result, the task duration evaluation result, the location evaluation result, the second motion performance evaluation result, the opposing location evaluation result, the opposing motion performance evaluation result, and the area evaluation result to obtain a third target evaluation result; wherein, the target evaluation result includes the first target evaluation result, the second target evaluation result, and the third target evaluation result.

[0224] Optionally, in this embodiment, the fourth determining module is further configured to: determine the number of first assisting objects to be used to perform the first action of the pick-and-roll using the first target evaluation result; determine the first assisting object from the first objects using the first target evaluation result; determine the action information of the pick-and-roll using the first target evaluation result and the third motion state evaluation result; determine the action information of the first movement using the second target evaluation result, the first motion performance evaluation result and the first distance evaluation result; and determine the action information of the second movement using the third target evaluation result and the second motion performance evaluation result.

[0225] Optionally, in this embodiment, the acquisition unit includes an acquisition module, which is used to acquire first camp state information, second camp state information and scene state information based on the target network, wherein the target network is a deep neural network; the determination unit further includes a fifth determination module, which is used to determine target action information based on the target network using the first camp state information, second camp state information and scene state information.

[0226] For specific implementation examples, please refer to the examples shown in the interaction methods of the above objects; these examples will not be repeated here.

[0227] According to another aspect of the embodiments of this application, an electronic device for implementing the interactive method of the above-described object is also provided, the electronic device being... Figure 1 The terminal device or server shown. This embodiment uses this electronic device as an example for illustration. Figure 10As shown, the electronic device includes a memory 1002 and a processor 1004. The memory 1002 stores a computer program, and the processor 1004 is configured to execute the steps of any of the above method embodiments via the computer program.

[0228] Optionally, in this embodiment, the aforementioned electronic device may be located in at least one of a plurality of network devices in a computer network.

[0229] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:

[0230] S1, display the scene screen of the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is the task of obtaining shared virtual props by the object in the first camp and the object in the second camp through confrontation;

[0231] S2, when the second object holding the shared virtual prop enters the target scene area in the scene screen, obtain the first faction status information, the second faction status information and the scene status information. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene.

[0232] S3, based on the first faction status information, the second faction status information and the scene status information, determine the target action information that the first object will perform in the target scene, wherein the target action information is related to the operation performed by the second object on the shared virtual prop;

[0233] S4 controls the first object to perform a target action in the target scene that matches the target action information.

[0234] Alternatively, as those skilled in the art will understand, Figure 10 The structure shown is for illustrative purposes only. Electronic devices can also be smartphones (such as Android phones, iOS phones, etc.), tablets, PDAs, mobile internet devices (MIDs), PADs, and other terminal devices. Figure 10 This does not limit the structure of the aforementioned electronic devices. For example, the electronic device may also include components that are more... Figure 10 The more or fewer components shown (such as network interfaces, etc.), or having the same Figure 10 The different configurations shown.

[0235] The memory 1002 can be used to store software programs and modules, such as program instructions / modules corresponding to the object interaction method and device in this embodiment. The processor 1004 executes various functional applications and data processing by running the software programs and modules stored in the memory 1002, thereby realizing the aforementioned object interaction method. The memory 1002 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1002 may further include memory remotely located relative to the processor 1004, and these remote memories can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. As an example, such as... Figure 10 As shown, the memory 1002 may include, but is not limited to, the display unit 902, acquisition unit 904, determination unit 906, and control unit 908 in the interactive device of the aforementioned object. Furthermore, it may include, but is not limited to, other module units in the interactive device of the aforementioned object, which will not be elaborated upon in this example.

[0236] Optionally, the transmission device 1006 described above is used to receive or send data via a network. Specific examples of the network described above may include wired networks and wireless networks. In one example, the transmission device 1006 includes a Network Interface Controller (NIC), which can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network. In another example, the transmission device 1006 is a Radio Frequency (RF) module, used for wireless communication with the Internet.

[0237] In addition, the aforementioned electronic device also includes a connection bus 1008 for connecting the various module components in the aforementioned electronic device.

[0238] In other embodiments, the aforementioned terminal device or server can be a node in a distributed system, wherein the distributed system can be a blockchain system, which is a distributed system formed by connecting multiple nodes through network communication. The nodes can form a point-to-point network, and any form of computing device, such as a server, terminal, or other electronic device, can become a node in the blockchain system by joining this point-to-point network.

[0239] According to one aspect of this application, a computer program product is provided, comprising a computer program / instructions containing program code for performing the methods described above. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit, it performs various functions provided in the embodiments of this application.

[0240] According to one aspect of this application, another computer program product is also provided, including a non-volatile computer-readable storage medium storing a computer program that, when executed by a processor, implements the steps of the methods in various embodiments of this application.

[0241] According to one aspect of this application, a computer-readable storage medium is provided, wherein a processor of a computer device reads computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the above-described method.

[0242] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0243] S1, display the scene screen of the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is the task of obtaining shared virtual props by the object in the first camp and the object in the second camp through confrontation;

[0244] S2, when the second object holding the shared virtual prop enters the target scene area in the scene screen, obtain the first faction status information, the second faction status information and the scene status information. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene.

[0245] S3, based on the first faction status information, the second faction status information and the scene status information, determine the target action information that the first object will perform in the target scene, wherein the target action information is related to the operation performed by the second object on the shared virtual prop;

[0246] S4 controls the first object to perform a target action in the target scene that matches the target action information.

[0247] It should be noted that the data collection and processing described in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0248] Optionally, in the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program with a predetermined function, which works together with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0249] Optionally, in this embodiment, those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing the hardware related to the terminal device. The program can be stored in a computer-readable storage medium, which may include: flash drive, read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0250] If the integrated units in the above embodiments are implemented as software functional units and sold or used as independent products, they can be stored in the aforementioned computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part 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 one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application.

[0251] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0252] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces, indirect coupling or communication connection between units or modules, and may be electrical or other forms.

[0253] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0254] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0255] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.

Claims

1. A method for interacting with an object, characterized in that, include: The scene screen displays the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is a task in which objects in the first camp and objects in the second camp obtain shared virtual items through confrontation; When a second object holding the shared virtual prop enters the target scene area in the scene screen, the first faction status information, the second faction status information, and the scene status information are obtained. The target scene area is the area to which the faction that is in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of the object in the first faction in the target scene. The second faction status information is used to indicate the current status of the object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene. Based on the first faction status information, the second faction status information, and the scene status information, the target action information to be performed by the first object in the target scene is determined, wherein the target action information is associated with the operation performed by the second object on the shared virtual prop; Control the first object to perform a target action in the target scene that matches the target action information.

2. The method according to claim 1, characterized in that, The determination of the target action information that the first object will perform in the target scene based on the first faction status information, the second faction status information, and the scene status information includes: When the first object and the second object belong to the same faction, based on the first faction status information, the second faction status information and the scene status information, the assistance action information that the first object will perform in the target scene to assist the second object is determined, wherein the assistance action information is the action information used to assist the second object in throwing the shared virtual prop onto the reference virtual prop; When the first object and the second object belong to different factions, based on the first faction status information, the second faction status information and the scene status information, the opposing action information that the first object will perform in the target scene is determined, wherein the opposing action information is action information used to prevent the second object from throwing the shared virtual prop at the reference virtual prop.

3. The method according to claim 1, characterized in that, After determining the target action information that the first object will perform in the target scene based on the first faction state information, the second faction state information, and the scene state information, the method further includes: When the first object is a character object controlled by the target account, the target's action information is displayed in the scene screen. If the target action information prompted in the scene is selected, the first object is controlled to perform a target action that matches the target action information in the target scene.

4. The method according to claim 1, characterized in that, The determination of the target action information that the first object will perform in the target scene based on the first faction status information, the second faction status information, and the scene status information includes: Determine the first evaluation result corresponding to the first camp status information, the second evaluation result corresponding to the second camp status information, and the third evaluation result corresponding to the scene status information; A target evaluation result is generated using the first evaluation result, the second evaluation result, and the third evaluation result. The target action information is determined using the target evaluation results.

5. The method according to claim 4, characterized in that, The first evaluation result corresponding to the status information of the first faction includes: When the first object and the second object belong to the first camp, the first object state parameter and the second object state parameter included in the first camp state information are obtained, wherein the first object state parameter is used to indicate the current state of the first object in the target scene, and the second object state parameter is used to indicate the current state of the second object in the target scene; The evaluation result of the first object's state is determined based on the first object's state parameters; The evaluation result of the second object's state is determined based on the second object's state parameters; The first evaluation result includes the first object status evaluation result and the second object status evaluation result.

6. The method according to claim 5, characterized in that, The step of determining the first object state evaluation result based on the first object state parameters includes: The location evaluation result is determined based on the position of each object in the first object in the target scene; A first motion performance evaluation result is determined based on the first motion performance parameters of the first assisting object in the first object that performs a screen and a first movement action. The target action includes the screen and the first movement action. The screen is used to block the movement path of the defensive object in the second camp that defends the second object. The first movement action is a movement action performed by the first assisting object after the screen is executed, whereby it assists the second object in throwing a shared virtual ball prop onto a virtual hoop prop. A first motion state evaluation result is determined based on the first motion state information of the first assisting object. A first distance evaluation result is determined based on the first distance between the first assisting object and the virtual hoop prop. A second motion performance evaluation result is determined based on the second motion performance parameters of a second assisting object (other than the first assisting object) in the first object. The second assisting object is used to perform a second movement action, the target action including the second movement action. The second movement action is a movement action performed by the second assisting object to assist the second object in throwing the shared virtual ball prop onto the virtual ball hoop prop after the pick-and-roll action is determined. A second motion state evaluation result is determined based on the second motion state information of the second assisting object. A second distance evaluation result is determined based on the second distance between the second assisting object and the virtual ball hoop prop.

7. The method according to claim 6, characterized in that, The step of determining the state evaluation result of the second object based on the state parameters of the second object includes: The evaluation result of the third motion state is determined based on the third motion state information of the second object; The third motion performance evaluation result is determined based on the third motion performance parameter of the second object, wherein the third motion performance parameter is used to characterize the motion performance ability of the second object; The third distance evaluation result is determined based on the third distance between the second object and the virtual ball frame prop; The evaluation result of the score difference is determined based on the task score difference between the first camp and the second camp to which the second object belongs, wherein the task score difference is the difference between the task execution score obtained by the first camp in the target confrontation task and the task execution score obtained by the second camp in the target confrontation task; The task duration evaluation result is determined based on the subtask duration that allows the second object to execute the adversarial subtask, wherein the subtask duration is the difference between the task duration spent by the first camp and the second camp in executing the target adversarial task and the target duration threshold, and the adversarial subtask is used to instruct the shared virtual ball prop to be thrown onto the virtual ball frame prop.

8. The method according to claim 7, characterized in that, The second evaluation result corresponding to the status information of the second faction includes: When the first object and the second object belong to the first camp, obtain the opposing position and opposing motion performance parameters of the opposing object in the second camp, wherein the opposing position is the position of the opposing object in the target scene, and the opposing motion performance parameters are used to characterize the motion performance capability of the opposing object. The evaluation result of the opposing positions is determined based on the aforementioned opposing positions; The evaluation results of the opposing motion performance are determined based on the aforementioned opposing motion performance parameters; The second evaluation result includes the evaluation result of the opposing position and the evaluation result of the opposing movement performance.

9. The method according to claim 8, characterized in that, The third evaluation result corresponding to the scene state information includes: The evaluation result of the area is determined based on the area of ​​the empty area in the target scene region.

10. The method according to claim 9, characterized in that, The step of generating the target evaluation result using the first evaluation result, the second evaluation result, and the third evaluation result includes: The evaluation results of the third motion state, the third motion performance, the third distance, the score difference, the task duration, the location, the opposing location, the opposing motion performance, and the area are weighted and summed to obtain the first target evaluation result. The first motion state evaluation result, the score difference evaluation result, the task duration evaluation result, the position evaluation result, the first motion performance evaluation result, the first distance evaluation result, the opposing position evaluation result, the opposing motion performance evaluation result, and the area evaluation result are weighted and summed to obtain the second target evaluation result. The second motion state evaluation result, the second distance evaluation result, the score difference evaluation result, the task duration evaluation result, the position evaluation result, the second motion performance evaluation result, the opposing position evaluation result, the opposing motion performance evaluation result, and the area evaluation result are weighted and summed to obtain the third target evaluation result; The target evaluation results include the first target evaluation result, the second target evaluation result, and the third target evaluation result.

11. The method according to claim 10, characterized in that, The step of determining the target action information using the target evaluation result further includes: The number of the first assisting objects to be used to perform the first action of the pick-and-roll action is determined using the first target evaluation result; The first assistance target is determined from the first object using the first target evaluation result; The motion information of the pick-and-roll action is determined using the first target evaluation result and the third motion state evaluation result. The motion information of the first movement is determined using the second target evaluation result, the first motion performance evaluation result, and the first distance evaluation result. The motion information of the second movement is determined using the third target evaluation result and the second motion performance evaluation result.

12. The method according to any one of claims 1 to 11, characterized in that, The acquisition of the first camp state information, the second camp state information, and the scene state information includes: acquiring the first camp state information, the second camp state information, and the scene state information based on a target network, wherein the target network is a deep neural network; The step of determining the target action information that the first object will perform in the target scene based on the first faction state information, the second faction state information, and the scene state information includes: determining the target action information based on the target network using the first faction state information, the second faction state information, and the scene state information.

13. An interactive device for an object, characterized in that, include: The display unit is used to display the scene screen of the target scene corresponding to the target confrontation task performed by the first object, wherein the target confrontation task is a task in which objects in the first camp and objects in the second camp obtain shared virtual props through confrontation. The acquisition unit is configured to acquire first faction status information, second faction status information, and scene status information when a second object holding the shared virtual item enters a target scene area in the scene screen. The target scene area is the area to which the faction in an adversarial relationship with the second object belongs. The first faction status information is used to indicate the current status of an object in the first faction in the target scene. The second faction status information is used to indicate the current status of an object in the second faction in the target scene. The scene status information is used to indicate the status of the target scene. The determining unit is configured to determine, based on the first faction status information, the second faction status information, and the scene status information, the target action information to be performed by the first object in the target scene, wherein the target action information is associated with the operation performed by the second object on the shared virtual prop; The control unit is used to control the first object to perform a target action in the target scene that matches the target action information.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium includes a stored program, wherein the program, when executed by a processor, performs the method described in any one of claims 1 to 12.

15. A computer program product comprising a computer program / instructions, characterized in that, When the computer program / instructions are executed by the processor, they implement the steps of the method according to any one of claims 1 to 12.

16. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to execute the method described in any one of claims 1 to 12 through the computer program.