Social information generation methods, systems, servers, media, devices, and programs
By building player profiles and generating social information in massively multiplayer online games, and using similar user characteristics as entry points for topics, the problem of social difficulties between unfamiliar players is solved, social efficiency is improved, and community connections are promoted.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-04-20
- Publication Date
- 2026-06-30
AI Technical Summary
In massively multiplayer online games, the threshold for breaking the ice between strangers is extremely high. Traditional social systems cannot provide effective communication entry points, resulting in the loss of high-value potential social relationships due to information asymmetry, making it difficult to form deep community connections.
By constructing player profiles, social information is generated based on the similar characteristics between two strangers. These similar characteristics can be used as entry points for social topics, thereby improving the efficiency of social communication between strangers.
It improves the efficiency of social communication between strangers, provides users with high-value potential social relationships, and is conducive to forming deep community connections.
Smart Images

Figure CN122298029A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a social information generation method and system, server, medium, device and program. Background Technology
[0002] In massively multiplayer online games (MMORPGs), the barrier to breaking the ice between strangers is extremely high. Due to a lack of intuitive understanding of each other's game background, interests, and shared experiences, social interactions between players often remain at the level of random "blind socializing" or awkward silence. Furthermore, traditional social systems only provide basic friend-adding functions, failing to provide players with effective communication entry points in a timely manner. This leads to the loss of high-value potential social relationships due to information asymmetry, making it difficult to form deep community connections. Summary of the Invention
[0003] This application provides a social information generation method and system, server, medium, device and program that can use the similarities between two strangers as social topics, thereby improving the efficiency of social communication between strangers.
[0004] On one hand, embodiments of this application provide a method for generating social information, the method comprising: A player profile of the user is constructed based on the user's player information; When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, the similarity features between the first user and the second user are determined based on the player profiles of the first user and the second user. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. First social information is generated based on the character information of the first character and the similarity features, and / or second social information is generated based on the character information of the second character and the similarity features, wherein the first social information is adapted to be sent to the second user in response to the social interaction operation of the first user, and the second social information is adapted to be sent to the first user in response to the social interaction operation of the second user.
[0005] On the other hand, this application provides a server, which includes a player profile construction unit, a similarity retrieval unit, and a social information generation unit; The player profile building unit is used to build a player profile of the user based on the user's player information; The similarity retrieval unit is used to determine the similarity features between the first user and the second user based on the player profiles of the first user and the second user when the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. The social information generation unit is used to generate first social information based on the persona information of the first character and the similarity features, the first social information being adapted to be sent to the second user in response to the social interaction operation of the first user, and / or to generate second social information based on the persona information of the second character and the similarity features, the second social information being adapted to be sent to the first user in response to the social interaction operation of the second user.
[0006] On the other hand, embodiments of this application provide a social information generation system for multiplayer games. The social information generation system includes a server, a first terminal, and a second terminal. The first terminal and the second terminal are respectively communicatively connected to the server. The first terminal is controlled by a first user, and the second terminal is controlled by a second user. The server is used for: A player profile of the user is constructed based on the user's player information; When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, the similarity features between the first user and the second user are determined based on the player profiles of the first user and the second user. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. First social information is generated based on the character information of the first character and the similarity features, and / or second social information is generated based on the character information of the second character and the similarity features; The first terminal is configured to: acquire the first social information; respond to the social interaction operation of the first user and send the first social information to the second terminal; and / or, The second terminal is used to: acquire the second social information; respond to the social interaction operation of the second user and send the second social information to the first terminal.
[0007] On the other hand, embodiments of this application provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute the social information generation method as described in any of the above embodiments.
[0008] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing a computer program, the processor executing the social information generation method as described in any of the above embodiments by calling the computer program stored in the memory.
[0009] On the other hand, embodiments of this application provide a computer program product, including computer instructions, which, when executed by a processor, implement the social information generation method as described in any of the above embodiments.
[0010] The social information generation method, server, and social information generation system provided in this application, by constructing player profiles, can determine whether two unfamiliar users have similar gaming tendencies when their respective roles are close to each other, and use this as a social entry point to find social topics for the two users. This can improve the efficiency of social communication between unfamiliar users, provide users with high-value potential social relationships, and help form deep community connections. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 This is a schematic diagram of an example game system provided in an embodiment of this application.
[0013] Figure 2 This is a flowchart illustrating the social information generation method provided in an embodiment of this application.
[0014] Figure 3 This is a schematic diagram of the server structure provided in an embodiment of this application.
[0015] Figure 4 This is a schematic diagram of the structure of the social information generation system provided in an embodiment of this application.
[0016] Figure 5 This is a schematic diagram of a first application scenario of the social information generation method provided in the embodiments of this application.
[0017] Figure 6 This is a schematic diagram of a second application scenario for the social information generation method provided in the embodiments of this application.
[0018] Figure 7 This is a schematic diagram of a third application scenario for the social information generation method provided in the embodiments of this application.
[0019] Figure 8 A schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation
[0020] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0021] This application provides a method and system for generating social information, a server, a medium, a device, and a program. Specifically, the social information generation method of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be an independent physical server, a server cluster composed of multiple physical servers, or a distributed system. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0022] For example, when this social information generation method runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0023] For example, when this social information generation method runs on a server, it can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and operation of the social information generation method are completed on the server. The game screen presentation is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0024] It should be noted that, in this embodiment, the entity executing the social information generation method can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of the entity executing the method.
[0025] It is understood that in the specific implementation of this application, user object data, context data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0026] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing a social information generation method, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.
[0027] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0028] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0029] Furthermore, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases while different users are playing multiplayer games online.
[0030] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.
[0031] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0032] It should be noted that the triggering operations mentioned in the subsequent detailed description of the social information generation method provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of computer device. For example, when the computer device is a touchscreen device such as a mobile phone, tablet, or game console, the player can operate on the touchscreen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the player can operate using external devices such as a mouse or keyboard.
[0033] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0034] In this embodiment of the application, a graphical user interface is provided through a terminal device. The graphical user interface includes at least a portion of the virtual scene and at least one virtual character.
[0035] The aforementioned virtual scene can be a game scene, which can be understood as a simulation of the real world within a game, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.
[0036] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.
[0037] Furthermore, some of the accompanying drawings are schematic flowcharts and application scenario diagrams of the social information generation method provided in the embodiments of this application. It can be understood that these drawings may execute the steps shown in a different logical order than that shown in the method flowchart. The method can provide a graphical user interface through a terminal device, and the graphical user interface includes at least a partial virtual scene and at least one virtual character.
[0038] Please refer to Figure 2 The present invention provides a method for generating social information in multiplayer games, comprising: 01: Build user player profiles based on user player information; 02: When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, based on the player profiles of the first user and the second user, the similarity features between the first user and the second user are determined, the first character is the character controlled by the first user, and the second character is the character controlled by the second user. 03: Generate first social information based on the character information and similar characteristics of the first character, and / or generate second social information based on the character information and similar characteristics of the second character, wherein the first social information is suitable for being sent to the second user in response to the social interaction operation of the first user, and the second social information is suitable for being sent to the first user in response to the social interaction operation of the second user.
[0039] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 A server 100 of the present invention may include a player profile construction unit 110, a similarity retrieval unit 120, and a social information generation unit 130. The player profile construction unit 110 is used to construct a player profile of a user based on the user's player information. The similarity retrieval unit 120 is used to determine the similarity features between a first user and a second user, based on the player profiles of the first user and the second user, when the spatial distance between a first character and a second character in the game scene is less than or equal to the social detection distance. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. The social information generation unit 130 is used to generate first social information based on the character information and similarity features of the first character, the first social information being suitable for sending to the second user in response to the social interaction operation of the first user, and / or, to generate second social information based on the character information and similarity features of the second character, the second social information being suitable for sending to the first user in response to the social interaction operation of the second user.
[0040] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 A social information generation system 200 for multiplayer games according to the present invention may include a server 210, a first terminal 220, and a second terminal 230. The first terminal 220 and the second terminal 230 are respectively communicatively connected to the server 210. The first terminal 220 is controlled by a first user. The second terminal 230 is controlled by a second user. The server 210 is used to: construct a user's player profile based on the user's player information; when the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, determine the similarity features between the first user and the second user based on the player profiles of the first user and the second user, wherein the first character is the character controlled by the first user and the second character is the character controlled by the second user; generate first social information based on the character information and similarity features of the first character, and / or generate second social information based on the character information and similarity features of the second character. The first terminal 220 is used to: acquire the first social information; respond to the first user's social interaction operation and send the first social information to the second terminal 230; and / or, the second terminal 230 is used to: acquire the second social information; respond to the second user's social interaction operation and send the second social information to the first terminal 220.
[0041] In the aforementioned social information generation method, server 100, and social information generation system 200, by constructing player profiles, when the respective roles of two unfamiliar users approach each other, it can be determined whether the two users have similar gaming tendencies, and this can be used as a social entry point to find social topics for the two users. This can improve the efficiency of social communication between unfamiliar users, provide users with high-value potential social relationships, and help form deep community connections.
[0042] Specifically, player information reflects any interaction a player makes in the game. Based on all these interactions, records can be compiled to create a player profile that represents the player's in-game behavior.
[0043] In some cases, player information may include a user's game achievements, game assets, game behavior preferences, and game history. Game achievements can include accomplishments earned in the game, such as achievements gained from challenging specific levels or defeating specific characters. Game assets can include assets owned by the user in the game, such as mounts or costumes of a certain rarity. Game behavior preferences can include behaviors performed frequently or for extended periods in the game, such as frequently challenging high-difficulty dungeons, collecting or acquiring large quantities of specific items, or spending extended periods idling in certain scenarios. A user's game history can include their past game behavior, such as participating in a server-wide battle or completing certain maps (such as player-created maps).
[0044] Based on the above, by constructing player profiles using player information, we can roughly determine the interactive behaviors that the corresponding users have performed in the game, and thus roughly determine the users' gaming habits and preferences.
[0045] Please combine Figure 5 ,exist Figure 5 In this scenario, a first character c1 controlled by a first user and a second character c2 controlled by a second user reside within the same game scene s. The first user can control the first character c1 to move within game scene s, and the second user can also control the second character c2 to move within game scene s. The spatial distance between the first character c1 and the second character c2 within game scene s can be represented as L. When the first character c1 and the second character c2 are close to each other, such that their spatial distance L within game scene s is less than or equal to the social detection distance, then the player profiles of the first user and the second user can be retrieved and determined. Based on the player profiles of the first user and the second user, the similar characteristics between the first user and the second user can be determined, or in other words, the similar behavioral habits and game preferences between the two users.
[0046] The spatial positions of the first character c1 and the second character c2 within the game scene s can be determined using the spatial coordinate system corresponding to the game scene s. Furthermore, the spatial distance between the first character c1 and the second character c2 within the game scene s can be determined based on the distance between their respective spatial coordinate points. The information regarding the characters' spatial coordinate points can be sent to the server 210, which then determines the spatial distance between different characters based on the obtained spatial coordinate points.
[0047] Furthermore, the social detection distance can be used to detect whether topics for communication between two users need to be provided. If the characters controlled by two users are relatively close in the game scene, a potential social relationship exists between them. Therefore, when the distance between the characters of the two users is less than or equal to the social detection distance, the social information generation method of this invention can determine common or similar characteristics of the users as topics, thereby establishing a preliminary social relationship between the two users. The social detection distance can be pre-defined by the game developer or determined through testing user behavior in the game. The social detection distance can be adjusted according to different scenarios or can be a fixed value. In one embodiment, the social detection distance is 2 meters in the game scene.
[0048] Building upon the above, after identifying the similarities between the first and second users based on their respective player profiles, corresponding social information can be generated by combining these similarities with the character's persona information. Specifically, for the first user, conversational language that better aligns with the first character's persona can be generated by combining similarities and the first character's persona information. This allows the second user to initiate dialogue about shared or similar habits or preferences, giving them a sense of communicating with the first character rather than just the first user, thus enhancing their immersion in the game.
[0049] Correspondingly, for the second user, communication dialogues that are more in line with the second character's personality can be generated by combining similar characteristics and the second character's personality information. This allows the first user to initiate a dialogue about the common or similar habits or preferences between the two users, giving the first user the feeling of communicating with the second character rather than the second user, which can enhance the first user's sense of immersion in the game.
[0050] It is understood that either the first user or the second user can initiate a topic. Therefore, according to the technical solution of the present invention, only the first social information can be generated for the first user to initiate a topic with the second user, only the second social information can be generated for the second user to initiate a topic with the first user, or the first social information and the second social information can be generated separately, so that the first user and the second user can choose whether to initiate a topic with each other.
[0051] Specifically, please combine Figure 6 ,exist Figure 6 In the game, by analyzing the player profiles of user c1 and user c2, similar characteristics between the two users can be identified, including having the same rare mount. Therefore, a first social message can be sent to user c1 containing the text, "I've heard you've roamed the world; this horse is quite spirited. May I ask where we met?" If user c1 initiates this topic with user c2, user c1 can perform corresponding social interaction. If user c1's social interaction regarding the first social message can be detected, the text "I've heard you've roamed the world; this horse is quite spirited. May I ask where we met?" can be sent to user c2 in a conversational manner.
[0052] Regarding the social interaction operation of the first user c1 on the first social information, the terminal device used by the first user c1 to load and display the game can display corresponding social interaction controls. If the user interacts with the social interaction controls, the interaction operation can be regarded as the social interaction operation of the first user c1 on the first social information.
[0053] Furthermore, it is understood that the process of the second user c2 sending the second social information to the first user c1 can be understood by referring to the above combination. Figure 6 To avoid redundancy, the description will not be elaborated here.
[0054] Furthermore, determining whether to generate first and / or second social information can be based on the user's game settings. Specifically, in one implementation, a social information generation control can be set in the game settings. Users can enable the social information generation control to initiate conversations when encountering other users with the same or similar gaming habits and preferences, or they can disable the social information generation control to avoid generating social information, thus ensuring the user's expected gaming experience.
[0055] In some implementations, step 02 (when the spatial distance between the first character and the second character within the game scene is less than or equal to the social detection distance, determining the similarity features between the first user and the second user based on the player profiles of the first user and the second user) includes: Determine multiple feature dimensions between the player profile of the first user and the player profile of the second user; Similar features are determined based on the degree of overlap between the player profiles of the first user and the player profiles of the second user across multiple feature dimensions. The similar features are at least one feature obtained in descending order of the degree of overlap.
[0056] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The similarity retrieval unit 120 is used to: determine multiple feature dimensions between the player profile of the first user and the player profile of the second user; determine similar features based on the degree of overlap between the player profile of the first user and the player profile of the second user in multiple feature dimensions, wherein the similar features are at least one feature obtained in descending order of degree of overlap.
[0057] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to: determine multiple feature dimensions between the player profile of the first user and the player profile of the second user; determine similar features based on the degree of overlap between the player profile of the first user and the player profile of the second user in multiple feature dimensions, wherein the similar features are at least one feature obtained in descending order of the degree of overlap.
[0058] This makes it easy to identify the same or similar gaming habits and preferences between two unfamiliar users.
[0059] Specifically, a feature dimension can be an information dimension of player information in a specific aspect. In such an implementation, multiple feature dimensions may include achievement dimensions, asset dimensions, behavioral preference dimensions, and experience dimensions. The achievement dimension can represent the difficulty and / or quantity of achievements a user obtains in the game. The asset dimension can represent the amount of assets a user possesses in the game. The behavioral preference dimension can represent the degree to which a user performs specific game behaviors. The experience dimension can represent a user's game history.
[0060] Based on the above, after determining the player profiles of the first and second users, similarity comparisons can be performed according to different feature dimensions to determine the degree of overlap between the first and second users in each feature dimension. For example, if the first and second users like to play the same dungeons, then the degree of overlap between them in the resume dimension is relatively high; if the first and second users like the same fashion items, then the degree of overlap between them in the asset dimension is relatively high.
[0061] Please combine Figure 5 and Figure 6In one implementation, based on the player profiles of the first user c1 and the second user c2, the degree of overlap in different feature dimensions is determined. It can be determined that the degree of overlap between the two is the highest in the asset dimension, and the specific feature is that they have the same rare mount. Therefore, having the same rare mount can be identified as a similar feature.
[0062] In one implementation, the player profiles of the first user and the second user can be input into a preset similarity retrieval model. The similarity retrieval model calculates the percentage of overlap between the first user and the second user in various feature dimensions, thereby determining one or more similar features.
[0063] Furthermore, it's understandable that in some cases, users may have a high degree of overlap in more than one feature dimension. Therefore, features corresponding to two or more feature dimensions with a certain degree of overlap are sorted according to their degree of overlap, and then the feature corresponding to the feature dimension with the highest degree of overlap is determined as the similar feature. When it is necessary to determine two or more similar features, the feature corresponding to the feature dimension with the highest possible degree of overlap can be determined as the corresponding similar feature. It can be understood that by determining two or more similar features, the first user and / or the second user can select corresponding topics based on different points of similarity.
[0064] In some implementations, the social information generation method further includes: Obtain environmental features within the game scene; Based on environmental characteristics, from at least one similar feature obtained by sorting according to the degree of overlap, similar features associated with environmental characteristics are selected and used to generate first social information and / or second social information.
[0065] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The server 100 may include a context filtering unit 140. The context filtering unit 140 is used to: acquire environmental features within the game scene; and, based on the environmental features, filter out similar features associated with the environmental features from at least one similar feature obtained by sorting according to the degree of overlap, for generating first social information and / or second social information.
[0066] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to: acquire environmental features within the game scene; and, based on the environmental features, select similar features associated with the environmental features from at least one similar feature obtained by sorting according to the degree of overlap, for generating first social information and / or second social information.
[0067] This helps to enhance the user's sense of immersion in the game, thereby increasing the success rate of continuing communication in the current scenario.
[0068] Specifically, please combine Figure 5 and Figure 6 The game scene s can be a horse farm, meaning that environmental features can include features related to riding horses. The asset dimension can include the mounts owned by the user. If there is a certain degree of overlap in several feature dimensions including asset features, asset features can be filtered out and used as similar features. Social information can be generated based on the feature of having the same rare mount.
[0069] Based on the above, considering that both the first and second characters are located in the horse farm, it is more in line with the user's experience in the current game scenario for one user to initiate a topic related to horses with the other user. This can help improve the user's sense of immersion in the game, making the user more willing to continue the conversation, and thus increasing the success rate of continuing communication in the current scenario.
[0070] In some implementations, step 03 (generating first social information based on the character information and similar characteristics of the first character, and / or generating second social information based on the character information and similar characteristics of the second character) includes: Based on the tone and persona of the first character, generate the first social information using similar characteristics as the topic, and / or, based on the tone and persona of the second character, generate the second social information using similar characteristics as the topic.
[0071] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The social information generation unit 130 is used to: generate first social information based on the tone and persona of the first character, using similar features as topic points, and / or generate second social information based on the tone and persona of the second character, using similar features as topic points.
[0072] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to: generate first social information based on the tone and persona of the first character, using similar features as topic points, and / or generate second social information based on the tone and persona of the second character, using similar features as topic points.
[0073] This can make social topics more humorous and interesting.
[0074] Specifically, the game can customize the character's persona based on the user's chosen or customized character, thereby enhancing the character's realism within the game. The tone of voice can be determined based on the character's gender, age, and personality, such as a lively young woman or a somber middle-aged man.
[0075] Please combine Figure 5 and Figure 6 The first character c1 can be a lively young woman, and the second character c2 can be a somber middle-aged man. If the first user initiates the topic, the first character c1 will speak in the tone of a lively young woman; if the second user initiates the topic, the second character c2 will speak in the tone of a somber middle-aged man.
[0076] In one implementation, if the first user and the second user have the same outfit, the first character can initiate a conversation with the second character based on the first character's personality: "Hey, you also like this mixed-style cape?"
[0077] In addition, it can be understood that the first and / or second social messages sent can include both text content and voice conversations, thus establishing a dialogue between the first and second users both auditory and visually.
[0078] In some implementations, the tone and persona of the first character are determined based on the first character's preset social style or the first user's historical social style. In some implementations, the tone and persona of the second character are determined based on the second character's preset social style or the second user's historical social style.
[0079] Specifically, a character's preset social style can be a social style that is pre-set for the character. When a user selects a character, they can choose the corresponding preset social style. Then, during the game, the character will initiate dialogues and interactions with other characters using the selected preset social style.
[0080] In addition, during the game, users can also engage in dialogue and interaction in a preset social style that differs from the character's, based on their own preferences. This choice can be recorded as the user's historical social style, and in subsequent game sessions, corresponding dialogue and interaction behaviors can be generated based on the user's historical social style.
[0081] In some implementations, the social information generation method further includes: Send at least one first control information to a first user, wherein the at least one first control information is associated with a corresponding first candidate social information, and / or send at least one second control information to a second user, wherein the at least one second control information is associated with a corresponding second candidate social information; In response to a first user's social interaction operation on a first control associated with one of the first control information, a corresponding associated first candidate social information is sent as the first social information to the second user, and / or, In response to a second user's social interaction operation on a second control associated with one of the second control information, a corresponding associated second candidate social information is sent as the second social information to the first user.
[0082] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The server 100 may include a social information sending unit 150. The social information sending unit 150 is configured to: send at least one first control information to a first user, wherein the at least one first control information is associated with a corresponding first candidate social information; and / or send at least one second control information to a second user, wherein the at least one second control information is associated with a corresponding second candidate social information; in response to a social interaction operation by the first user on a first control associated with one of the first control information, send the corresponding associated first candidate social information as first social information to the second user; and / or, in response to a social interaction operation by the second user on a second control associated with one of the second control information, send the corresponding associated second candidate social information as second social information to the first user.
[0083] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is configured to: send at least one first control information to a first user, wherein the at least one first control information is associated with a corresponding first candidate social information, and / or send at least one second control information to a second user, wherein the at least one second control information is associated with a corresponding second candidate social information; in response to a social interaction operation by the first user on a first control associated with one of the first control information, send the corresponding associated first candidate social information as first social information to the second user, and / or, in response to a social interaction operation by the second user on a second control associated with one of the second control information, send the corresponding associated second candidate social information as second social information to the first user.
[0084] This provides users with more options for initiating topics.
[0085] Specifically, after generating the first social information, the first user needs to choose whether to initiate a corresponding topic. In one implementation, first control information can be sent to the first user, which enables the first user's terminal device to display a first control. If there is only one first candidate social information, then one first control is displayed; if there are two or more first candidate social information, then two or more first controls are displayed, and each first control corresponds to one first candidate social information. After the first user selects a first control, the first user's social interaction operation on the first control can be determined accordingly, thereby sending a corresponding first candidate social information to the second user.
[0086] If two or more similar features are identified, a corresponding piece of information can be generated based on each similar feature, and each piece of information can then be used as a first candidate social information. When the first user selects the first control, it means that the first user wishes to send the information associated with the selected first control to the second user to initiate a topic, and thus the selected information can be sent to the second user as the first social information.
[0087] Based on the above, if the first user has a topic they would like to discuss, then even if the degree of overlap of the corresponding similar features is not the highest, the second user can still be prompted to start a topic in response to the first user's choice, thus providing the first user with more topic options.
[0088] In one implementation, the first control can be displayed at the edge of the display interface of the first user's terminal device, and the first control can display first control information. The first control information can be a specific icon or specific text. The first control information can be fixed content, such as the text "Find Friends," or it can be content corresponding to the associated first candidate social information, and the corresponding content can be customized by the first user.
[0089] In addition, regarding the implementation method of the second user selecting the second control and then sending the corresponding second candidate social information to the first user, please refer to the implementation method for the first user described above. To avoid redundancy, it will not be elaborated here.
[0090] In some implementations, the social information generation method further includes: The user's social preferences are determined based on the user's social interaction operations. The social preferences include the frequency of the user's selection of at least one topic, and the first social information and / or the second social information have corresponding topics. Adjust the weight of a user's selection of at least one topic based on the user's social preferences.
[0091] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The server 100 may include a social preference adjustment unit 160. The social preference adjustment unit 160 is used to determine the user's social preferences based on the user's social interaction operations. The social preferences include the frequency of the user's selection of at least one topic, and the first social information and / or the second social information have corresponding topics.
[0092] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to determine the user's social preferences based on the user's social interaction operations. The social preferences include the frequency of the user's selection of at least one topic, and the first social information and / or the second social information have corresponding topics.
[0093] In this way, social preferences can be self-evolved for specific users.
[0094] Specifically, after completing the social interaction between the first user and the second user, the social interaction operation between the first user and the second user can be recorded. Based on the specific user's operation, the user's preferred dialogue topic can be determined, and the user's social preference for a specific topic can be determined, such as whether the user is more inclined to choose or less inclined to choose a certain topic in the dialogue.
[0095] Based on the above, the selection weights of corresponding topics can be adjusted according to users' social preferences. Specifically, if a user selects dialogues under a certain topic more frequently, the selection weight of that topic will be increased accordingly. In subsequent game scenarios, if the user encounters other users, more dialogue options related to that topic will be provided to the user.
[0096] In addition, user social interaction actions can include actions taken on suggested phrases. These actions can include ignoring topic selection, clicking on specific topic controls, and replying to topics initiated by other users.
[0097] In some implementations, after step 02 (when the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, determining the similarity features between the first user and the second user based on the player profiles of the first user and the second user), the method further includes: If similar features meet the similarity threshold, a "shared interest signal" is generated. The shared interest signal is used to provide the first user with a first shared interest effect associated with the second character in the game scene, and / or, the shared interest signal is used to provide the second user with a second shared interest effect associated with the first character in the game scene.
[0098] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 The social information sending unit 150 is used to generate a "like-minded signal" when similar features meet a similarity threshold. The "like-minded signal" is used to provide a first user with a first "like-minded effect" associated with a second character in the game scene, and / or, the "like-minded signal" is used to provide a second user with a second "like-minded effect" associated with a first character in the game scene.
[0099] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to generate a "like-minded signal" when similar features meet a similarity threshold. The "like-minded signal" is used to provide a first user with a first "like-minded effect" associated with a second character in the game scene, and / or, the "like-minded signal" is used to provide a second user with a second "like-minded effect" associated with a first character in the game scene.
[0100] This can increase users' willingness to initiate conversations with other users.
[0101] Specifically, if the degree of overlap of a similar feature between the first user and the second user is greater than or equal to the similarity threshold, it indicates that there is a high degree of similarity between the two in some aspect. The first user and the second user are likely to have a strong desire to communicate about the corresponding content and topics, thus generating a "shared interest signal." This signal can be sent by the server 210, allowing both the first user's and the second user's respective terminal devices to receive it.
[0102] Please combine Figure 7 ,exist Figure 7 In the game, when the first user receives a "like-minded" signal, a first "like-minded" effect b1 associated with the second user will be displayed within the game scene s. From the first user's perspective, the first "like-minded" effect b1 can be displayed above the second character c2's head or around the side of the second character c2. The first "like-minded" effect b1 can be a specific halo effect or a specific color light effect.
[0103] Based on the above, after the first user observes the first shared interest effect b1, it can be determined that the second user controlling the second character c2 may have characteristics that are very similar to the user (such as the same achievements, assets, the same game behavior and preferences, etc.). Thus, the first user can be attracted to initiate a dialogue with the second user through relatively direct non-textual visual cues.
[0104] In some implementations, the social information generation method further includes: Acquire or create at least one non-player character; Using at least one non-player character's tone and persona to convey second social information to a first user, and / or using at least one non-player character's tone and persona to convey first social information to a second user.
[0105] The social information generation method of the present invention can be implemented through the server 100 of the present invention. Specifically, please refer to... Figure 3 Server 100 may include a third-party introduction unit. The third-party introduction unit is used to: acquire or construct at least one non-player character; convey second social information to a first user in the tone and persona of at least one non-player character; and / or convey first social information to a second user in the tone and persona of at least one non-player character.
[0106] Alternatively, the social information generation method of the present invention can be implemented by the social information generation system 200 of the present invention. Specifically, please refer to... Figure 4 Server 210 is used to: acquire or construct at least one non-player character; convey second social information to a first user in the manner of at least one non-player character; and / or convey first social information to a second user in the manner of at least one non-player character.
[0107] This helps to enhance the sense of immersion for both first-time and second-time users.
[0108] Specifically, the acquired or constructed non-player character can be an existing non-player character in the game or a non-player character generated on the fly. When the first user and / or the second user want to initiate a conversation, the game can transmit social information between the first user and the second user according to the tone and persona of the acquired or constructed non-player character. In one such implementation, the first social information could be that the second user also has the same rare mount, and then the game could initiate a conversation with the second user using the tone and persona of the non-player character, such as "That swordsman also seems to be an expert in judging horses," thereby guiding the second user to pay attention to the first character controlled by the first user.
[0109] Building on the above, conveying social information to users through the tone and persona of non-player characters can create a humorous and interesting social atmosphere compared to users directly exchanging social information to start topics, thereby giving users a stronger sense of immersion in the game.
[0110] Each unit in the server 100 described above can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can invoke and execute the operations corresponding to each unit.
[0111] Optionally, this application also provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the steps in the above-described method embodiments.
[0112] Figure 8 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device may be a terminal or a server. Figure 8 As shown, the computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will understand that the computer device structure shown in the figures does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0113] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby performing overall processing of the computer device 300.
[0114] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more computer programs into the memory 302 according to the following steps, and the processor 301 runs the computer programs stored in the memory 302 to realize various functions: 01: Build user player profiles based on user player information; 02: When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, based on the player profiles of the first user and the second user, the similarity features between the first user and the second user are determined, the first character is the character controlled by the first user, and the second character is the character controlled by the second user. 03: Generate first social information based on the character information and similar characteristics of the first character, and / or generate second social information based on the character information and similar characteristics of the second character, wherein the first social information is suitable for being sent to the second user in response to the social interaction operation of the first user, and the second social information is suitable for being sent to the first user in response to the social interaction operation of the second user.
[0115] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0116] Optional, such as Figure 8 As shown, the computer device 300 also includes: a display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 8 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0117] The display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, sends it to the processor 301, and can receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel according to the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the display screen 303 can also be used as part of the input unit 306 to achieve input functions.
[0118] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.
[0119] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.
[0120] The input unit 306 can be used to receive input numbers, characters, or object feature information (such as fingerprints, irises, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0121] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0122] although Figure 8 As not shown in the diagram, computer equipment 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0123] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding processes in the social information generation method described in the embodiments of this application; for brevity, these will not be elaborated further here.
[0124] This application also provides a computer program product including 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 corresponding process in the social information generation method described in the embodiments of this application. For simplicity, further details are omitted here.
[0125] This application also provides a computer program comprising 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 corresponding process in the social information generation method of this application. For brevity, further details are omitted here.
[0126] It should be understood that the processor in this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. This storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0127] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0128] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0129] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0130] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works 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.
[0131] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, 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; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0132] 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.
[0133] In addition, the functional units in 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.
[0134] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0135] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for generating social information of a multiplayer game, characterized by, The social information generation method includes: A player profile of the user is constructed based on the user's player information; When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, the similarity features between the first user and the second user are determined based on the player profiles of the first user and the second user. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. First social information is generated based on the character information of the first character and the similarity features, and / or second social information is generated based on the character information of the second character and the similarity features, wherein the first social information is adapted to be sent to the second user in response to the social interaction operation of the first user, and the second social information is adapted to be sent to the first user in response to the social interaction operation of the second user.
2. The social information generation method of claim 1, wherein, When the spatial distance between the first character and the second character within the game scene is less than or equal to the social detection distance, the similarity features between the first user and the second user are determined based on the player profiles of the first user and the second user, including: Determine multiple feature dimensions between the player profiles of the first user and the second user; The similarity features are determined based on the degree of overlap between the player profiles of the first user and the player profiles of the second user across the multiple feature dimensions. The similarity features are at least one feature obtained in descending order of the degree of overlap.
3. The social information generation method of claim 1, wherein, The social information generation method further includes: Obtain environmental features within the game scene; Based on the environmental characteristics, similar features associated with the environmental characteristics are selected from at least one similar feature obtained by sorting according to the degree of overlap, and used to generate the first social information and / or the second social information.
4. The social information generation method as described in claim 1, characterized in that, The step of generating first social information based on the character information of the first character and the similarity features, and / or generating second social information based on the character information of the second character and the similarity features, includes: The first social information is generated based on the tone and persona of the first character, using the similar characteristics as the topic, and / or the second social information is generated based on the tone and persona of the second character, using the similar characteristics as the topic.
5. The social information generation method as described in claim 4, characterized in that, The tone and persona of the first character are determined based on the preset social style of the first character or the historical social style of the first user, and / or the tone and persona of the second character are determined based on the preset social style of the second character or the historical social style of the second user.
6. The social information generation method as described in claim 1, characterized in that, The social information generation method further includes: Send at least one first control information to the first user, the at least one first control information being associated with a corresponding first candidate social information, and / or send at least one second control information to the second user, the at least one second control information being associated with a corresponding second candidate social information; In response to the first user's social interaction operation on a first control associated with one of the first control information, the corresponding associated first candidate social information is sent as the first social information to the second user, and / or, In response to the second user's social interaction operation on a second control associated with one of the second control information, a corresponding associated second candidate social information is sent to the first user as the second social information.
7. The social information generation method as described in claim 1, characterized in that, The social information generation method further includes: The user's social preferences are determined based on the user's social interaction operations. The social preferences include the frequency of the user's selection of at least one topic, and the first social information and / or the second social information have corresponding topics. The user's selection weight for at least one topic is adjusted based on the user's social preferences.
8. The social information generation method as described in claim 1, characterized in that, When the spatial distance between the first character and the second character within the game scene is less than or equal to the social detection distance, after determining the similarity features between the first user and the second user based on the player profiles of the first user and the second user, the method further includes: If the similar features meet a similarity threshold, a shared interest signal is generated. The shared interest signal is used to provide the first user with a first shared interest effect associated with the second character in the game scene, and / or, the shared interest signal is used to provide the second user with a second shared interest effect associated with the first character in the game scene.
9. The social information generation method as described in claim 1, characterized in that, The social information generation method further includes: Acquire or create at least one non-player character; The second social information is delivered to the first user using the tone and persona of at least one non-player character, and / or the first social information is delivered to the second user using the tone and persona of at least one non-player character.
10. The social information generation method as described in claim 1, characterized in that, The process of constructing the user's player profile based on the user's player information includes: The player profile is constructed based on at least one of the following player information: the user's game achievements; the user's game assets; the user's game behavior preferences; and the user's game history.
11. A server, characterized in that, The server includes a player profile building unit, a similarity retrieval unit, and a social information generation unit; The player profile building unit is used to build a player profile of the user based on the user's player information; The similarity retrieval unit is used to determine the similarity features between the first user and the second user based on the player profiles of the first user and the second user when the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. The social information generation unit is used to generate first social information based on the persona information of the first character and the similarity features, the first social information being adapted to be sent to the second user in response to the social interaction operation of the first user, and / or to generate second social information based on the persona information of the second character and the similarity features, the second social information being adapted to be sent to the first user in response to the social interaction operation of the second user.
12. A social information generation system for multiplayer games, characterized in that, The social information generation system includes a server, a first terminal, and a second terminal. The first terminal and the second terminal are respectively communicatively connected to the server. The first terminal is controlled by a first user, and the second terminal is controlled by a second user. The server is used for: A player profile of the user is constructed based on the user's player information; When the spatial distance between the first character and the second character in the game scene is less than or equal to the social detection distance, the similarity features between the first user and the second user are determined based on the player profiles of the first user and the second user. The first character is the character controlled by the first user, and the second character is the character controlled by the second user. First social information is generated based on the character information of the first character and the similarity features, and / or second social information is generated based on the character information of the second character and the similarity features; The first terminal is used to: acquire the first social information; respond to the social interaction operation of the first user and send the first social information to the second terminal; And / or, The second terminal is used to: acquire the second social information; In response to the social interaction operation of the second user, the second social information is sent to the first terminal.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the social information generation method as described in any one of claims 1-10.
14. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program, and the processor executes the social information generation method according to any one of claims 1-10 by calling the computer program stored in the memory.
15. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the social information generation method according to any one of claims 1-10.