A virtual-real interaction method and related device

CN122499481APending Publication Date: 2026-08-04SHENZHEN TENCENT TIANYOU TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHENZHEN TENCENT TIANYOU TECH CO LTD
Filing Date
2026-05-13
Publication Date
2026-08-04

AI Technical Summary

Technical Problem

[0004]然而该纸质卡片上的立绘和游戏角色名字是预制好的模板,内容同质化严重,缺乏个性化,同时预制好的模板需要进行存储,从而占用存储资源,若模板长期未被使用,可能会导致资源闲置

Benefits of technology

[0013] As can be seen from the above technical solution, in offline event scenarios, this application can display the data collection authorization portal for the target game to players. If a player needs to print a physical card, they can trigger an operation on the data collection authorization portal, thereby authorizing the first terminal in the offline event scenario to collect game data. In response to the trigger operation on the data collection authorization portal, the application collects game data corresponding to the target game account, as well as environmental data corresponding to the execution of the trigger operation. After the game data and environmental data are collected, the content generation stage begins. This stage indicates that an artificial intelligence model is being invoked based on the game data and environmental data to generate content and obtain the target visual design content. Because different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even if the same player executes the trigger operation at different times or in different environments, the collected game data and environmental data may differ. Therefore, the target visual design content generated in real-time based on the game data and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. In this way, when a target physical card with the target visual design content printed on its surface and associated with the target game account is obtained, the target visual design content of the target physical card is rich and diverse, and can evolve in real time according to the personalized game behavior of thousands of players, meeting the personalized needs of players. At the same time, this application generates the target visual design content in real time, without the need to store pre-made templates, saving storage resources and avoiding resource idleness.

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Abstract

This application discloses a virtual-real interaction method and related apparatus, demonstrating a data collection authorization entry point for a target game. In response to a trigger operation on the data collection authorization entry point, it collects game data corresponding to the target game account and environmental data corresponding to the execution of the trigger operation. After the game data and environmental data are collected, a content generation stage begins. This stage indicates that an artificial intelligence model is being invoked based on the game data and environmental data to generate content, resulting in target visual design content. A target entity card with the target visual design content printed on its surface and associated with the target game account is then printed. The target visual design content on the target entity card is rich and diverse, and can evolve in real-time based on the personalized game behavior of thousands of players, meeting their individual needs. Simultaneously, the target visual design content is generated in real-time, eliminating the need to store pre-made templates, saving storage resources, and avoiding resource idleness.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a virtual-real interaction method and related apparatus. Background Technology

[0002] With the rapid development of the gaming industry, the interaction needs between game operators and players are becoming increasingly diversified. Existing game promotion and player operation models mainly rely on online channels (such as in-game events and social media promotion), but immersive experiences and physical interactions in offline scenarios are gradually becoming an industry trend. To address this, virtual-real interaction technology has been introduced to break down the boundaries between reality and virtuality, creating more efficient, immersive, and personalized experiences.

[0003] In the virtual-real interaction method provided by the related technology, players come to the offline booth, scan the QR code to bind their game character information, and generate a paper card with a portrait and the name of the game character.

[0004] However, the illustrations and game character names on the paper cards are pre-made templates, resulting in highly homogenized content and a lack of personalization. Furthermore, these pre-made templates require storage, which consumes storage resources. If the templates are not used for a long period of time, it may lead to idle resources. Summary of the Invention

[0005] To address the aforementioned technical issues, this application provides a virtual-real interaction method and related apparatus. The printed target entity cards exhibit rich and diverse target visual design content, which can evolve in real time based on the personalized gaming behaviors of thousands of players, satisfying their individual needs. Furthermore, this application generates target visual design content in real time, eliminating the need to store pre-made templates, thus saving storage resources and preventing resource idleness.

[0006] The embodiments of this application disclose the following technical solutions: On one hand, embodiments of this application provide a virtual-real interaction method, the method comprising: Display the data collection authorization entry point for the target game; In response to the trigger operation of the data collection authorization entry, game data corresponding to the target game account in the target game is collected, as well as environmental data corresponding to the execution of the trigger operation; After the game data and the environmental data are collected, the content generation stage begins. The content generation stage indicates that an artificial intelligence model is being invoked to generate content based on the game data and the environmental data, thereby obtaining the target visual design content. The resulting physical card has the target visual design content printed on its surface and is associated with the target game account.

[0007] On one hand, embodiments of this application provide a virtual-real interaction method, the method comprising: In response to the recognition operation of the target entity card, the target game is launched; After the target game is launched, a game asset redemption interface corresponding to the target game account associated with the target physical card is displayed. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

[0008] On one hand, embodiments of this application provide a virtual-real interaction device, the device including a display unit, a data acquisition unit, an entry unit, and a printing unit: The display unit is used to display the data collection authorization entry point of the target game; The acquisition unit is used to collect game data corresponding to the target game account in the target game in response to the trigger operation of the data acquisition authorization entry, and to collect environmental data corresponding to the execution of the trigger operation. The entry unit is used to enter the content generation stage after the game data and the environment data are collected. The content generation stage is used to indicate that an artificial intelligence model is being called to generate content based on the game data and the environment data to obtain the target visual design content. The printing unit is used to print a target physical card with the target visual design content printed on its surface and associated with the target game account.

[0009] On the one hand, embodiments of this application provide a virtual-real interaction device, the device including a startup unit and a display unit: The activation unit is used to activate the target game in response to the identification operation of the target entity card; The display unit is used to display a game asset redemption interface corresponding to the target game account associated with the target physical card after the target game is launched. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

[0010] On one hand, embodiments of this application provide a computer device, the computer device including a processor and a memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to execute the method described in any of the foregoing aspects according to instructions in the computer program.

[0011] In one aspect, embodiments of this application provide a computer-readable storage medium for storing a computer program that, when executed by a processor, causes the processor to perform the methods described in any of the foregoing aspects.

[0012] On one hand, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the method described in any of the foregoing aspects.

[0013] As can be seen from the above technical solution, in offline event scenarios, this application can display the data collection authorization portal for the target game to players. If a player needs to print a physical card, they can trigger an operation on the data collection authorization portal, thereby authorizing the first terminal in the offline event scenario to collect game data. In response to the trigger operation on the data collection authorization portal, the application collects game data corresponding to the target game account, as well as environmental data corresponding to the execution of the trigger operation. After the game data and environmental data are collected, the content generation stage begins. This stage indicates that an artificial intelligence model is being invoked based on the game data and environmental data to generate content and obtain the target visual design content. Because different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even if the same player executes the trigger operation at different times or in different environments, the collected game data and environmental data may differ. Therefore, the target visual design content generated in real-time based on the game data and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. In this way, when a target physical card with the target visual design content printed on its surface and associated with the target game account is obtained, the target visual design content of the target physical card is rich and diverse, and can evolve in real time according to the personalized game behavior of thousands of players, meeting the personalized needs of players. At the same time, this application generates the target visual design content in real time, without the need to store pre-made templates, saving storage resources and avoiding resource idleness. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the 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.

[0015] Figure 1 An architecture diagram of a computer system provided in this application embodiment; Figure 2 An application scenario architecture diagram of a virtual-real interaction method provided in this application embodiment; Figure 3 A flowchart illustrating a virtual-real interaction method provided in an embodiment of this application; Figure 4 An example diagram provided in this application illustrates how scanning an authorization QR code triggers an operation at the data collection authorization entry point. Figure 5 This application provides an example diagram illustrating how a user login interface can be used to trigger operations at the data collection authorization entry point. Figure 6 An example diagram of a game data collection page provided in an embodiment of this application; Figure 7 Example diagram of another game data collection page provided in the embodiments of this application; Figure 8 An example diagram of a generated target visual design content provided in an embodiment of this application; Figure 9 An example diagram of an artificial intelligence-generated interface provided in an embodiment of this application; Figure 10 An example diagram illustrating a scenario where a first terminal prints out a target physical card, provided as an embodiment of this application; Figure 11 An example diagram of a printed confirmation page provided in this application embodiment; Figure 12 An example diagram of an unlock prompt page provided in an embodiment of this application; Figure 13 An example diagram of a card preview interface provided in an embodiment of this application; Figure 14 A flowchart illustrating a method for generating target visual design content as provided in an embodiment of this application; Figure 15 An example diagram illustrating the overall process architecture for generating target visual design content, provided in an embodiment of this application; Figure 16 An example diagram illustrating the overall process architecture of a method for generating an encrypted token provided in this application embodiment; Figure 17 A flowchart illustrating another virtual-real interaction method provided in this application embodiment; Figure 18 This application provides an example diagram illustrating a scenario where a second terminal performs an identification operation on a target entity card. Figure 19 This application provides an overall architecture flowchart for unlocking specific game assets by returning to an online game using a physical card, as an embodiment of the present application. Figure 20 An example diagram of an authorized login page provided in an embodiment of this application; Figure 21 An example diagram of a generated target visual design content provided in an embodiment of this application; Figure 22 A structural diagram of a virtual-real interaction device provided in an embodiment of this application; Figure 23 A structural diagram of another virtual-real interaction device provided in the embodiments of this application; Figure 24 A structural diagram of a terminal provided in an embodiment of this application; Figure 25 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation

[0016] The embodiments of this application will now be described with reference to the accompanying drawings.

[0017] In related technologies, a common form of offline game interaction involves users scanning a QR code at the booth to bind their character information, after which a paper card with a fixed illustration and character name is printed out. Alternatively, near-field communication (NFC) sensing devices provided by related technologies can only play pre-set videos or redirect to a unified event page in HyperText Markup Language 5 (HTML5), which can be simplified to H5.

[0018] However, the illustrations and game character names on the paper cards are pre-made templates, resulting in highly homogenized content and a lack of personalization. Furthermore, these pre-made templates require storage, which consumes storage resources. If the templates are not used for a long period of time, it may lead to idle resources.

[0019] To address the aforementioned technical issues, this application provides a virtual-real interaction method and related apparatus. When printing physical cards offline, an artificial intelligence model can be invoked based on game data and environmental data to generate content, resulting in a target visual design. This content is then printed onto a physical card that is associated with the target game account and has the target visual design printed on its surface. Since different players exhibit different game behaviors, the obtained game data also varies. Furthermore, the environmental data of different players' environments may differ. Even for the same player, the collected game and environmental data may differ depending on the timing or environment in which the triggering operation is performed. Therefore, the target visual design content generated in real-time based on game and environmental data before printing the physical card may vary, resulting in a rich and diverse range of target visual design content. In this way, the target physical card can evolve in real-time based on the personalized game behaviors of thousands of players, meeting their individual needs. Simultaneously, this application generates target visual design content in real-time, eliminating the need to store pre-made templates, saving storage resources, and avoiding resource idleness.

[0020] It should be noted that the virtual-real interaction method provided in this application can be applied to various scenarios that deeply integrate online games with offline physical scenes, such as game promotion scenarios, brand collaboration scenarios, cultural and tourism integration scenarios, community operation scenarios, and fast-moving consumer goods promotion scenarios. The following are brief descriptions of these scenarios: (a) Game promotion scenarios: When game companies release a new game (such as the target game) or release a major version update, they set up pop-up booths in high-traffic areas such as shopping districts and subway stations. These booths provide QR codes, allowing users to scan the codes to obtain physical cards. This attracts offline foot traffic and attention to the target game, making offline activities an extension of the game world and achieving a fusion of online and offline scenarios. When obtaining a physical card, the first terminal at the booth, such as a printing device, can display the target game's authorization QR code. Users can scan the authorization QR code using a second terminal, such as a smartphone, to access the authorization login page. When a user agrees to the authorization on the login page, the second terminal can collect game data corresponding to the target game account, as well as environmental data related to the triggered action. After the game and environmental data are collected, the second terminal enters the content generation stage. Based on the game and environmental data, it calls an artificial intelligence model to generate content, resulting in the target visual design content. This content is then printed to obtain the target physical card, which is printed with the target visual design content and associated with the target game account.

[0021] (II) Brand Collaboration Scenarios: A brand collaborates with a target game, providing QR codes in physical stores for users to scan and obtain physical cards. This attracts foot traffic to the target game offline, encouraging players to purchase the brand's merchandise, thus extending the offline activity into the game world and achieving a fusion of online and offline experiences. After a player purchases the brand's merchandise at a physical store, the store's primary terminal, such as a printing device, displays the target game's authorization QR code. Users can scan this code using a secondary terminal, such as a smartphone, to access the authorization login page. When a user agrees to the authorization on the login page, the secondary terminal collects game data associated with the target game account, as well as environmental data related to the triggered action. After collecting the game and environmental data, the secondary terminal enters the content generation stage. Based on the game and environmental data, it uses an artificial intelligence model to generate content, resulting in a target visual design. This content is then printed to create a physical card that displays the target visual design and is associated with the target game account.

[0022] (III) Cultural and Tourism Integration Scenarios: Cultural and tourism venues (such as scenic spots or museums) collaborate with target games. These venues can provide QR codes, allowing users to scan and obtain physical cards. This attracts foot traffic to the target game offline and encourages players of the game to visit the venue, extending the offline experience into the game world and achieving a fusion of online and offline scenarios. After a player visits the venue, a primary terminal (e.g., a printing device) displays the target game's authorization QR code. The user can scan this code using a secondary terminal (e.g., a smartphone) to access the authorization login page. When the user agrees to the authorization, the secondary terminal collects game data associated with the target game account and environmental data related to the triggered action. After collecting the game and environmental data, the secondary terminal generates content using an AI model based on the game and environmental data. This generates the target visual design content, which is then printed onto a physical card linked to the target game account. In this scenario, the target visual design content can be integrated with the cultural and tourism venue's image; for example, it can include images of the venue.

[0023] It should be noted that the virtual-real interaction method provided in this application embodiment can be executed by a computer device, which can be a terminal or a server. The terminal or server can independently execute the virtual-real interaction method provided in this application embodiment. In some possible implementations, the virtual-real interaction method provided in this application embodiment also requires related background processing support. Therefore, the computer device can also be a server, which can be a server providing virtual-real interaction services. The server performs related background processing, such as generating target visual design content, generating target game assets, etc. In this case, the terminal and server can cooperate to execute the virtual-real interaction method provided in this application embodiment, wherein the terminal performs front-end display steps, and the server performs related background processing.

[0024] To facilitate understanding of the virtual-real interaction method provided in the embodiments of this application, the computer system used to implement the virtual-real interaction method will be described exemplarily below.

[0025] See Figure 1 , Figure 1 An architecture diagram of a computer system provided in an embodiment of this application. Figure 1 The computer system 100 described herein is a system architecture for implementing the virtual-real interaction method in the embodiments of this application. The computer system 100 includes a first terminal 120, a second terminal 130, a first server 140, and a second server 150.

[0026] A virtual-real interaction client can be installed and run in the first terminal 120, through which virtual-real interaction can be realized. The virtual-real interaction client may be, for example, including but not limited to, an application (App), a mini-program, etc. in the first terminal 120, or it may be in the form of a web page. This embodiment of the application does not limit the form of the virtual-real interaction client in any way.

[0027] The second terminal 130 can install and run a game client, enabling virtual-real interaction. This game client may include, but is not limited to, applications (Apps), mini-programs, etc., within the second terminal 130, or it may be in web page form. This embodiment of the application does not impose any limitations on the form of the game client.

[0028] The first terminal 120 can be a terminal deployed in an offline scenario, with physical card printing capabilities, printing target physical cards through virtual-physical interaction. The virtual-physical interaction client running in the first terminal 120 can provide an interactive interface, through which users can trigger virtual-physical interactions.

[0029] The second terminal 130 can be a terminal used by the player. The second terminal 130 can trigger virtual-real interaction through the recognition operation of the target physical card. The game client running in the second terminal 130 can provide a game asset redemption interface, realizing the interaction and exchange of online game assets based on offline scenarios.

[0030] The first terminal 120 and the second terminal 130 can refer to one of multiple terminals. This application embodiment only uses one first terminal 120 and one second terminal 130 as an example. The device type of the first terminal 120 can be a printer, a portable card issuing machine, a self-service ticketing machine, etc. The device type of the second terminal 130 includes, but is not limited to, at least one of the following: vehicle-mounted terminal, smartphone, tablet computer, laptop computer, intelligent voice interaction device, smart home appliance, and laptop computer. Those skilled in the art will understand that the number of the first terminal 120 and the second terminal 130 can be more or less. For example, there can be only one first terminal 120 and one second terminal 130, or there can be multiple or more first terminals 120 and second terminals 130. This application embodiment does not limit the number or device type of the first terminal 120 and the second terminal 130.

[0031] The first terminal 120 can connect to the first server 140 via a network, and the second terminal 130 can connect to the second server 150 via a network, thereby enabling network communication. This network can be a wireless network or a wired network. The network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), mobile, private networks, or any combination of virtual private networks. In some embodiments, customized or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0032] The first server 140 and the second server 150 can be independent physical servers, or server clusters or distributed systems composed of multiple physical servers. They can also be cloud servers that provide basic cloud computing services such as cloud servers, 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.

[0033] For example, the first server 140 provides virtual-real interaction services to the virtual-real interaction client running on the first terminal 120, and the second server 150 provides virtual-real interaction services to the game client running on the second terminal 130. It should be noted that the first server 140 includes a processor 144 and a memory 142. The memory 142 stores relevant computer programs, such as computer programs related to the required background services. The processor 144 executes the computer programs stored in the memory 142 to provide corresponding virtual-real interaction services to the virtual-real interaction client, such as generating target visual design content. Similarly, the second server 150 includes a processor 154 and a memory 152. The memory 152 stores relevant computer programs, such as computer programs related to the required background services. The processor 154 executes the computer programs stored in the memory 152 to provide corresponding virtual-real interaction services to the game client, such as generating target game assets.

[0034] Optionally, the first server 140 and the second server 150 undertake the main computing work, and the first terminal 120 and the second terminal 130 undertake the secondary computing work; or, the first server 140 and the second server 150 undertake the secondary computing work, and the first terminal 120 and the second terminal 130 undertake the main computing work; or, the first terminal 120 and the first server 140, and the second terminal 130 and the second server 150 adopt a distributed computing architecture for collaborative computing.

[0035] The application scenarios of the virtual-real interaction method provided in the embodiments of this application will be described below with reference to the accompanying drawings. For example... Figure 2 As shown, Figure 2 An application scenario architecture diagram of a virtual-real interaction method is shown. This application scenario may include a first terminal 21, a first server 22, a second terminal 23, and a second server 24.

[0036] The first terminal 21 can be equipped with and run a virtual-real interaction client, enabling virtual-real interaction. The first terminal 21 can be a terminal deployed in an offline setting, featuring physical card printing functionality, allowing the printing of target physical cards through virtual-real interaction. The virtual-real interaction client running on the first terminal 21 provides an interactive interface through which users can trigger virtual-real interaction. The second terminal 23 can be a terminal used by players, and the second terminal 23 can trigger virtual-real interaction through the recognition of the target physical card.

[0037] The first terminal 21 can display the data collection authorization entry for the target game to the player. The game data collection authorization entry can be an authorization QR code, see [link / reference] Figure 2As shown in Figure 211. If a player needs to print a physical card, a trigger operation can be performed at the data collection authorization entry point. For example, the player can use the second terminal 23 to scan the authorization QR code, thereby authorizing the first terminal 21 in the offline activity scenario to collect game data. An example image showing how a player can use the second terminal 23 to scan the authorization QR code can be found in [reference needed]. Figure 2 As shown in Figure 212.

[0038] The first terminal 21 can respond to the trigger operation of the data collection authorization entry to collect game data corresponding to the target game account in the target game, as well as the environmental data corresponding to the execution of the trigger operation.

[0039] After the game data and environmental data are collected, the first terminal 21 enters the content generation stage. This stage indicates that it is using an artificial intelligence model to generate content based on the game data and environmental data, resulting in the target visual design content. During the content generation stage, the first server 22 can also use the artificial intelligence model to generate content based on the game data and environmental data, obtaining the target visual design content.

[0040] Subsequently, the first terminal 21 can print a target physical card with the target visual design content printed on its surface and associated with the target game account. Since different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even for the same player, the collected game and environmental data may differ depending on the timing or environment in which the triggering operation is performed. Therefore, the target visual design content generated in real-time based on the game and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. Thus, when a target physical card with the target visual design content printed on its surface and associated with the target game account is printed, the target visual design content of the physical card is rich and diverse, and can evolve in real-time according to the personalized game behaviors of thousands of players, meeting the personalized needs of players. At the same time, this application generates target visual design content in real-time, eliminating the need to store pre-made templates, saving storage resources and avoiding resource idleness.

[0041] The second terminal 23 can install and run a game client, enabling virtual-real interaction. In this embodiment, the game client can be the client of the target game. The second terminal 23 can identify the target physical card, for example, by sensing the target physical card, thereby launching the target game. Then, the target game's client sends a game asset generation request to the second server 24, which generates and distributes the target game assets to unlock them. After the target game starts, the second terminal 23 displays a game asset redemption interface corresponding to the target game account associated with the target physical card. This interface indicates that the target game assets under the target game account are unlocked. The game asset redemption interface can be found in [reference needed]. Figure 2 As shown in Figure 231.

[0042] It should be noted that in the specific implementation of this application, the entire process may involve user information and other related data. When the above embodiments of this application are applied to specific products or technologies, separate consent or permission from the user 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.

[0043] Next, taking a computer device as the first terminal (such as a printer in an offline scenario) as an example, the virtual-real interaction method provided in the embodiments of this application will be described in detail with reference to the accompanying drawings. See also Figure 3 , Figure 3 A flowchart of a virtual-real interaction method is shown, which may include steps S301-S304, as detailed below: S301, Display the data collection authorization entry for the target game.

[0044] Virtual-real interaction is not limited to the presentation of information from the virtual world in the real world, but also emphasizes the reverse influence of the real world on the virtual world. In the embodiments of this application, the presentation of information from the virtual world in the real world can refer to presenting game data from the target game in the real world in the form of physical cards; the reverse influence of the real world on the virtual world can refer to the identification of physical cards, thereby influencing the player's game assets in the target game based on the generated physical cards.

[0045] In the process of presenting game data from the target game in the real world in the form of physical cards, it is necessary to obtain the game data before printing the physical cards. To do this, the first terminal can be authorized to collect data, thus giving the first terminal the permission to collect game data.

[0046] Specifically, a data collection authorization entry can be displayed on the first terminal, allowing players to authorize data collection through this entry. The data collection authorization entry can be an interactive component set within the first terminal's interface, used by players to authorize the first terminal to collect game data from the target game. This application embodiment does not limit the form of the data collection authorization entry; for example, it can be an icon-style entry (suitable for long-term fixed display), a pop-up entry (suitable for short-term dynamic display or first-time use display), a link-style entry (suitable for embedded information), a tab-style entry (suitable for categorized display in the interface), etc., possessing clear guidance and operability.

[0047] This application does not limit the authorization mode of the data collection authorization entry point. For example, it can be an authorization QR code, a username and password login interface, biometric recognition, or other authorization modes.

[0048] This application does not limit the display location of the data collection authorization entry point. For example, it can be displayed in the center of the screen, the upper left corner of the screen, the lower right corner of the screen, etc.; or it can be displayed in the menu bar, toolbar, etc. of the first terminal. For example, if the data collection authorization entry point is in the form of a pop-up window, it can be displayed in the center of the screen of the first terminal; if the data collection authorization entry point is in the form of an icon, it can be displayed in the upper left corner, lower right corner, menu bar, toolbar, etc. of the screen of the first terminal.

[0049] This application does not limit the timing of displaying the data collection authorization entry point. In one possible implementation, the data collection authorization entry point can be continuously displayed on the screen of the first terminal; that is, it can be displayed as long as the first terminal is started. In another possible implementation, the first terminal can display the data collection authorization entry point in response to an authorization trigger operation performed by the player. The authorization trigger operation can be an operation that triggers the display of the data collection authorization entry point to authorize data collection, such as clicking the "Card Making" button.

[0050] S302. In response to the trigger operation of the data collection authorization entry, collect the game data corresponding to the target game account in the target game, and collect the environmental data corresponding to the execution of the trigger operation.

[0051] If players need to print physical cards, they can trigger an operation on the data collection authorization entry point, thereby authorizing the first terminal in the offline activity scenario to collect game data. Then, the first terminal can respond to the trigger operation on the data collection authorization entry point to collect game data corresponding to the target game account in the target game, as well as the environmental data corresponding to the execution of the trigger operation.

[0052] Understandably, the triggering operation for the data collection authorization entry point will differ depending on the authorization mode. As an example, if the authorization mode for the data collection authorization entry point is an authorization QR code, then the triggering operation could be that the player scans the authorization QR code via a second terminal (i.e., the scanning operation of the authorization QR code), thereby agreeing to the authorization. See also... Figure 4 As shown, the first terminal is as follows Figure 4 As shown in Figure 401, the authorization QR code displayed on the first terminal is as follows: Figure 4 As shown in Figure 402, the second terminal is as follows: Figure 4 As shown in 403, the authorization QR code 402 is scanned by the second terminal 40.

[0053] As another example, if the authorization mode for the data collection authorization entry is a username / password login interface, then the triggering operation for the data collection authorization entry could be the player entering the target game's username and password on the username / password login interface. See also Figure 5 As shown, the first terminal is as follows Figure 5 As shown in Figure 501, the username and password login interface displayed on the first terminal is as follows: Figure 5 As shown in 5011.

[0054] As another example, if the authorization mode of the data collection authorization entry is biometric recognition, such as facial recognition, then the triggering operation performed by the data collection authorization entry can be that the player faces the camera to perform facial recognition.

[0055] It is understandable that the computer devices involved may differ when executing corresponding trigger operations for data collection authorization entry points with different authorization modes. For example, if the authorization mode of the data collection authorization entry point is an authorization QR code, the computer devices involved may include a second terminal in addition to the first terminal; or if the authorization mode of the data collection authorization entry point is a username and password login interface, biometric recognition, etc., the computer devices involved may only include the first terminal.

[0056] The game data corresponding to the target game account can be various types of data directly associated with the target game account and generated and recorded during the operation of the target game. This data can reflect the player's game behavior, game status, and game operation. For example, game data can include the player's identity (ID), nickname, rank, preferences, and recent performance within the target game.

[0057] Environmental data can refer to non-player personal data collected when the trigger operation is executed, and data reflecting the environment of the offline scene where the first terminal is located. For example, it may include the time, temperature, location of the first terminal, crowd density, etc., recorded on the first terminal when the trigger operation is executed. In the embodiments of this application, environmental data can be collected by sensors on the first terminal, and the collected environmental data can be used as an "environmental seed" to enhance the randomness and unique correspondence of the target visual design content generation.

[0058] In one possible implementation, the data collection authorization entry point is an authorization QR code. The triggering operation is that the player scans the authorization QR code through a second terminal (i.e., the scanning operation of the authorization QR code). Then, the first terminal responds to the triggering operation of the data collection authorization entry point and collects the game data corresponding to the target game account in the target game in the following ways: responding to the scanning operation of the authorization QR code, entering the authorization waiting page, and collecting the game data corresponding to the target game account after authorization is passed.

[0059] In other words, after a player scans the authorization QR code on a second terminal, they will continue to agree to the authorization on that second terminal. The first terminal will then wait for the authorization to be approved before collecting game data. During this waiting period, the first terminal can access an authorization waiting page, prompting the player to wait for authorization. Once the player completes the authorization agreement on the second terminal, the first terminal begins collecting game data. In one possible implementation, the authorization waiting page may include a waiting message, such as "Waiting for authorization to be approved."

[0060] This application embodiment provides an authorization QR code on a first terminal. Players scan the authorization QR code on a second terminal to enter an authorization waiting page. After authorization is successful, game data corresponding to the target game account is collected. Since the second terminal is the player's personal computer device, it cannot be easily accessed by others. Therefore, completing the authorization agreement on the second terminal improves the security of game data. Furthermore, players can easily complete the authorization agreement by scanning the authorization QR code on the second terminal, making the operation simple.

[0061] In one possible implementation, to intuitively demonstrate the game data collection process, the first terminal responds to the trigger operation of the data collection authorization entry and collects the game data corresponding to the target game account in the target game by responding to the trigger operation of the data collection authorization entry and entering the game data collection page, which is used to indicate that game data is being collected.

[0062] In other words, once a player triggers the data collection authorization entry, the first terminal can access the game data collection page, which clearly shows that the first terminal is collecting game data. In one possible implementation, the game data collection page can include a notification message to inform the player that the first terminal is collecting game data. For example, the notification message could be "Collecting your game data...".

[0063] In one possible implementation, the game data collection page can include the type of game data to be collected, such as nickname, rank, recent match history, etc. In this case, the game data collection page can be found here. Figure 6 As shown. In Figure 6 The system displays the message "Collecting your game data...", the player's nickname "AAA", and the player's rank. The master has a recent record of "9 consecutive wins".

[0064] It should be noted that if the authorization mode of the data collection authorization entry is an authorization QR code, then the first terminal can respond to the trigger operation of the data collection authorization entry and enter the game data collection page by responding to the scanning operation of the authorization QR code, entering the authorization waiting page, and after the authorization is approved, jumping from the authorization waiting page to the data collection page.

[0065] This application embodiment, through the display of the game data collection page, allows players to know that the first terminal is collecting game data, rather than being stuck or crashing, reducing the frustration of waiting, and preventing players from repeatedly clicking / refreshing because they are unsure whether the first terminal is working, which could lead to duplicate or abnormal data, thus protecting the integrity of the collection.

[0066] In one possible implementation, to reflect the progress of game data collection, the game data collection page may also include a collection progress indicator, which can reflect the progress of game data collection. This application embodiment does not limit the form of the collection progress indicator; for example, it can be at least one of text, symbols, and graphics. The graphics can be a progress bar, such as a circular progress bar or a linear progress bar.

[0067] Taking a circular progress bar as an example, the game data collection page can be found here. Figure 7 As shown. In Figure 7 For the data collection progress indicator, please refer to [link / reference]. Figure 7 As shown in 701, there is a circular progress bar, which indicates that the game data collection progress is 75%.

[0068] This application embodiment allows players to intuitively perceive the progress of game data collection by displaying a collection progress indicator. The change in the collection progress indicator allows players to intuitively perceive that the collection of game data is progressing, alleviating waiting anxiety. Furthermore, based on the collection progress indicated by the collection progress indicator, the remaining time can be roughly estimated.

[0069] S303. After the game data and the environmental data are collected, the content generation stage begins. The content generation stage indicates that an artificial intelligence model is being invoked to generate content based on the game data and the environmental data to obtain the target visual design content.

[0070] After the game data and environmental data are collected, the first terminal can enter the content generation stage. Based on the game data and the environmental data, it invokes an artificial intelligence model to generate content, resulting in the target visual design content. This target visual design content can be real-time generated visually coherent, representing a visual representation of information from the virtual world in the real world. Since the target visual design content in this embodiment is generated based on game data and environmental data, it can not only reflect information from the virtual world but also embody real-world experiences of virtual interaction in offline scenarios. This embodiment does not limit the form of the target visual design content; for example, it may include at least one of text, images, or story segments.

[0071] The embodiments of this application call the artificial intelligence model in real time to generate content. The resulting target visual design content can be called Artificial Intelligence Generated Content (AIGC) dynamic narrative. AIGC dynamic narrative means using a large language model (LLM) or a multimodal model to generate logically coherent visual design content in real time based on game data and environmental data.

[0072] Since the target visual design content is generated based on game data and environmental data, it can reflect game data and environmental data to a certain extent. For example, game data may include "9 consecutive wins," etc. The "Master" rank includes "Location" in the environment data. "Station", "Weather: Light rain". If the target visual design content includes both text and images, then the text and images can respectively reflect the above content. For example, the generated text could be "In the misty rain..." "Stand, your winning streak has transformed into today's blessing," the corresponding image also reflects a scene shrouded in mist and rain, and " The image shows the "station". The generated target visual design content can be found in [reference needed]. Figure 8 As shown in Figure 801, the text is shown in Figure 802.

[0073] In one possible implementation, to intuitively demonstrate the content generation process, the first terminal enters the content generation stage after collecting game and environmental data. This involves accessing an AI generation page, which signifies entry into the card generation stage. The AI ​​generation page can display content generation prompts, such as "AI is creating visual design content for you."

[0074] In one possible implementation, the AI-generated interface could also include the types of environmental data collected, thus intuitively demonstrating that the first terminal has also collected environmental data and used it to generate the target visual design content. For example, the types of environmental data could include the time, temperature, location of the first terminal, weather, etc., recorded on the first terminal.

[0075] Based on the above introduction, please refer to the AI-generated interface. Figure 9 As shown, the content generation prompt message can be "AI is creating visual design content for you," see [link / reference]. Figure 9 As shown in section 901; environmental data can be found in [reference needed]. Figure 9 As shown in 902, it includes "Location: Station, Weather: Light rain, Temperature: 12℃, Time: × hour × minute.

[0076] This application embodiment uses an AI-generated interface to display content, allowing players to know that the first terminal is generating visual design content, rather than freezing or crashing. This reduces the frustration of waiting and prevents players from repeatedly clicking / refreshing due to uncertainty about whether the first terminal is working, which could lead to content generation failure.

[0077] S304. Print a target physical card with the target visual design content printed on its surface and associated with the target game account.

[0078] After generating the target visual design content, the first terminal can print out a target physical card with the target visual design content printed on its surface and associated with the target game account. An example image of the scenario where the first terminal prints the target physical card can be found here. Figure 10 As shown, in Figure 10 The card output of the first terminal can be seen in 1001, and the output target physical card can be seen in 1002.

[0079] It should be noted that the first terminal needs a certain amount of time to print the target physical card. Therefore, in one possible implementation, the first terminal can also display a print confirmation page, which may include the estimated printing waiting time. This allows players to intuitively perceive that the first terminal is printing the target physical card, rather than freezing or crashing, reducing the frustration of waiting and preventing players from repeatedly clicking / refreshing due to uncertainty about whether the first terminal is working, which could lead to content generation failure.

[0080] The methods for determining the estimated printing wait time can include various approaches. For example, the estimated printing wait time can be preset, or it can be determined in real time based on the historical printing time required. Alternatively, the estimated printing wait time can be calculated in real time based on factors such as the inkjet conditions during the first terminal printing and the complexity of the target visual design content.

[0081] In one possible implementation, the printed confirmation page may also include a card collection prompt, which could be, for example, "Please collect your physical card."

[0082] Therefore, you can refer to the print confirmation page. Figure 11 As shown, in Figure 11 The estimated printing wait time can be found in section 1101, which is 30 seconds. The card collection prompt can be found in section 1102, which reads "Please collect your physical card".

[0083] It is understood that when printing the target physical card, the layout of the target visual design content on the target physical card can be determined according to a preset template or in real time based on the target visual design content; this application embodiment does not limit this. The layout can be determined by font, font size, line spacing, alignment, margins (the distance between the area containing the target visual design content and the boundary of the target physical card), and the position of text or images included in the target visual design content on the target physical card, etc.

[0084] It should be noted that, after obtaining the physical card offline, the card often becomes merely a decorative item after leaving the event, lacking a continuous function deeply integrated with the online game's logic. There is a disconnect between offline interaction and the online game; the physical card, as a medium, cannot allow players to experience the impact of offline interaction on the online game, resulting in a poor narrative. To address these technical issues, this application's embodiments endow the target physical card with the ability to influence the online game, thereby achieving a closed loop of virtual and real-world benefits. This closed loop can refer to the complete process from a player acquiring qualifications in the online game, interacting in an offline setting to obtain a physical card, and then using that physical card to return to the online game to unlock specific game assets.

[0085] To remind players that the physical card can subsequently affect the online game, after printing the target physical card with the target visual design content printed on its surface and associated with the target game account, the first terminal can also display an unlock prompt page. The unlock prompt page includes unlock prompt information, which is used to prompt the unlocking of the target game assets under the target game account based on the target physical card.

[0086] The unlock prompt page can then be canceled from display. This application embodiment does not limit the method for canceling the unlock prompt page. For example, the display time of the unlock prompt page can be preset, i.e., a preset display duration, and then the unlock prompt page will be automatically canceled after the preset display duration. Alternatively, the display of the unlock prompt page can be canceled based on player interaction, where the interaction could be a click on a specific control on the unlock prompt page.

[0087] In one possible implementation, the unlock prompt page can be found here. Figure 12 As shown, in Figure 12 For unlocking prompts, please refer to [link / reference]. Figure 12 As shown in Figure 1201, the unlock prompt message is "Scan this card at any time to unlock exclusive game assets." In addition, the unlock prompt page can also include a specific control indicating that the player no longer needs the unlock prompt page; for example, after reading the unlock prompt message, the player no longer needs the unlock prompt page. Figure 12 The specific control shown in 1202 is the "OK" button. When the player clicks the "OK" button, the display of the unlock prompt page is canceled.

[0088] The target game asset can be a game asset related to interaction with offline scenarios. This application embodiment does not limit the type of game asset. For example, it may include at least one of the following: time-limited achievement pendants, time-limited game resource values, game background of the target game account, target title of the target game account, and target avatar of the target game account.

[0089] This application embodiment displays unlock prompts to inform players in advance that they will unlock the target game assets under the target game account based on the target physical card. This allows the online game to be influenced by the target physical card, preventing players from mistaking the target physical card for other ordinary cards and missing out on acquiring the target game assets.

[0090] As can be seen from the above technical solution, in offline event scenarios, this application can display the data collection authorization portal for the target game to players. If a player needs to print a physical card, they can trigger an operation on the data collection authorization portal, thereby authorizing the first terminal in the offline event scenario to collect game data. In response to the trigger operation on the data collection authorization portal, the application collects game data corresponding to the target game account, as well as environmental data corresponding to the execution of the trigger operation. After the game data and environmental data are collected, the content generation stage begins. This stage indicates that an artificial intelligence model is being invoked based on the game data and environmental data to generate content and obtain the target visual design content. Because different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even if the same player executes the trigger operation at different times or in different environments, the collected game data and environmental data may differ. Therefore, the target visual design content generated in real-time based on the game data and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. In this way, when a target physical card with the target visual design content printed on its surface and associated with the target game account is obtained, the target visual design content of the target physical card is rich and diverse, and can evolve in real time according to the personalized game behavior of thousands of players, meeting the personalized needs of players. At the same time, this application generates the target visual design content in real time, without the need to store pre-made templates, saving storage resources and avoiding resource idleness.

[0091] Understandably, the target visual design content is generated in real-time using an AI model based on game and environmental data. The physical card printed with this target visual design content is also automatically arranged and printed by the first terminal. The effect of the target visual design content and the printed physical card is unknown, and different players may have different requirements for the printing effect. Therefore, to allow players to understand the printing effect of the target physical card before printing it, one possible implementation is to display a card preview page. This preview page includes a virtual card with the target visual design content. In response to a confirmation of the virtual card, the target physical card is printed according to the virtual card; or, in response to a regeneration of the virtual card, the content generation stage is restarted.

[0092] In other words, after generating the target visual design content, the first terminal can first display a card preview page. The card preview interface includes a virtual card with the target visual design content printed on its surface. This virtual card demonstrates the printing effect of a physical card with the target visual design content printed on it. Players can judge whether the printing effect meets their expectations based on this virtual card. If the printing effect shown by the virtual card meets the player's expectations, the player can perform a confirmation operation on the virtual card, and the first terminal will respond to the confirmation operation by printing the target physical card according to the virtual card. If the printing effect shown by the virtual card does not meet the player's expectations, the player can perform a regeneration operation on the virtual card, and the first terminal will respond to the regeneration operation by re-entering the content generation stage to regenerate the target visual design content.

[0093] The confirmation operation can be an operation confirming that the print effect meets expectations and printing can begin, while the regeneration operation can be an operation indicating that the print effect does not meet expectations and the target visual design content needs to be regenerated. This application embodiment does not limit the confirmation and regeneration operations; for example, the confirmation and regeneration operations can be clicking different keys on the keyboard provided by the first terminal, or clicking different controls provided by the first terminal in the card preview interface, and so on.

[0094] As an example, the card preview interface can be found here. Figure 13 As shown, in Figure 13 The printing effect of the target entity's invoice (i.e., the virtual card) can be seen in Figure 1301. The card preview interface provides an "Immediate Print" control, as shown in Figure 1302. Clicking the "Immediate Print" control will perform a confirmation operation. The card preview interface also provides a "Regenerate" control, as shown in Figure 1303. Clicking the "Regenerate" control will perform a regeneration operation.

[0095] This application embodiment allows players to preview the card display interface in advance, enabling them to confirm whether the printed effect meets expectations. Printing only proceeds when the effect is satisfactory, avoiding invalid printing and improving the accuracy and consistency of the print quality, thus enhancing operational reliability. If the printed effect does not meet expectations, the target visual design content is regenerated. This allows for timely correction of the target visual design before printing, ensuring a print effect that best meets the player's expectations, reducing unnecessary operations, lowering printing costs, and displaying the regenerated physical card's print effect, thereby improving user convenience and experience.

[0096] In one possible implementation, in response to the regeneration operation of the virtual card, the way to re-enter the content generation stage could be to enter the regeneration instruction interface in response to the regeneration operation, and then, in response to the regeneration instruction operation for the target element in the target visual design content on the regeneration instruction interface, re-enter the content generation stage.

[0097] Understandably, the decision to regenerate the target visual design is generally made by the player. The player is best positioned to understand which aspects of the generated design don't meet expectations and require modification. Regeneration aims to achieve a visual design that aligns with the player's expectations. Therefore, when a player decides to regenerate, they can select the element they are dissatisfied with and execute a regeneration instruction for that element (the target element). This allows the AI ​​model to use the instructions obtained during regeneration as a basis for its own regeneration process, ensuring the model focuses on regenerating the target element and avoids aimless regeneration.

[0098] The target element can be the element targeted by the regeneration instruction, that is, the element that does not meet the player's expectations and needs to be regenerated. The regeneration instruction can be an operation performed on the target element that explicitly specifies the location of the modification and / or the modification suggestion, such as selecting the target element or even entering modification suggestions for the target element.

[0099] For example, the target visual design content includes the copy "Under the misty rain..." The text reads, "Stand, your winning streak has transformed into today's blessing," along with the corresponding image. If the player feels that the phrase "shrouded in mist and rain" in the text does not meet their expectations, they can select the phrase "shrouded in mist and rain." If the player feels that the image does not meet their expectations, they can select the image.

[0100] In this embodiment of the application, by executing the regeneration instruction operation, the player can clearly identify the target element that needs to be modified, so that the artificial intelligence model can regenerate the target element in a targeted manner, avoiding invalid regeneration, or even avoiding regenerating elements that meet the expectations but instead generate elements that do not meet the expectations, thereby avoiding waste of resources and improving the accuracy of regeneration.

[0101] It is understandable that, in order to address the technical problem of severe homogenization of related technical content, this application embodiment calls an artificial intelligence model in real time based on game data and environmental data to generate content and obtain target visual design content. Therefore, the generation of target visual design content is the key to the virtual-real interaction method provided by this application embodiment. The generation method of target visual design content will be described in detail below.

[0102] See Figure 14 As shown, the generation method for target visual design content includes the following steps: S1401. Obtain the target prompt word template.

[0103] The essence of generating target visual design content using artificial intelligence models is to transform game data and environmental data into at least one of narrative-rich text or images.

[0104] When using an AI model for content generation, prompt words can be determined beforehand to better guide the model. To ensure the constructed prompt words are more stable and reliable, they can be built based on prompt word templates. One possible implementation is to provide a template library that can include multiple candidate prompt word templates. When constructing prompt words, a candidate prompt word template can be selected as the target prompt word template.

[0105] In one possible implementation, the multiple prompt word templates can be preset candidate prompt word templates of various styles. The way to obtain the target prompt word template can be to obtain candidate prompt word templates of various styles, then determine the game interaction characteristics of the target game account based on game data, and then determine the target style that matches the game interaction characteristics from the multiple styles, and determine the candidate prompt word template of the target style as the target prompt word template.

[0106] Each style of candidate prompt template corresponds to a set of content templates with a unified narrative tone, expression paradigm, and language characteristics. Different styles correspond to different language logics, emotional tendencies, and scene adaptability. Candidate prompt templates of different styles have significant differences and no overlap. This application does not limit the number of styles, and may include, for example, epic, humorous, science fiction, and action-packed styles.

[0107] Game interaction characteristics can reflect the characteristics of a player's interactive behavior when participating in a target game, such as offensive, defensive, flexible, steady, lively, etc.

[0108] When identifying game interaction characteristics, a target style that matches these characteristics can be selected from a variety of styles. The candidate cue word templates for this target style can then be used as the target cue word template. For example, if the game interaction characteristics indicate that the player is an aggressive player, then a style matching aggressiveness can be chosen as the target style, such as a "hot-blooded" style. Therefore, the candidate cue word templates for the "hot-blooded" style can be used as the target cue word template.

[0109] This application embodiment determines the game interaction characteristics of the target game account based on game data, and then determines the target style that matches the game interaction characteristics from multiple styles. The candidate prompt word template of the target style is determined as the target prompt word template, thereby obtaining a target prompt word template that meets the player's needs or preferences. Then, based on the target prompt word template, target visual design content with a narrative style that meets the player's needs or preferences can be generated.

[0110] S1402. Based on game data and environment data, inject vocabulary into the placeholders of the target prompt word template to obtain prompt words.

[0111] After obtaining the target prompt template, vocabulary can be injected into the placeholders of the target prompt template based on game data and environment data to obtain the prompt.

[0112] To enable word injection into placeholders of the target prompt template based on game and environmental data, we can first perform feature vectorization on the game and environmental data to obtain corresponding vectors. Specifically, we can perform feature vectorization on game data (such as recent win rates, frequently used hero tags, and achievement levels) to transform game data into game vectors, which can be represented as $V_{game}$. Similarly, we can perform feature vectorization on environmental data (such as temperature, location, and crowd density) to transform environmental data into environmental vectors, which can be represented as $V_{env}$.

[0113] Since AI models can be large language models, targeting natural language, mapping functions can be defined to facilitate reasoning within these models. These functions can map game vectors and environment vectors to natural language. For example, if the environmental data represented by the environment vector is "temperature < 10 degrees Celsius," then the mapping function can map "temperature < 10 degrees Celsius" to adjectives related to "cold / frost."

[0114] After mapping the game vectors and environment vectors into natural language, the vocabulary obtained from the converted natural language can be injected into the placeholders of the target prompt word template to obtain the prompt words.

[0115] In one possible implementation, to differentiate between different players and generate different target visual design content for each player, the prompt can also include the player's user identity (UID), which can be represented by the game account identifier. Based on this, the example generation formula for the final prompt can be Prompt = Style_Template(V_game_label) + Env_Description(V_env_data) + Identity_Anchor(UID). Here, Style_Template(V_game_label) represents injecting natural language vocabulary from the game data into placeholders in the target prompt template, Env_Description(V_env_data) represents injecting natural language vocabulary from the environment data into placeholders in the target prompt template, and Identity_Anchor(UID) represents injecting the player's identity into placeholders in the target prompt template.

[0116] S1403. Based on the prompt words, call the artificial intelligence model to generate content and obtain the target visual design content.

[0117] After receiving the prompt words, the prompt words can be input into the artificial intelligence model. Guided by the prompt words, the artificial intelligence model will output the target visual design content.

[0118] It should be noted that, in this embodiment, the artificial intelligence model can be deployed on the first terminal, allowing the first terminal to generate the target visual design content itself. Alternatively, the artificial intelligence model can be deployed in the cloud, whereby the cloud server calls the model to generate the target visual design content. Based on this, in one possible implementation, the cloud server can execute steps S1401-S1403, allowing the first terminal to push game data and environmental data to the cloud server for execution. In other possible implementations, the first terminal can execute steps S1401 and S1402, then push a prompt to the cloud server for execution. After generating the target visual design content through the cloud server, the cloud server can distribute the target visual design content to the first terminal, which then prints a target physical card with the target visual design content printed on its surface and associated with the target game account.

[0119] It is understandable that the target visual design content generated by the artificial intelligence model can be rich and diverse. In order to avoid the generated target visual design content from including non-compliant content, such as content involving violence, vulgarity, insults, illegality, etc., the embodiments of this application can also perform content compliance checks before generating the final target visual design content.

[0120] Based on this, in one possible implementation, the target visual design content can be generated by calling an artificial intelligence model based on game data and environmental data to obtain initial visual design content. Then, the initial visual design content is subjected to a content compliance check to obtain the check result, which can reflect whether there is any non-compliant content in the initial visual design content. If the check is determined to be passed according to the check result, it means that there is no non-compliant content in the initial visual design content, and the initial visual design content can be determined as the target visual design content. If the check is determined to be failed according to the check result, it means that there is non-compliant content in the initial visual design content. At this time, it is necessary to re-execute the step of calling the artificial intelligence model based on game data and environmental data to obtain initial visual design content until the check result is passed, and the initial visual design content obtained when the check is passed is determined as the target visual design content.

[0121] In one possible implementation, the content compliance check step could be performed by the content compliance module (ContentFiltering).

[0122] In this embodiment, the initial visual design content output by the artificial intelligence model is subjected to a content compliance check to obtain the check result. If the check is determined to be passed according to the check result, the initial visual design content is determined as the target visual design content. If the check is determined to be failed according to the check result, the artificial intelligence model is called again to generate the initial visual design content until the check result is passed. The initial visual design content obtained when the check is passed is then determined as the target visual design content. This avoids the inclusion of non-compliant content in the target visual design content and ensures compliance with game rating requirements.

[0123] The foregoing embodiments describe a method for generating target visual design content. The overall process architecture for generating target visual design content can be found in [reference needed]. Figure 15As shown, the first step is to vectorize the collected game and environmental data. Game data may include win rate, hero tags, achievement levels, and styles, while environmental data may include temperature, location, crowd density, and weather. Then, based on the game data, the game interaction characteristics of the target game account are determined. A target style matching these characteristics is then selected from multiple styles, and candidate prompt word templates for that style are chosen as the target prompt word template. These styles may include epic, humorous, and sci-fi themes. Next, the converted natural language vocabulary is injected into placeholders in the target prompt word template to obtain prompt words. These prompt words may include, for example, game data, environmental data, and identity identifiers. The prompt words can then be input into an artificial intelligence model, which infers the initial visual design content. The initial visual design content undergoes a content compliance check, and the target visual design content is determined based on the check results. An example of the target visual design content could be "In the misty rain..." "Stand, your winning streak has transformed into today's blessing."

[0124] In one possible implementation, the virtual-real interaction method provided in this application embodiment can be executed by a first terminal, while the generation of the target visual design content can be executed by a cloud server. In this case, it may involve the process of pushing game data and environmental data to the cloud server. In order to avoid data tampering, before generating the target visual design content, it is also possible to check whether the data has been tampered with. After confirming that the data has not been tampered with, the target visual design content can continue to be generated.

[0125] In this scenario, an encryption token can be obtained. The encryption token is obtained by encrypting the encapsulated data, which is obtained by encapsulating the game account identifier and the device data of the first terminal in the game data. The encryption token is then reverse-decoded and verified to obtain the first verification result. If the verification is deemed successful based on the first verification result, the artificial intelligence model is invoked to generate content based on the game data and environmental data to obtain the target visual design content.

[0126] Encapsulating the game account identifier and the device data of the first terminal within the game data can be termed payload construction. Device data may include a session ID. In some cases, device data may also include a device serial number (DeviceID), a timestamp, and an assigned random salt value (Nonce).

[0127] After obtaining the encapsulated data, it can be encrypted to obtain an encrypted token. In this embodiment, the encryption algorithm used for encryption can be at least one, such as hash signature, symmetric encryption, token conversion, etc. This embodiment mainly uses the use of multiple encryption algorithms to encrypt the encapsulated data as an example. Specifically, the encapsulated data is first hash-signed, for example, by performing a Secure Hash Algorithm (SHA)-256 digest calculation to generate a fixed-length feature fingerprint as the hash result. Then, symmetric encryption is performed, for example, using a key managed by a preset Hardware Security Module (HSM) and the Advanced Encryption Standard (AES)-128-Cipher-blockchaining (CBC) algorithm to encrypt the hash result and some sensitive UIDs. Among them, the AES-128-CBC algorithm is a combination of symmetric encryption algorithms, using a 128-bit key and CBC working mode, and is widely used for data encryption transmission and storage protection. Next, the token is converted, for example, by encoding the encrypted binary data using Base64 or Hex and converting it into a string, thus obtaining the encrypted token.

[0128] The first verification result obtained during reverse decoding verification reflects unique correspondence, tamper-proof nature, and whether malicious offline overwriting has occurred. Based on the aforementioned method of generating encrypted tokens, the first verification result obtained during reverse decoding verification includes the results of multiple stages of verification, such as whether Base64 / Hex decoding was successful, whether AES decryption was successful, whether the SHA256 hash matches (mainly used to determine whether tampering has occurred), whether SessionID+Nonce is unused (mainly used to verify unique correspondence), whether the binding of UID and DeviceID is valid, and whether the generated timestamp is within its validity period. If all of the above results pass, it can be considered that the token has a unique correspondence and has not been tampered with.

[0129] In this embodiment of the application, an encryption token is obtained, and then the encryption token is reverse decoded and verified to obtain a first verification result. If the verification is determined to be successful based on the first verification result, an artificial intelligence model is called to generate content based on game data and environmental data to obtain the target visual design content, thereby ensuring the unique correspondence between the target entity card and the game data and environmental data, and its immutability.

[0130] It is understood that the embodiments of this application can endow the target entity card with the ability to influence online games, thereby achieving a closed loop of virtual and real rights. In order to ensure the security when influencing online games through the target entity card, an encrypted token can be written into the target entity card so that when influencing online games using the target entity card, the encrypted token is verified first to ensure the unique correspondence between the target entity card and the game data and environmental data, and to ensure that it cannot be tampered with.

[0131] Based on this, in one possible implementation, the method of printing a target entity card with the target visual design content printed on its surface and associated with the target game account can be to write an encrypted token into the data storage unit of the initial entity card, the encrypted token being used to associate the target entity card with the target game account; and then printing the initial entity card with the encrypted token written on it based on the target visual design content to obtain the target entity card.

[0132] It should be noted that this application does not limit the type of target physical card. In order to store information such as encrypted tokens, the target physical card can be, for example, an NFC physical card, a magnetic stripe physical card, a barcode physical card, a QR code physical card, or a Radio Frequency Identification (RFID) physical card. Different types of physical cards have different data storage units. For example, the data storage unit in an NFC physical card can be a chip, the data storage unit in a magnetic stripe physical card can be a magnetic stripe, the data storage unit in a barcode physical card can be a barcode, and the data storage unit in a QR code physical card can be a QR code.

[0133] This embodiment primarily uses an NFC physical card as an example. The first terminal can send a write command to the chip via the NFC read / write module, thereby writing an encrypted token into the chip based on the write command. Then, based on the target visual design content, the initial physical card with the written encrypted token is printed to obtain the target physical card. The initial physical card is a blank physical card; the initial physical card with the written encrypted token is the initial physical card after the encrypted token has been written to the data storage unit.

[0134] Understandably, in order to facilitate the verification of the encrypted token when using the target physical card to influence the online game, the first terminal can back up the generated encrypted token and the corresponding target visual design content to the database in real time so that it can be retrieved from the database for subsequent use.

[0135] In this embodiment, an encryption token is written into the data storage unit of the initial physical card. The encryption token is used to associate the target physical card with the target game account. Then, the initial physical card with the encryption token written in it is printed based on the target visual design content to obtain the target physical card. In order to verify the encryption token before using the target physical card to affect the online game, the unique correspondence between the target physical card and the game data and environmental data can be guaranteed and it cannot be tampered with, thereby achieving offline malicious overlay protection.

[0136] In one possible implementation, if the data storage unit is a chip, after the encryption token is written into the data storage unit of the initial physical card, the first terminal can also lock the chip for write protection based on the encryption token.

[0137] The first terminal can write-protect the chip based on an encryption token by using a portion of the encryption token as a key to write-protect the chip's data area. This prevents the encryption token in the chip from being maliciously overwritten offline, ensuring the unique correspondence of the target physical card as a "physical anchor."

[0138] The foregoing embodiments introduced another method for generating target visual design content, which mainly involves the generation of encryption tokens. Specifically, the overall process architecture for generating encryption tokens can be found in [reference needed]. Figure 16 As shown, the process begins by encapsulating the game account identifier from the game data and the device data of the first terminal to obtain encapsulated data. The device data may include an interaction serial number, a random salt value, a generation timestamp, and a device serial number. Next, the encapsulated data is encrypted using a multi-layered encryption algorithm. First, the encapsulated data is hashed to obtain a hash result; then, the hash result is symmetrically encrypted to obtain an encrypted result; finally, the encrypted result is tokenized to obtain an encrypted token. Then, a chip writing mechanism is implemented. The NFC read / write module sends a write command to the chip of the initial physical card. Based on the write command, the encrypted token is written into the chip of the initial physical card, and the chip is locked for write protection based on the encrypted token. The encrypted token obtained in this way can be used for security verification, thereby preventing tampering and ensuring the unique correspondence between the target physical card and the game data and environmental data, achieving offline malicious overwriting protection.

[0139] The foregoing embodiments described various possible ways to obtain physical cards through interaction in offline scenarios. In order to achieve a closed loop of virtual and real rights and interests, this application embodiment endows the target physical card with the ability to influence the online game, so that players can return to the online game through the physical card to unlock the target game assets.

[0140] To enable users to return to the online game and unlock specific game assets using a physical card, this application provides another method for virtual-real interaction. The following describes this method in detail, using a computer device as the second terminal. See also... Figure 17 The method includes the following steps: S1701. In response to the recognition operation of the target entity card, start the target game.

[0141] The ability of a target entity card to influence an online game, as described in this application embodiment, means that the target entity card can be identified, and then the interaction between the online game and the offline scene can be connected based on the identity anchor in the target entity card. Here, the identity anchor can be a unique encrypted identifier stored in a physical medium (such as the target entity card), serving as a logical fulcrum connecting the player's interaction between the online game and the offline scene. Therefore, in order to influence the online game, the target entity card can be a physical card with an encrypted token written into it.

[0142] The identification operation can be the process of recognizing information within a target physical card. The specific identification operation can vary depending on the type of the target physical card. For example, if the target physical card is an NFC card, the identification operation could be the player using a second terminal to sense the target physical card via NFC. Similarly, if the target physical card is a QR code card, the identification operation could be the player using a second terminal to scan the QR code on the target physical card, and so on.

[0143] In one possible implementation, an example diagram illustrating a scenario where the second terminal performs an identification operation on the target entity card can be found here. Figure 18 As shown. In Figure 18 In this embodiment, the target physical card is shown in 1801, and the second terminal is a smartphone, as shown in 1802. The target game is launched by sensing the target physical card through the second terminal. The target game can be a mini-program, an app, etc., and this embodiment does not limit it.

[0144] This application embodiment does not limit the timing of performing the identification operation to claim the target game asset; the identification operation can be performed at any time after the target physical card is printed to claim the target game asset. In another possible implementation, to prevent players from not claiming the target game asset for an extended period, an expiration period can be set. This allows the identification operation to be performed to claim the target game asset within the expiration period, thereby encouraging players to claim it as soon as possible.

[0145] S1702. After the target game is launched, a game asset redemption interface corresponding to the target game account associated with the target physical card is displayed. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

[0146] Once the target game is launched, the game asset redemption interface corresponding to the target game account associated with the target physical card can be directly displayed to the player on the second terminal. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state.

[0147] The target game asset can be a game asset related to interaction with offline scenarios. This application embodiment does not limit the type of game asset. For example, it may include at least one of the following: limited-time achievement pendants, limited-time game resource values ​​(such as gold coins, props, etc.), the game background of the target game account, the target title of the target game account, and the target avatar of the target game account.

[0148] Taking target game assets including limited-time achievement pendants and target titles as an example, the game asset redemption interface displayed on the second terminal can be found here. Figure 18 As shown in Figure 1803, the game's asset redemption interface can display text indicating that limited-time achievement pendants and target titles (i.e., exclusive titles) have been unlocked, as well as related images or effects.

[0149] Understandably, target game assets are game assets matched with offline interaction data. Offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account. Therefore, the generated target game assets can differ based on different environmental or game data. Since the target visual design content is generated based on environmental and game data, it can reflect these data, and may even indicate the type of target game asset. Therefore, target game assets can be generated directly based on the target visual design content, along with environmental and game data, or even solely based on the target visual design content.

[0150] For example, the target visual design content is "in the misty rain". "Stand, your winning streak has transformed into today's fortune value." Fortune value can represent the type of target game asset; for example, converting the "fortune value" in the target visual design content into limited-time game resource value. If the game data includes rank... "Master" can be " The "Master" title has been converted into a limited-time achievement pendant.

[0151] This application embodiment endows the target physical card with the ability to influence the online game. After the target physical card is printed, an identification operation can be performed on the target physical card, and then the target game can be launched in response to the identification operation. The game asset redemption interface corresponding to the target game account associated with the target physical card is displayed. Thus, the game asset redemption interface prompts that the target game assets under the target game account are in an unlocked state. This reduces the gap between offline scene interaction and online game, and allows players to feel that offline scene interaction truly affects the player's online game through a medium.

[0152] It's important to note that the impact of offline interactions on online games goes beyond simply displaying a notification that the target game asset has been unlocked; it should involve actually distributing the target game asset to the target game account. Since a player's game assets are typically stored in the target game account's asset pool, the asset pool can be updated using those assets when they are actually distributed to the target game account.

[0153] After the target game assets are distributed to the target game account, a notification of asset arrival can be displayed to the player. This application embodiment does not limit the form of the asset arrival notification, such as including in-game email notification.

[0154] Once the target game assets are distributed to the target game account, the achievement system can also record this information, such as the arrival time, player's UID, asset list, and transaction number. This information can be used for data reconciliation and documentation, preventing duplicate distribution and tampering.

[0155] In one possible implementation, the virtual-real interaction method provided in this application embodiment can be executed by a second terminal. In this case, the factors affecting the target game asset include not only game data and environmental data, but also the device data of the second terminal. Therefore, in one possible implementation, the target game asset is a game asset that matches the device data of the second terminal.

[0156] The embodiments of this application do not limit the device data of the second terminal, but may include, for example, device type, device brand, etc.

[0157] In some possible implementations, the virtual-real interaction method provided in the application embodiments can be executed by a second terminal, while the generation of the target game asset can be executed by a server. This server can be a server providing game services for the target game, or it can be another server; this application embodiment does not limit this. In this case, the second terminal can push the encrypted token in the target entity card to the server. To prevent data tampering, before generating the target game asset, it can also verify whether the data has been tampered with, and then continue generating the target game asset after confirming that the data has not been tampered with.

[0158] Based on this, in one possible implementation, the target game asset can be generated by obtaining an encrypted token of the target entity card. The encrypted token is obtained by encrypting the encapsulated data, which is obtained by encapsulating the game account identifier and the device data of the first terminal in the game data. The encrypted token is then reverse-decoded and verified to obtain a second verification result. If the verification is deemed successful based on the second verification result, the target game asset is generated.

[0159] The device data may include an interactive serial number. In some cases, the device data may also include a device serial number, a generation timestamp, and an assigned random salt value.

[0160] After obtaining the encapsulated data, it can be encrypted to obtain an encrypted token. In this embodiment, the encryption algorithm used for encryption can be at least one, such as hash signature, symmetric encryption, token conversion, etc. This embodiment mainly uses the use of multiple encryption algorithms to encrypt the encapsulated data as an example. Specifically, firstly, encapsulated data is obtained based on the game account identifier in the game data and the device data of the first terminal. The device data may include an interaction serial number, a random salt value, a generation timestamp, and a device serial number. Next, the encapsulated data is encrypted. This encryption process uses a multi-layer encryption algorithm: first, the encapsulated data is hash-signed to obtain a hash result; then, the hash result is symmetrically encrypted to obtain an encrypted result; and finally, the encrypted result is tokenized to obtain an encrypted token.

[0161] The second verification result obtained after reverse decoding verification reflects the unique correspondence, tamper-proof nature, and whether offline malicious overwriting has occurred. Based on the above-mentioned encryption token generation method, the second verification result obtained during reverse decoding verification includes the results of multiple stages of verification, such as whether Base64 / Hex decoding was successful, whether AES decryption was successful, whether the SHA256 hash matches (mainly used to determine whether tampering has occurred), whether SessionID+Nonce is unused (mainly used to verify unique correspondence), whether the binding of UID and DeviceID is valid, and whether the generated timestamp is within the validity period. If all of the above results pass, it can be considered that the token has a unique correspondence and has not been tampered with.

[0162] In this embodiment of the application, an encrypted token is extracted from the target entity card, and then the encrypted token is reverse-decoded and verified to obtain a second verification result. If the verification is determined to be successful according to the second verification result, the target game asset is generated, thereby ensuring the unique correspondence between the target game asset and the game data and environmental data, and its immutability.

[0163] Based on the foregoing, the overall framework and process for unlocking specific game assets in the online game using physical cards can be found in [link to documentation]. Figure 19 As shown. The overall architecture process includes distributed synchronization, second-terminal sensing verification, and the logic for distributing target game assets.

[0164] In distributed synchronization, after the first terminal generates the encryption token and the target visual design content, it can perform real-time backup. For example, the encryption token and the target visual design content can be stored in the database respectively, and then the encryption token and the target visual design content in the database can be synchronized to the server through data synchronization.

[0165] In the second terminal sensing verification, the player senses the target physical card through the second terminal, launches the target game, and extracts an encrypted token from the target physical card. The extracted encrypted token is then uploaded to the server. The server can perform reverse decoding verification based on the extracted encrypted token to obtain the second verification result. Reverse decoding verification can include key decryption (e.g., using AES-128-CBC), signature verification (to implement integrity checks), and timestamp verification (to prevent replay intrusion). During reverse decoding verification, the encrypted token obtained from the server can be used to verify whether the encrypted token has been tampered with. The server then determines whether the second verification result is successful. If yes, data synchronization is performed. Data synchronization can involve synchronizing the encrypted token and target visual design content from the database to the server so that the server can generate the target game assets. If no, access is denied.

[0166] In the logic of distributing target game assets, the target visual design content can be parsed, such as extracting keywords like "fortune value" and "rank," and then converted into target game assets. For example, "fortune value" in the target visual design content can be converted into limited-time game resource value. If the game data includes "rank,"... "Master" can be " The "Master" title is converted into a limited-time achievement pendant. Afterwards, the target game assets are distributed to the target game account. Upon distribution, the asset pool is updated, and an in-game mail notification informs the player that the target game assets have been distributed to the target game account. The distribution is also recorded in the achievement system.

[0167] It is understandable that the target visual design content is generated with the participation of the first terminal. For example, the first terminal shows the player the data collection authorization entry of the target game, and then the first terminal responds to the trigger operation of the data collection authorization entry to collect game data and environmental data in order to generate the target visual design content based on the game data and environmental data.

[0168] In one possible implementation, the data collection authorization entry point is an authorization QR code, in which case the triggering operation requires the participation of a second terminal. During the process of the second terminal participating in the printing of the target entity card, the various pages required to be displayed in the aforementioned embodiments can also be displayed on the second terminal.

[0169] Specifically, before launching the target game in response to the identification operation of the target entity card, the second terminal can scan the authorization QR code of the target game displayed on the first terminal to enter the authorization login page. If the player performs the authorization consent operation on the authorization login page, the second terminal can send authorization approval information to the server in response to the authorization consent operation performed on the authorization login page. The server is used to push the game data corresponding to the target game account to the first terminal based on the authorization approval information, so that after the first terminal collects the game data and environmental data, it can print out the target entity card with the target visual design content printed on its surface. The target visual design content is generated by calling an artificial intelligence model based on the game data and environmental data.

[0170] In other words, after a player scans the authorization QR code using a second device, the second device can access the authorization login page. The authorization login page can be found here. Figure 20 As shown, the authorization login page can also display authorization prompts, which inform players of the type of game data being collected during this authorization, such as rank, win rate, and recent match history. The authorization prompts can be found in [link to authorization prompts]. Figure 20 As shown in Figure 2001, after the player grants authorization, the first terminal will collect game data such as rank, win rate, and recent performance.

[0171] The authorization consent operation can be an operation to consent to the first terminal collecting game data. This application embodiment does not limit the authorization consent operation; for example, the authorization consent operation can be an operation of clicking the "agree to authorize" control. See also... Figure 20 As shown, the consent / authorization control can be found in [link / reference]. Figure 20 As shown in Figure 2002, the authorization control is the "Confirm Authorization" button.

[0172] This application embodiment provides an authorization QR code on a first terminal. Players scan the authorization QR code of the target game displayed on the first terminal using a second terminal to enter the authorization login page. The second terminal, in response to the authorization agreement operation performed on the authorization login page, sends authorization approval information to the server. The server then pushes the game data corresponding to the target game account to the first terminal based on the authorization approval information. After collecting the game data and environmental data, the first terminal prints a target physical card with the target visual design content printed on its surface. Since the second terminal is the player's personal computer device, it is not easily accessible to others. Therefore, completing the authorization agreement on the second terminal improves the security of game data. Furthermore, players can easily complete the authorization agreement by scanning the authorization QR code on the second terminal, making the operation simple.

[0173] Understandably, the target visual design content is generated in real time by calling an artificial intelligence model based on game data and environmental data. The physical cards with the target visual design content printed on them are also automatically arranged and printed by the first terminal. The effect of the target visual design content and the physical cards with the target visual design content is unknown, and different players may have different needs for the printing effect.

[0174] Therefore, to allow players to understand the printing effect of the target physical card before printing it, in one possible implementation, after sending authorization approval information to the server in response to the authorization agreement operation performed on the authorization login page, if the target visual design content is obtained, the second terminal can display a card preview page, which includes a virtual card with the target visual design content on its surface. Then, in response to the confirmation operation of the virtual card, the terminal enters the print confirmation page, which includes the estimated printing waiting time for the first terminal to print the target physical card, or in response to the regeneration operation of the virtual card, the terminal re-enters the artificial intelligence generation page.

[0175] In other words, after generating the target visual design content, the second terminal can first display a card preview page. This preview includes a virtual card with the target visual design content printed on its surface. The virtual card represents the printed effect of a physical card with the target visual design content, allowing the player to judge whether the printed effect meets their expectations. If the printed effect of the virtual card meets the player's expectations, the player can confirm the virtual card. The second terminal then responds to this confirmation by entering a print confirmation page, which includes the estimated printing time for the physical card. If the printed effect of the virtual card does not meet the player's expectations, the player can regenerate the virtual card. The second terminal then responds by re-generating the virtual card and re-enters the AI ​​generation page.

[0176] The confirmation operation can be an operation to confirm that the printing effect meets expectations and printing can begin, while the regeneration operation can be an operation to indicate that the printing effect does not meet expectations and the target visual design content needs to be regenerated. This application embodiment does not limit the confirmation and regeneration operations; for example, the confirmation and regeneration operations can be clicking different controls provided in the card preview interface of the second terminal, etc.

[0177] It should be noted that the first terminal needs a certain amount of time to print the target physical card. Therefore, in one possible implementation, the second terminal can also display a print confirmation page, which may include the estimated printing waiting time. This allows players to intuitively perceive that the first terminal is printing the target physical card, rather than freezing or crashing, reducing the frustration of waiting and preventing players from repeatedly clicking / refreshing due to uncertainty about whether the second terminal is working, which could lead to content generation failure.

[0178] The methods for determining the estimated printing wait time can include various approaches. For example, the estimated printing wait time can be preset, or it can be determined in real time based on the historical printing time required. Alternatively, the estimated printing wait time can be calculated in real time based on factors such as the inkjet conditions during the first terminal printing and the complexity of the target visual design content.

[0179] In one possible implementation, the printed confirmation page may also include a card collection prompt, which could be, for example, "Please collect your physical card."

[0180] It's important to note that, to visually demonstrate the content generation process, the first terminal enters the content generation phase after collecting game and environmental data, and this phase needs to last for a certain duration. Therefore, while the first terminal is in the content generation phase, the second terminal can access the AI ​​generation page, which indicates that the card generation phase has begun. The AI ​​generation page can display content generation prompts, such as "AI is creating visual design content for you."

[0181] In one possible implementation, the AI-generated interface could also include the types of environmental data collected, thus intuitively demonstrating that the first terminal has also collected environmental data and used it to generate the target visual design content. For example, the types of environmental data could include the time, temperature, location of the first terminal, weather, etc., recorded on the first terminal.

[0182] The card preview page can be found here. Figure 13 As shown, the confirmation page can be found here. Figure 11 As shown, the AI-generated page can be found here. Figure 19 As shown, the embodiments in this application will not be described in detail.

[0183] This application embodiment allows players to preview the card display interface in advance, enabling them to confirm whether the printed effect meets expectations. Printing only proceeds when the effect is satisfactory, avoiding invalid printing and improving the accuracy and consistency of the print quality, thus enhancing operational reliability. If the printed effect does not meet expectations, the target visual design content is regenerated. This allows for timely correction of the target visual design before printing, ensuring a print effect that best meets the player's expectations, reducing unnecessary operations, lowering printing costs, and displaying the regenerated physical card's print effect, thereby improving user convenience and experience.

[0184] In one possible implementation, the second terminal can re-enter the AI ​​generation page in response to the regeneration operation of the virtual card by entering the regeneration instruction interface in response to the regeneration operation, and then re-entering the AI ​​generation page in response to the regeneration instruction operation of the target element in the target visual design content on the regeneration instruction interface.

[0185] Understandably, the decision to regenerate the target visual design is generally made by the player. The player is best positioned to understand which aspects of the generated design don't meet expectations and require modification. Regeneration aims to achieve a visual design that aligns with the player's expectations. Therefore, when a player decides to regenerate, they can select the element they are dissatisfied with and execute a regeneration instruction for that element (the target element). This allows the AI ​​model to use the instructions obtained during regeneration as a basis for its own regeneration process, ensuring the model focuses on regenerating the target element and avoids aimless regeneration.

[0186] The target element can be the element targeted by the regeneration instruction, that is, the element that does not meet the player's expectations and needs to be regenerated. The regeneration instruction can be an operation performed on the target element that explicitly specifies the location of the modification and / or the modification suggestion, such as selecting the target element or even entering modification suggestions for the target element.

[0187] For example, the target visual design content includes the copy "Under the misty rain..." The text reads, "Stand, your winning streak has transformed into today's blessing," along with the corresponding image. If the player feels that the phrase "shrouded in mist and rain" in the text does not meet their expectations, they can select the phrase "shrouded in mist and rain." If the player feels that the image does not meet their expectations, they can select the image.

[0188] In this embodiment of the application, by executing the regeneration instruction operation, the player can clearly identify the target element that needs to be modified, so that the artificial intelligence model can regenerate the target element in a targeted manner, avoiding invalid regeneration, or even avoiding regenerating elements that meet the expectations but instead generate elements that do not meet the expectations, thereby avoiding waste of resources and improving the accuracy of regeneration.

[0189] It should be noted that, after obtaining the physical card offline, the card often becomes merely a decorative item after leaving the event, lacking a continuous function deeply integrated with the online game's logic. There is a disconnect between offline interaction and the online game; the physical card, as a medium, cannot allow players to experience the impact of offline interaction on the online game, resulting in a poor narrative. To address these technical issues, this application's embodiments endow the target physical card with the ability to influence the online game, thereby achieving a closed loop of virtual and real-world benefits. This closed loop can refer to the complete process from a player acquiring qualifications in the online game, interacting in an offline setting to obtain a physical card, and then using that physical card to return to the online game to unlock specific game assets.

[0190] To remind players that the physical card can subsequently affect the online game, before the second terminal responds to the identification operation of the target physical card and starts the target game, specifically after the first terminal prints the target physical card, the second terminal can also display an unlock prompt page. The unlock prompt page includes unlock prompt information, which is used to prompt the unlocking of the target game assets based on the target physical card.

[0191] The unlock prompt page can then be canceled from display. This application embodiment does not limit the method for canceling the unlock prompt page. For example, the display time of the unlock prompt page can be preset, i.e., a preset display duration, and then the unlock prompt page will be automatically canceled after the preset display duration. Alternatively, the display of the unlock prompt page can be canceled based on player interaction, where the interaction could be a click on a specific control on the unlock prompt page.

[0192] In one possible implementation, the unlock prompt page can be found here. Figure 12 As shown, it will not be elaborated further here.

[0193] This application embodiment displays unlock prompts to inform players in advance that they will unlock the target game assets under the target game account based on the target physical card. This allows the online game to be influenced by the target physical card, preventing players from mistaking the target physical card for other ordinary cards and missing out on acquiring the target game assets.

[0194] In one possible implementation, to visually demonstrate the game data collection process, after the authorization agreement is granted on the second terminal, the second terminal sends authorization approval information to the server. At the same time, the second terminal can also display a game data collection page, which visually demonstrates that the first terminal is collecting game data.

[0195] In one possible implementation, the game data collection page may include a notification message to inform the player that game data is being collected from their primary device. For example, the notification message could be "Collecting your game data...".

[0196] In one possible implementation, the game data collection page can include the type of game data to be collected, such as nickname, rank, recent match history, etc. In this case, the game data collection page can be found here. Figure 7 As shown, it will not be elaborated further here.

[0197] This application embodiment displays a game data collection page on a second terminal, allowing players to know that the first terminal is collecting game data, rather than freezing or crashing. This reduces the frustration of waiting and prevents players from repeatedly clicking / refreshing due to uncertainty about whether the first terminal is working, which could lead to duplicate or abnormal data and protect the integrity of the data collection.

[0198] In one possible implementation, to reflect the progress of game data collection, the game data collection page may also include a collection progress indicator, which can reflect the progress of game data collection. This application embodiment does not limit the form of the collection progress indicator; for example, it can be at least one of text, symbols, and graphics. The graphics can be a progress bar, such as a circular progress bar or a linear progress bar.

[0199] Taking a circular progress bar as an example, the game data collection page can be found here. Figure 7 As shown, it will not be elaborated further here.

[0200] This application embodiment displays a data collection progress indicator to the player through a second terminal, allowing the player to intuitively perceive the data collection progress. By changing the data collection progress indicator, the player can intuitively perceive that the data collection is progressing, alleviating waiting anxiety. Furthermore, based on the data collection progress indicated by the progress indicator, the remaining time can be roughly estimated.

[0201] The foregoing embodiments provide a detailed description of the complete process of the virtual-real interaction method, including the interaction between online games and offline scenarios, the printing of target physical cards, and the impact of offline scenario interactions on online games, thereby forming a closed loop of virtual rights. The target physical card serves as the physical medium for the interaction between online games and offline scenarios, and for the impact of offline scenario interactions on online games.

[0202] Taking an NFC physical card as an example, this paper provides a detailed description of the virtual-real interaction method provided in this application embodiment, combined with the system architecture of virtual-real interaction. An example diagram of the system architecture for virtual-real interaction can be found here. Figure 21 As shown, the system architecture can include three layers: a data acquisition layer, a processing and encryption layer, and a verification and fulfillment layer.

[0203] First layer: Data acquisition layer

[0204] The data acquisition layer can be used to collect game data, device data, and environmental data. Game data may include the target game account's UID, rank, win rate, recent match history, etc.; device data may include interaction serial numbers, device serial numbers, generation timestamps, and assigned random salt values, etc.; environmental data may include the time, temperature, location of the first terminal, and crowd density recorded on the first terminal, etc. The triggering methods for collecting game data, device data, and environmental data have been described in detail in the previous embodiments and will not be repeated here.

[0205] Second layer: Processing and encryption layer

[0206] The ultimate goal of the processing and encryption layers is to print the target entity card, which can include encapsulation, encryption processing, content generation, and output of the target entity card. Encapsulation can involve encapsulating the game account identifier and the device data of the first terminal within the game data to obtain encapsulated data. Specifically, this can include obtaining the game account identifier and the device data of the first terminal, then encapsulating the game account identifier and the device data of the first terminal to obtain encapsulated data, and finally outputting the encapsulated data to the encryption module.

[0207] Encryption processing can be used to obtain encrypted tokens. The encryption module is used to encrypt the encapsulated data. In this embodiment, the encryption algorithm used for encryption processing can be at least one encryption algorithm, such as hash signature, symmetric encryption, token conversion, etc. This embodiment mainly uses the example of using multiple encryption algorithms to encrypt the encapsulated data. For example, first, the encapsulated data is hash-signed to obtain a hash result, then the hash result is symmetrically encrypted to obtain an encrypted result, and finally, the encrypted result is tokenized to obtain an encrypted token.

[0208] Content generation is used to generate the target visual design content. After obtaining the encrypted token, it can be reverse-decoded and verified to obtain the first verification result. If the verification is successful based on the first verification result, the AI ​​model is invoked based on game data and environment data to generate the target visual design content. When generating the target visual design content using the AI ​​model based on game data and environment data, the game data and environment data can be vectorized, converting game data into game vectors and environment data into environment vectors. Based on the game data, the game interaction characteristics of the target game account are determined, and then a target style matching these characteristics is selected from multiple styles. Candidate prompt word templates for the target style are then used as the target prompt word template. After mapping the game vectors and environment vectors to natural language, the resulting natural language vocabulary can be injected into placeholders in the target prompt word template to obtain prompt words. These prompt words are then input into the AI ​​model, which infers the initial visual design content. In this embodiment, the execution order of data vectorization and determining the target prompt word template is not limited. For example, data vectorization can be performed first, followed by determining the target prompt word template; or the target prompt word template can be determined first, followed by data vectorization. After obtaining the initial visual design content, a content compliance check can be performed on the initial visual design content to obtain the check result. If the check is determined to be passed according to the check result, the initial visual design content is determined as the target visual design content. If the check is determined to be failed according to the check result, the artificial intelligence model is called again to generate the initial visual design content until the check result is passed, and the initial visual design content obtained when the check is passed is determined as the target visual design content.

[0209] The output of the target physical card is used to produce the final target physical card, which can be executed by the printing module on the first terminal. The first terminal can send a write command to the chip of the initial physical card through the NFC read / write module, thereby writing an encrypted token into the chip of the initial physical card based on the write command. The chip is then write-protected and locked based on the encrypted token, thus preventing the encrypted token in the chip from being maliciously overwritten offline. Finally, the initial physical card with the written encrypted token is printed based on the target visual design content to obtain the target physical card.

[0210] Third layer: Verification and fulfillment layer

[0211] The ability of a target entity card to influence an online game, as described in this application embodiment, means that the target entity card can be identified, and then the interaction between the online game and offline scenarios can be connected based on the identity anchor in the target entity card. The verification and redemption layer mainly utilizes the interaction in offline scenarios to influence the online game and complete the unlocking of the target game assets.

[0212] Specifically, after obtaining the target physical card, the player can use a second terminal to perform an identification operation on the target physical card. Taking an NFC physical card as an example, the player can use the second terminal's NFC sensor to launch the target game. Afterwards, the second terminal extracts an encryption token from the target physical card and uploads the encryption token to the server. In one possible implementation, the second terminal can upload the encryption token to the server via an encrypted channel.

[0213] This application embodiment does not limit the timing of performing the identification operation to claim the target game asset; the identification operation can be performed at any time after the target physical card is printed to claim the target game asset. In another possible implementation, to prevent players from not claiming the target game asset for an extended period, an expiration period can be set. This allows the identification operation to be performed to claim the target game asset within the expiration period, thereby encouraging players to claim it as soon as possible.

[0214] Next, the server can perform reverse decoding verification on the encrypted token to obtain a second verification result. If the verification passes according to the second verification result, the target game asset is generated. The reverse decoding verification performed by the server on the encrypted token can include key decryption (e.g., using AES-128-CBC), signature verification (to implement integrity checks), and timestamp verification (to prevent replay intrusion). After the verification passes according to the second verification result, the server can perform a database query to retrieve the target visual design content and the target game account from the database. This allows the server to generate the target game asset based on the target visual design content and distribute the target game asset to the target game account.

[0215] During the distribution of target game assets on the server, the server can generate target game assets based on the target visual content. The generation method could be that the server parses the target visual design content, such as extracting keywords like "fortune value" or "rank," and then converts it into target game assets. For example, "fortune value" in the target visual design content can be converted into limited-time game resource value. If the game data includes "rank,"... "Master" can be " The "Master" title is converted into a limited-time achievement pendant. Afterwards, the target game assets are distributed to the target game account. Upon distribution, the asset pool is updated, and an in-game mail notification informs the player that the target game assets have been distributed to the target game account. The distribution is also recorded in the achievement system.

[0216] In offline event scenarios, this application allows the first terminal to collect game data corresponding to the target game account in the target game, as well as environmental data corresponding to the execution of the triggered operation. After the game data and environmental data are collected, they can be uploaded to a cloud server. The cloud server then uses the game data and environmental data to call an artificial intelligence model to generate content and obtain the target visual design content. Since different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even for the same player, the collected game data and environmental data may differ depending on the timing or environment in which the triggered operation is performed. Therefore, the target visual design content generated in real-time based on the game data and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. Thus, when a target physical card with the target visual design content printed on its surface and associated with the target game account is printed, the target visual design content of the physical card is rich and diverse, capable of evolving in real-time according to the personalized game behaviors of thousands of players, meeting the personalized needs of players. Simultaneously, this application generates target visual design content in real-time, eliminating the need to store pre-made templates, saving storage resources and avoiding resource idleness.

[0217] Meanwhile, this application embodiment can endow the target physical card with the ability to influence the online game. Players can then use the target physical card to return to the online game and unlock target game assets, thus achieving a closed loop of virtual and real rights. Consequently, the NFC chip inside the target physical card can also be endowed with continuous functionality deeply linked to the online game logic, reducing the disconnect between offline interactions and the online game. Through the physical medium of the target physical card, players can truly feel that offline interactions genuinely affect the online game.

[0218] It should be noted that, based on the implementation methods provided in the above aspects, this application can be further combined to provide more implementation methods.

[0219] Based on the virtual-real interaction method provided in the foregoing embodiments, this application also provides a virtual-real interaction device 2200. See also... Figure 22 As shown, the virtual-real interaction device 2200 includes a display unit 2201, a data acquisition unit 2202, an entry unit 2203, and a printing unit 2204. The display unit 2201 is used to display the data collection authorization entry point of the target game; The acquisition unit 2202 is used to acquire game data corresponding to the target game account in the target game in response to the trigger operation of the data acquisition authorization entry, and to acquire environmental data corresponding to the execution of the trigger operation. The entry unit 2203 is used to enter the content generation stage after the game data and the environment data are collected. The content generation stage is used to indicate that an artificial intelligence model is being called to generate content based on the game data and the environment data to obtain the target visual design content. The printing unit 2204 is used to print a target physical card with the target visual design content printed on its surface and associated with the target game account.

[0220] In one possible implementation, the acquisition unit 2202 is used for: In response to the scanning operation of the authorization QR code, the user is directed to the authorization waiting page; After authorization is granted, the game data corresponding to the target game account is collected.

[0221] In one possible implementation, the printing unit 2204 is used for: Display a card preview page, which includes a virtual card with the target visual design content on its surface; In response to the confirmation operation of the virtual card, the target physical card is printed according to the virtual card, or in response to the regeneration operation of the virtual card, the entry unit 2203 is triggered to re-enter the content generation stage.

[0222] In one possible implementation, the printing unit 2204 is used for: In response to the regeneration operation, the regeneration instruction interface is entered; In response to the regeneration instruction operation for the target element in the target visual design content on the regeneration instruction interface, the content generation stage is re-entered.

[0223] In one possible implementation, the display unit 2201 is further configured to display an unlock prompt page after the target entity card with the target visual design content printed on its surface and associated with the target game account is printed. The unlock prompt page includes unlock prompt information, which is used to prompt the unlocking of the target game assets under the target game account based on the target entity card.

[0224] In one possible implementation, the generation of the target visual design content includes the following steps: Get the target prompt word template; Based on the game data and the environment data, vocabulary is injected into the placeholders of the target prompt word template to obtain prompt words; Based on the prompt words, the artificial intelligence model is invoked to generate content, thereby obtaining the target visual design content.

[0225] In one possible implementation, obtaining the target prompt word template includes: Get candidate suggestion word templates in various styles; The game interaction characteristics of the target game account are determined based on the game data. From the multiple styles, determine the target style that matches the game interaction features; The candidate prompt word template of the target style is determined as the target prompt word template.

[0226] In one possible implementation, the generation of the target visual design content includes the following steps: Based on the game data and the environment data, the artificial intelligence model is invoked to generate content and obtain the initial visual design content. The initial visual design content is subjected to a content compliance check, and the check results are obtained. If the inspection is deemed successful based on the inspection results, the initial visual design content will be determined as the target visual design content. If the inspection fails based on the inspection result, the step of calling the artificial intelligence model to generate content based on the game data and the environment data to obtain the initial visual design content is repeated until the inspection result is a pass. The initial visual design content obtained when the inspection passes is then determined as the target visual design content.

[0227] In one possible implementation, the device is deployed on a first terminal, and the generation of the target visual design content includes the following steps: Obtain an encryption token, which is obtained by encrypting encapsulated data. The encapsulated data is obtained by encapsulating the game account identifier in the game data and the device data of the first terminal. The encrypted token is reverse-decoded and verified to obtain the first verification result; If the verification is successful based on the first verification result, the artificial intelligence model is invoked to generate content based on the game data and the environment data, thereby obtaining the target visual design content.

[0228] In one possible implementation, the printing unit 2204 is used for: The encryption token is written into the data storage unit of the initial physical card, and the encryption token is used to associate the target physical card with the target game account; Based on the target visual design content, the initial physical card containing the encrypted token is printed to obtain the target physical card.

[0229] In one possible implementation, if the data storage unit is a chip, the device further includes a locking unit: The locking unit is used to perform write protection locking on the chip based on the encryption token after the encryption token is written into the data storage unit of the initial physical card.

[0230] As can be seen from the above technical solution, in offline event scenarios, this application can display the data collection authorization portal for the target game to players. If a player needs to print a physical card, they can trigger an operation on the data collection authorization portal, thereby authorizing the first terminal in the offline event scenario to collect game data. In response to the trigger operation on the data collection authorization portal, the application collects game data corresponding to the target game account, as well as environmental data corresponding to the execution of the trigger operation. After the game data and environmental data are collected, the content generation stage begins. This stage indicates that an artificial intelligence model is being invoked based on the game data and environmental data to generate content and obtain the target visual design content. Because different players' game behaviors differ, the obtained game data also differs, and the environmental data of different players' environments may also differ. Even if the same player executes the trigger operation at different times or in different environments, the collected game data and environmental data may differ. Therefore, the target visual design content generated in real-time based on the game data and environmental data before printing the physical card may also differ, resulting in a rich variety of target visual design content. In this way, when a target physical card with the target visual design content printed on its surface and associated with the target game account is obtained, the target visual design content of the target physical card is rich and diverse, and can evolve in real time according to the personalized game behavior of thousands of players, meeting the personalized needs of players. At the same time, this application generates the target visual design content in real time, without the need to store pre-made templates, saving storage resources and avoiding resource idleness.

[0231] Based on the virtual-real interaction method provided in the foregoing embodiments, this application also provides a virtual-real interaction device 2300. See also... Figure 23 As shown, the virtual-real interaction device 2300 includes a start-up unit 2301 and a display unit 2302: The activation unit 2301 is used to activate the target game in response to the identification operation of the target entity card; The display unit 2302 is used to display a game asset redemption interface corresponding to the target game account associated with the target physical card after the target game is launched. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

[0232] In one possible implementation, the device further includes an update unit: The update unit is used to update the asset pool of the target game account using the target game assets.

[0233] In one possible implementation, the device is deployed on a second terminal, and the target game asset is a game asset that matches the device data of the second terminal.

[0234] In one possible implementation, the generation of the target game asset includes the following steps: Obtain the encrypted token of the target entity card. The encrypted token is obtained by encrypting the encapsulated data. The encapsulated data is obtained by encapsulating the game account identifier in the game data and the device data of the first terminal. The encrypted token is then reverse-decoded and verified to obtain a second verification result; If the verification is successful based on the second verification result, the target game asset is generated.

[0235] In one possible implementation, the device further includes a scanning unit and a transmitting unit: The scanning unit is used to scan the authorization QR code of the target game displayed on the first terminal before launching the target game in response to the identification operation of the target entity card, and enter the authorization login page; The sending unit is used to send authorization approval information to the server in response to the authorization consent operation performed on the authorized login page. The server is used to push the game data corresponding to the target game account to the first terminal according to the authorization approval information, so that after the first terminal collects the game data and the environmental data, it can print the target entity card with the target visual design content printed on its surface. The target visual design content is generated by calling an artificial intelligence model based on the game data and the environmental data.

[0236] In one possible implementation, the device further includes an entry unit: The display unit 2302 is further configured to, after sending authorization approval information to the server in response to the authorization consent operation performed on the authorized login page, if the target visual design content is obtained, display a card preview page, wherein the card preview page includes a virtual card with the target visual design content on its surface; The entry unit is used to enter a print confirmation page in response to a confirmation operation on the virtual card. The print confirmation page includes the estimated printing wait time for the first terminal to print the target physical card, or to re-enter an artificial intelligence generation page in response to a regeneration operation on the virtual card.

[0237] In one possible implementation, the entry unit is used for: In response to the regeneration operation, the regeneration instruction interface is entered; In response to the regeneration instruction operation for the target element in the target visual design content on the regeneration instruction interface, the user re-enters the artificial intelligence generation page.

[0238] In one possible implementation, the display unit 2302 is further configured to display an unlock prompt page before launching the target game in response to the identification operation of the target entity card. The unlock prompt page includes unlock prompt information, which is used to prompt the unlocking of the target game asset based on the target entity card.

[0239] In one possible implementation, the target game asset includes at least one of the following: a limited-time achievement pendant, a limited-time game resource value, the game background of the target game account, the target title of the target game account, and the target avatar of the target game account.

[0240] This application also provides a computer device capable of executing a virtual-real interaction method. The computer device can be a terminal, such as a first terminal or a second terminal. Figure 24 This diagram illustrates the structure of a terminal according to an embodiment of this application. Figure 24 In this example, taking a smartphone as the terminal: refer to Figure 24The smartphone includes components such as: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a Wi-Fi module 1070, a processor 1080, and a power supply 1090. The input unit 1030 may include a touch panel 1031 and other input devices 1032, the display unit 1040 may include a display panel 1041, and the audio circuit 1060 may include a speaker 1061 and a microphone 1062. It is understood that... Figure 24 The smartphone structure shown does not constitute a limitation on smartphones and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0241] The memory 1020 can be used to store software programs and modules. The processor 1080 executes various functions and applications of the smartphone and performs virtual-real interactions by running the software programs and modules stored in the memory 1020. The memory 1020 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created based on the use of the smartphone (such as audio data, phonebook, etc.). In addition, the memory 1020 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0242] The processor 1080 is the control center of the smartphone, connecting various parts of the smartphone via various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 1020 and by accessing data stored in the memory 1020. Optionally, the processor 1080 may include one or more processing units; preferably, the processor 1080 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 1080.

[0243] In this embodiment, the processor 1080 in the smartphone can execute the methods provided in the various embodiments of this application.

[0244] The computer device provided in this application embodiment can also be a server. Please refer to [link / reference]. Figure 25 As shown, Figure 25The diagram illustrates the structure of a server 1100 provided in this embodiment. The server 1100 can vary significantly due to different configurations or performance characteristics. It may include one or more processors, such as a Central Processing Unit (CPU) 1122, and a memory 1132, as well as one or more storage media 1130 (e.g., one or more mass storage devices) for storing application programs 1142 or data 1144. The memory 1132 and storage media 1130 may be temporary or persistent storage. The program stored in the storage media 1130 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the CPU 1122 may be configured to communicate with the storage media 1130 and execute the series of instruction operations stored in the storage media 1130 on the server 1100.

[0245] Server 1100 may also include one or more power supplies 1126, one or more wired or wireless network interfaces 1150, one or more input / output interfaces 1158, and / or one or more operating systems 1141, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0246] In this embodiment, the central processing unit 1122 in the server 1100 can execute the methods provided in the embodiments of this application.

[0247] According to one aspect of this application, a computer-readable storage medium is provided for storing a computer program for performing the methods described in the foregoing embodiments.

[0248] According to one aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the methods provided in various optional implementations of the above embodiments.

[0249] The descriptions of the processes or structures corresponding to the above figures each have their own emphasis. For parts of a process or structure that are not described in detail, please refer to the relevant descriptions of other processes or structures.

[0250] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification 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, for example, 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.

[0251] 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 an indirect coupling or communication connection between apparatuses or units through some interfaces, and may be electrical, mechanical, or other forms.

[0252] 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.

[0253] 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.

[0254] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it 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 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 a computer device (which may be a terminal, server, or network device, etc.) 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 computer programs, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0255] 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.

[0256] The above-described embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application.

Claims

1. A virtual-real interaction method, characterized in that, The method includes: Display the data collection authorization entry point for the target game; In response to the trigger operation of the data collection authorization entry, game data corresponding to the target game account in the target game is collected, as well as environmental data corresponding to the execution of the trigger operation; After the game data and the environmental data are collected, the content generation stage begins. The content generation stage indicates that an artificial intelligence model is being invoked to generate content based on the game data and the environmental data, thereby obtaining the target visual design content. The resulting physical card has the target visual design content printed on its surface and is associated with the target game account.

2. The method according to claim 1, characterized in that, The data collection authorization entry is an authorization QR code. The action triggered by the data collection authorization entry collects game data corresponding to the target game account in the target game, including: In response to the scanning operation of the authorization QR code, the user is directed to the authorization waiting page; After authorization is granted, the game data corresponding to the target game account is collected.

3. The method according to claim 1 or 2, characterized in that, The printed target physical card, which has the target visual design content printed on its surface and is associated with the target game account, includes: Display a card preview page, which includes a virtual card with the target visual design content on its surface; In response to a confirmation operation on the virtual card, the target physical card is printed according to the virtual card; or in response to a regeneration operation on the virtual card, the content generation stage is restarted.

4. The method according to claim 3, characterized in that, The step of re-entering the content generation stage in response to the regeneration operation of the virtual card includes: In response to the regeneration operation, the regeneration instruction interface is entered; In response to the regeneration instruction operation for the target element in the target visual design content on the regeneration instruction interface, the content generation stage is re-entered.

5. The method according to any one of claims 1-4, characterized in that, After printing a target physical card with the target visual design content printed on its surface and associated with the target game account, the method further includes: An unlock prompt page is displayed, which includes unlock prompt information. The unlock prompt information is used to prompt the unlocking of the target game assets under the target game account based on the target entity card.

6. The method according to any one of claims 1-5, characterized in that, The generation method of the target visual design content includes the following steps: Get the target prompt word template; Based on the game data and the environment data, vocabulary is injected into the placeholders of the target prompt word template to obtain prompt words; Based on the prompt words, the artificial intelligence model is invoked to generate content, thereby obtaining the target visual design content.

7. The method according to claim 6, characterized in that, The process of obtaining the target prompt word template includes: Get candidate suggestion word templates in various styles; The game interaction characteristics of the target game account are determined based on the game data. From the multiple styles, determine the target style that matches the game interaction features; The candidate prompt word template of the target style is determined as the target prompt word template.

8. The method according to any one of claims 1-7, characterized in that, The generation method of the target visual design content includes the following steps: Based on the game data and the environment data, the artificial intelligence model is invoked to generate content and obtain the initial visual design content. The initial visual design content is subjected to a content compliance check, and the check results are obtained. If the inspection is deemed successful based on the inspection results, the initial visual design content will be determined as the target visual design content. If the inspection fails based on the inspection result, the step of calling the artificial intelligence model to generate content based on the game data and the environment data to obtain the initial visual design content is repeated until the inspection result is a pass. The initial visual design content obtained when the inspection passes is then determined as the target visual design content.

9. The method according to any one of claims 1-8, characterized in that, The method is executed by a first terminal, and the generation of the target visual design content includes the following steps: Obtain an encryption token, which is obtained by encrypting encapsulated data. The encapsulated data is obtained by encapsulating the game account identifier in the game data and the device data of the first terminal. The encrypted token is reverse-decoded and verified to obtain the first verification result; If the verification is successful based on the first verification result, the artificial intelligence model is invoked to generate content based on the game data and the environment data, thereby obtaining the target visual design content.

10. The method according to claim 9, characterized in that, The printed target physical card, which has the target visual design content printed on its surface and is associated with the target game account, includes: The encryption token is written into the data storage unit of the initial physical card, and the encryption token is used to associate the target physical card with the target game account; Based on the target visual design content, the initial physical card containing the encrypted token is printed to obtain the target physical card.

11. The method according to claim 10, characterized in that, If the data storage unit is a chip, after writing the encryption token into the data storage unit of the initial physical card, the method further includes: The chip is write-protected and locked based on the encryption token.

12. A virtual-real interaction method, characterized in that, The method includes: In response to the recognition operation of the target entity card, the target game is launched; After the target game is launched, a game asset redemption interface corresponding to the target game account associated with the target physical card is displayed. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

13. The method according to claim 12, characterized in that, The method further includes: The target game assets are used to update the asset pool of the target game account.

14. The method according to claim 12 or 13, characterized in that, The method is executed by a second terminal, and the target game asset is a game asset that matches the device data of the second terminal.

15. The method according to any one of claims 12-14, characterized in that, The generation method of the target game asset includes the following steps: Obtain the encrypted token of the target entity card. The encrypted token is obtained by encrypting the encapsulated data. The encapsulated data is obtained by encapsulating the game account identifier in the game data and the device data of the first terminal. The encrypted token is then reverse-decoded and verified to obtain a second verification result; If the verification is successful based on the second verification result, the target game asset is generated.

16. The method according to any one of claims 12-15, characterized in that, Before launching the target game in response to the identification operation of the target entity card, the method further includes: Scan the authorization QR code of the target game displayed on the first terminal to enter the authorization login page; In response to the authorization consent operation performed on the authorized login page, an authorization approval information is sent to the server. The server is used to push the game data corresponding to the target game account to the first terminal according to the authorization approval information, so that after the first terminal collects the game data and the environmental data, it can print the target entity card with the target visual design content printed on its surface. The target visual design content is generated by calling an artificial intelligence model based on the game data and the environmental data.

17. The method according to claim 16, characterized in that, After sending authorization approval information to the server in response to the authorization consent operation performed on the authorized login page, the method further includes: If the target visual design content is obtained, a card preview page is displayed, which includes a virtual card with the target visual design content on its surface; In response to the confirmation operation of the virtual card, the system enters the print confirmation page, which includes the estimated printing waiting time for the first terminal to print the target physical card. Alternatively, in response to the regeneration operation of the virtual card, the system re-enters the artificial intelligence generation page.

18. The method according to claim 17, characterized in that, The step of re-entering the AI ​​generation page in response to the regeneration operation of the virtual card includes: In response to the regeneration operation, the regeneration instruction interface is entered; In response to the regeneration instruction operation for the target element in the target visual design content on the regeneration instruction interface, the user re-enters the artificial intelligence generation page.

19. The method according to any one of claims 16-19, characterized in that, Before launching the target game in response to the identification operation of the target entity card, the method further includes: An unlock prompt page is displayed, which includes unlock prompt information for prompting the unlocking of the target game asset based on the target entity card.

20. The method according to any one of claims 12-19, characterized in that, The target game assets include at least one of the following: limited-time achievement pendants, limited-time game resource values, the game background of the target game account, the target title of the target game account, and the target avatar of the target game account.

21. A virtual-real interaction device, characterized in that, The device includes a display unit, a data acquisition unit, an entry unit, and a printing unit. The display unit is used to display the data collection authorization entry point of the target game; The acquisition unit is used to collect game data corresponding to the target game account in the target game in response to the trigger operation of the data acquisition authorization entry, and to collect environmental data corresponding to the execution of the trigger operation. The entry unit is used to enter the content generation stage after the game data and the environment data are collected. The content generation stage is used to indicate that an artificial intelligence model is being called to generate content based on the game data and the environment data to obtain the target visual design content. The printing unit is used to print a target physical card with the target visual design content printed on its surface and associated with the target game account.

22. A virtual-real interaction device, characterized in that, The device includes a start-up unit and a display unit: The activation unit is used to activate the target game in response to the identification operation of the target entity card; The display unit is used to display a game asset redemption interface corresponding to the target game account associated with the target physical card after the target game is launched. The game asset redemption interface is used to indicate that the target game assets under the target game account are in an unlocked state. The target game assets are game assets that match offline interaction data. The offline interaction data includes environmental data used when printing the target physical card and game data corresponding to the target game account.

23. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to execute the method according to any one of claims 1-11 or 12-20 according to instructions in the computer program.

24. A computer-readable storage medium for storing a computer program that, when executed by a processor, causes the processor to perform the method according to any one of claims 1-11 or 12-20.

25. A computer program product comprising a computer program that, when executed by a processor, implements the method of any one of claims 1-11 or 12-20.