Virtual role acquisition method and device, apparatus, and storage medium
Patent Information
- Application Number
- CN202510180681.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-18
- Publication Date
- 2026-08-18
AI Technical Summary
因此,用户选择的虚拟角色容易重复,导致对局中交互策略的同质化严重,即对局中频繁出现相似阵容组合的战斗策略,降低了交互策略深度和多样性
[0030] When multiple objects select a second virtual role from a first virtual role, this application can display reference information used by the first objects to compete for the second virtual role. This allows each interacting object to intuitively understand the current competitive status of the second virtual role, improving information transparency and fairness in the process of acquiring the second virtual role. Furthermore, through the displayed reference information, the first object can adjust its strategy for acquiring the second virtual role in real time, enhancing interactivity in the process. By using reference information to identify a reference object among the first objects and assigning the second virtual role to the first object, this application avoids the homogenization of the interaction process caused by interacting objects selecting the same virtual role, thus increasing the strategic depth and diversity of the virtual role interaction process.
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Figure CN122582587A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for acquiring virtual characters. Background Technology
[0002] With the continuous development of computer technology, users can choose virtual characters during gameplay. For example, in turn-based chess games and similar genres, users interact with virtual characters chosen by other users using their selected virtual characters (also called chess players).
[0003] In related technologies, the process of acquiring virtual characters is generally unrestricted or minimally restricted. Therefore, users tend to choose the same virtual characters repeatedly, leading to severe homogenization of interactive strategies in matches. This means that similar team compositions frequently appear in battles, reducing the depth and diversity of interactive strategies. Summary of the Invention
[0004] This application provides a method, apparatus, device, and storage medium for acquiring virtual characters, which can improve the strategic nature and interactivity of the virtual character acquisition process. The technical solution is as follows:
[0005] On the one hand, this application provides a method for obtaining a virtual character, the method comprising:
[0006] Display two or more first virtual characters, which are used for interactive objects to select;
[0007] When there are two or more first objects that select the second virtual character from the first virtual character, reference information of the first object is displayed. The reference information represents the information of the first object used to compete for the second virtual character. The first object is the object that selects the second virtual character from the interaction object.
[0008] Based on the reference information, a reference object is determined in the first object, and the second virtual character is assigned to the reference object.
[0009] On the other hand, this application provides a device for acquiring virtual characters, the device comprising:
[0010] The display module is used to display two or more first virtual characters, which are selected by the interactive object.
[0011] The display module is further configured to display reference information of the first object when the number of first objects selecting the second virtual character from the first virtual character is two or more, wherein the reference information represents information of the first object for competing for the second virtual character, and the first object is the object that selects the second virtual character from the interaction object;
[0012] The determining module is used to determine a reference object in the first object based on the reference information, and to assign the second virtual character to the reference object.
[0013] In one possible implementation, the reference information includes bidding information, and the determining module is used to compare the bidding information of each first object, display the comparison results, and determine the first object corresponding to the best bidding information in the comparison results as the reference object.
[0014] In one possible implementation, the display module is further configured to display selection information of the selected first virtual character after any first virtual character is selected, the selection information representing the relevant information of the selected first virtual character.
[0015] In one possible implementation, the determining module is configured to: determine updated information when the reference information of the first object is updated; generate an updated result based on the reference information and the updated information; and determine the reference object in the first object based on the updated result when the duration of the competition for the second virtual character is greater than or equal to a duration threshold.
[0016] In one possible implementation, the display module is further configured to display the second virtual character in the associated area of the reference object.
[0017] In one possible implementation, the display module is further configured to display an assembly element of the first virtual character when the number of interactive objects of the first virtual character is selected to be one, the assembly element being used to assemble the first virtual character; and to display the assembled first virtual character in response to the use operation of the assembly element.
[0018] In one possible implementation, the device further includes an acquisition module, configured to acquire a selection result of the first virtual character, the selection result representing the correspondence between the interactive object and the first virtual character; the display module is further configured to display remaining virtual characters when the selection result indicates that a second object has not obtained the first virtual character, the remaining virtual characters being the virtual characters that were not selected among the first virtual characters, and the second object being the interactive object that has not obtained the first virtual character; the determining module is further configured to assign the remaining virtual characters to the second object.
[0019] In one possible implementation, the display module is further configured to display the game interface when the first virtual characters selected by the interactive objects are all different.
[0020] In one possible implementation, the display module is further configured to display the candidate competition methods of the second virtual character; the determining module is further configured to determine the reference information of the first object based on the determined candidate competition methods and basic information, wherein the basic information includes at least one of the interaction information of the second virtual character or the relevant information of the interaction object.
[0021] In one possible implementation, the basic information includes the interaction information of the second virtual character. The determining module is configured to, when the determined candidate competition method is competition based on the interaction information of the second virtual character, acquire the interaction information of each first object on the second virtual character, wherein the interaction information includes at least one of the number of interactions, the interaction result, or the contribution of the second virtual character during the interaction process; and determine the reference information of the first object based on the interaction information.
[0022] In one possible implementation, the basic information includes relevant information of the interactive object. The determining module is used to obtain relevant information of each first interactive object when the determined candidate competition method is a competition method of relevant information of the interactive object. The first interactive object is an object that has a teammate interaction relationship with the first object. The relevant information of the first interactive object includes the type of virtual character selected by the first interactive object. The module determines reference information of the first object based on the relevant information of each first interactive object.
[0023] In one possible implementation, the basic information includes relevant information about the interactive object, including voting information. The determining module is configured to, when the determined candidate competition method is a voting method, obtain voting information of each second interactive object for the first object, wherein the second interactive object is an interactive object other than the first object; and determine reference information of the first object based on the voting information.
[0024] In one possible implementation, the basic information includes relevant information about the interactive object, which includes confirmation information of the first object. The determining module is configured to, when the determined candidate competition method is random, display random elements for the first object to choose from, wherein the number of random elements is not less than the number of first objects, and one of the random elements is associated with the second virtual character; when the random element is selected by the first object, determine the confirmation information of the first object, which includes the association information between the random element selected by the first object and the second virtual character; and determine reference information of the first object based on the confirmation information.
[0025] In one possible implementation, the basic information further includes comprehensive competitive information. The determining module is further configured to determine comprehensive competitive information based on the basic information when the determined candidate competition method is a comprehensive method. The comprehensive competitive information includes at least one of the following: the bidding information of the first object, the interaction information of the second virtual character, the relevant information of the interactive object, the voting information of the second interactive object for the first object, or the confirmation information of the first object. Based on the comprehensive competitive information and the weight corresponding to the comprehensive competitive information, the reference information of the first object is determined.
[0026] On the other hand, this application provides a computer device including a processor and a memory, wherein the memory stores at least one piece of program code, which is loaded and executed by the processor to enable the computer device to implement any of the above-described methods for obtaining virtual characters.
[0027] On the other hand, a computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement any of the above-described methods for obtaining virtual characters.
[0028] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned methods for obtaining virtual characters.
[0029] The technical solution provided in this application has at least the following beneficial effects:
[0030] When multiple objects select a second virtual role from a first virtual role, this application can display reference information used by the first objects to compete for the second virtual role. This allows each interacting object to intuitively understand the current competitive status of the second virtual role, improving information transparency and fairness in the process of acquiring the second virtual role. Furthermore, through the displayed reference information, the first object can adjust its strategy for acquiring the second virtual role in real time, enhancing interactivity in the process. By using reference information to identify a reference object among the first objects and assigning the second virtual role to the first object, this application avoids the homogenization of the interaction process caused by interacting objects selecting the same virtual role, thus increasing the strategic depth and diversity of the virtual role interaction process. Attached Figure Description
[0031] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0032] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application;
[0033] Figure 2 This is a flowchart illustrating a method for obtaining a virtual character according to an embodiment of this application;
[0034] Figure 3 This is a schematic diagram of a game interface displaying a first virtual character provided in an embodiment of this application;
[0035] Figure 4 This is a schematic diagram of a game interface including selection information of a selected first virtual character, provided in an embodiment of this application;
[0036] Figure 5 This is a schematic diagram of a game interface including a second virtual character provided in an embodiment of this application;
[0037] Figure 6 This is another schematic diagram of a game interface including a second virtual character provided in an embodiment of this application;
[0038] Figure 7 This is a schematic diagram of a game interface including an updated second virtual character provided in an embodiment of this application;
[0039] Figure 8 This is a schematic diagram of a game interface including a first virtual character, provided in an embodiment of this application;
[0040] Figure 9 This is a schematic diagram of a game interface including a first virtual character, provided in an embodiment of this application;
[0041] Figure 10 This is a schematic diagram of a process for obtaining a virtual chess player character provided in an embodiment of this application;
[0042] Figure 11 This is a schematic diagram of the structure of a virtual character acquisition device provided in an embodiment of this application;
[0043] Figure 12 This is a structural block diagram of a terminal device provided in an embodiment of this application;
[0044] Figure 13 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation
[0045] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0046] It should be noted that the terms "first," "second," etc., used in 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 terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0047] During gameplay, interactive objects, i.e., users participating in the game, can interact through acquired virtual characters. These virtual characters can be virtual objects within a virtual scene or characters controlling virtual objects; they can be virtual figures, animals, anime characters, etc. Players can control these virtual characters via peripheral devices or by clicking on a touchscreen. Taking turn-based chess games as an example, the virtual character can be a chess player. Before entering a game, each interactive object can choose one chess player. Related technologies primarily involve three methods for acquiring a chess player:
[0048] Method 1: Choose any interactive object.
[0049] During the player selection process, the interacting object can freely choose a player without restrictions. While this approach offers a high degree of freedom, it cannot effectively avoid the problem of severe homogenization in the interaction process.
[0050] For example, certain players may be more popular due to the advantages of their skills or attribute design, resulting in the frequent appearance of the same player in a game; or multiple identical players appearing in the same game, leading to severe homogenization of combat strategies and reducing the diversity and fun of the game.
[0051] Method 2: Disable the round-robin selection mechanism.
[0052] During player selection, the interactive object can disable a certain number of players, and then rotate through the remaining players in a certain order. While this method reduces the occurrence of duplicate players to some extent, the order of rotation becomes a new problem. Players who select first often have an advantage, choosing their preferred players, while players who select later may face limited choices, thus affecting their gaming experience.
[0053] Method 3: Random allocation.
[0054] During the player selection process, a player can be randomly assigned to each interactive object. While this method ensures a degree of randomness in the player combinations for each game, thus increasing the unpredictability of the game, it deprives the interactive objects of the right to choose their own players.
[0055] In conclusion, the methods for acquiring virtual characters can easily lead to the appearance of multiple identical virtual characters in the same match, resulting in severe homogenization of interactive strategies. This means that similar team compositions and combat strategies frequently appear in matches, reducing the depth and diversity of interactive strategies.
[0056] Figure 1 This is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0057] The first terminal 110 has a client 111 installed and running that supports obtaining virtual characters. This client 111 can be a game client. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be, but is not limited to, a turn-based chess game client, a massively multiplayer online role-playing game (MMORPG) client, an open-world game client, a first-person shooter (FPS) game client, a third-person shooter (TPS) game client, a multiplayer online battle arena (MOBA) game client, a multiplayer shooting survival game client, an action role-playing game (ARPG) client, a virtual reality (VR) client, an augmented reality (AR) client, a 3D map client, a map simulation client, a social client, an interactive entertainment client, etc.
[0058] The first terminal 110 is a terminal used by the first user 112, who uses the first terminal 110 to control a virtual character to perform activities. The activities of the virtual character controlled by the first terminal 110 include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
[0059] The second terminal 130 has a client 131 installed and running that supports obtaining virtual characters. This client 131 can be a game client. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. For example, client 111 and client 131 can be the same client.
[0060] The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control another virtual character to perform activities. The virtual character controlled by the second terminal 130 can be called the virtual character of the second user 132.
[0061] Optionally, the virtual character controlled by the first terminal 110 and the virtual character controlled by the second terminal 130 can be in the same game. Optionally, the first virtual character controlled by the first terminal 110 and the second virtual character controlled by the second terminal 130 can belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0062] Figure 1 Only two terminals are shown in the diagram, but multiple other terminals 140 exist in different embodiments. These other terminals 140 can access the server 120. Optionally, the other terminals 140 are terminals corresponding to developers. A development and editing platform that supports obtaining virtual characters is installed on the other terminals 140. Developers can edit and update the client on the other terminals 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0063] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0064] Server 120 provides background services for game clients installed on terminal devices (first terminal 110, second terminal 130, and other terminals 140), enabling them to acquire virtual characters and interact with them. In one possible implementation, this method can be executed by the terminal device alone, or jointly by the terminal device and server 120. When jointly implemented by the terminal device and server 120, server 120 undertakes the primary computational work, and the terminal device undertakes secondary computational work. Alternatively, server 120 undertakes secondary computational work, and the terminal device undertakes the primary computational work. Or, the terminal device and server 120 can collaborate on computation using a distributed computing architecture.
[0065] In an exemplary embodiment of this application, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data of user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides virtual battle scenarios for users. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0066] Optionally, the terminal devices (first terminal 110, second terminal 130, and other terminals 140) can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal devices can be smartphones, tablets, laptops, desktop computers, smartwatches, PCs (Personal Computers), mobile phones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), smart car systems, smart TVs, etc.
[0067] The first terminal 110, the second terminal 130, and other terminals 140 can refer to one of a plurality of terminal devices, or to a plurality of terminal devices. The number of terminals is not limited in this embodiment. The server 120 can be a single server, a server cluster consisting of multiple servers, or any of a cloud computing platform and a virtualization center. The number of terminals is not limited in this embodiment.
[0068] In one embodiment of this application, the client 111 of the first terminal 110 is used as an example for description. The game client displays virtual characters (chess players). The interactive object (user, also known as player) can obtain the chess player before the start of the game. The chess player represents the current user participating in the game. Each chess player has different special abilities that can help the user play the game better.
[0069] The game client's interface can display multiple players, and users can select any one of them. If the same player is selected by two or more users, these users will bid against each other. The player who wins the player is determined by the bidding information of the users who selected the same player. For example, the player will be assigned to the game client of the user who bids the highest.
[0070] The method for obtaining virtual characters provided in this application embodiment can be applied to the above. Figure 1 The computer system shown, for example, the method can be derived from... Figure 1 The method can be executed by the first terminal 110 and the second terminal 130, or it can be executed interactively by the first terminal 110, the server 120, and the second terminal 130. Taking the execution of this method by the first terminal 110 and the second terminal 130 as an example... Figure 2 As shown, the method includes the following steps 201 to 203.
[0071] In step 201, two or more first virtual characters are displayed, which are used for selection by the interactive object.
[0072] In an exemplary embodiment of this application, after determining the interactive objects (users or players) participating in the game, a game can be started. After the game starts, each interactive object selects its desired virtual character. Different virtual characters can have different skills.
[0073] For example, the terminal of the interactive object can display a virtual character selection interface, which can display multiple first virtual characters. These first virtual characters can be virtual characters owned by the current interactive object, or they can be all virtual characters in the game terminal. Users can directly control the virtual characters to participate in the interaction or participate in the interaction through the virtual objects corresponding to the virtual characters. This application does not restrict the way the interactive object participates in the interaction.
[0074] Let's take a turn-based board game as an example. Before each game, players choose their own virtual character, which represents the character controlling at least one of their own pieces. Different virtual characters have different skills. These skills have their own passive trigger mechanisms that grant the player piece pieces with special effects. For example, one player's skill might grant a virtual item for every three pieces used, which can be used to upgrade one piece's level.
[0075] Optionally, the virtual character selection interface can also display relevant information about the virtual characters. For example, the virtual character selection interface can display a view control, which is associated with each first virtual character. In response to the triggering operation of the view control, relevant information about the pre-selected first virtual character can be displayed. The triggering operation of the view control includes, but is not limited to, single-click, double-click, and long-press operations; the relevant information about the first virtual character includes, but is not limited to, the first virtual character's name, level, character appearance, skills, preferred game lineups, backstory, and equipment elements.
[0076] It should be noted that the method of viewing the relevant information of the first virtual character in this application is an illustrative example. The relevant information can also be displayed by directly clicking on the image of the first virtual character. The method of displaying the relevant information of the first virtual character can be set based on the actual game situation, and this application does not limit it.
[0077] Figure 3 This is a schematic diagram of a game interface displaying a first virtual character, provided in an embodiment of this application. Figure 3 As shown, the game interface is a player virtual character selection interface. This interface includes a player virtual character candidate area 301, which can display multiple player virtual characters 302. Player virtual characters 302 include player virtual characters A through E, as well as other player virtual characters not all displayed. Swiping left or right in the player virtual character candidate area 301 allows you to view other player virtual characters, or clicking the "Show All" control 303 allows you to view all player virtual characters 302.
[0078] In step 202, if there are two or more first objects that select the second virtual character from the first virtual character, reference information of the first object is displayed. The reference information represents the information of the first object used to compete for the second virtual character. The first object is the object that selects the second virtual character from the interaction objects.
[0079] In an exemplary embodiment of this application, each interactive object can select one virtual character from a plurality of candidate virtual characters, namely, first virtual characters. After any first virtual character is selected, selection information of the selected first virtual character is displayed, and the selection information represents the relevant information of the selected first virtual character.
[0080] For example, the virtual character selection interface may include a virtual character candidate area, which displays multiple first virtual characters. After a first virtual character is selected, the selection information of the selected first virtual character can be displayed. This selection information includes, but is not limited to, the first virtual character in the selected state, information about the interactive object that selected the first virtual character, and information about the first virtual character in the selected state. It should be noted that the information about the first virtual character in the selected state is similar to the information about the pre-selected first virtual character, and will not be described again here.
[0081] Let's take the first virtual character as an example to illustrate. Figure 4 This is a schematic diagram of a game interface including selection information of a selected first virtual character, provided in an embodiment of this application. Figure 4 As shown, the game interface is a player virtual character selection interface. This interface includes a player virtual character candidate area 401, which can display multiple player virtual characters 402 in a candidate state. Each user (interactive object) can select any player virtual character from the candidate virtual characters 402. After a player virtual character is selected, the selected player virtual character (i.e., player virtual character A, player virtual character B, player virtual character C, and player virtual character E) is displayed in the virtual character display area 403. The virtual character display area 403 can also display selection information 404 for the selected player virtual character, which can be displayed in a simple or detailed manner.
[0082] For example, the selection information of the selected chess player virtual character A is displayed in a simple way, that is, the name of the user who selected chess player virtual character A (user 1) is displayed; the selection information of the selected chess player virtual character C is displayed in a detailed way, that is, in addition to displaying the name of the user who selected chess player virtual character C (user 3, user 4 and user 5), relevant information of the selected chess player virtual character C can also be displayed, such as chess player name, virtual character attributes and level information, etc.
[0083] In this embodiment of the application, after any first virtual character is selected, the selection information of the selected first virtual character is displayed, so that the interactive objects can understand each other's selection of the first virtual character, and thus adjust the interaction strategy based on the selection of the first virtual character.
[0084] In an exemplary embodiment of this application, if multiple interactive objects select the same virtual character (i.e., the second virtual character) from among multiple virtual characters, the interactive object that selects the second virtual character is designated as the first object. Reference information of the first object is obtained and displayed in the game interface. The reference information of the first object may include, but is not limited to, the first object's bidding information for the second virtual character, the second virtual character's interaction information, information about the first virtual character selected by the first object's teammates, voting information of the other interactive objects (excluding the first object) regarding the first object, and the association information of the second virtual character, a random element selected by the first object.
[0085] Let's take the bidding information as an example. After the first party selects the same virtual chess player character (the second virtual chess player), the first party can use the virtual resources in their account to bid. These virtual resources can be virtual coins or virtual diamonds, and their uses include, but are not limited to, competing for virtual characters, purchasing chess pieces, upgrading chess pieces or virtual chess player characters, refreshing the shop, purchasing virtual items, and purchasing virtual skins. The first party can choose to compete for the virtual resources bid by the second virtual player. The bidding information for the first virtual player is then compiled from all the bids from the first party. It should be noted that the first party can bid once or multiple times. If the first party bids multiple times, they can change the virtual resources they bid at any time, and the bidding information will be updated accordingly.
[0086] In one embodiment, after a second virtual character is selected by multiple first objects, reference information of each first object can be directly obtained, and the reference object for obtaining the second virtual character can be determined in subsequent processes based on the reference information. In another embodiment, after a second virtual character is selected by multiple first objects, the first object can choose a method to obtain the second virtual character, and the reference information of the first object is determined based on the acquisition method (competition method) chosen by the first object, thereby determining the reference object in subsequent processes based on the reference information of the first object.
[0087] For example, before displaying the reference information of the first object, the candidate competition methods of the second virtual character may also be displayed; the reference information of the first object is determined based on the determined candidate competition methods and basic information, the basic information including at least one of the interaction information of the second virtual character or the relevant information of the interaction object.
[0088] In an exemplary embodiment of this application, the candidate competition method for the second virtual character is the method of competing for the second virtual character. The first object can choose one of the candidate competition methods as the method of competing for the second virtual character, and the competition method with the most selections is determined as the final competition method. Basic information is obtained through the determined candidate competition methods. The basic information includes at least one of the interaction information of the second virtual character or the relevant information of the interaction object. Then, reference information of the first object is determined through the determined candidate competition methods and the basic information. By displaying the candidate competition methods and allowing the interaction object to choose, the competition method is dynamically adjusted according to the interaction object's preferences and the game scenario, thereby improving the flexibility and freedom in the process of acquiring the second virtual character. Furthermore, the interaction object needs to choose the most suitable competition method according to the candidate competition methods and its own strategy, thereby increasing the strategic depth of the game.
[0089] The reference information for determining the first candidate based on the identified candidate competition method and basic information may include, but is not limited to, the following:
[0090] Scenario 1: The determined candidate competition method is competition based on bidding information.
[0091] For example, the basic information can be the bidding information of each first object. The process of determining the bidding information of each first object will be explained in detail below (in step 203), and will not be repeated here. The final bidding information of each first object is determined as the reference information of the first object.
[0092] Scenario 2: The determined candidate competition method is competition based on interactive information of the second virtual character.
[0093] In an exemplary embodiment of this application, the basic information includes the interaction information of the second virtual character. The process of determining the reference information of the first object based on the determined candidate competition method and the basic information includes: when the determined candidate competition method is competition based on the interaction information of the second virtual character, obtaining the interaction information of each first object towards the second virtual character, the interaction information including at least one of the number of interactions of the second virtual character, the interaction result, or the contribution during the interaction process; and determining the reference information of the first object based on the interaction information.
[0094] For example, the interaction information of each first object with respect to the second virtual character can be determined through the historical information of the first object's game terminal. For instance, the historical information includes the number of times the second virtual character is used, the interaction results (win rate) of the second virtual character with other virtual characters, and the contribution of the second virtual character in the interaction process. The interaction information of the second virtual character is used to determine the interaction score of the second virtual character corresponding to each first object. The interaction score of the second virtual character can be obtained based on the interaction information of the second virtual character and the weights of each interaction information, and the interaction scores of each second virtual character are determined as reference information for the first object. For example, in subsequent processes, the first object with the highest interaction score of the second virtual character can be determined as the reference object, i.e., the object that obtains the second interactive character.
[0095] The embodiments of this application are based on a competition mechanism for the interaction information of the second virtual character. By determining the reference information of the first object through the number of interactions, the results of interactions, and the contribution of the second virtual character in the interaction process, the fairness of the acquisition process of the second virtual character in the subsequent process can be improved.
[0096] Scenario 3: The determined candidate competition method is based on information competition of interactive objects.
[0097] In an exemplary embodiment of this application, the basic information includes information related to the interaction object. The process of determining reference information of the first object based on the determined candidate competition method and the basic information includes: when the determined candidate competition method is a competition method for information related to the interaction object, obtaining the relevant information of each first interaction object, wherein the first interaction object is an object that has a teammate interaction relationship with the first object, and the relevant information of the first interaction object includes the type of virtual character selected by the first interaction object; and determining the reference information of the first object based on the relevant information of each first interaction object.
[0098] For example, during a game, the first object can have both teammate / ally / enemy interactions. When acquiring the second object, information about the first virtual character chosen by the teammates needs to be considered. For instance, acquiring the first virtual character types chosen by all teammates (first interaction objects) on the same team as the first object; the first virtual character type chosen by teammates is directly related to team composition and strategic layout. If the first interaction object has already determined its first interaction character for the game, factors determining the reference information may include the complementarity of the second virtual character to the first virtual character corresponding to the first interaction object, the adaptability of the second virtual character to the interaction process, and whether the second virtual character is suitable for integrating game strategies.
[0099] The suitability score of the second virtual character corresponding to each first object is determined by considering factors related to reference information. This suitability score can be obtained based on relevant information of the first interactive object and the weights of each relevant piece of information. The suitability scores of each second virtual character are then used as reference information for the first object. For example, in subsequent processes, the first object with the highest suitability score for the second virtual character can be designated as the reference object, i.e., the object from which the second interactive character is obtained.
[0100] This application embodiment is based on the information competition mechanism of the first interactive object. By determining the reference information of the first interactive object that has a teammate interaction relationship with the first object, especially the first virtual character type selected by the first interactive object, the second virtual character obtained by the reference object can better cooperate with the first virtual character of the first interactive object in the subsequent process, improve the compatibility between virtual characters, optimize the lineup configuration of virtual characters, and improve the depth and diversity of game strategies.
[0101] Scenario 4: The determined candidate competition method is based on voting.
[0102] In an exemplary embodiment of this application, the basic information includes information related to the interaction objects, including voting information. The process of determining reference information of the first object based on the determined candidate competition method and the basic information includes: when the determined candidate competition method is a voting method, obtaining the voting information of each second interaction object for the first object, wherein the second interaction object is an interaction object other than the first object; and determining the reference information of the first object based on the voting information.
[0103] For example, during a game match, a second interaction object is identified. This second interaction object is any object other than the first interaction object. The second interaction object can vote for the first object who selects the second virtual character, and the voting information of each second interaction object regarding the first object is obtained. This voting information may include the name, identity identifier, and reason for voting of the first object. Optionally, the game account level of the second interaction object can also be obtained, and its voting weight can be determined using this level. For example, the higher the game account level of the second interaction object, the higher its voting weight.
[0104] By determining the number of votes and voting weights received by each first object, the voting results of the corresponding second virtual character are determined, and these voting results are used as reference information for the first objects. For example, in subsequent processes, the first object with the highest score in the voting results can be identified as the reference object, i.e., the object that obtains the second interactive character.
[0105] This application embodiment introduces a competition mechanism based on voting information, using the voting information of the second interactive object to determine the reference information of the first object, which can improve the interactivity of the virtual character acquisition process.
[0106] Scenario 5: The determined candidate competition method is based on random competition.
[0107] In an exemplary embodiment of this application, the basic information includes information related to the interaction object, and the information related to the interaction object includes confirmation information of the first object. The process of determining reference information of the first object based on the determined candidate competition method and the basic information includes: when the determined candidate competition method is a random method, displaying random elements for the first object to choose from, wherein the number of random elements is not less than the number of first objects, and one of the random elements is associated with a second virtual character; when the random element is selected by the first object, determining the confirmation information of the first object, the confirmation information including the association information between the random element selected by the first object and the second virtual character; and determining reference information of the first object based on the confirmation information.
[0108] For example, when multiple first objects select a second virtual character, the number of generated random elements can be determined based on the number of first objects. These random elements can be elements with the same or different appearances, and are used for selection by the first objects.
[0109] For example, the number of random elements is the same as the number of first objects, only one random element is associated with the second virtual character, and the remaining random elements can be empty. The random elements can be displayed statically or dynamically in the game interface, and each first object can select one random element. After a random element is selected by a first object, confirmation information can be obtained from each first object, i.e., whether the selected random element is associated with the second virtual character, and this confirmation information is used as reference information for the first object. In subsequent processes, if the random element selected by the first object is associated with the second virtual character, the first object can be designated as the reference object.
[0110] This application embodiment is based on a random competition mechanism. By generating random elements for a first object to choose from, one of which is associated with a second virtual character, after the random element is selected by the first object, reference information is determined based on the confirmation information of the first object, that is, whether the random element selected by the first object is associated with the second virtual character, which increases the fun and unpredictability of the process of obtaining the second virtual character.
[0111] Scenario 6: The determined candidate competition method is based on a comprehensive approach.
[0112] In an exemplary embodiment of this application, the basic information further includes comprehensive competitive information. The process of determining reference information for the first object based on the determined candidate competition method and the basic information includes: when the determined candidate competition method is a comprehensive method, determining comprehensive competitive information based on the basic information, wherein the comprehensive competitive information includes at least one of the following: the bidding information of the first object, the interaction information of the second virtual character, the relevant information of the interaction object, the voting information of the second interaction object for the first object, or the confirmation information of the first object; and determining reference information for the first object based on the comprehensive competitive information and the weights corresponding to the comprehensive competitive information.
[0113] The details regarding comprehensive competitive information have been explained in Scenario 1 through Scenario 5 and will not be repeated here. After determining the comprehensive competitive information, the weights corresponding to each piece of information can be obtained to arrive at the comprehensive score for each first object. For example, the comprehensive score can be the weighted average of the various pieces of information. The comprehensive scores of each first object are then used as reference information for that first object. In subsequent processes, the first object with the highest comprehensive score can be designated as the reference object, i.e., the object that obtains the second interactive role.
[0114] The embodiments of this application are based on a comprehensive competitive mechanism. By comprehensively analyzing the competitive information and the corresponding weights, the reference information of the first object is determined, which avoids disputes caused by a single competitive method and improves the fairness and challenge of the process of obtaining the second virtual character.
[0115] In step 203, a reference object is determined in the first object based on the reference information, and the second virtual role is assigned to the reference object.
[0116] Taking bidding information as an example, the process of determining the reference object among the first objects based on the reference information can include: comparing the bidding information of each first object and displaying the comparison results; and determining the first object corresponding to the best bidding information in the comparison results as the reference object.
[0117] Taking the bidding information as an example, the bidding information of the first object can include the bid amount, bidding time, and game level of the first object. The bidding information of each first object is compared to obtain the comparison results, which can include the comparison results of bid amount, bidding time, and game level of the first object.
[0118] The optimal bidding information is determined from the comparison results. For example, the optimal bidding information could be the bid with the highest bid amount; if the bid amounts are the same, the optimal bidding information could be the bid with the earliest bid time; or, under specified rules, the optimal bidding information can be determined by combining the level of the first object, and the first object corresponding to the optimal bidding information can be determined as the reference object. The reference object is the object that will acquire the second virtual role. After determining the reference object, the second virtual role can be associated with the first object, that is, the second virtual role can be assigned to the reference object.
[0119] This application embodiment determines the reference object, i.e., the object to acquire the second virtual character, by using the bidding information of the first object. This allows the first object to actively participate in the competition for the second virtual character based on its own game strategy and resource reserves, improving the interactivity and engagement of the virtual character acquisition process. Furthermore, the bidding information provides the first object with more strategic options, requiring it to weigh the use of virtual resources, thus increasing the strategic nature of the interaction process. In addition, using bidding information to determine the reference object for acquiring the second virtual character is indirect and has a short response time, which can shorten the time required to acquire the second virtual character to a certain extent and improve the efficiency of virtual character acquisition.
[0120] In an exemplary embodiment of this application, after determining a reference object within a first object, a second virtual character can be displayed in the associated area of the reference object. The associated area of the reference object can be a portion of the virtual character display area. For example, the associated area of the reference object can be the area surrounding the name of the reference object.
[0121] In one implementation, the associated area of the reference object may display a second virtual character in a pending acquisition state, and the associated area of the first object other than the reference object may display a second virtual character in an unacquired state. Figure 5 This is a schematic diagram of a game interface including a second virtual character, provided in an embodiment of this application. Figure 5 As shown, the second virtual character is the chess player virtual character C, and the first objects are user 3, user 4, and user 5. The reference object determined based on the first objects is user 3. For example, after user 3 makes the highest bid, user 3 can be identified as the reference object. The second virtual character 501 in the pending acquisition state is displayed in the associated area of user 3, and the second virtual character 502 in the unacquired state is displayed in the associated areas of user 4 and user 5. The second virtual character 502 in the unacquired state is indicated by a shaded area. Optionally, the game interface may include a chess piece candidate area 504, and the second virtual character 501 in the pending acquisition state may also be displayed in the chess piece candidate area 504.
[0122] In another implementation, the second virtual character may be displayed in the associated area of the reference object, while the second virtual character may not be displayed in the associated area of the first object other than the reference object. Figure 6 This is another schematic diagram of a game interface including a second virtual character provided in an embodiment of this application. For example... Figure 6 As shown, the second virtual character is the chess player virtual character C, and the first objects are user 3, user 4, and user 5. The reference object determined based on the first objects is user 3. For example, after user 3 makes the highest bid, user 3 can be identified as the reference object. The second virtual character 601 is displayed in the associated area of user 3, but not in the associated areas of user 4 and user 5. Optionally, the game interface may include a chess piece candidate area 603, and the second virtual character 601 in a pending acquisition state may also be displayed in the chess piece candidate area 603.
[0123] It should be noted that the above-described method of displaying the second virtual character is an illustrative example. The method of displaying the second virtual character in the associated area of the reference object and the first object other than the reference object is different. For example, the associated area of the reference object can also display the second virtual character in a magnified, shrunk, dynamically, graphically, with added special marks, or in a specified position. The display method of the second virtual character can be set based on the actual game situation, and this application does not limit it.
[0124] This application embodiment, by displaying a second virtual character in the associated area of the reference object, enables the first object to better understand the acquisition status of the second virtual character, thereby making a quick decision and improving the attractiveness and immersion of acquiring the second virtual character to a certain extent.
[0125] Optionally, during the acquisition of the second virtual character, reference information for each first object can also be displayed. Taking bidding information as the reference information and the second virtual character as the chess player virtual character as an example, the chess player virtual character selection interface can also display the virtual resources offered by each first object competing for the chess player virtual character. Combined with... Figure 5 and Figure 6 The second virtual character is the chess player virtual character C, and the first object is user 3, user 4 and user 5. The chess player virtual character selection interface displays the virtual resources 503 and 602 bid by user 3, user 4 and user 5, that is, user 3 bid 10 virtual diamonds, user 4 bid 7 virtual diamonds and user 5 bid 5 virtual diamonds.
[0126] In an exemplary embodiment of this application, the reference information may be updated during the virtual character selection stage. If the reference information of the first object is updated, the updated information is determined; an updated result is generated based on the reference information and the updated information; if the duration of competition for the second virtual character is greater than or equal to a duration threshold, a reference object is determined from the first object based on the updated result.
[0127] For example, after multiple first objects select a second virtual character, reference information for each first object is obtained, and it is determined whether the reference information of the first object has been updated. If the reference information of the first object has been updated, the identity identifier (ID) of the updated first object and the updated information of the first object can be determined. The reference information and updated information of the first objects that have not been updated are then used to generate an update result. The update result may include the updated reference information and the updated reference object. When the duration of competition for the second virtual character reaches a duration threshold, the updated reference object can be re-determined based on the update result. The updated reference object may be the same as or different from the reference object before the update. The duration threshold can be set based on the actual game situation.
[0128] Figure 7 This is a schematic diagram of a game interface including an updated second virtual character, provided in an embodiment of this application. Figure 7 As shown, the player selection interface is the game interface displayed on user 3's terminal. When user 4's bidding information changes, the reference object is re-determined based on user 4's bidding information. For example, the game interface can display the bidding information 703 of the first object. If user 4's bid is the highest, the reference object changes from user 3 to user 4. Therefore, user 3's associated area displays the unacquired virtual corner piece 701, and user 4's associated area displays the second virtual character 702 in a pending acquisition state. Optionally, the game interface can include a player selection area 704, which can also display the unacquired virtual corner piece 701.
[0129] In this embodiment of the application, when the reference information of the first object is updated, an update result is generated in real time using the updated information of the first object, allowing the first object to adjust its game strategy promptly. For example, increasing the acquisition of virtual resources for a second virtual character increases the probability of being identified as a reference object. This not only enhances the dynamism and fun of the process of acquiring the second virtual character but also improves the sense of participation and interactivity of the interactive object.
[0130] In an exemplary embodiment of this application, virtual characters can be acquired through multiple rounds. After the acquisition of virtual characters in the current round ends, if the number of interactive objects selected for the first virtual character is one, the assembly element of the first virtual character is displayed. The assembly element is used to assemble the first virtual character. In response to the use operation of the assembly element, the assembled first virtual character is displayed.
[0131] For example, after the current round ends, the number of interactive objects for the first virtual character can be determined, where the first virtual character includes the second virtual character. When the number of interactive objects for the first virtual character is one, meaning the correspondence between the first virtual character and the interactive object is unique, the corresponding equipment elements for the first virtual character can be displayed. These equipment elements can be used to personalize the first virtual character's appearance, including virtual skins, virtual equipment, and virtual accessories. Operations on the equipment elements can include, but are not limited to, single-click, double-click, long-press, and move operations. After the first virtual character is determined to be equipped, the effect of the equipped appearance can be displayed.
[0132] Figure 8 This is a schematic diagram of a game interface including a first virtual character, provided in an embodiment of this application. Figure 8 As shown, the game interface may include an assembly element display area 801, which may display assembly elements 802 used to assemble the chess player virtual character C. After any assembly element 802 is used, the chess player virtual character 803 after being assembled by the selected assembly element 802 may be displayed.
[0133] This application embodiment improves the interactivity between the interactive object and the virtual character by assembling the first virtual character using assembly elements and displaying the assembled first virtual character, enabling the first virtual character to be displayed in a personalized manner based on the needs of the interactive object.
[0134] In an exemplary embodiment of this application, after the second virtual character is assigned to the reference object, that is, after the reference object obtains the second virtual character, it can also obtain the selection result of the first virtual character. The selection result represents the correspondence between the interactive object and the first virtual character. If the selection result indicates that there is a second object that has not obtained the first virtual character, the remaining virtual characters are displayed. The remaining virtual characters are the virtual characters that were not selected from the first virtual characters, and the second object is the object that has not obtained the first virtual character from the interactive objects. The remaining virtual characters are then assigned to the second object.
[0135] For example, the selection result of the first virtual character is used to determine the interactive object that acquires the first virtual character. The selection result of the first virtual character can determine the object that acquires the first virtual character and the object that does not acquire the first virtual character (the second object). If there is a second object that does not acquire the first virtual character, it cannot enter the game interface. The remaining virtual characters can be displayed in the game interface of the second object. The remaining virtual characters are the virtual characters that have not been acquired by the interactive object. The second object can acquire the corresponding virtual character from the remaining virtual characters. It should be noted that the process of acquiring the remaining virtual characters is similar to the process of acquiring the first and second virtual characters. You can refer to the relevant content of steps 201 to 203, which will not be repeated here.
[0136] Figure 9 This is a schematic diagram of a game interface including a first virtual character, provided in an embodiment of this application. Figure 9 As shown, the game interface includes a selection screen for virtual chess characters in the next round. This selection screen includes a candidate area 901, which contains remaining virtual chess characters 902 and already selected virtual chess characters 903. Remaining virtual chess characters 902 indicate that the selected virtual chess character is available for selection, while already selected virtual chess characters 903 indicate that the selected virtual chess character is not available for selection in the current round. For example, remaining virtual chess characters 902 may include virtual chess characters D, F, and G; already selected virtual chess characters 903 may include virtual chess characters A and E. A second player can select their desired virtual chess character from the remaining virtual chess characters 902.
[0137] Optionally, the remaining virtual player characters 902 and the selected virtual player character 903 can be displayed differently. For example, the selected virtual player character 903 can have a forbidden selection icon (lock) and be shaded to indicate that the virtual player character cannot be selected.
[0138] In this embodiment of the application, if a second object does not obtain the first virtual character, it can continue to obtain the corresponding virtual character from the remaining virtual characters. While ensuring that the second object can have a virtual character, the virtual character selected by the second object is different from the virtual character selected before, which can improve the strategic nature of the game to a certain extent.
[0139] In an exemplary embodiment of this application, after the virtual character selection phase ends, if the first virtual characters selected by the interactive objects are all different, a game interface is displayed. For example, it is determined whether the first virtual character selected by each interactive object is unique, i.e., no two or more interactive objects have selected the same virtual character. If duplicate virtual characters are found, the relevant interactive objects can be prompted to reselect, or different characters can be automatically assigned to the interactive objects with duplicate selections according to preset rules (such as priority, random assignment, etc.) until the virtual characters corresponding to each interactive object are different, and then the game begins.
[0140] When multiple objects select a second virtual role from a first virtual role, this application can display reference information used by the first objects to compete for the second virtual role. This allows each interacting object to intuitively understand the current competitive status of the second virtual role, improving information transparency and fairness in the process of acquiring the second virtual role. Furthermore, through the displayed reference information, the first object can adjust its strategy for acquiring the second virtual role in real time, enhancing interactivity in the process. By using reference information to identify a reference object among the first objects and assigning the second virtual role to the first object, this application avoids the homogenization of the interaction process caused by interacting objects selecting the same virtual role, thus increasing the strategic depth and diversity of the virtual role interaction process.
[0141] Figure 10 This is a schematic diagram illustrating a process for obtaining a virtual chess player character according to an embodiment of this application. The method can be... Figure 1 The method can be executed by the terminal devices (first terminal 110 and second terminal 130) in the computer system shown, or jointly by the terminal devices (first terminal 110 and second terminal 130) and the server 120. When executed by the terminal device alone, the terminal device may include a game interaction layer, a game application layer, and a game logic layer. When executed jointly by the terminal device and the server, the terminal device may include a game interaction layer and a game application layer, and the server may include a game logic layer. The game interaction layer is used for interaction between the player and the terminal device, and can generate interactive information based on the player's actions. The game application layer can receive information from the game interaction layer and the game logic layer, and display the information. The game logic layer mainly processes data and information during the game process to obtain the processing results. The virtual chess player character is referred to as the chess player, and the method includes the following:
[0142] Step 1001: After a successful match, players enter the player selection phase.
[0143] Step 1002: The game interaction layer sends the player's selected chess player information to the game application layer.
[0144] Step 1003: The game application layer sends the player's choice of chess player to the game logic layer.
[0145] Step 1004: The game logic layer determines the players' choice of chess player. If there are players with the same choice of the same chess player, the information of the competing chess player and the player information are determined.
[0146] Step 1005: The game logic layer sends information about the competing players and the player information to the game application layer.
[0147] Step 1006: Display the competing players in the game application layer where players are selected from the same player.
[0148] Step 1007: The game application layer sends a bidding instruction to the game interaction layer.
[0149] Step 1008: The game interaction layer bids against competing players based on the bidding instructions, and obtains the bidding information of each player.
[0150] Step 1009: The game interaction layer sends the bidding information to the game application layer.
[0151] Step 1010: The game application layer displays the bidding information.
[0152] Step 1011: The game application layer sends the bidding information to the game logic layer.
[0153] Step 1012: The game logic layer judges the bidding information and determines the player with the highest bid as the player who will acquire the chess player's information.
[0154] Step 1013: The game logic layer will send the player information of the chess players to the game application layer.
[0155] Step 1014: The player's acquired chess player is displayed in the game application layer.
[0156] It should be noted that steps 1001 to 1014 have been described in detail in steps 201 to 203, and will not be repeated here.
[0157] This application also provides a device for acquiring virtual characters. Figure 11 This is a schematic diagram of the structure of a virtual character acquisition device provided in an embodiment of this application, as shown below. Figure 11 As shown, the device includes:
[0158] Display module 1101 is used to display two or more first virtual characters, which are used for interactive objects to select;
[0159] The display module 1101 is further configured to display reference information of the first object when the number of first objects selecting the second virtual character from the first virtual character is two or more. The reference information represents information about the first object for competing for the second virtual character. The first object is the object that selects the second virtual character from the interaction objects.
[0160] The determination module 1102 is used to determine a reference object in the first object based on reference information and to assign the second virtual role to the reference object.
[0161] In one possible implementation, the reference information includes bidding information. The determination module 1102 is used to compare the bidding information of each first object and display the comparison results; the first object corresponding to the best bidding information in the comparison results is determined as the reference object.
[0162] In one possible implementation, the display module 1101 is further configured to display selection information of the selected first virtual character after any first virtual character is selected, the selection information representing the relevant information of the selected first virtual character.
[0163] In one possible implementation, the determining module 1102 is used to determine updated information when the reference information of the first object is updated; generate an updated result based on the reference information and the updated information; and determine the reference object in the first object based on the updated result when the duration of the competition for the second virtual role is greater than or equal to the duration threshold.
[0164] In one possible implementation, the display module 1101 is also used to display a second virtual character in the associated area of the reference object.
[0165] In one possible implementation, the display module 1101 is further configured to display the assembly element of the first virtual character when the number of interactive objects selected for the first virtual character is one, the assembly element being used to assemble the first virtual character; and to display the assembled first virtual character in response to the use operation of the assembly element.
[0166] In one possible implementation, the device further includes an acquisition module (not shown in the figure), which is used to acquire the selection result of the first virtual character, the selection result representing the correspondence between the interactive object and the first virtual character; a display module 1101, which is also used to display the remaining virtual characters when the selection result represents that there is a second object that has not obtained the first virtual character, the remaining virtual characters being the virtual characters that were not selected among the first virtual characters, and the second object being the interactive object that has not obtained the first virtual character; and a determination module 1102, which is also used to assign the remaining virtual characters to the second object.
[0167] In one possible implementation, the display module 1101 is also used to display the game interface when the first virtual characters selected by the interactive objects are all different.
[0168] In one possible implementation, the display module 1101 is further configured to display candidate competition modes of the second virtual character; the determination module 1102 is further configured to determine reference information of the first object based on the determined candidate competition modes and basic information, wherein the basic information includes at least one of the interaction information of the second virtual character or the relevant information of the interaction object.
[0169] In one possible implementation, the basic information includes the interaction information of the second virtual character. The determining module 1102 is used to obtain the interaction information of each first object on the second virtual character when the determined candidate competition method is competition based on the interaction information of the second virtual character. The interaction information includes at least one of the number of interactions of the second virtual character, the interaction result, or the contribution during the interaction process; and to determine the reference information of the first object based on the interaction information.
[0170] In one possible implementation, the basic information includes information about the interaction objects. The determining module 1102 is used to obtain the relevant information of each first interaction object when the determined candidate competition method is the competition method of the relevant information of the interaction objects. The first interaction object is an object that has a teammate interaction relationship with the first object. The relevant information of the first interaction object includes the type of virtual character selected by the first interaction object. The reference information of the first object is determined based on the relevant information of each first interaction object.
[0171] In one possible implementation, the basic information includes information about the interactive objects, including voting information. The determining module 1102 is used to obtain the voting information of each second interactive object for the first object when the determined candidate competition method is voting. The second interactive objects are interactive objects other than the first object. The reference information of the first object is determined based on the voting information.
[0172] In one possible implementation, the basic information includes information about the interactive object, which includes confirmation information of the first object. The determining module 1102 is used to display random elements for the first object to choose from when the determined candidate competition method is random, wherein the number of random elements is not less than the number of first objects, and one of the random elements is associated with a second virtual character; when the random element is selected by the first object, the confirming information of the first object is determined, which includes the association information between the random element selected by the first object and the second virtual character; and the reference information of the first object is determined based on the confirming information.
[0173] In one possible implementation, the basic information also includes comprehensive competitive information. The determining module 1102 is further used to determine comprehensive competitive information based on the basic information when the determined candidate competitive method is a comprehensive method. The comprehensive competitive information includes at least one of the following: the bidding information of the first object, the interaction information of the second virtual character, the relevant information of the interaction object, the voting information of the second interaction object for the first object, or the confirmation information of the first object. Based on the comprehensive competitive information and the weight corresponding to the comprehensive competitive information, the reference information of the first object is determined.
[0174] When multiple objects select a second virtual role from a first virtual role, this application can display reference information used by the first objects to compete for the second virtual role. This allows each interacting object to intuitively understand the current competitive status of the second virtual role, improving information transparency and fairness in the process of acquiring the second virtual role. Furthermore, through the displayed reference information, the first object can adjust its strategy for acquiring the second virtual role in real time, enhancing interactivity in the process. By using reference information to identify a reference object among the first objects and assigning the second virtual role to the first object, this application avoids the homogenization of the interaction process caused by interacting objects selecting the same virtual role, thus increasing the strategic depth and diversity of the virtual role interaction process.
[0175] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.
[0176] Figure 12 This is a structural block diagram of a terminal device provided in an embodiment of this application. The terminal device 2100 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, and smartwatches.
[0177] Typically, terminal device 2100 includes a processor 2101 and a memory 2102.
[0178] Processor 2101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0179] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2102 is used to store at least one instruction, which is executed by the processor 2101 to implement the virtual character acquisition method provided in the method embodiments of this application.
[0180] In some embodiments, the terminal device 2100 may also optionally include a peripheral device interface 2103 and at least one peripheral device. The processor 2101, memory 2102, and peripheral device interface 2103 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2103 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: radio frequency circuitry 2104, display screen 2105, camera assembly 2106, audio circuitry 2107, and power supply 2108.
[0181] Peripheral device interface 2103 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 2101 and memory 2102. In some embodiments, processor 2101, memory 2102 and peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2101, memory 2102 and peripheral device interface 2103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0182] The radio frequency (RF) circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 2104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 2104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 2104 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 2104 can communicate with other terminal devices through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 2104 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0183] Display screen 2105 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2105 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2101 for processing. In this case, display screen 2105 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2105, disposed on the front panel of terminal device 2100; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 2100 or in a folded design; in still other embodiments, display screen 2105 may be a flexible display screen, disposed on a curved or folded surface of terminal device 2100. Furthermore, display screen 2105 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0184] The camera assembly 2106 is used to acquire images or videos. Optionally, the camera assembly 2106 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal device 2100, and the rear-facing camera is located on the back of the terminal device 2100. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 2106 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cool light flash, which can be used for light compensation at different color temperatures.
[0185] The audio circuit 2107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 2101 for processing, or input to the radio frequency circuit 2104 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different part of the terminal device 2100. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 2101 or the radio frequency circuit 2104 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 2107 may also include a headphone jack.
[0186] Power supply 2108 is used to supply power to the various components in terminal device 2100. Power supply 2108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0187] In some embodiments, the terminal device 2100 further includes one or more sensors 2110. The one or more sensors 2110 include, but are not limited to: an acceleration sensor 2111, a gyroscope sensor 2112, a pressure sensor 2113, an optical sensor 2114, and a proximity sensor 2115.
[0188] Accelerometer 2111 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by terminal device 2100. For example, accelerometer 2111 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 2101 can control display screen 2105 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 2111. Accelerometer 2111 can also be used for games or for acquiring user motion data.
[0189] The gyroscope sensor 2112 can detect the orientation and rotation angle of the terminal device 2100. The gyroscope sensor 2112 can work in conjunction with the accelerometer sensor 2111 to collect the user's 3D movements on the terminal device 2100. Based on the data collected by the gyroscope sensor 2112, the processor 2101 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0190] The pressure sensor 2113 can be disposed on the side bezel of the terminal device 2100 and / or on the lower layer of the display screen 2105. When the pressure sensor 2113 is disposed on the side bezel of the terminal device 2100, it can detect the user's grip signal on the terminal device 2100, and the processor 2101 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 2113. When the pressure sensor 2113 is disposed on the lower layer of the display screen 2105, the processor 2101 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 2105. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0191] Optical sensor 2114 is used to collect ambient light intensity. In one embodiment, processor 2101 can control the display brightness of display screen 2105 based on the ambient light intensity collected by optical sensor 2114. Specifically, when the ambient light intensity is high, the display brightness of display screen 2105 is increased; when the ambient light intensity is low, the display brightness of display screen 2105 is decreased. In another embodiment, processor 2101 can also dynamically adjust the shooting parameters of camera assembly 2106 based on the ambient light intensity collected by optical sensor 2114.
[0192] The proximity sensor 2115, also known as a distance sensor, is typically installed on the front panel of the terminal device 2100. The proximity sensor 2115 is used to detect the distance between the user and the front of the terminal device 2100. In one embodiment, when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually decreasing, the processor 2101 controls the display screen 2105 to switch from a screen-on state to a screen-off state; when the proximity sensor 2115 detects that the distance between the user and the front of the terminal device 2100 is gradually increasing, the processor 2101 controls the display screen 2105 to switch from a screen-off state to a screen-on state.
[0193] Those skilled in the art will understand that Figure 12 The structure shown does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0194] Figure 13This is a schematic diagram of the server structure provided in the embodiments of this application. The server 2200 can vary considerably due to different configurations or performance. It may include one or more processors 2201 and one or more memories 2202. The one or more memories 2202 store at least one piece of program code, which is loaded and executed by the one or more processors 2201 to implement the virtual character acquisition method provided in the above-described method embodiments. Of course, the server 2200 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2200 may also include other components for implementing device functions, which will not be elaborated here.
[0195] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one piece of program code that is loaded and executed by a processor to enable a computer to implement any of the above-described methods for acquiring a virtual character.
[0196] Optionally, the aforementioned computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.
[0197] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described methods for acquiring a virtual character.
[0198] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the reference information, selection information, update information, and basic information of the first object involved in this application were obtained with full authorization.
[0199] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0200] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.
Claims
1. A method for acquiring a virtual character, characterized in that, The method includes: Display two or more first virtual characters, which are used for interactive objects to select; When there are two or more first objects that select the second virtual character from the first virtual character, reference information of the first object is displayed. The reference information represents the information of the first object used to compete for the second virtual character. The first object is the object that selects the second virtual character from the interaction object. Based on the reference information, a reference object is determined in the first object, and the second virtual character is assigned to the reference object.
2. The method according to claim 1, characterized in that, The reference information includes bidding information, and determining the reference object in the first object based on the reference information includes: Compare the bidding information of each first object and display the comparison results; The first object corresponding to the best bidding information in the comparison results is determined as the reference object.
3. The method according to claim 1, characterized in that, After displaying two or more first virtual characters, the method further includes: After any first virtual character is selected, the selection information of the selected first virtual character is displayed, and the selection information represents the relevant information of the selected first virtual character.
4. The method according to claim 1, characterized in that, Determining the reference object in the first object based on the reference information includes: If the reference information of the first object is updated, the updated information is determined; An update result is generated based on the reference information and the update information; If the duration of the competition for the second virtual character is greater than or equal to the duration threshold, the reference object is determined in the first object based on the update result.
5. The method according to claim 4, characterized in that, After determining the reference object in the first object based on the reference information, the method further includes: The second virtual character is displayed in the associated area of the reference object.
6. The method according to any one of claims 1 to 5, characterized in that, The method further includes: When the number of interactive objects for the first virtual character is selected to be one, the assembly elements of the first virtual character are displayed, and the assembly elements are used to assemble the first virtual character. In response to the use of the assembly element, the first virtual character after assembly is displayed.
7. The method according to any one of claims 1 to 5, characterized in that, After assigning the second virtual character to the reference object, the method further includes: Obtain the selection result of the first virtual character, wherein the selection result represents the correspondence between the interactive object and the first virtual character; If the selection results indicate that a second object has not obtained the first virtual character, the remaining virtual characters are displayed. The remaining virtual characters are the virtual characters that were not selected from the first virtual characters, and the second object is the object that has not obtained the first virtual character from the interaction objects. The remaining virtual characters are assigned to the second object.
8. The method according to any one of claims 1 to 5, characterized in that, The method further includes: If the first virtual character selected by the interactive objects is different, the game interface will be displayed.
9. The method according to any one of claims 1 to 5, characterized in that, Before displaying the reference information of the first object, the method further includes: This displays the candidate competition method for the second virtual character; Reference information for the first object is determined based on the identified candidate competition method and basic information, wherein the basic information includes at least one of the interaction information of the second virtual character or the relevant information of the interaction object.
10. The method according to claim 9, characterized in that, The basic information includes the interaction information of the second virtual character, and the reference information for determining the first object based on the determined candidate competition method and the basic information includes: When the determined candidate competition method is competition based on the interaction information of the second virtual character, the interaction information of each first object with respect to the second virtual character is obtained, and the interaction information includes at least one of the interaction number, interaction result or contribution of the second virtual character during the interaction process; The reference information of the first object is determined based on the interaction information.
11. The method according to claim 9, characterized in that, The basic information includes relevant information about the interactive object, and the reference information for determining the first object based on the determined candidate competition method and the basic information includes: In the case where the determined candidate competition method is the competition method of the relevant information of the interaction object, the relevant information of each first interaction object is obtained. The first interaction object is an object that has a teammate interaction relationship with the first object. The relevant information of the first interaction object includes the type of virtual character selected by the first interaction object. The reference information of the first object is determined based on the relevant information of each of the first interactive objects.
12. The method according to claim 9, characterized in that, The basic information includes relevant information about the interactive object, including voting information. The reference information for determining the first object based on the determined candidate competition method and the basic information includes: When the determined candidate competition method is a voting method, the voting information of each second interaction object for the first object is obtained, wherein the second interaction object is an interaction object other than the first object; The reference information for the first object is determined based on the voting information.
13. The method according to claim 9, characterized in that, The basic information includes relevant information about the interaction object, which includes confirmation information about the first object. The step of determining reference information for the first object based on the determined candidate competition method and the basic information includes: When the determined candidate competition method is random, random elements are displayed for the first object to choose from, wherein the number of random elements is not less than the number of the first objects, and one of the random elements is associated with the second virtual character; When the random element is selected by the first object, the confirmation information of the first object is determined, and the confirmation information includes the association information between the random element selected by the first object and the second virtual character; The reference information of the first object is determined based on the confirmation information.
14. The method according to claim 9, characterized in that, The basic information also includes comprehensive competitive information, and the reference information for determining the first object based on the determined candidate competitive methods and basic information further includes: When the determined candidate competition method is a comprehensive method, comprehensive competition information is determined based on the basic information. The comprehensive competition information includes at least one of the following: the bidding information of the first object, the interaction information of the second virtual character, the relevant information of the interactive object, the voting information of the second interactive object for the first object, or the confirmation information of the first object. Based on the comprehensive competitive information and the weights corresponding to the comprehensive competitive information, reference information for the first object is determined.
15. A device for acquiring a virtual character, characterized in that, The device includes: The display module is used to display two or more first virtual characters, which are selected by the interactive object. The display module is further configured to display reference information of the first object when the number of first objects selecting the second virtual character from the first virtual character is two or more, wherein the reference information represents information of the first object for competing for the second virtual character, and the first object is the object that selects the second virtual character from the interaction object; The determining module is used to determine a reference object in the first object based on the reference information, and to assign the second virtual character to the reference object.
16. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the method for acquiring a virtual character as described in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the method for acquiring a virtual character as described in any one of claims 1 to 14.
18. A computer program product, characterized in that, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the method for acquiring a virtual character as described in any one of claims 1 to 14.